Too nice here in the Mid-West to be inside. But I did pick up a couple of books this weekend.
I already had the PDFs, so getting these was a nice little addition to my collection.
Plus it is 100% compatible with Blue Rose.
I just need a cool campaign idea now. My previous Blue Rose games wrapped up to a point where I don't feel the need to bring them back. So something new. Something really, really new is in order here.
I might have some thoughts on resurrecting bits of Black Rose later in the week and there is something else I have been thinking about.
More later. Gotta get back outside.
Sunday, June 25, 2017
Friday, June 23, 2017
Kickstart Your Weekend: Calidar: Dreams of Aerie
We all know the undeniable affect that has been left on D&D by Monty Python. I am not aware of a single gaming group that has not thrown out at least one "Holy Grail" quote.
Well +Bruce Heard has finally given us, or will give us, our first Flying Circus!
Calidar: Dreams of Aerie
I mean seriously, how cool is this idea?
A circus, that flies. An entire mini-campaign setting, monsters, murder mystery, weird stuff!
Sounds absolutely fantastic to be honest.
From the Kickstarter page:
Plus it is system agnostic. So use D&D. Use Castles & Crusades. Use Swords & Wizardry. Heck, I am going to try it out under Blue Rose.
For me, there are some great Ravenloft books out there that are also circus themed. Sounds like a GREAT mix to me.
This looks awesome and you should support it.
Bruce has a rock solid reputation in the RPG biz and with his Kickstarters. PLUS all these Calidar books have been top notch in terms of production.
They are also all great books to game with.
So. What are you waiting for. Time to join the circus!!
Well +Bruce Heard has finally given us, or will give us, our first Flying Circus!
Calidar: Dreams of Aerie
I mean seriously, how cool is this idea?
A circus, that flies. An entire mini-campaign setting, monsters, murder mystery, weird stuff!
Sounds absolutely fantastic to be honest.
From the Kickstarter page:
Adventure: This tabletop role-playing game adventure also is a self-contained mini-setting. Because the action takes place on a flying circus, Dreams of Aerie is easy to adapt to any game world. Drawing on Barnum & Bailey and Cirque du Freak, this book's main plot elements involve a murder mystery, the rivalries of circus guilds, urban adventuring, and monster-hunting. Countless hooks allow side trips and alternate storylines, as each of the 90+ circus folk hide shadowy pasts and secret motivations. The heroes must contend with secret societies vying for hegemony among circus folk. If left to its own devices, a monstrous presence hidden aboard heralds catastrophic world events.
Plus it is system agnostic. So use D&D. Use Castles & Crusades. Use Swords & Wizardry. Heck, I am going to try it out under Blue Rose.
For me, there are some great Ravenloft books out there that are also circus themed. Sounds like a GREAT mix to me.
This looks awesome and you should support it.
Bruce has a rock solid reputation in the RPG biz and with his Kickstarters. PLUS all these Calidar books have been top notch in terms of production.
They are also all great books to game with.
So. What are you waiting for. Time to join the circus!!
Thursday, June 22, 2017
This Old Dragon: Issue #119
While today's choice is sort of a cheat, it is a very timely one. I grabbed it because it features one of my favorite covers of all Dragons. The recent Doctor Who episode "The Eaters of Light" featured a story about the fate of the Ninth Legion of the Imperial Roman army in Scotland. My first thought was "well, we know it was Kostchtchie!" from Daniel Horne's fantastic cover.
But once I grabbed it I also noticed how it was a really nice companion to my own Green Witch that was published yesterday. So nice in fact I put the magazine down until today! I didn't want anything in it unduly influencing me. Though in re-re-reading it now I can see there were some things there in 1987 that did stick with me over the years, including some more Doctor Who references.
So set your TARDIS back to March 1987, put on U2's With Or Without You, and get ready for This Old Dragon Issue #119.
Letters cover a guy just discovering the Chainmail rules. Interesting to read, to be honest. We forget that in this day and age nearly every shred of information is literally at our fingertips. I just got another copy of Chainmail for my birthday from my old Jr. High DM. It is different than the one I had by a couple of pages. I am going to need to investigate that.
The big feature of this issue is the section on Druids. I can't help but see the "Spinal Tap" Stonehenge every time I see the standing stones and lintel that works as the header for these articles.
That aside this was one of my favorite series. I had by this time already written my first copy of the witch class. It was though lacking in some historical oomph. This series gave me a lot of inspiration on what can be done with the class AND what not to do. Not in terms of things being bad in these articles (far from it) but in terms of making my witches different from the druids. In fact I put these articles as "Must Reads" for anyone wanting to play a druid.
