It is already 2017 in some parts of the world, but here 2016 is staying around like that last guest that just won't leave. So let's look back on 2016 on The Other Side.
D&D 5
Without a doubt D&D 5th Edition was the biggest game this year and D&D5 posts here got the most traffic. D&D got a big push in the media this year and D&D 5 benefited from all of that. Closer to home I played a lot of 5th edition this past year. I ran games for my kids and various cousins and my oldest son ran three different campaigns. Ok, they were all roughly the same adventures, but with three different groups.
Not everything was all 5e all the time. I managed to work in some Basic (B/X) D&D as well and even a little AD&D 1st Ed. Back in October, I reignited a Blue Rose game too and even worked in a little Castles and Crusades.
I have caught some rumors of some very interesting 5e related news I can't share yet. But 5e is going to have just as much of a good 2017 as it did 2016.
Geek Culture
This is a wonderful time to be alive if you are geek. Really. In 2016 we got more superhero movies than I can recall (ok Civil War was a bit of a let down compared to comic), Star Trek AND Star Wars in the theatres in the same year. Doctor Strange came out, a movie I wanted since the 70s, new Ghostbusters, new Jason Bourne, a new movie in the Harry Potter universe! And that is just the movies.
On TV we have super heroes, scratch that, DC Super Heroes every night of the week! Luke Cage on Netflix. STRANGER THINGS! So much great content that I can't even keep up. We have an embarrassment of riches here.
Speaking of DC. The rebooted, reboot of DC's Rebirth in comics is doing fantastic. Not just in sales, but also in terms of story. While the DC movies are hit and miss (I am a fan, but I am also realistic here) and the TV shows are nailing it night after night (still a fan) the comics, especially the "New52" had been iffy. Not anymore.
Bloggin'
My output decreased this year and it is likely to decrease more next year. More on that later, but mostly it is due to me needing more time for work, family and other projects. I had a lot of fun with my deep dives into Victorian RPGs and Blue Rose. The stats show you liked them as well. I said goodbye to some regular features like Zatannurday and Friday Night Videos. I have mostly retired Class Struggles and "The Best Blog You Are Not Reading", but I retain the right to post something with them in 2017.
I was nominated again for "Best Blog Ennie" for 2016. I didn't win, but I had a lot of fun going to awards show.
Personal
Things are good here at home. Family is healthy and good. My wife and I launched into a new exercise plan where I run every day and exercise in the evening. I am healthier now in my later 40s than I was in my 30s. My weight is way down and my blood pressure (something I have had issues with since I was a teen) is also down. In fact, save for a minor respiratory bug last week 2016 has been one of my healthiest years on record.
Work is going fine. In 2017 I have a new graduate program whose curriculum I am redoing, so that will keep me busy for the next couple of years. I got a promotion (of sorts) and a raise (of sorts) and a new boss.
The Other Side Publishing
2016 saw the launch of my personal imprint The Other Side Publishing. I am not trying to take the RPG world by storm here, I just want to put out a few books of things I want to play. My biggest success so far has been Sisters of the Aquarian Order (currently a Copper best seller!) for White Star.
I am making enough here to keep going and I can keep myself in other people's books too. That is a success in my mind. Actually, people buying my stuff and getting enjoyment out of it is much more of a success than the actual money, but the money does buy more art.
And Then There Was That Other Thing...
Yeah 2016 had it's fair share of suck too. More than it's fair share to be honest. The election was shit-show and the outcome was pretty much to worst of all possible outcomes. I have mentioned before I am less of a "Social Justice Warrior" as I am a "Social Justice Veteran" or, more to the point "Social Justice Terrorist". I was in the trenches before Facebook, before Twitter and back when letters and phone calls to Congressmen, Senators, and Judges were a common thing for me. I got back on the phone this year to my Representatives and other elected officials. 2017 might be the year that pulls me back into social activism. In fact, I have already started to put my money where my mouth is, so I am also going to put in my time.
We had a lot of our icons die this past year. Not much I can say about that really. I am going to miss Bowie the most I think. I just liked the idea of being in a world that also had him in it.
So here is to 2016. The good, the bad and the ugly. And there was a lot of bad and ugly!
Here is to a much better 2017! Though it is really 2020 I am looking forward to the most! ;)
Saturday, December 31, 2016
Thursday, December 29, 2016
Post Christmas
I hope everyone had a wonderful Christmas if you celebrate it or whatever your holiday.
We had a great one here. Lots of gifts, family, food, and plenty of my aged Egg Nog.
Boxed Set Day
+James Spahn over at Halfling's Luck came up with a great idea and one I hope catches on. Make December 26th, Boxed Set Day!
So I plan to celebrate this in the future EXACTLY like I have been doing it for the last two years. Last year I gave my nephews on my wife's side of the family a D&D 5 boxed set. This year I gave my sister's son a Pathfinder Beginner Box. Well in truth he paid for half of it himself and I gave him some minis.
