Have not done a Paul Naschy film yet this year.
This one has a warlock and his witch bride coming back from the dead as something similar to a vampire. It's not bad but less blood, gore and nudity than I expected from a Paul Naschy film to be honest.
Alaric de Marnac is the warlock from this tale and he would later go on to appear in other Naschy movies. I kinda like the idea, even if this movie was only so-so.
2016 Movie tally
Watched: 26
New: 21
Wednesday, October 26, 2016
Review: WITCH Fated Souls
I supported the WITCH: Fated Souls Kickstarter back when it was coming out and have been meaning to do a review for ages. Given that Halloween is nigh and the PDF is on sale at DriveThruRPG this might be a great time.
+Elizabeth Chaipraditkul is a new name to the RPG biz, but one that is getting out there. In addition to being the lead hamster at +Angry Hamster Publishing she is also working with +Stacy Dellorfano on a new adventure for the upcoming Swords & Wizardry Complete 3rd Printing Kickstarter. WITCH: Fated Souls though is her masterwork.
WFS is a modern supernatural game. It has elements of horror and universe destroying, or defining, magics. Now lets be 100% fair here. We all have several of these sorts of games. I have more than I can count right now and I have written or worked on a few myself. So any game in this field has some really steep competition. For myself I am likely to compare this game to CJ Carrella's WitchCraft and to Mage: the Ascension. I am also likely to compare this to Ron Edwards' Sorcerer.
Liz has an impressive RPG Playing career and you can see influences of D&D, Vampire, and Mage in her game. So WFS can be judged as a setting and for her game mechanics.
As mentioned WFS is a Modern Supernatural game with elements of horror. Not, "you fail a SAN check" sort of horror but more along the lines of "what are you willing to do, willing to give up, for power". The characters of WFS are witches, also known as the Fated. These characters have sold their soul to a "demon" for power. In some cases, this is a fire and brimstone devil or it's a nebulous concept, the Horned Beast, the Reynard, or it is something they don't even understand themselves.
For my review I am looking over my hardcover book and PDF from my Kickstarter package. This included a GM screen and a deck of "Devil Deck Cards". I also got a lot of images, character sheet package PDF and some desktop wallpapers. The book is 208 pages, standard format with full-color covers and interiors, though the color palette is predominantly blacks, blues, and violets.
WITCH is divided up into nine chapters and an introduction.
INTRODUCTION
Here we get some setting fiction and the typical "what are RPGs" section. There is also a Chapter overview here.
CHAPTER 1: Character Creation
WFS is a character focused game. One might even say it is a story-telling game, but it has more crunch than most storytelling games. Regardless of what you might, or might not, call it, characters are the most important element. What will your character do for power? What will they sacrifice and how much of their humanity is left when they are done? In this respect, it has a lot in common with Vampire and Sorcerer. You are expected to have a concept in mind when you begin your character creation. To this end the various "Fate" or types of Witch you can become are presented. These include the Hecks, Druids, Djinn, Yokai, Sósyé, Liches, and Seers. You can read about all of these and get details on who they are and what they do on AngryHamster's webiste,
http://www.angryhamsterpublishing.com/witch/. Also detailed here are the types of demons associated with each Fate.
When creating a character the player needs to think about who this character is and what they are going to be doing in this world. So there are prompts like "Before my Fating..." and "I was Fated because..." and "My relationship with my demon is..." Here, and throughout the book there are examples and story elements to help guide you. There is also a step by step instruction guide.
Character creation, mechanically speaking, is a case of point-buy. If you have played WoD, GURPS, Unisystem or other games then this will feel familiar.
Like WoD and WitchCraft we also get a couple pages, with character art, dedicated to each Fate.
The art in this game is really great.
CHAPTER 2: Vital Statistics
This deals with the stats of your character; attributes (nearly fixed qualities like Charisma, Dexterity, and Intelligence), skills (who good are you at driving, etiquette, social empathy), pursuits (things you own or are), and talents (akin to magical skills or qualities).
