+Venger Satanis has been producing material for a long time. Longer I think than most people really know. I Remember talking to him back in the early part of the 2000s. He had some cool, weird, interesting stuff back then, but not all of it was ready for prime time. In the last few years he has put some quality product and made a name for himself in the RPG/OSR sphere.
A while back I reviewed the Crimson Dragon Slayer game. I had some nitpicks with it but overall I liked it. This new Crimson Dragon Slayer, version 1.11, is a little different. IT is free, and if you bought the old one you can also get a combine version for the price of a click.
This "new" game streamlines CDS into a game that can be setup, taught and play begins in one hour.Not a small feat really. The new game distils everything that made the first CDS different and makes it work. The die system revolves around a d6 set of rolls, sometime 1d6, 2d6 or 3d6 (or even a 4d6) depending on the difficulty or even the new 0d6.
Everything is stipped down. Three basic races (human, elf, dwarf) and four classes (warrior, cleric, wizard, thief). Everything from combat to leveling up is designed to be simple. I see the same design philosophy here that I see in other stream-lined games. There is enough here to really attach some very interesting ideas to not counting the built-in campaign view. There is even a simple 3-page adventure to get your characters from level 1 to level 2.
There is still some work that needs to be done before this is a full product but so far there is a lot of promise here. I am very interested in seeing where this goes and what sort of options are available for higher levels. Right now the game is very fast and open and has a lot of potential.
For the right crowd of gamers this would make for a great afternoon diversion and for others it would become their game of choice. For the price you really can't beat it.
I think there are somethings here (and the promise of others) that I could steal for my own OSR games.
---
I am up for an Ennie this year for Best Blog!
Please click on the link and vote "1" under "The Other Side".
Monday, July 18, 2016
Monstrous Mondays: Baby Bestiary Vol. 1
Baby Bestiary Handbook Vol 1
A while back I posted support for the Baby Bestiary vol 1 and 2. Volume 1 is now up for the Best Interior Art and Best monster/adversary ENnies and it is no surprise. The book is absolutely gorgeous.
+Andreas Walters has put together a fantastic book that is part monster manual, part field guide, part ecology book and a huge part art book.
The book is a densely packed 81 full-color pages. Easily one of the best-looking books to be nominated for an ENnie. Each monster description comes with details on what the young of each monster is called (a baby Hippocampus is known as a "fry" for example), how hard it is to train the young and other vital facts such as danger and intelligence levels.
The book would make for a great coffee table book really and I hope there is a nice leatherbound option in the future collecting both volumes.
Of course, the obvious choice here is the older gamer that has kids that LOVE monster books.
I have forgotten how many times I have had to go on rescue missions to my kids rooms to find my D&D books. I still have a Pathfinder book that I can't account for in fact! For younger kids a "baby monster" game, ala Pokemon, gotta catch them all, would be fantastic.
Since there is little to no "crunch" in this book it is compatible with a wide variety of games. Play your favorite game, use this book as your guide and go monster hunting with your kids.
In any case, this is a really fun book and I am really looking forward to Volume 2.
---
I am up for an Ennie this year for Best Blog!
Please click on the link and vote "1" under "The Other Side".
A while back I posted support for the Baby Bestiary vol 1 and 2. Volume 1 is now up for the Best Interior Art and Best monster/adversary ENnies and it is no surprise. The book is absolutely gorgeous.
+Andreas Walters has put together a fantastic book that is part monster manual, part field guide, part ecology book and a huge part art book.
The book is a densely packed 81 full-color pages. Easily one of the best-looking books to be nominated for an ENnie. Each monster description comes with details on what the young of each monster is called (a baby Hippocampus is known as a "fry" for example), how hard it is to train the young and other vital facts such as danger and intelligence levels.
The book would make for a great coffee table book really and I hope there is a nice leatherbound option in the future collecting both volumes.
Of course, the obvious choice here is the older gamer that has kids that LOVE monster books.
I have forgotten how many times I have had to go on rescue missions to my kids rooms to find my D&D books. I still have a Pathfinder book that I can't account for in fact! For younger kids a "baby monster" game, ala Pokemon, gotta catch them all, would be fantastic.
Since there is little to no "crunch" in this book it is compatible with a wide variety of games. Play your favorite game, use this book as your guide and go monster hunting with your kids.
In any case, this is a really fun book and I am really looking forward to Volume 2.