Next year I'll get a D&D 5 box. Or maybe a Castles & Crusades one. But this will be my new tradition, getting someone a boxed set of some game. Boxed set with dice.
This is a good thing.
How many of you got your start with a D&D boxed set on Christmas? Too many to know for sure I know that.
Now what to buy and who to buy it for? I have a little less than a year to figure it out.
We had a great one here. Lots of gifts, family, food, and plenty of my aged Egg Nog.
Boxed Set Day
+James Spahn over at Halfling's Luck came up with a great idea and one I hope catches on. Make December 26th, Boxed Set Day!
So I plan to celebrate this in the future EXACTLY like I have been doing it for the last two years. Last year I gave my nephews on my wife's side of the family a D&D 5 boxed set. This year I gave my sister's son a Pathfinder Beginner Box. Well in truth he paid for half of it himself and I gave him some minis.
A photo posted by Jessica (@zigada75) on
Next year I'll get a D&D 5 box. Or maybe a Castles & Crusades one. But this will be my new tradition, getting someone a boxed set of some game. Boxed set with dice.
This is a good thing.
How many of you got your start with a D&D boxed set on Christmas? Too many to know for sure I know that.
Now what to buy and who to buy it for? I have a little less than a year to figure it out.
Saturday, December 24, 2016
Krampus for your OSR/5e Games
It's Christmas eve so you know what you need? More demons!
Here are a couple PWYW products for your Christmas games.
Have a great Christmas, Holiday, Yule and New Year.
Here are a couple PWYW products for your Christmas games.
Friday, December 23, 2016
Blue Rose and True20
While there were/are a lot of good True20 products that will work with Blue Rose, I want to spend some time with the ones for Green Ronin themselves.
True20 Companion
This book follows the form, if not format, of the Blue Rose Companion. In this case the book covers different campaign models. This includes Fantasy, Horror, Modern, and Sci-Fi. Each section includes various character paths, skill uses, feats, and powers.
Outside of the True20 mechanics, there is good advice for running the various genres and sub-genres presented. In particular, I enjoyed the Fantasy and Horror sections. The big surprise to me though was the Modern section. While I did enjoy the Modern d20 rules, I felt it really lacked something. Turns out it wasn't laking, it was over done. Thr True20 Modern is stripped down to just what you need and it is perfect. I lament not running more Modern True20 games with these rules to be honest. Of course, you can mix and match. I pretty much add Horror to everything so Horror-Fantasy, Modern-Horror and Sci-Fi-Horror are all things I do and they are all here.
What makes the PDF better than the print book is the ability to print just the sections you want. True20 is not 100% modular, like say GURPS, but it is pretty close.
For Blue Rose: The ideas presented in the Fantasy genre mention Blue Rose specifically. Other ideas for incorporating other types of Fantasy are also welcome. Of course I used the Horror chapter most of all.
True20 Bestiary
If I have said it once, I have said it 100 times. There is no such thing as too many monster books. This is the book you want to fill your games with all sorts of nasty beasties. The monsters are largely OGL derived and that is 100% fine by me! As with the d20 rules, True20 monsters are built like characters, so a creature that has certain powers has to be an appropriate level to have them. It means that monster building on the fly is a bit trickier till you get the hang of it. But this book provides hundreds of monsters, so that is not an issue really.
The creatures have a fantasy origin, no surprise, given True20's fantasy antecedents. The creatures here though are constrained to fantasy settings though. Dinosaurs and Dragons can attack in downtown Manhattan and vampires work well in every setting just to give a couple of examples.
For Blue Rose: More monsters are good, but add them with care.
True20 Fantasy Paths
Using only the True20 classes of Expert, Adept and Warrior you can create all the standard, or at least the d20 3.x standard, fantasy classes. Yes, Wizards in the D&D sense are not the same as True20 adepts, but you can get them there if you have this book. Each class is defined and then progressions from level 1 to 20 are given. Of course, you can stray from the various paths to do your own thing, that a strength of True20, not a weakness. Also, an added feature of these fully stated out level progressions is that if you need an NPC, say a 3rd level bard or a 15th level cleric, then you have those stats ready to go. It doubles as a rogues gallery.
For Blue Rose: The rouges gallery is nice, but also following familiar fantasy paths, or converting characters, is now easier than ever.
True20 Adept's Handbook
Adepts come in many shapes and sizes. Sorcerers, pact-bound warlocks, goddess touched witches, divine clerics, psychics, and even more. This book helps you figure them out and given them form. Various paths are given and all the expected ones are here; necromancers, occult scholar, wizard, voodoo priest and yes there are even witches. In addition to detailing various types of adepts and the genres they appear in, there are plenty of new adept/supernatural powers, skills, and feats.
There is even a section on items.
For Blue Rose: This should be obvious. Adepts are a key part of the heroes and villians of Blue Rose. A book like this will add a lot of options to your game.
Character write-ups
I also did some character write-ups for True20/Blue Rose using the above books over the years.
