Thursday, April 19, 2018

This Old Dragon: Issue #109

You know how some issues don't grab you at first, but something about them keeps at you and makes you keep coming back to them?  They was me and this issue back in May 1986.  I did not buy this issue when it came out, my then regular DM did (more on that later) but I kept borrowing it. I kept coming back to it.  Today rereading it again after getting my own copy I am struck by how much of it stuck with me.  So let's set the way-back machine to May 1986, put on some Whitney Houston and see what we have in this Issue #109 of This Old Dragon!

The cover for this one is mixed for me.  I love the artist's (Daniel Horne) other works and this is objectively a good piece of work.  But there is something....I don't know.  I have never been able to come out say I like it or I hate it.  Strange.  No fault of the artist, but something with me I am sure.
Note: looking past the cover I see this is his first cover for Dragon.

Moving on!

While we are near the time of the special features and theme issues, we are not quite there yet in this one.  For example our center piece is a fold out poster and the Gen Con 19 Booklet.  Whomever owned this issue before had removed the book, but kept in a folder with all their Gen Con 19 registration materials and receipts for game tickets.  Very interesting stuff.  Heavy on AD&D.

That is not to say there are not some great features here.  Far, FAR from it.

Letters covers people noting that AD&D game seems to be growing rules-wise all the time and there is so much to keep track of.  Others discuss how Dragon is becoming the "house organ" of TSR.  Oh just wait buddy...and another asking if we will see more Gary classes he promised three years ago.  Sadly we did not know it then, but Gary was nearly out the door by this time and completely gone in less than 5 months.

Up first is an article that pretty much dominated my life for the next few years.  Paul Montgomery Crabaugh's famous Customized Classes article was for the D&D game, but could be adapted to AD&D.  I think most of us today know this article and many of the similar class customization tools you can find online or in books like the ACKS Player's Companion.   I used this to "check my numbers" for my first witch and healer classes, which were using modified XP tables based on the cleric.  I found my witch needed to be increased and the healer decreased.  The numbers I used today are based now more on playtest and some numbers I worked out in Excel.
My then DM, who owned this issue, went even further than me.  He created a whole new grouping of psychic based classes (we playing a pretty heavy Deryni-like game then were psychic were the outcasts in our world.  His classes, call Riddlemasters (based very, very loosely on the Riddle-masters of Hed) were psychic warriors that survived by making their psychic powers look like magic.   I remember coming over to play and he handed me a 25-page typed manuscript that explained them and how they worked.  They also needed something like 7,500 XP just to hit 2nd level.  Each level had different color robes with white for first level and black for 10th.  My character, Retsam, spent so long at 9th level (like a year) that in the game world and real world he gained the nickname "Retsam the Red".  He was a Bedouin-like human with dark skin and white hair and became one of my most favorite characters of all time.  But Riddlemasters were not for everyone.  He also created Shadowmasters and Beastmasters, which did basically what you think they might do.  I tried to adapt the Riddlemasters to 2nd ed AD&D and then again to 3rd Ed, but not with any success.
On a sad note this was Paul Montgomery Crabaugh's last article.  He had died in November of 1985 and never got to see it print or it's legacy online.

The Barbarian Cleric by Thomas Kane provides us with a different view of the cleric.  It is an interesting idea and one I think got great traction under the name "Shaman" for other publications/editions of the game.  I like the idea of defeating a spirit nemesis in theory, but not sure how it works in practice.  I do like it.  I like the idea that clerics all need to be different than each other.

James A. Yates has a nice long bit on mercenaries in Fighters for a price.  It's really long and has a lot of great advice and tables.  It should still work in the newest editions too.

Ahh, here is another one of those articles that stuck with me for years.
Question. Do dwarf women have beards?  Today it is not so much of a discussion, but back then? Wow.  Worth its weight in gold helps clear up some this mysteries and more by John Olson.  This article taught me to never trust a male dwarf that shaves.  It also answered for me, definitively, that dwarven women do have beards years before I met Violet of the Rat Queens.  Later when designing the Xothia tradition of dwarven witches I decided that what made these women different from others was they could not grow a beard at all.  If a dwarf woman can't grow a beard it is because she is a witch.

Bill Mickelson is next with one of my favorite Ecology articles, The Ecology of the Displacer Beast.

Role of books features the best of May 1986.  At this time I was moving away from fantasy into horror.  But I still read the second Dragonlance Trilogy (featured here) and thought it was better than the first.

Garry Spiegle covers some additions and clarifications to the War Machine rules found in the D&D companion set. I never used these rules really, or the BattleSystem for AD&D.  I wonder if there would have been more of this sort of rules if the two lines had adopted a signal use of the same rules.  I have talked to people over the years and I keep hear that War Machine is better than BattleSystem.