Don't forget to include the hashtag #MonsterMonday on Twitter or #MonsterMonday on Google+ when you post your own monsters!
---
I am up for an Ennie this year for Best Blog!
Please click on the link and vote "1" under "The Other Side".
Sunday, July 17, 2016
Ghostbusters (2016)
This weekend we went and saw the new Ghostbusters movie. Before I get into that I want to talk about the original Ghostbusters from 1984.
I love movies. I have seen thousands over the years, and Ghostbusters is one of my favorites. I love comedy and horror and grew up on a pretty steady diet of Saturday Night Live. Because of Ghostbusters I picked up my first psychology book. Ten years later I was getting a Ph.D. of my own in Psychology. I spent hours going over the paranormal section in my town's small, but fairly decent library. I was already a fan of horror and the occult by then, Ghostbusters made it all cool and new again.
For my games, I tried to make my cleric into the rough D&D equivalent of a Ghostbuster. I created two new spells, the sixth level "Father Werper's Crystal of Containment" and the seventh level "Father Werper's Crystal of Disruption". Both spells needed a pure quartz crystal, a round one for the containment spell and a prism-like one for the disruption. Yeah not really all that original, I was 15.
I even tried adapt bits of Chill for my use.
For years Ghostbusters ruled as my favorite all-time movies. I even recall sitting in my basement office about six or seven years ago wrapping Christmas presents while watching the Ghostbusters DVD commentary thrilled like it was brand new to me.
So it was with no small amount of trepidation and a lot of excitement when I heard about the new Ghostbusters.
I should not have worried.
The new Ghostbusters is every bit as good as the first and in some ways even better.
Melissa McCarthy, Kate McKinnon, Kristen Wiig and Leslie Jones are brilliant in their respective roles. McCarthy and Wiig make a great team that paly well off of each other. Plus I could totally buy into them being friends and rival scientists and then friends again. Leslie Jones is fantastic and Patty is a great and logical addition to the team, she certainly (as a character) hold her own with the crazy mad-science antics of the other three.
But I have to say this. Kate McKinnon steals every single scene she is in. Dr. Jillian Holtzmann is now my new favorite Ghostbuster ever. She is not just fantastic in her acting, but in everything, she is in and does. I have been a fan of hers for a while and this movie is finally allowing others to see how great she is.
The movie, by the way, is fantastic. The trailers do not do it any justice at all. There is a good story here, which the trailer never gives away, and a great villain. The cameos are fantastic and a nod to the true fans of the 1984 movie. Stay for all the credits for all the cameos. Unlike the first movie, this movie sets everything up for a sequel. A sequel that is very likely to happen given this weekend's box-office. Anything that gives us more McKinnon and more Holtzmann is fantastic in my mind.
If you are one of those complaining about an "all woman remake" because it is all women. Get over it.
This movie is great on its own merits and one I want to see again.
If you don't like remakes on general principle, well I can't help you there save to say that you should see this anyway.
The prevailing wisdom in Hollywood has been that an all-female cast is box office poison. I hope this starts to change things.
I grew up with Ghostbusters. Now my kids have a Ghostbusters they can grew up with. I think they have a pretty good deal.
---
I am up for an ENnie this year for Best Blog!
Please click on the link and vote "1" under "The Other Side".
I love movies. I have seen thousands over the years, and Ghostbusters is one of my favorites. I love comedy and horror and grew up on a pretty steady diet of Saturday Night Live. Because of Ghostbusters I picked up my first psychology book. Ten years later I was getting a Ph.D. of my own in Psychology. I spent hours going over the paranormal section in my town's small, but fairly decent library. I was already a fan of horror and the occult by then, Ghostbusters made it all cool and new again.
For my games, I tried to make my cleric into the rough D&D equivalent of a Ghostbuster. I created two new spells, the sixth level "Father Werper's Crystal of Containment" and the seventh level "Father Werper's Crystal of Disruption". Both spells needed a pure quartz crystal, a round one for the containment spell and a prism-like one for the disruption. Yeah not really all that original, I was 15.
I even tried adapt bits of Chill for my use.
For years Ghostbusters ruled as my favorite all-time movies. I even recall sitting in my basement office about six or seven years ago wrapping Christmas presents while watching the Ghostbusters DVD commentary thrilled like it was brand new to me.