This is set up similar to many games so navigating what this is and how to use it are not difficult. There is a LOT of room for customization so the number of potential characters is really great. So there is no reason for every Sósyé or Djinn to be the same as the others.
CHAPTER 3: Magic
Now this is a fun chapter. An overview of the game mechanics of magic is given including the important "botch" roll. Magic here has a bit of different feel than otehr games. The closest for me is WitchCraft, but with plenty of Mage added in. Magic spells are grouped by Fate. So the Djinn have different magic than the Hecks and so on.
All the fated also have access to Rituals, these are "longer" spells that take time and sometimes multiple casters. Others are simple spells that are more rote.
In a similar cancept we are also given potions. This is a true gem of these rules since it represents one of the best potion creation, use and mixing rules outside of the 1st Ed Dungeon Masters Guide.
It also has some of the most attractive art too.
The magic alteration section is great.
CHAPTER 4: Higher Spell Levels
This chapter is a treat since "higher level spells" are treated as something qualitatively different than the lower, more common magic. The only thing I can compare this to is as if there was a new D&D book that covered 10th level spells. This spells, known as Deireadh spells, can significanly alter the world and the character including, but not limited too, casting off their own demon.
Even if I never get a chance to use this chapter in a WFS game, it has given me plenty of ideas.
CHAPTER 5: Mechanics
The mechanics of WFS is pretty simple. 2d10 add the necessary mods and roll higher than a 13 (or 11 in some cases). This makes many of the rule mechanics easy to abstract. Sure if you roll higher (with mods) than a 25 then you get an Outstanding Success and a natural 20 is still good. Botching is getting two "1"s. So again, the feel here is very much like WitchCraft. Picking up these rules are a simple matter. The rules have some special cases of course. Combat versus non-combat and using Talents. But nothing here will cause any experienced gamer any concerns.
There are plenty of weapons here too. Don't go into this looking for differences between various types of guns, the rules are simplified to "light revolver" and "heavy revolver". But that is really all the game details you need.
CHAPTER 6: Expanded Mechanics
This chpater covers some specifics like wishes (we have Djinn afterall), Familiars, Artefacts, and using the Devil's Deck. The Devil's Deck was part of the Kickstarter and it looks fantastic. I think you can order one from AngryHamster, but a "Witches" Tarot deck would work out well too.
CHAPTER 7: Setting
This covers the setting and the history of the WFS world. This is what helps set this apart from other games of it's genre. I say "world" but I also mean areas and places from beyond this world.
CHAPTER 8: Animals, Entities, and Foes
Pretty much what is says on the tin. Though there is a section up front on the various demons you can serve and what they are all about.
A lot of creatures are present here (and many more an be added). There is also a good section of NPCs.
CHAPTER 9: GM Guide
Covers running the game and how to set the tone for this game.
I have been picking at this book for months and maybe it because it is close to Halloween I now get what I want to do with it. This is a great game and with the right group, it will be a ton of fun.
I'd love to try it at a con sometime, but this is a game of many sessions and developing plots and layers of story. This is a game of investment.
I will be spending some more time with it.
Will it replace WitchCraft in my life? No. But it will make a for a nice addition.
I really, really like this game and want it do well. The potential here is great.
+Elizabeth Chaipraditkul is a new name to the RPG biz, but one that is getting out there. In addition to being the lead hamster at +Angry Hamster Publishing she is also working with +Stacy Dellorfano on a new adventure for the upcoming Swords & Wizardry Complete 3rd Printing Kickstarter. WITCH: Fated Souls though is her masterwork.
WFS is a modern supernatural game. It has elements of horror and universe destroying, or defining, magics. Now lets be 100% fair here. We all have several of these sorts of games. I have more than I can count right now and I have written or worked on a few myself. So any game in this field has some really steep competition. For myself I am likely to compare this game to CJ Carrella's WitchCraft and to Mage: the Ascension. I am also likely to compare this to Ron Edwards' Sorcerer.
