Monday, April 9, 2018

Witch & Witchcraft Reading Challenge: Crash Override

 
"Sometimes you need to burn a bridge while you are still standing on so they know you mean business. ... All us witches, past present and future, need to do better...Suffer us witches to live." 
 - Zoë Quinn

This might seem like a stretch here but stay with me on this.  I finished reading Zoë Quinn's Crash Override: How Gamergate (Nearly) Destroyed My Life, and How We Can Win the Fight Against Online Hate, and I am going to make the case this is a book about a modern witch and the witchhunt that came from it.

I want to get into the meat of the book, but let me address the parallels first.

Zoë Quinn began, like many historical witches, as a woman a bit marginalized from the world but found solace, comfort and even expertise in a traditionally "man's space".  For the witches of old this was often medical knowledge in a world of male doctors or religious knowledge in a world of male clergy.  In any case, she was a  woman (or a girl really, she was not much older than my son when this all went down) against a patriarchy.  Does that sound like a feminist theory to you?  It is ONLY if never actually studied feminist theory or have ever used the word "feminazi" in anything other than a derisive tone.  She was attacked and all but pilloried and burned at the stake.  Though virtually speaking she was. She even describes the mob after her as a group of "inquisitors".  The appropriate name really.

Actions speak louder than words and while I had heard and read the words of these internet inquisitors and gatekeepers of their "culture" I don't for a second believe them.  Their claims can be easily dismissed and discarded.  There were no witches on Pendle Hill in 1612. No devil in Loudun, France (1634). There was no devil in Salem (1692), no Satanic ritual abuse in the 1980s and no conspiracy in August 2014 to censor video games*.  (yes there is more than this, but the trouble is sorting through a metric ton of shit to get to it. This is not the place to detail my last couple of years of "ritual filth" reading about this and going to where they "live".)

But like those times, facts do not matter once the mob smells blood in the water, or online.  Quinn is a bit more understanding of her inquisitors, the ones that would see her dead for the audacity of being a woman.  I do not extend to them the same benefit of the doubt; I have seen this play out too many times in the exact same way with nearly textbook results.

Zoë Quinn is a witch, an unburnt witch in fact (her nom de' net in fact), and like the best witches of old, her name and exploits will outlive her inquisitors and tormentors.

She spends the first half of her book recounting her love of video games, finding solace online with like-minded people and discovering that she too could build something or make something.  There were many times I smiled or laughed out loud because I could relate to exactly to what she was doing and feeling.  Then we get to that day in August of 2014 where the mob, spurred on by an abusive ex-boyfriend and some easily dismissed internet rumors decides to act.
I have seen online abuse first hand, I have also stood on the sidelines and watched it unfold like a spectator sport.  So it was not without some personal horror that I listened to what she went through.
Honestly, you have to have zero empathy not be moved here.  Even IF (in all caps) she did the things she was accused of, it doesn't justify the violent outburst here.  (seriously, what the fuck is wrong with you people?)

There is some repetition, but this is a memoir, not a research paper. It is told like a memoir, with the unedited bits of a person's messy life left in. And the author is quite upfront about that.  In fact listening to it you get the feeling it could have been a "LiveJournal" post AND that is perfectly fine because that is the vibe the author wants.  Listen to her words and what she wants, the book is the ultimate expression of that. It is also almost, but not quite, a requiem for a life lost.  I can tell you, as a former QMHP, she sounds EXACTLY like people I used to counsel after they had dealt with something traumatic or after a significant period of depression.  I do not doubt that these are the words from someone who has in my professional opinion "seen some shit".

The first half had me depressed and sad for this girl. But the second half made happy for the woman she has become and what she has been able to do.  Sure, she can never get back that old life.  In many ways, her tale is the same of that as someone that has suffered a traumatic disease or accident.  In others, it is worse, because she knows if it were not for the actions of others she could go back to that old life and do the things she loved.

The last half of the book's title is "How We Can Win the Fight Against Online Hate" and she talks about what she has done and what she has been doing and freely admits that she is neither equipped or qualified to do the job that needs to be done.  I hope she will excuse the Batman allusion here (she has a section "You are not Batman"), but she is the hero we need.