Carl Sargent is up first with Underestimating Druids (is a bad practice). It's a look into the strengths of the class and giving them their due. Several tips and bits of advice are given for using the Druid in and out of the dungeon setting, but most telling (and also the most interesting to me) was a break-down of the XP per level and the amount of spell-power all the AD&D1 spell-casting classes had. The Druid comes out looking the best. Plus let's be honest, Flame Strike is a MUCH cooler spell than Fireball.
Up next is an article covering the Druid in his role as a healer. We are warned that John Warren's "Is There a Doctor In the Forest?" is unofficial material. It is also closer to what we think we know about druids in real life; that they were the healers of their society. There is a ton of great ideas here for herbal and natural healing in AD&D. Unofficial or not there is a lot great rules here. The crunch is the same level as AD&D, so more than I want for an OSR or even a 5e game, but worth looking into the next time I play AD&D1 proper.
On cue another ad for the Time-Life Enchanted World books!
Next up is an article I had re-read a lot back in the Summer of 1987. From by William Volkart and Robin Jenkins we get On Becoming The Great Druid. It dealt with that little remembered now artifact of the Druid class that at higher levels you needed to defeat the druid whose level you wanted to take. I have to admit that at the time I was not fond of the idea, though now I see as a great plot and role-playing device. I was trying to come up with a way to add this all to my then current game. I never really did to be honest since I figured I needed to come up with my world-wide Druid religion. Of course, nothing in the history of the Druids supports the idea that would or even could do this (I was also reading some Margaret Murry, so I am excusing myself) but I got fixated on the idea I needed to figure out their complete religious structure first. I made some head-way and a lot of that was actually added to my Witch class with the "Court of Witches". I just replaced Great Druid with Witch Queen. The Grand Coven of the Earth Mother in The Green Witch also comes from those notes way back then.
Rick Reid is up and has Cantrips for Druids - Naturally. Makes me REALLY glad I kept this to the side while working on the Green Witch and that I didn't put cantrips in that book. They will appear in the "The White Witch" later this summer.
Ah. Now here is an old friend. Ed Greenwood (who's early Dragon writing I am really enjoying again) has the Beastmaster NPC class. It is such an overkill class. Hell, I would not be surprised to discover that Drizzt didn't start out as a beastmaster. Though to be 100% fair it is described as an NPC only class...yup. Just like the witch was. ;)
I talked about a lot of Beastmaster classes in an early version of Class Struggles. At that time I had forgotten all about this one though in re-reading it now I see that my DM's homebrew Beastmaster was based on this one.
While not a part of the official Druid feature, Calle Lindstrand has the write up for The Uldra a new character race. The article is the type of "anything worth doing is worth doing to excess" type that I really love. We get a new race, a monster entry, and some gods. The Uldra themselves seem to be a cross between a gnome and a dwarf. I really hope that wherever Calle Lindstrand is that Uldras as written here are still part of their game. There is too much, well, love here to ignore. Uldras would later go on to be upgraded to a full offical D&D race.
It is also one of the reasons while I like to include a new race in a book overtly about a class. The Green Witch, for example, has another take on Gnomes for Swords & Wizardry.
Ed is back with Ecology of the Korred. Given that it follows right behind the article on the Uldra I often conflated the two into one race. Not really fair to either to be honest. My then DM really enjoyed this article and it was the inspiration to the only "Dance off in D&D" I have ever done. I later stole his idea and had another Dance Off in Ghosts of Albion: Blight. Only this time it was against the Sidhe. This article also gives us a new god.
Dragon's Bestiary features some sylvan monsters for your game. Again, not exactly part of the Druid feature, but close enough that it fits really well.
We get some fairly interesting creatures too. The Wild Halflings are great and I think I detect a bit of what would later develop in Dark Sun. The Luposphinx is a winged wolf/lion hybrid that doesn't seem out of place at all. The Leshy is based on some older fairy tales. There is another take on the Wendigo (none have every truly been "right" as far as I am concerned). The Wood Giant, which has since been promoted to the ranks of "official D&D monster". There is a Wood Golem here too. A bit about that. This wood golem never really stuck a cord with me. It was neat and all, but wood? Through flaming oil at it. It was not till I read the Doctor Who story Lungbarrow and their "Drudges" that gave me the idea for something new. I remember reading a story about an old witch that used to always say "If I'd had my druthers, I have my wooden druthers too." The Wooden Druther became my new Wood Golem. Wood Golems have also been promoted, but they will always take a back seat to my Druthers.