So it was with no small amount of trepidation and a lot of excitement when I heard about the new Ghostbusters.
I should not have worried.
The new Ghostbusters is every bit as good as the first and in some ways even better.
Melissa McCarthy, Kate McKinnon, Kristen Wiig and Leslie Jones are brilliant in their respective roles. McCarthy and Wiig make a great team that paly well off of each other. Plus I could totally buy into them being friends and rival scientists and then friends again. Leslie Jones is fantastic and Patty is a great and logical addition to the team, she certainly (as a character) hold her own with the crazy mad-science antics of the other three.
The movie, by the way, is fantastic. The trailers do not do it any justice at all. There is a good story here, which the trailer never gives away, and a great villain. The cameos are fantastic and a nod to the true fans of the 1984 movie. Stay for all the credits for all the cameos. Unlike the first movie, this movie sets everything up for a sequel. A sequel that is very likely to happen given this weekend's box-office. Anything that gives us more McKinnon and more Holtzmann is fantastic in my mind.
If you are one of those complaining about an "all woman remake" because it is all women. Get over it.
This movie is great on its own merits and one I want to see again.
If you don't like remakes on general principle, well I can't help you there save to say that you should see this anyway.
The prevailing wisdom in Hollywood has been that an all-female cast is box office poison. I hope this starts to change things.
I grew up with Ghostbusters. Now my kids have a Ghostbusters they can grew up with. I think they have a pretty good deal.
---
I am up for an ENnie this year for Best Blog!
Please click on the link and vote "1" under "The Other Side".
Friday, July 15, 2016
Kickstart Your Weekend: Strange Magic 2
Interjection Games and Bradley Crouch are Kickstarting an update to their wildly successful Strange Magic called, appropriately enough, Strange Magic 2.
This book looks great and it will be for Pathfinder and D&D5, so that is cool and a nice value add in my mind.
They even have a preview up on RPGNow that you can grab as Pay What You Want.
Strange Magic 2 - Preview. The Druid and Cartomancer look really cool.
Check it out!
---
I am up for an ENnie this year for Best Blog!
Please click on the link and vote "1" under "The Other Side".
This book looks great and it will be for Pathfinder and D&D5, so that is cool and a nice value add in my mind.
They even have a preview up on RPGNow that you can grab as Pay What You Want.
Strange Magic 2 - Preview. The Druid and Cartomancer look really cool.
Check it out!
---
I am up for an ENnie this year for Best Blog!
Please click on the link and vote "1" under "The Other Side".
Thursday, July 14, 2016
Review: Chill Quickstart - Good Fences Make Good Neighbors
Chill Quickstart: Good Fences Make Good Neighbors
I am woefully behind on all my reviews. None am I more late on than reviewing what should have been something I jumped on right away, Chill 3rd Edition.
I was very disapointed when I saw that Chill was not up for a ENnie for Best Game this year. The consolation though is that the rather excellent Quickstart for Chill is up for Best Free Product.
This is good since you can experience Chill for the price of a couple of clicks.
Now my love for Chill is WELL documented here on this blog. When everyone else was playing Call of Cthulhu (and watching their characters go mad or die) I was playing Chill (and watching my characters die). Or more to the point I was creating elaborate scenarios involving SAVE. I loved Pacesetter Chill and even drove out to the old Mayfair Games warehouse to score a brandnew hardcover a few years back. I own pretty much everything for Chill and even Rotworld/Cryptworld/Majus.
On to the product as hand.
Chill: Good Fences Make Good Neighbors is a 46 page "Quickstart". It has everything you need to play the game now except for people, dice and some tokens. Don't have 10-sided dice? Fine, get a deck of cards, remove the royals, put all the black suits in one deck and all the red in another. Shuffle them. When you need to roll choose a black card and a red card. Count tens as "0" and aces as "1". Save the face cards, the royals, for your tokens.
With this Quickstart author +Matthew McFarland has distilled Chill down to it's essence. It's a game about fighting the Unknown. There are a couple of pages devoted to the mechanics of the game; find a target number, roll that or under. Avoid botches (doubles over) but hope for a Colossal Success (roll doubles and under). Tokens are also covered.
An overview of the character sheet comes next breaking down the Attributes, Skills, Edges, Drawbacks and where you record damage. There is also a spot for The Art, or some magical/psychic abilities. This edition seems to focus a bit more on this than the previous, normal-human-centric point of view of the previous, but that will wait for a full reveiw.