- Witch Hunter Robin
- Willow & Tara (and converting to/from Unisystem)
- Tarot Witch of the Black Rose
- Strahd Von Zarovich
Thursday, December 22, 2016
Review: Blue Rose Companion
The Blue Rose Companion contains plenty of new material to keep your Blue Rose game fresh.
Now I will be candid here. There is a lot here that has the appearance of being material that was not quite ready for the core book. This is not uncommon really. I usually have enough material left over from books to make another book. Not all of that material will, or should, see the light of day.
Most of the material here is good stuff.
Like the core the Blue Rose Companion was published in 2005 by Green Ronin. The book is 120 pages perfect bound soft cover. Color covers and black and white interior art. Cover art is by Stephanie Pui-Mun Law. Authors are listed as: Designed by Chris Aylott, Elissa Carey, Joseph Carriker, Steve Kenson, Alejandro Melchor, Aaron Rosenberg, Rodney Thompson
Additional Material by Jeremy Crawford. Fiction by Dawn Elliot. Edited by Jeremy Crawford and Developed by Steve Kenson
Chapter 1: Heroic Roles
Nearly the first third of the book is given over to Heroic roles and Paths characters may take. With a base class assumed (Adept, Expert or Warrior) the character can then take a prescribed set of feats, arcana (in some cases) and skill focuses to come up with a "class". Such roles include, Animist, Arcanist, Contemplative,Healer, Psychic, Shaper, Seer, Bard,Infiltrator, Merchant, Noble, Scout, Spirit Dancer, Thief, Clan Warrior, Crusader, Knight, Ranger, Soldier, and Swashbuckler. Plenty more can also be derived from these examples. A few points. They are not in alphabetical order, but instead grouped by base class. The Shapers make for FANTASTIC "Benders" from "Avatar: The Last Air Bender" and "Avatar: The Legend of Korra". Making an Avatar takes a little more work.
Also, I never made a witchcraft path for this. I know crazy, but being able to customize what I wanted allowed me a lot of freedom in character choice. I have some characters I call witches, but that is about it.
Chapter II: Heroic Abilities
This covers various uses for skills and "tricks" something you can do with a skill, such as doing a one hand handstand. The base DCs are nice and yes, totally portable to other d20 based systems.
Chapter III: The Arcane Arts
This covers another third of the book. This chapter covers all sorts of new Arcana as well as tools of the Art, Skill and War; or items usable by Adepts, Experts and Warriors. I was quite pleased to "Daemonbane"; I had a similar named blade in my D&D games. Rituals, summonings, and places of power are discussed here as well. This is the sort of thing that would have been great to have in the core book and more fully integrated into the rules from day one. Additionally there is a new rule associated with rituals, Élan or magical power. This one is fine here since the heroes are supposed to using this sort of power anyway, or at least not in theory. Still this is a good reason for me to keep printing out my PDFs. I can rearrange the pages as I like and insert this chapter in the Core.
Chapter IV: Bestiary
The last part of the book contains new monsters. In particular I enjoyed seeing the Sahuagin, or Sea Fiends, in their True20 format. With Sea Folk, these guys are must have. Again, good to have this printed out to rearrange.
In general this is a good addition to the Blue Rose game, in fact there are few things here that I used all the time that I would have sworn where in the Core till I started doing these reviews again.
Rereading this book today also reminded me how close Blue Rose was and is to my preferred style of gaming.
This book also set the stage for what future True20 books would look like and do.
Additional
On Monday I lamented that there was no Blue Rose tarot card set. Reader Mark pointed out to me that there is something close. There is the Shadowscapes Tarot Deck Cards by Stephanie Pui-Mun Law. You can find details on it here and buy it here. Well that is exactly what I did!
Easily one of the coolest set of tarot cards I have seen.
Now I will be candid here. There is a lot here that has the appearance of being material that was not quite ready for the core book. This is not uncommon really. I usually have enough material left over from books to make another book. Not all of that material will, or should, see the light of day.
Most of the material here is good stuff.
Like the core the Blue Rose Companion was published in 2005 by Green Ronin. The book is 120 pages perfect bound soft cover. Color covers and black and white interior art. Cover art is by Stephanie Pui-Mun Law. Authors are listed as: Designed by Chris Aylott, Elissa Carey, Joseph Carriker, Steve Kenson, Alejandro Melchor, Aaron Rosenberg, Rodney Thompson
Additional Material by Jeremy Crawford. Fiction by Dawn Elliot. Edited by Jeremy Crawford and Developed by Steve Kenson
Chapter 1: Heroic Roles
Nearly the first third of the book is given over to Heroic roles and Paths characters may take. With a base class assumed (Adept, Expert or Warrior) the character can then take a prescribed set of feats, arcana (in some cases) and skill focuses to come up with a "class". Such roles include, Animist, Arcanist, Contemplative,Healer, Psychic, Shaper, Seer, Bard,Infiltrator, Merchant, Noble, Scout, Spirit Dancer, Thief, Clan Warrior, Crusader, Knight, Ranger, Soldier, and Swashbuckler. Plenty more can also be derived from these examples. A few points. They are not in alphabetical order, but instead grouped by base class. The Shapers make for FANTASTIC "Benders" from "Avatar: The Last Air Bender" and "Avatar: The Legend of Korra". Making an Avatar takes a little more work.