She is open about needing more non-CIS, non-white, non-male voices in this fight. Not that we don't need CIS hetro white males, it's just that people like that, like me, are a dime a dozen.  We are.  She is open and even empathizes with the mobs of inquisitors that were after her; not wanting them to be subject to same actions she faced.  She is very cognizant (maybe painfully so) of the limitations of the tech companies and law enforcement.

To top it all off she built the Crash Override Network to help other victims of online abuse.
This alone is worthy of praise.

In the end, her advice is simple, be better to each other online and try to empathize with the human on the other side of the screen.   She knows there is a lot of work to do and this only the start.

Final note. I listened to the audiobook version of this with Zoë Quinn reading it herself.  I think that was a great choice for me, to hear her own words in her own voice, but also to get her to do it.  She knew when to be funny and when to be sad more than some other narrator.

You can find Zoë Quinn on the web here: http://www.crashoverridenetwork.com

2018 Witch & Witchcraft Reading Challenge

Books Read so far: 2
Level: Initiate
Witches in this book: 1. Keep in mind that "Witch" has never, EVER been an insult in my mind.
Are they Good Witches or Bad Witches: Good, but in her own words, flawed.
Best RPG to Emulate it: NA. But the snarky part of me does want to build a ShadowRun game around this with real trolls and real witches.
Use in WotWQMaybe not appropriate, but this was one of many real-life events that got me to write the Aiséiligh Tradition Witch.

Thursday, April 5, 2018

This Old Dragon: Issue #167

Moving ahead to one of the "newer" issues in my collection.  This comes to us from the distant past of March 1991.  I was a senior in college, but would take another year to finish up my honors courses, my minor and to take a few grad school classes before getting into grad school.  I was not really playing much at this point, but still buying and reading a bunch of Ravenloft games and books.
I believe by this time I had printed out the first solid draft of my witch class for 2nd Ed and was revising it more.  So without further ado here is March 1991 and this is issue #167 of This Old Dragon.

To the cover.  Ok. Have I ever mentioned how much I hate faces on inanimate objects? Cars, trains, especially airplanes. But more than anything TREES!  I think it some deep-seated childhood trauma related to both "Wizard of Oz" and "From Hell it Came".   My family will taunt me with it by giving trees with faces on them for Halloween.  Anyway.  The girl on here looks she wandered off from a Clyde Caldwell cover and is slumming here.  The artist is Fred Fields.

You can tell this is the 90s Dragon because of all the ads.  Mind you I am not complaining; I like the ads.  But there are more. More pages in general too.

Given this is the era near 2nd Edition the Dragons all have themes.  This one is the Wilderness.  I liked the themed issues, gave me something to look forward too.

The Editorial is an interesting one with addresses for you to send something to anyone serving in the US or British military.  I guess this is the time of Operation Desert Storm.

Up first is ...holy shit! it's the OSR's very own +Joseph Bloch! (hmm auto-tagging is not working on this). He is up with an article right in his wheel-house, See the Pomarj - and Die!  The three page article (four with cover image) is a bit of history on the Pomarj. It even has some details about the Slave Lords and plenty of old-school tables.   This is some good stuff that I wish I had known about when running the A-series recently. Ah well.

David Howery is next with Back to the Age of Mammals, taking us back to when the dinosaurs did their disappearing act and the mammals took over. There are a ton of great, untapped and underused creatures.  One of my favorites is even here, the Amphicyon.  I used my own version for a primitive were-wolf/were-bear hybrid back when I ran Palace of the Silver Princess.  This really makes this issue a stand out in my mind.

The Ecology of the Su-Monster would have been something I would have eaten up back in the day. Matthew Schutt gives us an updated version of these monsters and they work.  I always liked these little monsters. I ran an adventure where the locals worshiped as a god.

Gregg Chamberlain is next with the Dragon's Bestiary with various plant-based monsters.

Curses are Divine* But their effects on your fantasy hero are horrible! by Mark Keavney which details major and minor divine curses.  This is not the curses of the 3rd level spell, these are special and really powerful.  Also detailed are the situation where someone can find themselves so cursed.

TSR Previews tells us what is hot for March 1991 and beyond. On the list is RA2 Ravenloft Ship of Horror, a favorite of mine. Though I would always call it "Ship of Fools" after the Robert Plant song.