This makes up the first half-dozen or so pages. The next dozen covers Combat and The Art. Combat is just another type of test/roll and The Art are "fancy" skills. The nice thing is when one system is learned the rest are easily picked up.
The rest of the book is the adventure. I don't want to give out any spoilers for potential players, but the adventure is a classic one for Chill. What kind of adventures are good for Chill? Well anything you might see on "Supernatural", "Grimm", "Kolchak" or "The X-Files" would make for a great Chill game, but also the stories you told as kids about the haunted house, or the mean old neighbor lady or the monster in the sewers.
The quickstart includes some characters to get you up and running fast. There are maps, artifacts and investigation sheet to make this feel like a real investigation into the paranormal, or what Chill calls The Unknown. Enough background is given on SAVE to make it interesting and to make you want to know more.
For the price you can't beat it. If you ever told a scary story to others with a flashlight under your chin, dared a friend to go into a "haunted house" or watched a Hammer Horror film then this is a great game for you. An ENnie win for it would let others know that too.
---
I am up for an ENnie this year for Best Blog!
Please click on the link and vote "1" under "The Other Side".
I am woefully behind on all my reviews. None am I more late on than reviewing what should have been something I jumped on right away, Chill 3rd Edition.
I was very disapointed when I saw that Chill was not up for a ENnie for Best Game this year. The consolation though is that the rather excellent Quickstart for Chill is up for Best Free Product.
This is good since you can experience Chill for the price of a couple of clicks.
Now my love for Chill is WELL documented here on this blog. When everyone else was playing Call of Cthulhu (and watching their characters go mad or die) I was playing Chill (and watching my characters die). Or more to the point I was creating elaborate scenarios involving SAVE. I loved Pacesetter Chill and even drove out to the old Mayfair Games warehouse to score a brandnew hardcover a few years back. I own pretty much everything for Chill and even Rotworld/Cryptworld/Majus.
On to the product as hand.
Chill: Good Fences Make Good Neighbors is a 46 page "Quickstart". It has everything you need to play the game now except for people, dice and some tokens. Don't have 10-sided dice? Fine, get a deck of cards, remove the royals, put all the black suits in one deck and all the red in another. Shuffle them. When you need to roll choose a black card and a red card. Count tens as "0" and aces as "1". Save the face cards, the royals, for your tokens.
With this Quickstart author +Matthew McFarland has distilled Chill down to it's essence. It's a game about fighting the Unknown. There are a couple of pages devoted to the mechanics of the game; find a target number, roll that or under. Avoid botches (doubles over) but hope for a Colossal Success (roll doubles and under). Tokens are also covered.
An overview of the character sheet comes next breaking down the Attributes, Skills, Edges, Drawbacks and where you record damage. There is also a spot for The Art, or some magical/psychic abilities. This edition seems to focus a bit more on this than the previous, normal-human-centric point of view of the previous, but that will wait for a full reveiw.
This makes up the first half-dozen or so pages. The next dozen covers Combat and The Art. Combat is just another type of test/roll and The Art are "fancy" skills. The nice thing is when one system is learned the rest are easily picked up.
The rest of the book is the adventure. I don't want to give out any spoilers for potential players, but the adventure is a classic one for Chill. What kind of adventures are good for Chill? Well anything you might see on "Supernatural", "Grimm", "Kolchak" or "The X-Files" would make for a great Chill game, but also the stories you told as kids about the haunted house, or the mean old neighbor lady or the monster in the sewers.
The quickstart includes some characters to get you up and running fast. There are maps, artifacts and investigation sheet to make this feel like a real investigation into the paranormal, or what Chill calls The Unknown. Enough background is given on SAVE to make it interesting and to make you want to know more.
For the price you can't beat it. If you ever told a scary story to others with a flashlight under your chin, dared a friend to go into a "haunted house" or watched a Hammer Horror film then this is a great game for you. An ENnie win for it would let others know that too.
---
I am up for an ENnie this year for Best Blog!
Please click on the link and vote "1" under "The Other Side".
Wednesday, July 13, 2016
Class Struggles: Cthonic Warlocks and The Return of Tharizdûn
Working through my "end game" for my Come Endless Darkness campaign. Like the Gygax book of the same name my main Big Bad is Tharizdûn. Also like the books I am sure that the universe is going to look very different when I am done.
