Friday, February 8, 2019

Kickstart Your Weekend: Cade's Big Book o' Booze

Justin Ryan Isaac is a good friend of The Other Side blog.  His own blog, Halls of the Nephilim has been cranking out good stuff for years.  Now Justin is joining the ranks of Kickstarter Creators and his first go is out now.

Cade's Big Book o' Booze
An alcohol related zine for use with 5th edition fantasy.


https://www.kickstarter.com/projects/1988380379/cades-big-book-o-booze?ref=theotherside

It looks like a fun collection of new rules and items for your game.
Featuring:


  • The "Intoxicated" condition and what it entails
  • New alcohols for your fantasy game to add some flavor (pun-intended) to your campaigns
  • New equipment and weapons, including the formidable dwarven battle mug
  • Cade's Bar Guide: a list of materials/ingredients found in the game world and how to use them to make the ultimate cocktails 
  • New magic: spells and magic items 
  • New monsters to face, including the b'ooze and the dreaded bad beer elemental
  • NPC stats for Cade Ashworthy, the titular planehopping halfling 
  • And more... 
I have to admit a plane-hopping halfling got my attention!

Though if it doesn't have "Beer Goggles" (improved the Charisma of any you view through them) then a golden opportunity has been missed!

Check it out! And lets help make Justin's first Kickstarter a success!

Wednesday, February 6, 2019

Featured Artist: Clyde Caldwell

Doing this one a day early. This one, again, might feel like a cheat, but it really isn't. Not to me anyway.

Maybe even more so than Elmore, Caldwell has been responsible for some of my all time favorite covers of D&D books and of Dragon magazine.  Between his contributions to the Mystara / Known World Gazeteers to the covers of Ravenloft products.


This one from the cover of Glantri Gazeteer is one of my absolute favorites. I have to think that the red-headed spell-caster had some influence on my own Larina.




Not from any book but I do love this image.


Now, this is from a book, the Celestial Steam Locomotive by Michael Coney, and one of my favorite books to be honest.


One of my favorite adventures.


One of my favorite covers of Dragon.




Larina certainly got her name from Laurana. I came up with her while reading the Dragonlace books.




And of course Strahd himself, from the cover of Ravenloft and Ravenloft: House on Gryphon Hil.

Great stuff really. I love his work.

You can find Clyde Caldwell on the web.

Tuesday, February 5, 2019

Alas, Google+

Sort of a non-RPG post today.  But like a thief in the night, Google took away all of the Google+ Blogger integration.

If you are getting ready to post something today you will be greeted with this message:


The Learn more link takes you to their page explaining it in detail.

Gone are badges, the Google +1 buttons, and circle widgets.





Also gone, and this is a much bigger issue, are all the comments people made IF you moved over to the Google+ comment system.

I didn't here, but I did for my atheism blog, The Freedom of  Nonbelief.  So all of those comments are gone.  I know others did as well and had many, many more comments than I had there.

Of course, this is just the start of the end for Google+.  This along with the URL shortener Goo.gl are going away and it will have an impact on many of us in the Blogger community and the OSR community.

To the right I have a script that displays different books I have done.  The script is affectionately called "GoRando.js" but it uses the Goo.gl url shortener to work.  So I need to fix that right away.

We also have a ton on communities in Google+.
For me it means closing down my own Victorian Gamers Association: Role-playing in the Age of Victoria group and moving back over to the Facebook version.

I hope the communities on G+ do find new homes, but there will be an inventible splintering.   I have heard a lot of people saying they "won't do Facebook" and that is fine, but my communities and groups are there, so to pick up and try to build a new one elsewhere would take a lot of work.

If you are a fan of this site then I also suggest you check out my Facebook page for it. https://www.facebook.com/OtherSideblog/

I also created a MeWe group for this blog and my books.
https://mewe.com/group/5c598927dc9a663c488557e9

Where ever we all go, hope to stay in contact.

Monday, February 4, 2019

Monstrous Monday: The Shattered Knights

I got a 3D printer for Christmas, but there is something seriously wrong with it.  I have not figured it out yet and might be calling their customer support today.  But until then here are some of the test paladins I have printed and what I am planning to do with them.


The Shattered Knights*

Armor Class: 2
Hit Dice: 9**
Move: 120' (40')
   Phasing: 240' (80')
Attacks: 2 weapon or special
Damage: 1d10 / 1d10  or Wisdom Drain

No. Appearing: 1d4 (1d6)
Save As: Fighter 9
Morale: 11 (12)
Treasure Type: None
Alignment: Chaotic

The Shattered Knights are fearsome undead of unknown origin.  Legends say that they had been a group of virtuous knights who had been sent to apprehend an evil wizard.  But, as legend tells it, the wizard's lair was a trap and the king who sent them knew they would die.  The wizard's tower was destroyed in a huge magical explosion just as the knights learned of their betrayal.
Now they are undead creatures caught between life and death forever.

They are semi-intangible and can only be hit by magic weapons.  Like all undead, the knights are immune to sleep, charm, and hold spells.  They can attack with the weapons they had in life and also a powerful touch attack that drains 1 point of Wisdom per touch (no save).  This must be done with their hand, not a weapon and it is the only attack they can make that round.

The knights are never fully in or out of normal reality so they may opt to make a phase movement instead of an attack.  They move at twice their normal speed and can move through solid objects. When in phase they cannot attack or be attacked by physical means.