Liz has an impressive RPG Playing career and you can see influences of D&D, Vampire, and Mage in her game. So WFS can be judged as a setting and for her game mechanics.
As mentioned WFS is a Modern Supernatural game with elements of horror. Not, "you fail a SAN check" sort of horror but more along the lines of "what are you willing to do, willing to give up, for power". The characters of WFS are witches, also known as the Fated. These characters have sold their soul to a "demon" for power. In some cases, this is a fire and brimstone devil or it's a nebulous concept, the Horned Beast, the Reynard, or it is something they don't even understand themselves.
For my review I am looking over my hardcover book and PDF from my Kickstarter package. This included a GM screen and a deck of "Devil Deck Cards". I also got a lot of images, character sheet package PDF and some desktop wallpapers. The book is 208 pages, standard format with full-color covers and interiors, though the color palette is predominantly blacks, blues, and violets.
WITCH is divided up into nine chapters and an introduction.
INTRODUCTION
Here we get some setting fiction and the typical "what are RPGs" section. There is also a Chapter overview here.
CHAPTER 1: Character Creation
WFS is a character focused game. One might even say it is a story-telling game, but it has more crunch than most storytelling games. Regardless of what you might, or might not, call it, characters are the most important element. What will your character do for power? What will they sacrifice and how much of their humanity is left when they are done? In this respect, it has a lot in common with Vampire and Sorcerer. You are expected to have a concept in mind when you begin your character creation. To this end the various "Fate" or types of Witch you can become are presented. These include the Hecks, Druids, Djinn, Yokai, Sósyé, Liches, and Seers. You can read about all of these and get details on who they are and what they do on AngryHamster's webiste,
http://www.angryhamsterpublishing.com/witch/. Also detailed here are the types of demons associated with each Fate.
When creating a character the player needs to think about who this character is and what they are going to be doing in this world. So there are prompts like "Before my Fating..." and "I was Fated because..." and "My relationship with my demon is..." Here, and throughout the book there are examples and story elements to help guide you. There is also a step by step instruction guide.
Character creation, mechanically speaking, is a case of point-buy. If you have played WoD, GURPS, Unisystem or other games then this will feel familiar.
Like WoD and WitchCraft we also get a couple pages, with character art, dedicated to each Fate.
The art in this game is really great.
CHAPTER 2: Vital Statistics
This deals with the stats of your character; attributes (nearly fixed qualities like Charisma, Dexterity, and Intelligence), skills (who good are you at driving, etiquette, social empathy), pursuits (things you own or are), and talents (akin to magical skills or qualities).
This is set up similar to many games so navigating what this is and how to use it are not difficult. There is a LOT of room for customization so the number of potential characters is really great. So there is no reason for every Sósyé or Djinn to be the same as the others.
CHAPTER 3: Magic
Now this is a fun chapter. An overview of the game mechanics of magic is given including the important "botch" roll. Magic here has a bit of different feel than otehr games. The closest for me is WitchCraft, but with plenty of Mage added in. Magic spells are grouped by Fate. So the Djinn have different magic than the Hecks and so on.
All the fated also have access to Rituals, these are "longer" spells that take time and sometimes multiple casters. Others are simple spells that are more rote.
In a similar cancept we are also given potions. This is a true gem of these rules since it represents one of the best potion creation, use and mixing rules outside of the 1st Ed Dungeon Masters Guide.
It also has some of the most attractive art too.
The magic alteration section is great.
CHAPTER 4: Higher Spell Levels
This chapter is a treat since "higher level spells" are treated as something qualitatively different than the lower, more common magic. The only thing I can compare this to is as if there was a new D&D book that covered 10th level spells. This spells, known as Deireadh spells, can significanly alter the world and the character including, but not limited too, casting off their own demon.
Even if I never get a chance to use this chapter in a WFS game, it has given me plenty of ideas.