Through the various adventures, the big plot emerging is that Orcus, Lolth, Yeegnohu and others are taking advantage of the death of all the Sun Gods, but no one has yet confirmed or not if they have any actual involvement in it. They suspect Orcus.
In truth it is all going to be Tharizidûn. This is something I have built up over the last couple of campaigns. The "Dragonslayers" (the generation before the "Order of the Platinum Dragon") uncovered the Forgotten Temple of Tharizdûn. His big plan, of course, is to get free.
Currently, I have him in a cage deep in the lowest part of the Nine Hells. Asmodeus is still his jailer and in many ways is the very first Warlock of Tharizdûn. He has been siphoning off Tharizdûn's power for centuries, it is how he took control of Hell in fact. But Tharizdûn knows this and while Asmodeus has been doing this, Tharizdûn has been pulling him deeper and deeper into his thrall.
In my games Tharizdûn also has another title, "The Whispering God". This comes from his warlocks who say their god whispers in their ears and tells them secrets. And convinces them to do terrible things. He is also known as the Elder Elemental Eye and worshiped by elemental-demon cults. He is also worshiped by the Drow that do not follow Lolth.
Recently Strange Brew: Warlocks was released. It includes a version of the Whispering God that I used in my games. I am particularly proud of it to be honest.
For my players, it means trouble.
Here is a Cthonic Tradition for the Basic Era Witch.
New Tradition: Cthonic
Witches of the Cthonic Tradition honor and some say are slaves of, very, very ancient powers. Some are inhuman powers from beyond our reality and understanding. Some are ancient Primordial Beigns from before the times of gods or mortals. A few are Dead Gods whose worship continues and whose power remains.
More so than any other witches, these are most often called Warlocks.
Role: These witches and warlocks represent a tie to the ancient past or to other unworldly powers. They represent classical villains or the scholar that has delved too deep into things that mortals were never meant to know.
Joining this Tradition: To join one must either discover the Cthonic Patron of be discovered by one. For example, the Cult of the Whispering God hears their Patron's whispers when they uncover hidden knowledge about the God or venture deep into areas that were formerly His centers of worship.
These witches tend to be Solitaries or be involved in small cults.
They are for the most part are chaotic, with some gravitating towards neutral. Rare is the lawful Cthonic witch, but it is not unheard of.
Leaving this Tradition: Often there is no way to leave this tradition; not even in death.
Occult Powers
Minor - 1st Level: Grimoire. The warlock does not gain a familiar like other witches, but rather a semi-aware tome known as a Grimoire. These tomes replace the Book of Shadows for these witches. These Grimoires are often sought after by occultist, magic-users.
Lesser - 7th Level: Immune to Fear. Exposed to so many horrors or alien minds warps the mind of the warlock to a point where normal fear has no effect on them. Magical fear is also given a -4 bonus on saves.
Medial - 13th Level: Alien Mind. The Cthonic witch has become so accustomed to dealing with alien and ancient minds that she becomes immune to charm and hold spells. Her mind can't be probed or read via telepathy, ESP or similar powers.
Greater - 19th Level: Curse. The warlock can place a powerful Curse on a single creature. She can only do this once per day (for a single creature). The curse can be of any sort, but usually the curse will bestow a -4 to all to-hit rolls and -2 to any saving throws. Other curses may be allowed, such as the Bestow Curse spell. Witch curses are quite powerful and require the use of two (2) remove curse spells to be fully removed.
Major - 25th Level: Shape Change. Once per day, the witch may change her shape to any type of aberrant monster, like the spell Shape Change. For 1 turn per level, the witch may move freely back and forth between her aberration and human forms. Once the form is chosen, that is the only form she can use for the day. So, a witch may choose to change between the forms of human and a roper but cannot go between roper, human and bird. Once the duration has expired, the witch reverts back to human form. The witch does not have the special abilities of the aberant form save for those that she can manage with the form. So the roper's tentacles would be replicated, but not the basts of a Sphere of Many Eyes.
Superior - 31st Level: Apotheosis. The witch becomes something else. This new form and powers are dependent on the Patron she serves. For witches of the Whispering God her voice barley rises above a whisper, but her voice can be used as a Command spell once per day, a Charm spell 3 times per day, and a suggestion seven times per day.
---
I am up for an ENnie this year for Best Blog!
Please click on the link and vote "1" under "The Other Side".