Not bad. Half the magazine and all of it quality or really, really fun materials.
In fact, if I had stopped here, 50 some odd pages in (minus ads) I would have considered it money well spent. I suppose it is also no surprise then that I like to include a lot of these same things in my own books; a class, races, alternate classes, monsters, and spells. 1987 was a turning point year for me really.
Charles Olsen is back with an article about NPCs; Henchmen and Hirelings. Five pages of material that looks liek it should work with any version of the game.
Jeff Grub has Dinner With Elminster. The article is a bit silly to be honest but I tend to forget that 1987 was the year of the Forgotten Realms. While everyone else was falling in love with that my years-long game was about to hit its final Act. How long does it take to roleplay a massive war? Two years, give or take.
Let's see what's left here... Some fiction...
Some Sage Advice...
The Gamma World article has some cryptic alliances in Politics Amid the Rubble. Just another reminder to me that I REALLY need to a Gamma World game going again some day.
The Marvel-Phile (actually in this issue!) has Psylocke in her pink outfit. Just as an FYI Oliva Munn, the future movie Psylocke is only 6-years old at the publication of this issue.
TSR Previews covers the new and hot items of April and May 1987. Make sure you get your copy of the Lazer TagTM rules. I did!
In May we get the first of GAZ series for Mystara and the Known World, GAZ1 The Grand Duchy of Karameikos.
Lots of Cons advertised and some small ads. Finally, we get Snarf Quest and Wormy.
Little did I know that Trampier and I would be heading to the same town to live more or less around the same time.
Really a great issue.
I see the seeds of ideas here that later germinated in games I played then and later in college and now in the stuff, I put up here.
What are your memories of this issue?
Want to know what I was saying about White Dwarf magazine during the same month? Check out my White Dwarf Wednesday for issue #87.
--
The Green Witch is now out!
Pick up a copy today for Swords & Wizardry.
But once I grabbed it I also noticed how it was a really nice companion to my own Green Witch that was published yesterday. So nice in fact I put the magazine down until today! I didn't want anything in it unduly influencing me. Though in re-re-reading it now I can see there were some things there in 1987 that did stick with me over the years, including some more Doctor Who references.
So set your TARDIS back to March 1987, put on U2's With Or Without You, and get ready for This Old Dragon Issue #119.
Letters cover a guy just discovering the Chainmail rules. Interesting to read, to be honest. We forget that in this day and age nearly every shred of information is literally at our fingertips. I just got another copy of Chainmail for my birthday from my old Jr. High DM. It is different than the one I had by a couple of pages. I am going to need to investigate that.
The big feature of this issue is the section on Druids. I can't help but see the "Spinal Tap" Stonehenge every time I see the standing stones and lintel that works as the header for these articles.
That aside this was one of my favorite series. I had by this time already written my first copy of the witch class. It was though lacking in some historical oomph. This series gave me a lot of inspiration on what can be done with the class AND what not to do. Not in terms of things being bad in these articles (far from it) but in terms of making my witches different from the druids. In fact I put these articles as "Must Reads" for anyone wanting to play a druid.
Carl Sargent is up first with Underestimating Druids (is a bad practice). It's a look into the strengths of the class and giving them their due. Several tips and bits of advice are given for using the Druid in and out of the dungeon setting, but most telling (and also the most interesting to me) was a break-down of the XP per level and the amount of spell-power all the AD&D1 spell-casting classes had. The Druid comes out looking the best. Plus let's be honest, Flame Strike is a MUCH cooler spell than Fireball.
Up next is an article covering the Druid in his role as a healer. We are warned that John Warren's "Is There a Doctor In the Forest?" is unofficial material. It is also closer to what we think we know about druids in real life; that they were the healers of their society. There is a ton of great ideas here for herbal and natural healing in AD&D. Unofficial or not there is a lot great rules here. The crunch is the same level as AD&D, so more than I want for an OSR or even a 5e game, but worth looking into the next time I play AD&D1 proper.
On cue another ad for the Time-Life Enchanted World books!
Next up is an article I had re-read a lot back in the Summer of 1987. From by William Volkart and Robin Jenkins we get On Becoming The Great Druid. It dealt with that little remembered now artifact of the Druid class that at higher levels you needed to defeat the druid whose level you wanted to take. I have to admit that at the time I was not fond of the idea, though now I see as a great plot and role-playing device. I was trying to come up with a way to add this all to my then current game. I never really did to be honest since I figured I needed to come up with my world-wide Druid religion. Of course, nothing in the history of the Druids supports the idea that would or even could do this (I was also reading some Margaret Murry, so I am excusing myself) but I got fixated on the idea I needed to figure out their complete religious structure first. I made some head-way and a lot of that was actually added to my Witch class with the "Court of Witches". I just replaced Great Druid with Witch Queen. The Grand Coven of the Earth Mother in The Green Witch also comes from those notes way back then.