CHAPTER 5: Mechanics
The mechanics of WFS is pretty simple. 2d10 add the necessary mods and roll higher than a 13 (or 11 in some cases). This makes many of the rule mechanics easy to abstract. Sure if you roll higher (with mods) than a 25 then you get an Outstanding Success and a natural 20 is still good. Botching is getting two "1"s. So again, the feel here is very much like WitchCraft. Picking up these rules are a simple matter. The rules have some special cases of course. Combat versus non-combat and using Talents. But nothing here will cause any experienced gamer any concerns.
There are plenty of weapons here too. Don't go into this looking for differences between various types of guns, the rules are simplified to "light revolver" and "heavy revolver". But that is really all the game details you need.
CHAPTER 6: Expanded Mechanics
This chpater covers some specifics like wishes (we have Djinn afterall), Familiars, Artefacts, and using the Devil's Deck. The Devil's Deck was part of the Kickstarter and it looks fantastic. I think you can order one from AngryHamster, but a "Witches" Tarot deck would work out well too.
CHAPTER 7: Setting
This covers the setting and the history of the WFS world. This is what helps set this apart from other games of it's genre. I say "world" but I also mean areas and places from beyond this world.
CHAPTER 8: Animals, Entities, and Foes
Pretty much what is says on the tin. Though there is a section up front on the various demons you can serve and what they are all about.
A lot of creatures are present here (and many more an be added). There is also a good section of NPCs.
CHAPTER 9: GM Guide
Covers running the game and how to set the tone for this game.
I have been picking at this book for months and maybe it because it is close to Halloween I now get what I want to do with it. This is a great game and with the right group, it will be a ton of fun.
I'd love to try it at a con sometime, but this is a game of many sessions and developing plots and layers of story. This is a game of investment.
I will be spending some more time with it.
Will it replace WitchCraft in my life? No. But it will make a for a nice addition.
I really, really like this game and want it do well. The potential here is great.
Tuesday, October 25, 2016
October Horror Movie Challenge: Carmilla (1989) & Styria (2014)
With the somewhat disappointing nature of The Unwanted, I went looking for some more Carmilla based movies. Finding them wasn't the issue. Finding ones I have not seen was.
First up was Carmilla (1989) with Meg Tilly and Ione Skye. This moves the tale to post-Civil War Georgia. The story is largely unchanged with Ione Skye and Laura and Meg Tilly as Carmilla. There were some neat scenes but it was a Showtime Nightmare Classics episode, so there isn't the investment you see in a big movie production. Still though it was fun. There isn't much chemistry between Skye and Tilly, which struck me as odd to be honest. Plus you get the feeling in the end that Laura became a vampire after Carmilla was killed.
Styria (2014) or "Angels of Darkness" as it is known in the US, is also a retelling of the classic tale. This time moved to 1986 and Styria, Slovenia. This time Laura and Carmilla are played by Eleanor Tomlinson and Julia Pietrucha. These actresses had more on-screen chemistry and the tale has a bit more terror. Moving it to Communist-controlled Eastern Europe was an interesting twist and I liked it. Plus it gave them a good excuse to use music from Joy Division and The Jesus and Mary Chain.
Unlike the 1989 version or Unwanted, Carmilla is much more of a predator here and more of a classic vampire OR Laura is insane. Could go either way. Of the three "Carmilla" movies I have seen this challenge so far, this is the best.
2016 Movie tally
Watched: 25
New: 20
First up was Carmilla (1989) with Meg Tilly and Ione Skye. This moves the tale to post-Civil War Georgia. The story is largely unchanged with Ione Skye and Laura and Meg Tilly as Carmilla. There were some neat scenes but it was a Showtime Nightmare Classics episode, so there isn't the investment you see in a big movie production. Still though it was fun. There isn't much chemistry between Skye and Tilly, which struck me as odd to be honest. Plus you get the feeling in the end that Laura became a vampire after Carmilla was killed.
Styria (2014) or "Angels of Darkness" as it is known in the US, is also a retelling of the classic tale. This time moved to 1986 and Styria, Slovenia. This time Laura and Carmilla are played by Eleanor Tomlinson and Julia Pietrucha. These actresses had more on-screen chemistry and the tale has a bit more terror. Moving it to Communist-controlled Eastern Europe was an interesting twist and I liked it. Plus it gave them a good excuse to use music from Joy Division and The Jesus and Mary Chain.