Also, I never made a witchcraft path for this. I know crazy, but being able to customize what I wanted allowed me a lot of freedom in character choice. I have some characters I call witches, but that is about it.
Chapter II: Heroic Abilities
This covers various uses for skills and "tricks" something you can do with a skill, such as doing a one hand handstand. The base DCs are nice and yes, totally portable to other d20 based systems.
Chapter III: The Arcane Arts
This covers another third of the book. This chapter covers all sorts of new Arcana as well as tools of the Art, Skill and War; or items usable by Adepts, Experts and Warriors. I was quite pleased to "Daemonbane"; I had a similar named blade in my D&D games. Rituals, summonings, and places of power are discussed here as well. This is the sort of thing that would have been great to have in the core book and more fully integrated into the rules from day one. Additionally there is a new rule associated with rituals, Élan or magical power. This one is fine here since the heroes are supposed to using this sort of power anyway, or at least not in theory. Still this is a good reason for me to keep printing out my PDFs. I can rearrange the pages as I like and insert this chapter in the Core.
Chapter IV: Bestiary
The last part of the book contains new monsters. In particular I enjoyed seeing the Sahuagin, or Sea Fiends, in their True20 format. With Sea Folk, these guys are must have. Again, good to have this printed out to rearrange.
In general this is a good addition to the Blue Rose game, in fact there are few things here that I used all the time that I would have sworn where in the Core till I started doing these reviews again.
Rereading this book today also reminded me how close Blue Rose was and is to my preferred style of gaming.
This book also set the stage for what future True20 books would look like and do.
Additional
On Monday I lamented that there was no Blue Rose tarot card set. Reader Mark pointed out to me that there is something close. There is the Shadowscapes Tarot Deck Cards by Stephanie Pui-Mun Law. You can find details on it here and buy it here. Well that is exactly what I did!
Easily one of the coolest set of tarot cards I have seen.
Wednesday, December 21, 2016
Blue Rose and the Palace of the Silver Princess
One of the biggest issues I have with Blue Rose is a lack of published adventures. I think if others could have seen the types of games that could have been played it might have done a little better.
One of Blue Rose's strengths though is it's True20 system. It means and adapting other game's adventures is fairly easy to do.
On such adventure that would be good to convert is the classic TSR Basic D&D Adventure Module B3 Palace of the Silver Princess.
I do want to use the "Green" cover and not the "Orange" one since the first is more about the rescue of the Princess and discovering what happened to everyone.
Some changes though will need to be made to make it more "Blue Rosey". Here are my suggestions.
Change:
This takes place early in the Queen's rule, say only five years in instead of the ten from the core rules. Why? I want a younger Queen that is still likely to be tested by her enemies.
The Hart ran to the PCs because they were the closest AND since the Hart sees into the future knew they were the ones that could make everything right. You begin outside of the Castle (where you were thrown) and have to work your way back in.
The cultists Catharandamus and Alha were hiding below and are now using the Eye of Arik as a focal point to a new Shadow Gate for King Jarek. Of course, the King will deny this in the future.
Why am I using the Golden Hart here? Simple. I am totally trolling the people that don't like this game. Well...that and the fact that the Hart actually works here and does what it is supposed to do. Also I hated the Protectors in the original B3 module. Sorry but even when I was 11 and I bought this new I knew they were dumb. The Hart is a much better choice.
I am cheating and using Night Folk as Orcs. The the Night Folk that delivered the Eye of Arik were unknowing dupes. The ones in the castle are shadow aligned and working with Catharandamus and Alha, brought in by them.
Candella and Duchess are still here. Still thieves (Experts), and just because I can they are also caria daunen. They are Twilight-aligned, but if they help the party, then they will be rewarded by the Queen.
New Monsters
The wave of Shadow Magic turned the guests to stone, trapped the Queen and Captain, and knocked your party out of the castle. It also is starting to gate in things from the Shadow Realms.
Decapus
Large 4th-level aberration
Initiative +2; Speed 5', Climb 25'
Defense 12 (-1 size, +2 Dex, +1 natural)
Attack +5 melee (no damage, tentacle), +0 melee (+0 damage, bite);
Qualities: darkvision 60ft; Superior Hearing
Alignment: Twilight
Saves: Tough +3, Fort +3, Ref +6, Will +3
S: 0 D: +2 C: 0 I: -2 W: 0 Ch: -1
Skills: Climb +10, Escape Artist +13, Notice +5, Sneak +11, Swim +9.
Feats: Improved Grab
Arcana: Illusion; visual illusion 20ft. Radius, range 60ft.