Through the various adventures, the big plot emerging is that Orcus, Lolth, Yeegnohu and others are taking advantage of the death of all the Sun Gods, but no one has yet confirmed or not if they have any actual involvement in it. They suspect Orcus.
In truth it is all going to be Tharizidûn. This is something I have built up over the last couple of campaigns. The "Dragonslayers" (the generation before the "Order of the Platinum Dragon") uncovered the Forgotten Temple of Tharizdûn. His big plan, of course, is to get free.
Currently, I have him in a cage deep in the lowest part of the Nine Hells. Asmodeus is still his jailer and in many ways is the very first Warlock of Tharizdûn. He has been siphoning off Tharizdûn's power for centuries, it is how he took control of Hell in fact. But Tharizdûn knows this and while Asmodeus has been doing this, Tharizdûn has been pulling him deeper and deeper into his thrall.
In my games Tharizdûn also has another title, "The Whispering God". This comes from his warlocks who say their god whispers in their ears and tells them secrets. And convinces them to do terrible things. He is also known as the Elder Elemental Eye and worshiped by elemental-demon cults. He is also worshiped by the Drow that do not follow Lolth.
Recently Strange Brew: Warlocks was released. It includes a version of the Whispering God that I used in my games. I am particularly proud of it to be honest.
WARLOCK PATRON: THE WHISPERING GODFor Pathfinder this is a "Cthonic" Patron. For D&D 5 this would be an "Old One".
Deep in forgotten tombs, hidden in forsaken forests, and haunting long-abandoned churches of long-dead gods, you can hear it. It is soft, but it is there. Once you hear it, then it is always with you—day and night, sleeping and waking. It is the voice of the Whispering God. No one is for sure who or what the Whispering God is.
There are no churches or priests dedicated to him. No stories of creation. No heroes. No tales of battles. Just the constant whispering. Those warlocks who follow this entity are blessed and cursed: blessed with great power and cursed with the voice of their patron in their ears forever. No one knows what the Whispering God wants or even why he/it needs warlocks and not clerics.
The speculation is that he is a god trapped in prison so dark and so perfect only his voice can escape, but just barely. He needs these warlocks to spread the word so he can escape. Others claim that the god is nothing more than the madness that will consume all “his” warlocks.
For my players, it means trouble.
Here is a Cthonic Tradition for the Basic Era Witch.
New Tradition: Cthonic
Witches of the Cthonic Tradition honor and some say are slaves of, very, very ancient powers. Some are inhuman powers from beyond our reality and understanding. Some are ancient Primordial Beigns from before the times of gods or mortals. A few are Dead Gods whose worship continues and whose power remains.
More so than any other witches, these are most often called Warlocks.
Role: These witches and warlocks represent a tie to the ancient past or to other unworldly powers. They represent classical villains or the scholar that has delved too deep into things that mortals were never meant to know.
Joining this Tradition: To join one must either discover the Cthonic Patron of be discovered by one. For example, the Cult of the Whispering God hears their Patron's whispers when they uncover hidden knowledge about the God or venture deep into areas that were formerly His centers of worship.
These witches tend to be Solitaries or be involved in small cults.
They are for the most part are chaotic, with some gravitating towards neutral. Rare is the lawful Cthonic witch, but it is not unheard of.
Leaving this Tradition: Often there is no way to leave this tradition; not even in death.
Occult Powers
Minor - 1st Level: Grimoire. The warlock does not gain a familiar like other witches, but rather a semi-aware tome known as a Grimoire. These tomes replace the Book of Shadows for these witches. These Grimoires are often sought after by occultist, magic-users.
Lesser - 7th Level: Immune to Fear. Exposed to so many horrors or alien minds warps the mind of the warlock to a point where normal fear has no effect on them. Magical fear is also given a -4 bonus on saves.
Medial - 13th Level: Alien Mind. The Cthonic witch has become so accustomed to dealing with alien and ancient minds that she becomes immune to charm and hold spells. Her mind can't be probed or read via telepathy, ESP or similar powers.
Major - 25th Level: Shape Change. Once per day, the witch may change her shape to any type of aberrant monster, like the spell Shape Change. For 1 turn per level, the witch may move freely back and forth between her aberration and human forms. Once the form is chosen, that is the only form she can use for the day. So, a witch may choose to change between the forms of human and a roper but cannot go between roper, human and bird. Once the duration has expired, the witch reverts back to human form. The witch does not have the special abilities of the aberant form save for those that she can manage with the form. So the roper's tentacles would be replicated, but not the basts of a Sphere of Many Eyes.