The Uncommon Tongue by Gregory Andersen helps provide some differences to your languages by using some old English to spice things up.

Have a couple of smaller articles next.

Locals aren't all yokels: In town, adventurers may not hold all the aces by Ralph Sizer covers unexpected NPCs in small towns.  I think back to Fred Gwynne's judge character in "My Cousin Vinnie" who got his degree from Harvard and lives in a little town.

Blades with personality by Sam Chupp discusses how to make mundane and slightly magical swords more interesting.  A name, a little history is what makes for your Excaliburs, Stormbringers and Mournblades.

Giant-sized weapons by Stephen Martin discusses weapon adjustments for large and larger creatures, something you can see in D&D now.

Ah, now this one was fun.  Hooves and green hair by Bennet Marks covers two new breeds for the AD&D game universe; the half-satyr and the half-dryad.  I remember that 4e had similar races too, but that is the only official ones I can think of.  Rereading it now I think they would make for some great race choices in a 1st ed or 5e game.

TSR Profiles covers Jeff Easley and Ruth M. Hoyer.
TSR Previews has the Dungeoneer's Survival Guide (wow, how much did this one change your game?) and the Marvel Superheroes Advanced game.

John J. Terra has some advice for Top Secret administrators.

Up next is Ares.  I loved the Ares section.

Stephan Jones is first with Combat Variations in Space Opera.  I still need to try this game out, it seemed so epic to me to be honest.

For Star Frontiers we get new material for cults in Patriots, Terrorists and Spies.  Great stuff.  I used to run with a cult of "Earth First" groups.

The Double-Helix Connection gives us some rules for running mutants in Traveller from Michael Brown.

The Second Annual Hero roster is up for Marvel Phile.

Sherri Gilbert has a great article on getting started with Sci-Fi games.  At three pages it is not everything, but it is a good start in the Keys to Good SF.

Small ads and classifieds.
Dragonmirth, SnarfQuest and what is likely one of the last Wormy's before Tramp and I move to the same town (unknow to me at the time).

So a fun issue, a useful issue and one I like coming back too.

Want to see what I was saying about White Dwarf from the same time? Or do you just want to pop over and see one of my favorite White Dwarf covers of all time?  Either way, check out White Dwarf Wednesday #77.

Wednesday, April 18, 2018

Mail Call: Star Frontiers

I have always been a fan of Star Frontiers. Despite not having much success with Sci-Fi games, my brother and I picked up a copy as soon as it came out.  We had a fun time with it for a while, but often our games became more "D&D in Space".  While I would go on to other games, Star Frontiers always held a place in my heart.

I was quite pleased to see official copies come out on DriveThruRPG and RPGNow a bit back.  I was also pleased to see the new Print on Demand versions out too.  I wondered how they would simulate the boxed sets.  Well, now I know!

I picked up PoD copies of Star Frontiers: Alpha Dawn and Star Frontiers: Knight Hawks.






The color covers are quite bright and there are some color pages inside as well.  But the vast majority of the interior is still black and white.



Can't punch these out though. They do give them to you as a PDF to print and cut out.




I am quite pleased with these.  I'd love to get a game going of this, even if if it is just for a single session.  Now I need some percentile dice!  Maybe blue and red to match the dice that came in my boxed set.

Tuesday, April 17, 2018

Tim Kask on Witches

Tim Kask, who goes back in TSR as long as there was such a thing has been online ruminating about the history of TSR, D&D, and related topics.

He has a YouTube channel, called appropriately enough, Curmudgeon in the Cellar.  Though I think he missed an opportunity to call it Curmudgeon in the Dungeon.

In this video, he talks about a lot of things going on in social media this week.  First is the issue of gatekeeping at GaryCon.  I didn't see or feel any myself so I am not sure where this is coming from.

The big one for me, of course, starts at 6:13, where Tim talks about why there was not a witch class in 1st Ed AD&D.  A lot of this we have heard before and tracks with the history of the game.  Here he is in his own words.


Frankly, I am glad they didn't include witches.  If they had I might not have ever made my own which led to my own publications and my current career/hobby.  I likely would have refocused back on writing vampire stuff.

Tim also goes into how he runs his games.

I like Tim, even when he is cantankerous (he is a self-professed curmudgeon after all) or maybe even more so.  He is also a fellow Saluki, so he always gets a pass in my book for that alone.

I am looking forward to watching some his other videos.  Should be fun.

Monday, April 16, 2018

Weekend Games: A Tale of Bards

This weekend we got some gaming in.  The Treasure Hunters continued to explore the  Forbidden City and discovering more about the influence of the Yuan-ti.


They have not encountered the Mongrel men or the Blood Apes yet, but that will be coming up.

Everyone managed to level up to level 5 this weekend.  A lot (3) of the characters are going to take a level of bard, all of different types.  It's going to be interesting to say the least.