Rick Reid is up and has Cantrips for Druids - Naturally. Makes me REALLY glad I kept this to the side while working on the Green Witch and that I didn't put cantrips in that book. They will appear in the "The White Witch" later this summer.
Ah. Now here is an old friend. Ed Greenwood (who's early Dragon writing I am really enjoying again) has the Beastmaster NPC class. It is such an overkill class. Hell, I would not be surprised to discover that Drizzt didn't start out as a beastmaster. Though to be 100% fair it is described as an NPC only class...yup. Just like the witch was. ;)
I talked about a lot of Beastmaster classes in an early version of Class Struggles. At that time I had forgotten all about this one though in re-reading it now I see that my DM's homebrew Beastmaster was based on this one.
While not a part of the official Druid feature, Calle Lindstrand has the write up for The Uldra a new character race. The article is the type of "anything worth doing is worth doing to excess" type that I really love. We get a new race, a monster entry, and some gods. The Uldra themselves seem to be a cross between a gnome and a dwarf. I really hope that wherever Calle Lindstrand is that Uldras as written here are still part of their game. There is too much, well, love here to ignore. Uldras would later go on to be upgraded to a full offical D&D race.
It is also one of the reasons while I like to include a new race in a book overtly about a class. The Green Witch, for example, has another take on Gnomes for Swords & Wizardry.
Ed is back with Ecology of the Korred. Given that it follows right behind the article on the Uldra I often conflated the two into one race. Not really fair to either to be honest. My then DM really enjoyed this article and it was the inspiration to the only "Dance off in D&D" I have ever done. I later stole his idea and had another Dance Off in Ghosts of Albion: Blight. Only this time it was against the Sidhe. This article also gives us a new god.
Dragon's Bestiary features some sylvan monsters for your game. Again, not exactly part of the Druid feature, but close enough that it fits really well.
We get some fairly interesting creatures too. The Wild Halflings are great and I think I detect a bit of what would later develop in Dark Sun. The Luposphinx is a winged wolf/lion hybrid that doesn't seem out of place at all. The Leshy is based on some older fairy tales. There is another take on the Wendigo (none have every truly been "right" as far as I am concerned). The Wood Giant, which has since been promoted to the ranks of "official D&D monster". There is a Wood Golem here too. A bit about that. This wood golem never really stuck a cord with me. It was neat and all, but wood? Through flaming oil at it. It was not till I read the Doctor Who story Lungbarrow and their "Drudges" that gave me the idea for something new. I remember reading a story about an old witch that used to always say "If I'd had my druthers, I have my wooden druthers too." The Wooden Druther became my new Wood Golem. Wood Golems have also been promoted, but they will always take a back seat to my Druthers.
Not bad. Half the magazine and all of it quality or really, really fun materials.
In fact, if I had stopped here, 50 some odd pages in (minus ads) I would have considered it money well spent. I suppose it is also no surprise then that I like to include a lot of these same things in my own books; a class, races, alternate classes, monsters, and spells. 1987 was a turning point year for me really.
Charles Olsen is back with an article about NPCs; Henchmen and Hirelings. Five pages of material that looks liek it should work with any version of the game.
Jeff Grub has Dinner With Elminster. The article is a bit silly to be honest but I tend to forget that 1987 was the year of the Forgotten Realms. While everyone else was falling in love with that my years-long game was about to hit its final Act. How long does it take to roleplay a massive war? Two years, give or take.
Let's see what's left here... Some fiction...
Some Sage Advice...
The Gamma World article has some cryptic alliances in Politics Amid the Rubble. Just another reminder to me that I REALLY need to a Gamma World game going again some day.
The Marvel-Phile (actually in this issue!) has Psylocke in her pink outfit. Just as an FYI Oliva Munn, the future movie Psylocke is only 6-years old at the publication of this issue.
TSR Previews covers the new and hot items of April and May 1987. Make sure you get your copy of the Lazer TagTM rules. I did!
In May we get the first of GAZ series for Mystara and the Known World, GAZ1 The Grand Duchy of Karameikos.
Lots of Cons advertised and some small ads. Finally, we get Snarf Quest and Wormy.