Combat Special
Rend: 3 tentacle hits target is grappled next turn and suffers lethal damage from bite. Only one target can be attacked per round this way.
Multi-attack; 9 tentacle attacks, 3 per target.
My numbers might be way off, have to play this to be sure.
For this conversion, I also grabbed the Classic Modules Today conversion of B3 Palace of the Silver Princess.
One of Blue Rose's strengths though is it's True20 system. It means and adapting other game's adventures is fairly easy to do.
On such adventure that would be good to convert is the classic TSR Basic D&D Adventure Module B3 Palace of the Silver Princess.
I do want to use the "Green" cover and not the "Orange" one since the first is more about the rescue of the Princess and discovering what happened to everyone.
Some changes though will need to be made to make it more "Blue Rosey". Here are my suggestions.
Change:
- Princess Argenta to Queen Jaellin, early in her rule
- Ellis the Strong to Captain John Cowan (and new character that I want to set up as the Queen's future lover/chosen/life-bond mate)
- White Drakes can be kept, but change them a bit to be more like the "Skybolts" of Valdemar.
- The Protectors (which were annoying) should be changed to a manifestation of the Golden Hart (because this IS a situation where the Hart is needed).
- Arik is a trapped Shadowfiend or even a lesser Exarch of Shadow. Not sure if he will be needed, though.
- The Eye of Arik remains largely the same. But instead of being found by dwarves it was found by Night People. More on that.
- Catharandamus is a Shadow aligned Adept. Alha is a human Warrior werewolf. They are both members of the Cult of the Crimson Eye (World of Aldea,p. 21). They are in their late 20s but fully devoted to Shadow and the Lich King Jarek.
This takes place early in the Queen's rule, say only five years in instead of the ten from the core rules. Why? I want a younger Queen that is still likely to be tested by her enemies.
Queen Jaelin avoids parties, official or otherwise. But not tonight. Tonight is the Winter Solistice and the night of the great Yule Ball. Captain John Cowan is the newly appointed Captain of the Sovereign's guard. He had been a member of the White Drakes, a mercenary band that fought evil far to the north in the Ice Binder Mountains. He is charismatic, young and has the eye of many of the court's ladies and not to few a number of the gentlemen. Captain Cowan only has eyes for the Queen. She thinks he is loud, a braggart, way too promiscuous for her liking, and she is absolutely in love with him. But to keep him "in his place" he has been named "The Lord of Misrule" over tonight's ball and he dressed in a gaudy outfit similar to that of a court jester. The queen is dressed like a scullery maid as per the custom and she waits on her guests. On the throne sits Aggie, a ten-yer old scullery maid. She was chosen, as all Sovereign's are by the Golden Hart. Only this "Golden Hart" was Captain Cowan dressed in a ridiculous costume with "antlers" of an old tree branch. If the Queen was trying to take the Captain down a peg by making him act the fool, she has lost that gambit. She looks scared but happy as all the nobles bow to pay her homage. Everyone is happy and making rather merry on this night of Yule.That's the start. The PCs (the poor guards) are given a psychic replay of the events just before. A group of Night People approach the "Queen" (really Aggie, but they don't know about Inversion Festivals) and present her a gift; a huge ruby. The girl goes to pick up and at that point Queen Jaelin knows what the ruby actually is. She yells for Aggie to not to touch it. Captain Cowan rushes the throne, the nobles scream and then the castle explodes with red light.
That is except for you lot.
Aggie may have had the luck of Selene, but you all are the newest members of the Sovereign’s Finest and that means guard duty. Still the spiced wine is warm and one of the lesser nobles acting as a servant in the Inversion Festival brings you a cup each hour and is not unattractive. Mostly your job all night has been to make sure guests that have partaken in too much of Athne's favor are seen safely to rooms. Other guests that have taken, or about to partake, in the favors of Leonoth or Hiathas are also quietly and quickly ushered to rooms of their own.
After ushering one particularly amorous couple off with a many "yes, Season's greetings" and "have a blessed Yule", your small group sees the Golden Hart. Not the Captain in his fools disguise, but the genuine Golden Hart. And it is rushing towards you at a terrible speed.
The last thing you hear before the screams and terrible explosion is the psychic voice of the Hart ordering you to get down.
The Hart ran to the PCs because they were the closest AND since the Hart sees into the future knew they were the ones that could make everything right. You begin outside of the Castle (where you were thrown) and have to work your way back in.
The cultists Catharandamus and Alha were hiding below and are now using the Eye of Arik as a focal point to a new Shadow Gate for King Jarek. Of course, the King will deny this in the future.
Why am I using the Golden Hart here? Simple. I am totally trolling the people that don't like this game. Well...that and the fact that the Hart actually works here and does what it is supposed to do. Also I hated the Protectors in the original B3 module. Sorry but even when I was 11 and I bought this new I knew they were dumb. The Hart is a much better choice.
I am cheating and using Night Folk as Orcs. The the Night Folk that delivered the Eye of Arik were unknowing dupes. The ones in the castle are shadow aligned and working with Catharandamus and Alha, brought in by them.