Unlike the 1989 version or Unwanted, Carmilla is much more of a predator here and more of a classic vampire OR Laura is insane. Could go either way. Of the three "Carmilla" movies I have seen this challenge so far, this is the best.
2016 Movie tally
Watched: 25
New: 20
Review: Pathfinder Occult & Horror Adventures
I don't review a lot of Pathfinder material here. Mostly because I have been writing a lot of Pathfinder material and I don't want to read much of it so as not to unduly influence myself. Well, those manuscripts are off (more or less) so I picked these up for a review.
The Pathfinder Occult Adventures and Pathfinder Horror Adventures are the two most recent books I have picked up. Like all Pathfinder books these books are compatible with D&D 3.5 and still fairly compatible with D&D 5 and other OSR games. How compatible depends on how much work you want to put into it.
Given that most people reading this are likely not Pathfinder gamers, I am also going to talk about how to port these over to your own games.
Pathfinder Occult Adventures
Hardcover 272 pages, full color cover and interior.
This book is essentially the psychic powers book for Pathfinder. It uses the same 3.x spell system that Pathfinder has always used only now there is Divine, Arcane, and Psychic magic. This makes porting over to other systems a lot easier, but it certainly lacks some of the flavor of some other psychic books.
Chapter 1: covers Occult Classes. The classes are the elemental Kineticist (which has powers and not spells), the Medium (powers and spells), the Mesmerist, the Occultist (which is a rather cool class), the Psychic (the star of the book really), and the Spiritualist. Some racial options are also given for the classes. Of all these, the psychic could be ported over the easiest. They are, essentially, magic-users with a unique spell list.
Chapter 2: Archetypes give an "occult" or psychic bend to the Pathfinder classes (of which I think there are about 135 by now). We start out with the classes in the book, lots of different ideas to swap out powers and feats for other types of characters. The more interesting one is the Tome Eater Occultist; this archetype actually eats books and scrolls to gain their magical powers. We get to archetypes for the previously published classes. Cavalier + Spiritualist, for example, gives us a Ghost Rider. Which is actually really cool. Occult Witches are known as Ley Line Guardians. There is a lot if interesting ideas here.
Chapter 3 Feats details all the new feats. Now either you love feats or you hate them. I am hitting a little bit of feat fatigue myself.
Chapter 4 is all about the Psychic Spells. Now the advantage of using the existing spell system for a new class is that other class spells can be used for the new classes and the new spells can be used for the older classes. So everyone gets something new. At 46 pages this is one of the larger sections in the book.
Chapter 4 covers Occult Rules. This covers a wide variety of rules and rulings for an occult game. In particular rituals, possessions, and auras.
Chapter 5 gives advice for running an Occult game. This includes planes of existence and other locales for adventuring.
Finally, Chapter 6 covers Occult Rewards or magic items.
The book is a lot of fun and has a lot of material that I have seen elsewhere in different games over the last 35+ years, this just has them all in one place with the same system.
Pathfinder Horror Adventures
Hardcover 260 pages, full color cover and interior.
Playing a good horror game is not easy. It takes work on the part of the DM and the players. But for me I find it one of the more rewarding types of games. Playing "Horror in D&D", even if that D&D is Pathfinder, is a bit trickier. Horror relies on a certain sense of powerless and unknown. D&D characters are largely powerful. The difference is the same as a horror movie versus and action movie.
Chapter 1 covers some horror rules. The usual suspects are here; Fear, Corruption, and Sanity. I am as a rule pretty particular about using Sanity in my games. I spent years as a Qualified Mental Health professional only see some game rules that were beyond embarrassing. These rules work well enough due to their simplicity. Though I question the actual use of sanity in heroic fantasy. In gothic fantasy, sure. But here it feels, well, perfunctory. Corruption is interesting since your character can now slowly become the monster they hunt.