Little did I know that Trampier and I would be heading to the same town to live more or less around the same time.
Really a great issue.
I see the seeds of ideas here that later germinated in games I played then and later in college and now in the stuff, I put up here.
What are your memories of this issue?
Want to know what I was saying about White Dwarf magazine during the same month? Check out my White Dwarf Wednesday for issue #87.
--
The Green Witch is now out!
Pick up a copy today for Swords & Wizardry.
Wednesday, June 21, 2017
The Green Witch Now Available
Only running a few hours late on this one!
Now for your Swords & Wizardry pleasure, the next book in my series of witch traditions.
The Green Witch for Swords & Wizardry
A witch never fears the wood.
Because she knows, deep in her heart, that the most dangerous thing in the wood
Is her.
Secrets.
Only the Green Witch knows the true secrets of the wood and the worlds that lie beyond, under and through it. But is she protecting us from the wood or the wood from us?
Inside you will find answers to these secrets:
With a Forward by +Elizabeth Chaipraditkul
On Sale Now!
100% compatible with:
and "Clone" compatible with:
Now for your Swords & Wizardry pleasure, the next book in my series of witch traditions.
The Green Witch for Swords & Wizardry
A witch never fears the wood.
Because she knows, deep in her heart, that the most dangerous thing in the wood
Is her.
Secrets.
Only the Green Witch knows the true secrets of the wood and the worlds that lie beyond, under and through it. But is she protecting us from the wood or the wood from us?
Inside you will find answers to these secrets:
- The Green Witch tradition
- The Green Knight and Huntsman classes
- New race for S&W Complete: Forest Gnomes
- 200+ witch spells
- 91 Druid Spells
- 61 Magic-User spells
- 43 Cleric spells - Places of Power for Witches and other Spellcasters
- Monsters
- Magic Items
- The Grand Coven of the Earth Mother for Witches and Druids
With a Forward by +Elizabeth Chaipraditkul
On Sale Now!
100% compatible with:
- The Warlock
- The Witch: Aiséiligh Tradition for Swords & Wizardry
- The Witch for Swords & Wizardry Light
and "Clone" compatible with:
Tuesday, June 20, 2017
First Day of Summer
Ok. I am working like crazy to get something out to you all in the next few hours. Had projects that came up at my day job that had to take priority (hey. it pays the bills, this doesn't).
Today is the first day of Summer 2017. I love the Summer Solstice. Everything feels perfect really.
Anyway, Solstices and Equinoxes make me think of Elementals.
I am not the only one either. +Joseph Bloch over at Greyhawk Grognard is talking the Temple of Elemental Evil again and that is good.
I am just about ready to wrap-up the Giants series with the kids and move on into D12 and 3. I have given a lot of thought on what I can do with Q1 and a possible Q2.
I have also been thinking ahead to a scenario where I use the Temple of Elemental Evil as the end of my "Gygaxian Classics". Though I am not 100% sure how I want to it.
Unlike all the other adventures I am taking my kids through I never played or ran Temple of Elemental Evil. In fact, till today I never even owned a physical copy. I bought the PDF a while back. I have a couple of copies of T1 and I have been thinking about this a lot.
Anyone who has ran this adventure, any advice?
I know that this is going to be the capstone to my huge 5e games. Currently running two, soon to be three concurrent and independent games in 5e. They are all going to meet at the temple and unless they are really, really good, they will see the rise of Tharizdûn.
Not sure what I am going to do yet, but I know it will be fun.
Today is the first day of Summer 2017. I love the Summer Solstice. Everything feels perfect really.
Anyway, Solstices and Equinoxes make me think of Elementals.
I am not the only one either. +Joseph Bloch over at Greyhawk Grognard is talking the Temple of Elemental Evil again and that is good.
I am just about ready to wrap-up the Giants series with the kids and move on into D12 and 3. I have given a lot of thought on what I can do with Q1 and a possible Q2.
I have also been thinking ahead to a scenario where I use the Temple of Elemental Evil as the end of my "Gygaxian Classics". Though I am not 100% sure how I want to it.
Unlike all the other adventures I am taking my kids through I never played or ran Temple of Elemental Evil. In fact, till today I never even owned a physical copy. I bought the PDF a while back. I have a couple of copies of T1 and I have been thinking about this a lot.
Anyone who has ran this adventure, any advice?
I know that this is going to be the capstone to my huge 5e games. Currently running two, soon to be three concurrent and independent games in 5e. They are all going to meet at the temple and unless they are really, really good, they will see the rise of Tharizdûn.