After this adventure the sun here will also go out.  Giving the players the first indication that their games are all linked.

Friday, April 13, 2018

Back!

Sorry for the radio silence folks.

Had a computer die on me and needed to get this new one up and running.

Back to normal posting next week.

Tuesday, April 10, 2018

The USS Protector game stats

USS Protector, NX-3120 
Mystic-class Starship (based on existing Ambassador-class refits)
Explorer/Heavy Cruiser/Experimental Starship

NX - 3120 USS Protector
Construction
Klatu Nebula Yards (USS Mystic and engine prototype)
Neptune Station (USS Protector; warp field configuration)

Ships of the Line
Each ship is listed as experimental due to differing warp field configurations and nacelle placements.  The overall length of ships can vary by as much as 50 meters.
Ships of the line are named after types of magic-users.  All 21 ships were built from refit Ambassador-class spaceframes.

USS Mystic, NX - 3100
NX-3100 USS Mystic
NX-3101 USS Wizard
NX-3102 USS Sorcerer
NX-3103 USS Thaumaturgist
NX-3104 USS Hierophant 
NX-3105 USS Mage
NX-3106 USS Illusionist
NX-3107 USS Summoner
NX-3108 USS Conjurer
NX-3109 USS Enchanter
NX-3110 USS Abjurer
NX-3111 USS Invoker
NX-3112 USS Diviner
NX-3113 USS Necromancer
NX-3114 USS Witch
NX-3115 USS Shaman
NX-3116 USS Incantatrix
NX-3117 USS Elementalist
NX-3118 USS Arch-Mage
NX-3119 USS Imbolc Mage
NX-3120 USS Protector

Geometry
Length: 700m
Saucer Section width: 324m
Nacelle width: 396m
Height: 102m
Mass: 4,110,000 metric tons

Personel
Number of Decks: 33
Officer crew: 320
Enlisted crew: 900-1,000
Comand Officer: Commander rank

Omega-13 Warp Drive
Cruising Speed: Warp 6 (392 C)
Top speeds:
- Traditional warp: Warp 9 (1516 C) / 9.4* (1753 C)
- Asymmetric warp: Warp 13 (5166 C)

*Asymmetric Warp has no known upper limit so speeds past Warp 9 will use tradition Warp calculations. The current top speed is Warp 13.

Impulse Drive
Full Impulse: .75 C (typical cruising speed 0.25 C)

Armaments 
Dorsal, Ventral and Aft phaser arrays, Type 9.1 (Type X prototypes)
Four forward facing phaser cannons, Prototype
Fore and Aft photon torpedo tubes, Type 6


USS PROTECTOR NX-3120 for Star Trek Adventures

Systems
Comms 09
Computers 09
Engines 09/10 (for experimental Omega 13 Drive)
Sensors 08
Structure 08
Weapons 09

Departments
Command -
Conn -
Security -
Engineering +2
Science +1
Medicine -

Scale: 6
Power: 10 (based on normal crew compliments)
Shields: 13
Resistance: 6

Weaponry:

  • Phaser Arrays
  • Phaser Cannons
  • Photon Torpedoes
  • Tractor Beam (Strength 4)

Talents
Mystic-class starships have the following Talents:

  • Prototype (presently applies to all ships in the line with various modifications)
  • Improved Warp Drive
  • Advanced Sensor Suites


USS PROTECTOR NX-3120 for the White Star RPG

ARMOR CLASS: 7 [12]
HIT POINTS: 150
SHIELD STRENGTH: 20
MOVEMENT: 5
TARGETING: +3
RANGE:
ATTACK: Heavy Laser x5 (6d6) (Phaser Array), Laser Cannon x4 (2d6) (Phaser Cannon), Proton Missile x2 (8d6) (Photon Torpedoes)
MODIFICATIONS Advanced Shielding (3), Automated Weapons (16), Faster-Than-Light Drive (Warp Drive), Proton Missiles, Tractor Beam (2), Shield Capacitor

USS PROTECTOR NX-3120 for Starships & Spacemen

Ship type: Cruiser
Crew complement: 320 officers, 900-1000 enlisted
Command Rank: Commander
Power Pile Base: 200 energy units (two full pods)
Teleporter Capacity: 5 at a time
Beam Banks: 3
Ion Torpedoes: 2
Shuttle Ships: 12
Sick Bay Capacity: 60 (emergency to 200)

USS PROTECTOR NX-3120 for X-plorers

Ship Class: 4
Type: Cruiser
Crew: 320 officers, 900-1000 enlisted
Hull Points: 90
Weapon Damage: 3d6 (phasers), 2d8 (photorps), 4d8 (phase cannons)
AC: 14
NPC Skill: 14/12/10+
XP Value: 5,500
Cost Million Cr: 240



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.