Chapter 2 covers the various archetypes for all the Pathfinder classes (453 at last count). There are some neat ones here too. Alchemist + Horror gives you a Mad Scientist. Cleric + Horror gives us a Elder Mythos Cultist. Various types of hunters, slayers, killers, and collectors are also given.
Chapter 3 is Feats.
Chapter 4 gives us horror themed Spells and Rituals. The rituals use the same rules as does the Occult Adventures book.
Chapter 5 details various Horror Rules. This chapter also has a section on curses and diseases and how to use them in a horror game. Different environments and their effects on the characters are also detailed. One of these changes includes Madness. Again, I am generally very critical here but nothing jumped out at me save that I am not sure I need another set of sanity rules at this point. There is also a great section on horror domains. So yes you can add some Ravenloft-like areas to Pathfinder, but also Dreamlands, Far Realms and more.
Next we get the main focus of this book, Chapter 6 Running Horror Adventures.
There is some good stuff here. In particular ideas on running a D&D-style horror game. Now there is a section on "Consent". Sorry Paizo, but I have been running horror games for decades. So have others. Consent is given by sitting down at the table. I hate to sound like a jerk here, but seriously. Pick up a copy Vampire the Masquerade, Call of Cthulhu or Chill to see how this can be done.
The various horror sub-genres are covered here. Not all of them, but enough and some ideas on how to run a game using those sub-genres.
Chapter 7 lists our Horror Gear and Magic Items. Yes, there is something similar to the Lament Configuration.
Chapter 8 Bestiary, was an unexpected surprise. There are not a lot of creatures here but there are some interesting ones.
The book ends with a list of horror inspirations in print and film.
Both books are fun, but they are viewed through the lens, naturally, of the Pathfinder game.
Either book has something to offer the Pathfinder GM/DM but also the D&D/OSR DM willing to do a little work and little tweaking. Classes and Archetypes can be converted as can spells and magic items. Advice on running the games is good for any sort of game system really.
They are good guides, not the best, but still pretty good.
The Pathfinder Occult Adventures and Pathfinder Horror Adventures are the two most recent books I have picked up. Like all Pathfinder books these books are compatible with D&D 3.5 and still fairly compatible with D&D 5 and other OSR games. How compatible depends on how much work you want to put into it.
Given that most people reading this are likely not Pathfinder gamers, I am also going to talk about how to port these over to your own games.
Pathfinder Occult Adventures
Hardcover 272 pages, full color cover and interior.
This book is essentially the psychic powers book for Pathfinder. It uses the same 3.x spell system that Pathfinder has always used only now there is Divine, Arcane, and Psychic magic. This makes porting over to other systems a lot easier, but it certainly lacks some of the flavor of some other psychic books.
Chapter 1: covers Occult Classes. The classes are the elemental Kineticist (which has powers and not spells), the Medium (powers and spells), the Mesmerist, the Occultist (which is a rather cool class), the Psychic (the star of the book really), and the Spiritualist. Some racial options are also given for the classes. Of all these, the psychic could be ported over the easiest. They are, essentially, magic-users with a unique spell list.
Chapter 2: Archetypes give an "occult" or psychic bend to the Pathfinder classes (of which I think there are about 135 by now). We start out with the classes in the book, lots of different ideas to swap out powers and feats for other types of characters. The more interesting one is the Tome Eater Occultist; this archetype actually eats books and scrolls to gain their magical powers. We get to archetypes for the previously published classes. Cavalier + Spiritualist, for example, gives us a Ghost Rider. Which is actually really cool. Occult Witches are known as Ley Line Guardians. There is a lot if interesting ideas here.
Chapter 3 Feats details all the new feats. Now either you love feats or you hate them. I am hitting a little bit of feat fatigue myself.
Chapter 4 is all about the Psychic Spells. Now the advantage of using the existing spell system for a new class is that other class spells can be used for the new classes and the new spells can be used for the older classes. So everyone gets something new. At 46 pages this is one of the larger sections in the book.