Not sure what I am going to do yet, but I know it will be fun.
Monday, June 19, 2017
FreeRPG Day Haul
Really busy weekend.
Free RPG day, Father's Day, grilling, playing D&D. It was packed.
Here are the books I got at my FLGS.
I am most excited about Runequest. I have not played it in YEARS and have been itching to do so more with it.
My hat is off to +James Raggi. I admit I have been critical of his products and style over the years. The truth is his style is not my style. That is not good or bad, just different tastes.
But ALL that aside, giving out a free HARDCOVER book? Holy shit dude.
Plus his Vaginas Are Magic is actually really, really good.
It galls me, and makes me happy, that he keep proving me wrong by being good.
I might not ever play Lamentations of the Flame Princess, but damn. His production values are through the roof. He even pulled in +Stacy Dellorfano and +Elizabeth Chaipraditkul to help him on this book. I trust their opinions and judgment. I am going to have to dig into his book a bit more. Ok. A lot more.
So +James Raggi, it took me a while, but I think I finally "get it".
Free RPG day, Father's Day, grilling, playing D&D. It was packed.
Here are the books I got at my FLGS.
I am most excited about Runequest. I have not played it in YEARS and have been itching to do so more with it.
My hat is off to +James Raggi. I admit I have been critical of his products and style over the years. The truth is his style is not my style. That is not good or bad, just different tastes.
But ALL that aside, giving out a free HARDCOVER book? Holy shit dude.
Plus his Vaginas Are Magic is actually really, really good.
It galls me, and makes me happy, that he keep proving me wrong by being good.
I might not ever play Lamentations of the Flame Princess, but damn. His production values are through the roof. He even pulled in +Stacy Dellorfano and +Elizabeth Chaipraditkul to help him on this book. I trust their opinions and judgment. I am going to have to dig into his book a bit more. Ok. A lot more.
So +James Raggi, it took me a while, but I think I finally "get it".
Labels:
CnC,
free,
osr,
pathfinder
Friday, June 16, 2017
Kickstart Your Weekend: Interview with Kris Lippert
Today I want to share an interview I had with Witches Trine creator Kris Lippert.
His Kickstart, Witches Trine, is now up and looks like a lot of fun, but it has a bit to go yet.
Tim: Hello, my name is Tim Brannan and this is my blog The Other Side.
If there is one thing I love talking about its witches. If there is a second thing it’s comics. So when a new witch comic book comes around, well you have my attention. So today it is my pleasure to talk with Kris Lippert creator of the new comic Witches Trine.
So Kris, please introduce yourself and tell us about your creation.
Kris: Hello everyone, and thank you for this opportunity, Tim.
Born and raised in Hungary, I started my career in banking and risk management, eventually founding and building two successful companies of my own in the field, before moving on to my lifelong passion: films.
I currently live in Perth, Western Australia, and work as a writer/producer, focusing my efforts on thriller/horror projects, with an eye towards fantasy and supernatural elements.
My feature credits include horror comedy Gingerclown, featuring Tim Curry, and supernatural thriller Foreshadow made entirely in WA (Western Australia).
Witches Trine is my first graphic novel, and it's the centuries-spanning story of three immortal witches: Olivia, the Scholar; Eva, the Healer; and Victoria, the Warrior.
I usually write feature films, but when I started working on Witches Trine, it felt like the story called for a different medium. I considered writing it as a TV series first, but then I realised that it would work great as a comic. And ultimately it’s always been about telling my story, no matter the medium. I've found that actually there are a lot of similarities between moviemaking and creating a comic book: both rely on visual storytelling and both are extremely collaborative. I've managed to put together a professional and experienced creative team that includes penciler Hugh Vogt, inker Jeff Austin, colorist Teo Gonzalez and letterer Bram Meehan.
This project is a labor of love that I have nurtured for the past two years and it feels great to have the chance to share it with others.
Tim: Witches Trine features some great characters. Tell me a bit more about your witches.
Kris: My witches are three young women at first glance, but what makes them unique is that they are witches with mystical powers, who don’t grow old and die.
VICTORIA is the oldest, born in ancient Babylon. She is well-travelled and has martial arts skills second to none. She is a physical being using her seductive skills, sexual prowess and fighting ability to overcome problems. Her beauty is legendary and she has a body to die for. When we first meet in her in present day L.A., she seems like a wild girl hanging with her biker boyfriend Sean, but she soon has to step up and get her act together.