Arcane Lore by Jeffrey Pettengill has some expansions to the 2nd Ed Necromancer specialty wizard and necromancy spells.

Bruce Heard is back with more Princess Ark.  I am planning on collecting these and using some of it for my BECMI Magic School game.

Role of Computers covers the best of 1990.  Again, it's hard to review a review of the "State of the Art" of 27 years ago.

Sage Advice covers some Monstrous Compendium Vol II questions and the perennial question of how do I find a gaming group.

Peter Trueman as what he calls "a more realistic approach to fantasy" in Just Give me Money!  It's a long article that details maybe than you would want to know about coins.  Or maybe it is sort of the detail you like.  For me, it is more log-work than I like in my games.  Once I ate this stuff up.

Marvel-Phile deals with some of Spider-man's foes from across the pond in England in The Lads from Liverpool.  Spiders and Beatles. cute.

Nice big and water-damaged ad for Chill (2nd Edition).

(gotta be honest here. This issue is testing the mettle of my allergy drugs!)

Thomas Kane gives us some NPCs from historical references for an Oriental Adventures game in Lords of the Warring States. We are still in that odd overlap time of 1st and 2nd Editions.

Con Calendar is huge this month.

Ed is back. Am I at a point yet where I can say "Ed" and you all know I mean Ed Greenwood?  Instead of his normal conversation with Elminster, he ends up talking to Laeral of Waterdeep.  I do not begrudge Ed this, it is always entertaining and even when I didn't like the Realms I liked these articles.  This time he is covering the Undermoutain - the King of All Dungeons.  Ok. So. It's an ad for the new Undermountain boxed set.  Yeah, I can't even be irritated by that.

Role of Books from John C. Bunnell has the best of late winter/early spring 1991 including one that is STILL on my TBR pile, Deryni Magic by Katherine Kurtz.  Yeah, Grad School was not conducive to pleasure reading.

And just like that, we are at Dragonmirth.   The big feature is The Twilight Realm, which is on part 11.  I really know nothing about that strip, I should look into it more.

Ah, here are the small ads and classifieds.

Ok. Not a packed issue, but a lot of great bright spots like Joe's and Bruce's contributions.
I wonder what else I have from this time? Will be fun to see!

Wednesday, April 4, 2018

Into the Borderlands

I stopped by my favorite local game store, Games Plus, today and picked up my copy of the "new" Goodman Games Into the Borderlands.



It's a huge book.

Almost 400 pages (380) and full of nostalgic content.




There are several essays from people involved with the originals and the new project.





Some full-color panels of the covers and maps.



Inside the covers where they belong!



So interesting tidbits I never saw in the earlier modules.


It compares favorably to the originals, but it's size makes it awkward for the game table.  I am hoping that Goodman Games comes out with a PDF so I can just print the sections I want.

This book also has some new spells and some "new" monsters, or really monsters ported over from the Fiend Folio for the most part. 

The large number "1" in the upper left-hand corner is quite conspicuous.  I am wondering if we will get a "2" with Palace of the Silver Princess and Ilse of Dread?  A detailed treatment of B3 Palace of the Silver Princess would be fantastic, to be honest.



Is it worth the $50 price tag?  Maybe not to new gamers, but certainly to gamers of my age bracket.

I think it is pretty damn fun in my opinion!

Areelu Vorlesh, Witch Queen of the Worldwound

I picked up some Pathfinder minis a while back and this succubus in the mix that I did not recognize.  She also had a proper name, Areelu Vorlesh.  Imagine my joy when I discovered she was not only a succubus (well half succubus) but also a witch!

A trio of wicked witches, Iggwilv, Areelu, and Skylla
Turns out she is also a major NPC baddie in Pathfinder, the primary architect of the Worldwound in Golarion.  I am not sure what happens to her there, but she would really be a perfect addition to my War of the Witch Queens.  Plus I already have her mini!  Now I just need a Wayne Reynolds print on my wall.

Her Pathfinder stats are crazy. She is a 10th level witch, 10th level demoniac and an 8th level archmage.  Plus she has a lot of her half-succubus powers.  She has some truly outrageous stats too.

Areelu Vorlesh
The human that would become the witch Areelu Vorlesh has been lost to time. It was known that she was a witch in Deskari’s cult.  She was researching the nature of the separation of the worlds and planes (Plot hook!).  It was her success at opening the Worldwound that caused her Patron to transform her into a half-fiend.