Chapter 4 covers Occult Rules. This covers a wide variety of rules and rulings for an occult game. In particular rituals, possessions, and auras.
Chapter 5 gives advice for running an Occult game. This includes planes of existence and other locales for adventuring.
Finally, Chapter 6 covers Occult Rewards or magic items.
The book is a lot of fun and has a lot of material that I have seen elsewhere in different games over the last 35+ years, this just has them all in one place with the same system.
Pathfinder Horror Adventures
Hardcover 260 pages, full color cover and interior.
Playing a good horror game is not easy. It takes work on the part of the DM and the players. But for me I find it one of the more rewarding types of games. Playing "Horror in D&D", even if that D&D is Pathfinder, is a bit trickier. Horror relies on a certain sense of powerless and unknown. D&D characters are largely powerful. The difference is the same as a horror movie versus and action movie.
Chapter 1 covers some horror rules. The usual suspects are here; Fear, Corruption, and Sanity. I am as a rule pretty particular about using Sanity in my games. I spent years as a Qualified Mental Health professional only see some game rules that were beyond embarrassing. These rules work well enough due to their simplicity. Though I question the actual use of sanity in heroic fantasy. In gothic fantasy, sure. But here it feels, well, perfunctory. Corruption is interesting since your character can now slowly become the monster they hunt.
Chapter 2 covers the various archetypes for all the Pathfinder classes (453 at last count). There are some neat ones here too. Alchemist + Horror gives you a Mad Scientist. Cleric + Horror gives us a Elder Mythos Cultist. Various types of hunters, slayers, killers, and collectors are also given.
Chapter 3 is Feats.
Chapter 4 gives us horror themed Spells and Rituals. The rituals use the same rules as does the Occult Adventures book.
Chapter 5 details various Horror Rules. This chapter also has a section on curses and diseases and how to use them in a horror game. Different environments and their effects on the characters are also detailed. One of these changes includes Madness. Again, I am generally very critical here but nothing jumped out at me save that I am not sure I need another set of sanity rules at this point. There is also a great section on horror domains. So yes you can add some Ravenloft-like areas to Pathfinder, but also Dreamlands, Far Realms and more.
Next we get the main focus of this book, Chapter 6 Running Horror Adventures.
There is some good stuff here. In particular ideas on running a D&D-style horror game. Now there is a section on "Consent". Sorry Paizo, but I have been running horror games for decades. So have others. Consent is given by sitting down at the table. I hate to sound like a jerk here, but seriously. Pick up a copy Vampire the Masquerade, Call of Cthulhu or Chill to see how this can be done.
The various horror sub-genres are covered here. Not all of them, but enough and some ideas on how to run a game using those sub-genres.
Chapter 7 lists our Horror Gear and Magic Items. Yes, there is something similar to the Lament Configuration.
Chapter 8 Bestiary, was an unexpected surprise. There are not a lot of creatures here but there are some interesting ones.
The book ends with a list of horror inspirations in print and film.
Both books are fun, but they are viewed through the lens, naturally, of the Pathfinder game.
Either book has something to offer the Pathfinder GM/DM but also the D&D/OSR DM willing to do a little work and little tweaking. Classes and Archetypes can be converted as can spells and magic items. Advice on running the games is good for any sort of game system really.
They are good guides, not the best, but still pretty good.
Witches Trine and Witch: Fated Souls
Witches Trine #2 is out!
I have been following this comic since I first saw it at Gen Con and I am really enjoying the story and where it might be going. It is the tale of three immortal (or at least long lived) witches. Though that is being tested since one of the witches was killed in the preview (that's not a spoiler).
Now things seem to be moving against them and the plot is really kicking into high gear.
Kris Lippert and all the folks at +Movierockets Entertainment is really building an interesting world here and one I am having a lot of fun with.
I can't but help to think how well I could model this world with +Elizabeth Chaipraditkul's WITCH: Fated Souls RPG. Given what I have read so far I think Olivia would make a good Lich (though she doesn't look like one); Eva would make for a great Druid with healing ability; and Victoria is practically a "textbook" (or core book) Djinn.