OLIVIA is the youngest of the three women at 150. Born and raised in a small rural community in Northern England, she fled to the US with Victoria when a mob lynched Eva. She currently works at UCLA researching medieval occult history and while she has a keen intellect, when it comes to people her skills are somewhat lacking. She has immense knowledge of spells and mythology, and approaches problems intellectually. She is ‘Spock’ to Victoria’s ‘Kirk’.
EVA, a master of potion making and a healer from Byzantine Greece, missed the last 100 years on account of being dead. She does play a part in their past lives, though, where we see that she provides emotional support for Olivia and a moral compass to Victoria.
Tim: I think Olivia is my favorite so far, but I have a feeling that Victoria might give her a run for her money later on. What inspirations did you draw on from for your characters and story?
Kris: Monika, my wife, was actually the inspiration behind Witches Trine in a way. She is deeply immersed in the world of holistic healing and nutrition, and astrology. She is also always on the lookout for new methods and ideas, some of which she would adopt after much research. And in turn, she tries to educate me in the ways of the “witch doctors”. One of her accounts about discovering an interesting herbalist shop gave me the idea to write about modern day witches.
But since my daughter’s favorite comic book is The Walking Dead, my perception about the preferences of female audiences and heroes is slightly skewed. I wanted to have kick-ass witches who are sexy, smart, courageous, and full of attitude, and a story that balances fast-paced, visceral action with character development.
And as I usually played magic user characters in D&D growing up, magic was always going to be a significant part of the world.
Tim: Same here, I played a lot ow magic-users, wizards and witches over the years. What can readers hope to see in Witches Trine?
Kris: My goal has always been to keep the story grounded and more of a thriller rather than a superhero story. Witches Trine combines supernatural vibe with modern kick-ass action. Witchcraft, martial arts, and sexual seduction are all parts of the equation.
The narrative spans two time frames as we watch the witches deal with life in 19th century England, and a whole different set of perils in modern day L.A.
The witches have minimal magical abilities in the beginning and will have to achieve ‘unity’ and become Trine to attain their full powers. You want magic to be present in a story about witches, of course, but if your protagonist can use it with a flick of the wrist, it lessens its impact. I wanted magic to be present in Witches Trine without being overwhelming, and it is a fine balancing act.
The women’s struggles are mostly realistic, they rely more on wits, cunning and physical prowess than magic to solve problems.
Tim: Having read the first two comics I love the shift between the two times. What are your future plans for this story?
Kris: I wanted to rethink the modern-day witch genre by making it less soapy, more thriller-like, darker, and more grounded in reality. I want readers to feel that what they see could be happening in their own backyards.
The first four chapters set up the three main characters and their world, and the next four will have them deal with an immediate threat, and test their abilities and ‘unity’.
Tim: I can't wait to read it. And finally, where can we find you on the internet?
Kris: Our Kickstarter campaign is currently live: http://bit.ly/2qEDoLo
You can also check out the Witches Trine website at http://www.witchestrine.com
like us on Facebook at http://www.facebook.com/witchestrine/
or follow us on Twitter http://www.twitter.com/witches_trine
Tim: Last question, something I always ask. Who is your favorite witch, wizard or magic-user and why?
Kris: It has to be Gandalf for me.
As English is not my first language, I will always have fond memories of the first English language book I ever read, Lord of the Rings.
Tim: Excellent choice!
The Witches Trine Kickstarter is happening right now.
His Kickstart, Witches Trine, is now up and looks like a lot of fun, but it has a bit to go yet.
Tim: Hello, my name is Tim Brannan and this is my blog The Other Side.
If there is one thing I love talking about its witches. If there is a second thing it’s comics. So when a new witch comic book comes around, well you have my attention. So today it is my pleasure to talk with Kris Lippert creator of the new comic Witches Trine.
So Kris, please introduce yourself and tell us about your creation.
Kris: Hello everyone, and thank you for this opportunity, Tim.
Born and raised in Hungary, I started my career in banking and risk management, eventually founding and building two successful companies of my own in the field, before moving on to my lifelong passion: films.
I currently live in Perth, Western Australia, and work as a writer/producer, focusing my efforts on thriller/horror projects, with an eye towards fantasy and supernatural elements.
My feature credits include horror comedy Gingerclown, featuring Tim Curry, and supernatural thriller Foreshadow made entirely in WA (Western Australia).
Witches Trine is my first graphic novel, and it's the centuries-spanning story of three immortal witches: Olivia, the Scholar; Eva, the Healer; and Victoria, the Warrior.