Areelu Vorlesh (28th level witch)
The Witch

Strength: 14 Death Ray, Poison 3
Dexterity: 18 Magic Wands 4
Constitution: 18 Paralysis, Polymorph or Turn to Stone 3
Intelligence: 18 Dragon Breath 6
Wisdom: 18 Rods, Staffs, Spells 5
Charisma: 19

Hit Points: 73
Alignment: Chaotic (Evil)
AC: -2 (Bracers of Defense, +3 Amulet of Protection)

Occult Powers (Malefic Tradition)
Familiar: "Gimcrak" (Quasit, Enhanced)
7th level: Evil's Touch
13th level: Devil's Tongue
19th level: Curse
25th level: Polymorph Other

Succubus Powers
Fly (at normal movement rate).
Drain Constitution (1 point).
Immune to fire damage and poison.
Half damage from cold and electricity.
Takes double damage from "holy" items.

Spells
Cantrips (7): Arcane Mark, Detect Curse, Ghost Sound, Mend Minor Wounds, Message, Spark, Summon Vermin

First (8+3): Bewitch I, Cause Fear, Charm Person, Command, Increase Sex Appeal, Mend Light Wounds, Protect Familiar, Quicken Healing, Shattering the Hourglass, Silver Tongue, Spirit Dart

Second (8+2): Ecstasy, Enhanced Familiar, Enthrall, Evil Eye, Hold Person, Invisibility, Phantasmal Spirit, Rite of Remote Seeing, Scare, Twisting the Heartstrings II

Third (7+2): Bestow Curse, Clairaudience/Clairvoyance, Dispel Magic, Enlarge Familiar, Feral Spirit, Fly, Ghost Ward, Tongues, Witch Wail

Fourth (7+2): Abomination, Charm Monster, Confusion, Divine Power, Intangible Cloak of Shadows, Moonlit Way, Phantom Lacerations, Spiritual Dagger, Withering Touch

Fifth (6): Baleful Polymorph, Feeblemind, Greater Command, Nightmare, Teleport, Waves of Fatigue

Sixth (6): Bewitch VI, Break the Spirit, Geas, Mass Suggestion, Repulsion, True Seeing

Seventh (5): Draw Forth the Soul, Eternal Charm Monster, Maze, Binding Ritual (Ritual), Gate (Ritual)

Eighth (5): Bewitch VIII, Damming Stare, Destroy Life, Wail of the Banshee, Imprisonment (Ritual)

So this version of Areelu Vorlesh is pretty powerful, though still not as powerful as the Pathfinder version (551 hp!) but still a very formidable foe and a worthy Witch Queen.



Monday, April 2, 2018

Monstrous Mondays: AI Generated Monsters

Over the weekend I was reading about scientist Janelle Shane feeding a bunch of 2nd Ed Monsters into a neural network...the results are, well... here Dr. Shane to tell us her results.


Personally, I think these are great!

My faves are "Owlborn", "Spectral Slug" and "Vampire Bear".

But my heart goes out to, "Durp Snake" and I am dying to know what the hell a "Spectral Woof Greepy" is.

She is doing more. She has some Google forms you can add your own information too.






Friday, March 30, 2018

The Movies of BlackStar

BlackStar is the working name for my "Star Trek meets Cthulhu" game and the material I am writing for it that may (or may not) see the light of day as published material.
There is a lot that is going into this, including years of my mis-attempts at SciFi games over the last few decades.  But today I want to talk about the movie influences that have gone into this campaign/game/idea.

I am posting this as part of the "GM's Cut" RPG Blog Carnival hosted this month by Codex Anathema.



The Movies of BlackStar

BlackStar, at it's core, owes everything to the WhiteStar RPG, which owes a lot to Star Wars.  It was during my playing of White Star that Black Star was born out of a desire to add more horror to my game. I always want to add more horror to my games.   While I loved SciFi novels, SciFi movies are my favorite.

Here are some of the movies that are going into my BlackStar experience.