Candella and Duchess are still here. Still thieves (Experts), and just because I can they are also caria daunen. They are Twilight-aligned, but if they help the party, then they will be rewarded by the Queen.
New Monsters
The wave of Shadow Magic turned the guests to stone, trapped the Queen and Captain, and knocked your party out of the castle. It also is starting to gate in things from the Shadow Realms.
Decapus
Large 4th-level aberration
Initiative +2; Speed 5', Climb 25'
Defense 12 (-1 size, +2 Dex, +1 natural)
Attack +5 melee (no damage, tentacle), +0 melee (+0 damage, bite);
Qualities: darkvision 60ft; Superior Hearing
Alignment: Twilight
Saves: Tough +3, Fort +3, Ref +6, Will +3
S: 0 D: +2 C: 0 I: -2 W: 0 Ch: -1
Skills: Climb +10, Escape Artist +13, Notice +5, Sneak +11, Swim +9.
Feats: Improved Grab
Arcana: Illusion; visual illusion 20ft. Radius, range 60ft.
Combat Special
Rend: 3 tentacle hits target is grappled next turn and suffers lethal damage from bite. Only one target can be attacked per round this way.
Multi-attack; 9 tentacle attacks, 3 per target.
My numbers might be way off, have to play this to be sure.
For this conversion, I also grabbed the Classic Modules Today conversion of B3 Palace of the Silver Princess.
Tuesday, December 20, 2016
PWWO: Blue Rose
Continuing my deep dive of Blue Rose, it's systems and world I want to see how well it Plays Well With Others. I think for the sake of argument I refer to Blue Rose when I mean the campaign world and True20 when I mean the system.
Blue Rose and d20
I am mentioning this one just to get it out of the way. Yes, you can mix and match Blue Rose/True20 with just about any d20 system. I have done this in the past but I feel something unique is lost. Much like the Borg assimilating other cultures to where their individualism is lost, d20 sucks up other games and makes them a pale imitation of D&D. Or at least D&D 3rd Edition. This is a real valuable lesson though. For something to work for my PWWO posts the uniqueness of both games, systems, books, whatever need to be retained. The d20 conversion appendix in the back of the Blue Rose core book helps a lot and it also guides how other d20-based/derived games can be converted. Just remember that "conversion" isn't the only thing I am looking for here.
Blue Rose and Ravenloft
Ahh. My original Peanut Butter and Chocolate. Also what could be one of the first, in spirit, PWWO style posts I have made here. Ravenloft was one of my favorite game worlds for 2nd Ed D&D. Heck it was my only game world for 2nd Ed. The then new 3rd Ed Ravenloft was great, but left me underwhelmed. Mixing in Blue Rose to the Ravenloft world gave me something new. Not totally new mind you, but new enough to highlight what made both games really shine. The darkness of Ravenloft made the brightness of Blue Rose even brighter and visa versa.
You can read more about my Black Rose exploits in these posts and here, Count Strahd Von Zarovich for Blue Rose / True20.
In this case, I want to convert everything Ravenloft to Blue Rose/True20.
Blue Rose and D&D 5
A lot of what Blue Rose/True20 did was revolutionary. A lot of D&D5 is evolutionary. Both games though can be brought together to build something that is truly fun.
Character creation in D&D 5 is not all that different than D&D 1 when it gets right down to it. I say keep the general rules for D&D 5 but adapt some of the Blue Rose True20 ideas. For starters, use Blue Rose's Callings to replace Backgrounds. Sure there can still be an element of Background to this, but now these Callings of the characters are something that continues on. A Background in D&D5 is sometimes relegated to the "oh that was what I used to be, but I am a <<insert class>> now." Which is too bad really. Callings can, and should influence what a character does all the time.
In this case I want to convert everything over to D&D 5 with plenty of Blue Rose material still intact.
This is going to be the basis for my "Monster Naturalists" game, but I need to figure out how to use Blue Rose's/True20's non-lethal damage track with D&D5 so the monsters can be brought in alive.
+Mark Craddock over at Cross Planes has already made some conversions of various races.
Atlantis: Second Age (OmniSystem)
Atlantis: Second Age by Morrigan Press (now +Khepera Publishing) was/is very interesting update of the old Bard Games "Atlantis" and the “Arcanum” books which were written to be used with "any fantasy role-playing game" but the obvious choice was AD&D.
This game uses the Omni System. It is a bit like True20 and this can be used with True20 with a bit of tinkering. The differences are largely on of True20 having DCs and the OmniSystem having a table of Successes. The author of the game mentioned online that he was a little surprised when he saw True20 but it was an obvious case of parallel development. The natural idea is to keep True20's DCs, but use the Omni Table for Critical successes.