Superior - 31st Level: Apotheosis. The witch becomes something else. This new form and powers are dependent on the Patron she serves. For witches of the Whispering God her voice barley rises above a whisper, but her voice can be used as a Command spell once per day, a Charm spell 3 times per day, and a suggestion seven times per day.
---
I am up for an ENnie this year for Best Blog!
Please click on the link and vote "1" under "The Other Side".
Tuesday, July 12, 2016
Review: Maze of the Blue Medusa
Notice: I am not taking down this post because I feel it is more important to leave it up, but also update everyone on what is happeing now as February 11, 2019. Please see this newer post first. http://theotherside.timsbrannan.com/2019/02/i-am-going-to-talk-about-zak-today-and.html |
Maze of the Blue Medusa is the latest book from +Patrick Stuart (of Deep Carbon Observatory) and +Zak Sabbath ("Red and Pleasant Land" among others) and published by Satyr Press.
All of that is relevant to the review that follows. First, you can see the DNA of both DCO and RaPL in Maze of the Blue Medusa (MoBM hereafter). Not to say this is the child of the other two, unless it is a child the same way a medusa is the child of an arch-devil, but there are fingerprints all over it.
Satyr Press is important too. Not because you have heard of it (I hadn't) but because they are not known for their RPG books. In fact this is their first and only one to date. You won't find MotBM on DriveThruRPG or RPGNow. I have no idea if my favorite local game store carries it (though they did have RaPL). So already we should know from all of this we have something different. And we do.
I have had MotBM now for a little while but I have been purposefully holding off on reviewing it till know for a very specific reason. I want to review it now so you can vote for it at the ENnies. Yes, I know that calls my bias into question and my intentions. But there is the Product (which I am reviewing here) and there is the Philosophy (which is why I want you to vote). I am going to review the Product, but I want to talk about the Philosophy.
Ok brass tacks. What is Maze of the Blue Medusa?
Extremely simply put MotBM is an adventure. It is a huge dungeon in the very, very classical sense that for what ever reasons your characters will investigate. The PDF is 296 pages. This contains a map of the "Maze" (spoiler: it's not really a maze), both Zak's lavishly painted version and a utilitarian numbered one that is also hyperlinked (Philosophy vs. Product right there). The PDF is massive, hyperlinks everywhere and the art is, as expected, top notch material from Zak. I can't help compare it to Red and Pleasant Land, and favorably so. The art is central to the map. OR the map is central to the art. They are one and the same really. So don't come to this product if you want grids or blue borders on your maps. I love all that stuff, I do, but that is not this product, nor would it ever be.
The maps remind me also of the board game Dungeon! a little bit. Same sort of color, same sort of "flat yet, multi-dimensional" feel to it. I will be honest that was what attracted me most from the start.
The Maze is both explicitly and implicitly multidimensional.
The only thing I can relate it too was this multivariate regression course I took back in grad school where we tried to replicate 4, 5 and more dimensional multivariate axes on two-dimensional paper.
For me, at least, not only is the PDF hyper-linked, the Maze itself is hyperlinked.
We are given a brief history and a timeline involving an immortal medusa and three perfect sisters.
There is insanity all around them, thus the Maze.
Or whatever.
I like the background and it pulls me into this world, but it happened (game wise) so long ago how can any of the PCs be sure? Implicit in the design is that you can do what you like here. This is evident in the coding of the monster stats in some Ur-D&D. Designed to be flexible and compatible with a wide variety of editions and games.
Which gets me to my first big point on Philosophy.
The Maze has no meaning save what the reader/player puts on it.
I am not trying to discount what Zak and Patrick wrote in the book. Not at all, quite the opposite. They worked very hard to provide a copious amount text and background. But like the medusa who changes people with her gaze, the Blue Medusa is changed by the gaze of others. The details are enough to get you going but how it works in your world with your players and your style of gaming (not to mention the ruleset you choose) will change it. The language used here is less "I am telling you what is happening" to "I am inspiring you to tell what is happening". The difference is profound. It made the work Zak and Patrick had to do harder, but more rewarding. It is not their domain (or dare I say even their right) to tell me why the Medusa or Chronia don't age, it is enough that they don't and the world moves on. Do you need to know for your game? Maybe, that is up to you.