I need to spend some more time with both worlds and truly appreciate them for what they are. Both are so much fun.
Witches Trine #2 is out now. Witches Trine #1 and Preview Edition are also still available.
WITCH: Fated Souls is out AND on sale now thanks to DriveThruRPG's Halloween Sale.
For less than 10 bucks you can have a new RPG and three comics full of ideas. Not a bad Halloween gift for yourself I say!
I have been following this comic since I first saw it at Gen Con and I am really enjoying the story and where it might be going. It is the tale of three immortal (or at least long lived) witches. Though that is being tested since one of the witches was killed in the preview (that's not a spoiler).
Now things seem to be moving against them and the plot is really kicking into high gear.
Kris Lippert and all the folks at +Movierockets Entertainment is really building an interesting world here and one I am having a lot of fun with.
I can't but help to think how well I could model this world with +Elizabeth Chaipraditkul's WITCH: Fated Souls RPG. Given what I have read so far I think Olivia would make a good Lich (though she doesn't look like one); Eva would make for a great Druid with healing ability; and Victoria is practically a "textbook" (or core book) Djinn.
I need to spend some more time with both worlds and truly appreciate them for what they are. Both are so much fun.
Witches Trine #2 is out now. Witches Trine #1 and Preview Edition are also still available.
WITCH: Fated Souls is out AND on sale now thanks to DriveThruRPG's Halloween Sale.
For less than 10 bucks you can have a new RPG and three comics full of ideas. Not a bad Halloween gift for yourself I say!
Monday, October 24, 2016
October Horror Movie Challenge: The Blood on Satan's Claw (1970)
A deformed skull sends a small 18th century English town into a Satanic Panic as children begin to murder each other and others.
The movie, has a lot of style, but not a lot of substance. While it is cut from the same general cloth as The Devil Rides Out and other folk-horror films it's not as good. It does pick up a bit, but never enough to really get going.
I like folk horror and pagan horror, but one has to ask why the Devil is wasting his time in tiny little English village full of superstitious villagers.
2016 Movie tally
Watched: 23
New: 18
The movie, has a lot of style, but not a lot of substance. While it is cut from the same general cloth as The Devil Rides Out and other folk-horror films it's not as good. It does pick up a bit, but never enough to really get going.
I like folk horror and pagan horror, but one has to ask why the Devil is wasting his time in tiny little English village full of superstitious villagers.
2016 Movie tally
Watched: 23
New: 18
Weekend Gaming: Return to the Land of Ice and Snow
This weekend had a massive amount of gaming. The Order of the Platinum Dragon continued their foray into the lands of the Frost Giants to discover more of their plans.
Long the way they had to fight ice trolls, yetis, winter wolves the size of elephants and white dragons.
The party took more damage in the last two days than they did in the last adventure total. They have taken to sniping at their foes using the rogues to sneak attack and assassinate where they can. The recently discovered Hammer of Thunderbolts has proved to be an excellent aid in fighting the giants from afar.
They also have rescued a Storm Giant princess (daughter of the "Storm King") that has given me an "in" to add a rogue band of evil cloud giants.
The G series lives up to my memories and to the hype as one of the best adventures printed in the classic era. We are having a blast. Can't wait to see what happens next!
Long the way they had to fight ice trolls, yetis, winter wolves the size of elephants and white dragons.
The party took more damage in the last two days than they did in the last adventure total. They have taken to sniping at their foes using the rogues to sneak attack and assassinate where they can. The recently discovered Hammer of Thunderbolts has proved to be an excellent aid in fighting the giants from afar.
They also have rescued a Storm Giant princess (daughter of the "Storm King") that has given me an "in" to add a rogue band of evil cloud giants.
The G series lives up to my memories and to the hype as one of the best adventures printed in the classic era. We are having a blast. Can't wait to see what happens next!
Subscribe to:
Posts (Atom)