The book is titled “Atlantis, the Second Age” so it is Atlantis, after the Flood. A bit odd, but I’ll go with it. Plenty of information on the world and despite the name you could run it as a pre-flood/pre-sinking Atlantean empire. Tons of new races, spells and magic, all pulled from the old Bard Games books ad updated to the OmniSystem, and naturally True20. Great as a game in it’s own right or as a guide to an antediluvian time for any other game.
Now what exactly does this have to do with Blue Rose? Well the worlds are very different, but not so different that commonalities can't be found. Atlantis (sunken or not) can most certainly lie to the west of Aldis. Atlanteans share a certain level of egalitarianism and progressive social awareness with the folk of Aldis as well. It could be that Atlantis was there all this time but forgotten after the Shadow Wars. Hesparia (from Atlantis) is almost like Lar'tya (from Blue Rose) turned up to 11.
Atlantis:SA provides a larger world for Aldea and Aldis. Is it a perfect fit? By no means. But it is a fun fit. Atlantis:SA adds a number of races that are not really what Blue Rose is about (Elves, Dwarves, Goblins, Hobgoblins) but others such as the Andaman (animal headed humanoids) are close enough to the the "Change Children" of the Valdemar book by Mercedes Lackey that a strong case can be made. In A:SA they are said to be created by Atlantean Sorcerers. Ok. Or the Sorcerer Kings of BR. Tritons (A:SA) are jsut another form of Sea Folk (BR). Skills are largely treated the same way, I would just use Blue Rose's skills myself. Talents in A:SA are a lot like the Feats in BR/T20. Many of these Talents can also be used as alternate forms of Arcana. Callings in A:SA are not exactly the same as Callings in BR. They are however very similar to the Paths introduced in the Blue Rose Companion.
Magic in A:SA is a treasure trove of ideas for any BR game. While some could properly called Sorcery in BR, others are all together new, like Alchemy and Witchcraft.
If one wanted they could take all the OGC from Blue Rose and what little OGC from Atlantis that is open and create something that would work well with both. Though that is a lot of work for two effectively dead systems. Though I still enjoy this Atlantis book. The new Atlantis book from Khepera Publishing is much more polished, but is further removed from the basic Omni System (now Omega System). Plus the book lacks some of the charm of the earlier books.
Blue Rose & Birthright
Two other games that work well together, and fit the Mercedes Lackey Valdemar feel well, is TSR's Birthright campaign setting for 2nd Ed. AD&D. Whether you use the countries in BR or the ones in BR (err..that won't work) Birthright, the political intrigue between the rulers is now the main story telling element of the game. Birthright also has a lot to offer players of Blue Rose in terms of inter- and intra-court affairs. I would limit the races to Blue Rose ones; Birthright already limits races from the menagerie that was 2nd Ed AD&D.
I will say that this combination really is the ONLY time that the Golden Hart will effect what the characters could or could not do in a game.
Birthright also has that "built in maturity" factor I associate with Blue Rose. That is there is a certain audience that will enjoy playing at this level of social interaction and that audience tends to skew older. Neither Blue Rose nor Birthright are about killing things and taking their stuff. Unless of course, you are a king. And the things you kill are armies of other kings.
Makes me want to pull out my old Birthright materials! Have not even cracked them in years.
Consequently, I'd also throw the Basic adventures B11 King's Festival and B12 Queen's Harvest as intro adventures to this mix-up. Just downplay the combat aspects and change the orcs to humans.
I have one other PWWO that I want to try out, but I am thinking of posting that one by itself tomorrow.
Blue Rose and d20
I am mentioning this one just to get it out of the way. Yes, you can mix and match Blue Rose/True20 with just about any d20 system. I have done this in the past but I feel something unique is lost. Much like the Borg assimilating other cultures to where their individualism is lost, d20 sucks up other games and makes them a pale imitation of D&D. Or at least D&D 3rd Edition. This is a real valuable lesson though. For something to work for my PWWO posts the uniqueness of both games, systems, books, whatever need to be retained. The d20 conversion appendix in the back of the Blue Rose core book helps a lot and it also guides how other d20-based/derived games can be converted. Just remember that "conversion" isn't the only thing I am looking for here.
Blue Rose and Ravenloft
Ahh. My original Peanut Butter and Chocolate. Also what could be one of the first, in spirit, PWWO style posts I have made here. Ravenloft was one of my favorite game worlds for 2nd Ed D&D. Heck it was my only game world for 2nd Ed. The then new 3rd Ed Ravenloft was great, but left me underwhelmed. Mixing in Blue Rose to the Ravenloft world gave me something new. Not totally new mind you, but new enough to highlight what made both games really shine. The darkness of Ravenloft made the brightness of Blue Rose even brighter and visa versa.
You can read more about my Black Rose exploits in these posts and here, Count Strahd Von Zarovich for Blue Rose / True20.
In this case, I want to convert everything Ravenloft to Blue Rose/True20.
Blue Rose and D&D 5
A lot of what Blue Rose/True20 did was revolutionary. A lot of D&D5 is evolutionary. Both games though can be brought together to build something that is truly fun.