Star Wars (1977)
I have said it before that Star Wars (A New Hope) is the perfect Dungeons & Dragons movie.  We have a hero, a villain, a princess (who is also a hero), an old wizard, a rogue, an impenetrable fortress (the Death Star), war, magic (tell me to my face the Force is not magic) and a quest.  There are sword fights, monsters, and interesting locales. It is D&D in all but name.   They even meet the rogue in a bar!

Not only was it out at the same time (more or less) I discovered D&D. It became so much a part of my experiences as a kid that is hard to tease out where one influence begins and the other ends.
I loved everything Star Wars growing up too.    I still have a couple of Boba Fetts (one I had to save proof of purchases for, one I bought) sitting on my desk.  I went from being a hard-core fan to a more relaxed one.

There is not a lot of horror here despite lip service to the "Dark Side", but that is fine.  Horror is a spice to be added to some things or a main dish.

Star Trek: The Motion Picture (1979) and Star Trek: The Wrath of Khan (1982)
Again, these movies are not horror.  But for horror to be effective there needs to be a "normal". For me my "normal" is not Star Wars, but Star Trek.  These two movies influenced my opinions of what a good Sci-Fi game should have.  I also feel that Star Trek: TMP is a vastly underrated movie.
The goal of BlackStar is to start it out as a "Star Trek"-like story but move it into a new and horror filled direction.
Why these two? Well to me they fit the ideas I want and the style I want. I am even considering setting my Trek-ish game in the time of the Enterprise C or after, but before TNG.
That is just details though.  I can do anything really, what is important to me is how do I do the horror?

Alien (1979) and Aliens (1986)
It is often said that the difference between horror and action adventure is in the Last Girl.  If she is a girl/woman and afraid, you have horror. If she is a big burly dude with guns then you have action adventure.  What if your last girl is Lt. Ellen Ripley? Then you have the Alien franchise.  But only the first two are worth talking about here.  Alien is straight up horror. Aliens takes that horror and turns it into a Sci-Fi action adventure. Both are good for what I want for different reasons. I want to do the opposite. Take Sci-Fi action adventure and turn it into horror.
The difference is agency.  In Alien Ripley is alone, with no weapons or resources.  In Aliens she has a pulse rifle, a flamethrower and a giant loader exoskeleton.  In my game I'll take away the characters power OR more to the point make them comparatively powerless in the face of the great evil on their doorstep.



Event Horizon (1997)
Jumping way out of the late 70s, early 80s here for this one.
Event Horizon is actually kind of a perfect movie for what I want to do here. Sci-fi, horror, alternate dimensions, lots of terror. The Event Horizon could have been a proto-Federation Starship too; or really a proto-Romulan ship.




Special Mention, Galaxy Quest (1999)
Ok. This is totally NOT horror.  Or is it?
We have a race, the Theramins (love that name) that are really squid-like aliens pretending to be human.  They can construct a complex starship from a TV show, but not realize it is a show.
Plus I have to give a nod to Galaxy Quest since it was one of the inspirations for not only the tone of the this game (light-hearted at first then soul-wrenching terror) but also my new Starship, the USS Protector.




For the record, you can see my inspiration for the Protector here.

I am also working on a list over as the Internet Movie Database on horror sci-fi films from the 80s (though I will consider 1979).
https://www.imdb.com/list/ls023307178/

I'll keep you posted how the game develops.


Thursday, March 29, 2018

This Old Dragon: Issue #94

February 1985.  I was a sophomore in High School and at the very beginning of a campaign that would become known as the Dragon Wars and take me to my high school graduation and beyond.  In the theaters "Beverly Hills Cop" still reigns.  So tune your radio to 1985 "I Wanna Know What Love Is" and I wanna know what is in this issue #94 of This Old Dragon!

Jumping ahead a bit to one of my favorite covers.  Again we have Clyde Caldwell with one of his more popular covers in my mind.  This cover was also one of the ones I can remember thinking, "wow, who was the model for that?"  It is such a great cover really, that Ranger looks like she takes absolutely no shit from anyone that comes into HER forest. The little badger with the dagger? I love it!  I wish the rules for animal companions would have allowed such a thing back then.

This particular issue is in great shape, so I am able to see the ads on the back covers too.  Nice big one for Games Workshop.

Letters cover people complaining about the placement of modules in Dragon. Some letters on one-headed Ettins and the Dwarves of Gladsheim.