The monsters, or really NPCs, are unique and tailored to this. Same with the magic items. Sure there are some liches, but that seems to be expected given the rules of the Maze to be honest. Hell I might throw in a couple more and have them be former adventures from my gaming groups of the neolithic days of D&D just amuse myself. But in truth no-one is there without a reason.
One could, based on the surface features, call this a dungeon crawl but that is nowhere close to what it really is. Yeah you can use it as that, but that is a waste of material.
Plus, unlike the great adventures of yesteryear (which I am still inordinately fond of) there are good reasons why these monsters/npcs/characters are hanging around here. There is no sphinx guarding the corridors as in White Plume Mountain. There is no monster here because it fit the challenge rating of the rest of the dungeons. Things are here because they serve a purpose in the Maze itself independent of whether or not the PCs are there.
There are also enough things going on in this dungeon/book that I could not help but be amused by knowing the histories and interactions of the designers. I nearly spit out my coffee at the Canibal Critics. I also have to admit I adore the Glyph Witch.
Now personally I am huge fan of the PDF. It is hyperlinked and I can jump all over the Maze in a way that is both utilitarian (Gods...I just called a Zak Sabbath book "utilitarian") but also aesthetically pleasing. I want to say though that the pictures of the hardcover are absolutely gorgeous. It's the type of book you leave out and hope your non-gaming friends find a leaf through.
Sometimes They Get Lost
With so many characters (both senses of the word) wandering the halls of the Maze I can't help but have two thoughts. 1. Is this the authors' idea of what hell is? It has all the features of the Greek Hades or even Dante's Inferno. I am quite certain that all the NPCs represent real people in the lives of the authors. I have not identified them all and I am not likely too, but it is a fun exercise. Also 2. Is this where all the lost characters go? Sometimes when you play with a group, players come and go, what happens to their characters? I am not talking about inbetween major adventures, but in the middle of one. One session there are there and the next...gone. Maybe...just maybe some of them end up here. They are lost in the truest sense of the word. Not evil, not good, but lost. Maybe they have wandered the halls for a thousand years but still think that it was only minutes ago they got here. Maybe they are all too painfully aware of what is going on but are powerless to do anything about it.
Why Should I Buy Maze of the Blue Medusa?
Buy this if you are the type of gamer that loves a new and unique challenge. Buy this if you are the kind of gamer that is bored of the typical dungeon crawl where you kick in a door, kill the giant rat and collect your 2,000 coppers. After 36+ years of gaming, precious little seems "new" to me. This feels new. The ideas are old, but the presentation and the execution are new.
Buy this for the jaded gamer who thinks they have seen it all.
I am going to pick up the hard cover because I also think this adventure makes for good reading. There is an implicit story here I would love to tease out for my own world.
Why Should I Vote For Maze of the Blue Medusa?
Obviously, I think the product is worthy of such consideration. This why I am posting now as opposed to last week or after I get my hardcover. This is my next big point on Philosophy. You buy MotBM for the Product, but vote for the Philosophy. Zak's writing, work and much of his blog is about how games can and should be better. MotBM is the tangible artifact of that ideal. Now my "better" and your "better" and his "better" might not all be the same thing, but the effort to do something different needs to be rewarded. The effort to try out adventure design where one designer paints and the other writes and they go back and forth should be rewarded and acknowledged. There is also the fact that this is essentially a D&D product. If this were (gods I am going to catch shit for this) FATE adventure or something from the Indie Press Revolution, the style would be heralded and pedalstooled by that faction of gamers. This is the Indie RPG aesthetic applied to DIY D&D.
Maze is up for the following ENnies:
Best Adventure
Best Cartography
Best Electronic Book
Best Writing
and Product of the Year
Personally, I think it is worthy of all of these. Foremost Best Adventure and Best Electronic Book.
Buying sends the message to the authors that you appreciate their work. Voting sends the message to other authors that this is the sort of thing you like and you want to see more. So please, vote for this.
We need more adventures and supplements like this.
I have no idea where I am going to use this, but I will use it.
Good job +Zak Sabbath and +Patrick Stuart. Looking forward to seeing what is next.
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I am up for an Ennie this year for Best Blog!
Please click on the link and vote "1" under "The Other Side".
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