I usually write feature films, but when I started working on Witches Trine, it felt like the story called for a different medium. I considered writing it as a TV series first, but then I realised that it would work great as a comic. And ultimately it’s always been about telling my story, no matter the medium. I've found that actually there are a lot of similarities between moviemaking and creating a comic book: both rely on visual storytelling and both are extremely collaborative. I've managed to put together a professional and experienced creative team that includes penciler Hugh Vogt, inker Jeff Austin, colorist Teo Gonzalez and letterer Bram Meehan.
This project is a labor of love that I have nurtured for the past two years and it feels great to have the chance to share it with others.
Tim: Witches Trine features some great characters. Tell me a bit more about your witches.
Kris: My witches are three young women at first glance, but what makes them unique is that they are witches with mystical powers, who don’t grow old and die.
VICTORIA is the oldest, born in ancient Babylon. She is well-travelled and has martial arts skills second to none. She is a physical being using her seductive skills, sexual prowess and fighting ability to overcome problems. Her beauty is legendary and she has a body to die for. When we first meet in her in present day L.A., she seems like a wild girl hanging with her biker boyfriend Sean, but she soon has to step up and get her act together.
OLIVIA is the youngest of the three women at 150. Born and raised in a small rural community in Northern England, she fled to the US with Victoria when a mob lynched Eva. She currently works at UCLA researching medieval occult history and while she has a keen intellect, when it comes to people her skills are somewhat lacking. She has immense knowledge of spells and mythology, and approaches problems intellectually. She is ‘Spock’ to Victoria’s ‘Kirk’.
EVA, a master of potion making and a healer from Byzantine Greece, missed the last 100 years on account of being dead. She does play a part in their past lives, though, where we see that she provides emotional support for Olivia and a moral compass to Victoria.
Tim: I think Olivia is my favorite so far, but I have a feeling that Victoria might give her a run for her money later on. What inspirations did you draw on from for your characters and story?
Kris: Monika, my wife, was actually the inspiration behind Witches Trine in a way. She is deeply immersed in the world of holistic healing and nutrition, and astrology. She is also always on the lookout for new methods and ideas, some of which she would adopt after much research. And in turn, she tries to educate me in the ways of the “witch doctors”. One of her accounts about discovering an interesting herbalist shop gave me the idea to write about modern day witches.
But since my daughter’s favorite comic book is The Walking Dead, my perception about the preferences of female audiences and heroes is slightly skewed. I wanted to have kick-ass witches who are sexy, smart, courageous, and full of attitude, and a story that balances fast-paced, visceral action with character development.
And as I usually played magic user characters in D&D growing up, magic was always going to be a significant part of the world.
Tim: Same here, I played a lot ow magic-users, wizards and witches over the years. What can readers hope to see in Witches Trine?
Kris: My goal has always been to keep the story grounded and more of a thriller rather than a superhero story. Witches Trine combines supernatural vibe with modern kick-ass action. Witchcraft, martial arts, and sexual seduction are all parts of the equation.
The narrative spans two time frames as we watch the witches deal with life in 19th century England, and a whole different set of perils in modern day L.A.
The witches have minimal magical abilities in the beginning and will have to achieve ‘unity’ and become Trine to attain their full powers. You want magic to be present in a story about witches, of course, but if your protagonist can use it with a flick of the wrist, it lessens its impact. I wanted magic to be present in Witches Trine without being overwhelming, and it is a fine balancing act.
The women’s struggles are mostly realistic, they rely more on wits, cunning and physical prowess than magic to solve problems.
Tim: Having read the first two comics I love the shift between the two times. What are your future plans for this story?
Kris: I wanted to rethink the modern-day witch genre by making it less soapy, more thriller-like, darker, and more grounded in reality. I want readers to feel that what they see could be happening in their own backyards.
The first four chapters set up the three main characters and their world, and the next four will have them deal with an immediate threat, and test their abilities and ‘unity’.
Tim: I can't wait to read it. And finally, where can we find you on the internet?
Kris: Our Kickstarter campaign is currently live: http://bit.ly/2qEDoLo
You can also check out the Witches Trine website at http://www.witchestrine.com
like us on Facebook at http://www.facebook.com/witchestrine/
or follow us on Twitter http://www.twitter.com/witches_trine
Tim: Last question, something I always ask. Who is your favorite witch, wizard or magic-user and why?
Kris: It has to be Gandalf for me.
As English is not my first language, I will always have fond memories of the first English language book I ever read, Lord of the Rings.
Tim: Excellent choice!
The Witches Trine Kickstarter is happening right now.
Subscribe to:
Posts (Atom)