Big ad for the Dragonlance Dragons of Autumn Twilight novel.  This was a huge deal back then I remember lots of people reading it. I was dead center in the target audience back then.  Right age, right temperament. I had just finished Lord of the Rings but had not started on Elric yet.

The Forum covers various topics like are evil PCs "psychotic" and vital statistics.

Another big ad for the Indiana JonesTM game. You too can play as Indiana JonesTM or as any other character from the movies (because there is now character creation section!). 

Gary is up first with his From the Sorceror's Scroll.  Here we get Official Changes for Rangers.  I had a ranger of course at this point, but I rolled up a new one to test these new rules out.  I found it to be a fun experience to be honest and served me well for future playtesting.

Katharine Kerr is back with an article I used hundreds of times, An Army Travels on its Stomach.  While not groundbreaking, it is an excellent article and it should be read by every DM planning any sort of war.  This 7-page article details just about everything you need to know to get an army from point A to point B and everything they need in between.  PLUS it gave me great ideas on how to spy on an army.  They need so much in support personnel that a crafty spy can get in and out a 1000 different ways.

Great ad for the Time Life Enchanted World series.  This ad is sadly in better shape than my books!



Up next is an article I read, but never gave much thought too till much later in life.  David G. Weeks gives us some varying probability for dice combinations in Same Dice, Different Odds.  I used to do something similar in my Unisystem games to get more of a curve than a flat probability of rolling one d10; something that got nicknamed "The Chicago Way" on the Unisystem boards.  It's a neat idea really and one to try if you want to skew your probabilities one way or the other.   But it is not something I would do in practice very long.

In the "It's About Damn Time" department is an ad for the Companion Rules.  Though it only goes to level 25, not 36.


Some pictures from a recent miniatures contest.

Ed Greenwood (I think I am at the point where I can just say Ed right?) is back with another Ecology article.  This was one of my favorites. The Ecology of the Chimera.
For the record, I want to take back everything bad I ever said about Elminster back in the late 90s.  Re-reading these articles has given me a new, and I hope more mature, point of view on Ed's writing and his characters.

Another ad for the 10th Anniversary pack.  That is my Holy Grail item.


Playing int he Modern Era covers the new game "Mercenaries, Spies & Private Eyes". Arlen P. Walker reviews the game and two supplements. He describes it as a hybrid system between level based and skills based. He makes the game sound very enjoyable and compares it favorablly to other games.

Role of Books covers some of the new releases for 1985.  Of these, I remember R.A. MacAvoy's Raphael and Meredith Ann Pierce's Dark Angel the best.  I picked up both at the SciFi/Fantasy Book Club, but only remember reading Dark Angel.

'My Honor Is My Life' All About the Knights of Solamnia comes to us from Tracy Hickman. It's a fun read today as it was in 85.  Of course, it had more gravity back then when Dragonlance was the new hotness. 

Our centerpiece (and I have it!) is the Creature Catalog II.  I collected all of these I could with the idea of making an alternate Monster Manual to use to surprise my players.  In general the monsters here are not as good as in CCI.  I recall using the Lillend, Urisk and the Great Wyrm in my games, but not really the others.

Fortunes of a Fool by Nicholas Yermakov features another tale about the witch Baba Yaga.

The Arēs section is next.  First up some Agents of S.H.I.E.L.D. including the older Nick Fury.

The Marvel-Phile has Hobgoblin, Kingpin, and the Symbiote Spider-man suit, not yet named Venom.

David Cook has interstellar government ideas for Star Frontiers in From Anarchy to Empire. This one of those articles where I catch Star Frontiers suffering from Traveller-envy.

Small ads follow this.

Wormy gives us four pages, Snarf Quest has 3 with a map.
We end with ads for Paranoia and Rolemaster.

So yes, a lot of great stuff in this issue.  While I can look back on this issue and see the changes I know are coming, that is not fair for a review.  We had no idea what was coming in the next year or so.  The "Hickman Revolution" wasn't (and might still not) be a thing. All I knew was AD&D was great. D&D was still fun and I was learning about more games all the time.

Want to know what I thought about White Dwarf from this time? Spoiler, it has one of my favorite White Dwarf adventures of all time.  Check it out, White Dwarf Wednesday #62.