Character creation in D&D 5 is not all that different than D&D 1 when it gets right down to it. I say keep the general rules for D&D 5 but adapt some of the Blue Rose True20 ideas. For starters, use Blue Rose's Callings to replace Backgrounds. Sure there can still be an element of Background to this, but now these Callings of the characters are something that continues on. A Background in D&D5 is sometimes relegated to the "oh that was what I used to be, but I am a <<insert class>> now." Which is too bad really. Callings can, and should influence what a character does all the time.
In this case I want to convert everything over to D&D 5 with plenty of Blue Rose material still intact.
This is going to be the basis for my "Monster Naturalists" game, but I need to figure out how to use Blue Rose's/True20's non-lethal damage track with D&D5 so the monsters can be brought in alive.
+Mark Craddock over at Cross Planes has already made some conversions of various races.
Atlantis: Second Age (OmniSystem)
Atlantis: Second Age by Morrigan Press (now +Khepera Publishing) was/is very interesting update of the old Bard Games "Atlantis" and the “Arcanum” books which were written to be used with "any fantasy role-playing game" but the obvious choice was AD&D.
This game uses the Omni System. It is a bit like True20 and this can be used with True20 with a bit of tinkering. The differences are largely on of True20 having DCs and the OmniSystem having a table of Successes. The author of the game mentioned online that he was a little surprised when he saw True20 but it was an obvious case of parallel development. The natural idea is to keep True20's DCs, but use the Omni Table for Critical successes.
The book is titled “Atlantis, the Second Age” so it is Atlantis, after the Flood. A bit odd, but I’ll go with it. Plenty of information on the world and despite the name you could run it as a pre-flood/pre-sinking Atlantean empire. Tons of new races, spells and magic, all pulled from the old Bard Games books ad updated to the OmniSystem, and naturally True20. Great as a game in it’s own right or as a guide to an antediluvian time for any other game.
Now what exactly does this have to do with Blue Rose? Well the worlds are very different, but not so different that commonalities can't be found. Atlantis (sunken or not) can most certainly lie to the west of Aldis. Atlanteans share a certain level of egalitarianism and progressive social awareness with the folk of Aldis as well. It could be that Atlantis was there all this time but forgotten after the Shadow Wars. Hesparia (from Atlantis) is almost like Lar'tya (from Blue Rose) turned up to 11.
Atlantis:SA provides a larger world for Aldea and Aldis. Is it a perfect fit? By no means. But it is a fun fit. Atlantis:SA adds a number of races that are not really what Blue Rose is about (Elves, Dwarves, Goblins, Hobgoblins) but others such as the Andaman (animal headed humanoids) are close enough to the the "Change Children" of the Valdemar book by Mercedes Lackey that a strong case can be made. In A:SA they are said to be created by Atlantean Sorcerers. Ok. Or the Sorcerer Kings of BR. Tritons (A:SA) are jsut another form of Sea Folk (BR). Skills are largely treated the same way, I would just use Blue Rose's skills myself. Talents in A:SA are a lot like the Feats in BR/T20. Many of these Talents can also be used as alternate forms of Arcana. Callings in A:SA are not exactly the same as Callings in BR. They are however very similar to the Paths introduced in the Blue Rose Companion.
Magic in A:SA is a treasure trove of ideas for any BR game. While some could properly called Sorcery in BR, others are all together new, like Alchemy and Witchcraft.
If one wanted they could take all the OGC from Blue Rose and what little OGC from Atlantis that is open and create something that would work well with both. Though that is a lot of work for two effectively dead systems. Though I still enjoy this Atlantis book. The new Atlantis book from Khepera Publishing is much more polished, but is further removed from the basic Omni System (now Omega System). Plus the book lacks some of the charm of the earlier books.
Blue Rose & Birthright
Two other games that work well together, and fit the Mercedes Lackey Valdemar feel well, is TSR's Birthright campaign setting for 2nd Ed. AD&D. Whether you use the countries in BR or the ones in BR (err..that won't work) Birthright, the political intrigue between the rulers is now the main story telling element of the game. Birthright also has a lot to offer players of Blue Rose in terms of inter- and intra-court affairs. I would limit the races to Blue Rose ones; Birthright already limits races from the menagerie that was 2nd Ed AD&D.
I will say that this combination really is the ONLY time that the Golden Hart will effect what the characters could or could not do in a game.
Birthright also has that "built in maturity" factor I associate with Blue Rose. That is there is a certain audience that will enjoy playing at this level of social interaction and that audience tends to skew older. Neither Blue Rose nor Birthright are about killing things and taking their stuff. Unless of course, you are a king. And the things you kill are armies of other kings.
Makes me want to pull out my old Birthright materials! Have not even cracked them in years.
Consequently, I'd also throw the Basic adventures B11 King's Festival and B12 Queen's Harvest as intro adventures to this mix-up. Just downplay the combat aspects and change the orcs to humans.
I have one other PWWO that I want to try out, but I am thinking of posting that one by itself tomorrow.
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