The Knights are Turned by Cleric as if they were Spectres.  The knights are always accompanied by 1d4 wights.

If four or more knights are encountered then one will be the Knight Commander.



Knight Commander*

Armor Class: 1
Hit Dice: 10**
Move: 120' (40')
   Phasing: 240' (80')
Attacks: 2 weapon or special
Damage: 1d10+1 / 1d10+!  or Wisdom Drain

No. Appearing: 1 (1)
Save As: Fighter 10
Morale: 12
Treasure Type: None
Alignment: Chaotic

The Knight Commander is the leader of the Shattered Knights.  He has all the same attacks and powers as his knights.  When he is present with a group of knights their Moral increases to 12.

The Knight Commander is Turned by Cleric as if he were a Vampire.

Characters slain by a Shattered Knight or the Knight Commander will become wights under their command.


Sadly I fear more shattered knights may join their ranks before I figure this out.

Friday, February 1, 2019

Kickstart Your Weekend: Cult of the Demon Lord

I won't lie. I loves me a good old fashioned demonic cult.

They are great antagonists and great for myth-building in my worlds.  What's not to love?
And now I can get 28mm versions in pewter?  Yeah, sign me up!

Cult of the Demon Lord


https://www.kickstarter.com/projects/497254986/cult-of-the-demon-lord-molding-a-28mm-pewter-culti?ref=theotherside

These would just be a lot of fun to have.

They are on stretch goals now and just have a little under 2 weeks to go. Check it out!

Thursday, January 31, 2019

This Old Dragon: Issue #78

Ok. I will admit. Today is a total cheat. I was not due to post this issue for a few more weeks., but given yesterday's discussion on Psionics and Deyrni I went to my collection and pulled this one out.  Glad I did. This is one of my favorite issues.  So let's mentally project ourselves back in time to October 1983 for issue #78 of This Old Dragon!

As usual, let's start with that cover.  Butterfly winged dragon-like creature feeds their young. Looks like a cool alien landscape too.  I always liked this cover a lot. It had a great Sci-fi and Fantasy feel to it.  Perfect for Dragon really.

The Editorial cover the 1983 (and not the 1988 typo) Gen Con.  Some nice reminiscing.

Letters mostly covers a list of complaints. About copyright issues, about spell rulings, about Sci-Fi being shuffled off to Ares.  Nothing Earth shattering or terribly interesting to us today.

Ah. Here is the main feature and why I grabbed this for today.
Mind Games deals with all sorts of psionics.

Arthur Collins is up first with Psionics is different. . . And that's putting it rather mildly.
First he details what I think was always assumed but never explicit in the rules. Magic comes from without, but psionics are powered from within; the power of the characters' own minds.  Collins also makes some comparisons between AD&D and OD&D psionics AND the issue of whether or not elves should be psionic (I say no).  He spends nine pages discussing all sorts of situations that come in psionics.  So psionic character creation, ability use and of course combat. It is very detailed and honestly, I would not play AD&D 1st Ed psionics without this guide.

Sage Advice deals with various psionic questions. Some seem to contradict advice given in Collins article (namely about psionic elves) but all in all a good read too.  Three full pages of this advice too.

GREAT ad for what would become one of my favorite adventures, Ravenloft.


Yeah. I ate that up.

Next is Overhauling the system. A three-part remedy for problems with psionics by Robert Schroeck.  This deals largely with the fact that you get all your psionic strength points at once. So a first level character with high mental scores (Intelligence, Wisdom, and Charisma) and good rolls can have a ton of points. I think 350 was the maximum, but that is a memory and I am likely wrong.  Schroeck solution? It's a good one really, start with 25 points at 1st level and then gain 15 points per level till they reach their max.  He also suggests a "use them or lose them" option, so psionic characters need to keep using their powers, even if that means that monsters will be attracted to them.   He also suggests some changes to psionic combat.  I like all three of his suggestions and would use this as well.  Astute readers will see that many of these ideas would later be adopted in some fashion or another in 2nd Edition.

Another treat from the past and my past in particular, an ad for Bard Games "Compleat" series.


Arthur Collins is back and this one is a big one, again both in terms of the issue and for me.
And now, the psionicist. A class that moves psionics into the mainstream gives us exactly what it sounds like.  It is based on Katherine Kurtz's Deryni books and it looks great.
The Psionicist is it's own class and it has a monk-like feel to it. The class has some ability score minimums, but nothing at all like I would expect.  It is avialable to humans and half-elves only, but I would say that half-orcs could as well.  No armor, no shields, minimal weapons and no spell use at all.  So no multi- or dual classed magic-user or cleric characters here.
The class progression reminds me of the Magic-User. The psionicst gets a d10 for first level hp and then a d8 till 4th, then a d6 till 7th and then a d4 at 7 and on.  This represents the psionicsts deepening devotion to mental pursuits and not physical ones.  It's an interesting progression.
As expected they get attack modes, defense modes, minor and major Disciplines,  as well as the new Grand Disciplines which they don't even get till 12th level.
Additionally, we get two new minor (devotions) disciplines, two new major (sciences) disciplines, and six all new grand (arts) disciplines.  In particular is the dreaded "healers" power of Severance or the ability to disconnect another's psychic powers.
Whether it looks like this is left to the individual DMs.


The article ends with a great section of psionic-related magic items from the DMG and a bunch of new "magic" items.

This article is followed, again by Collins, about the Deryni race.  It is adapted by Collins with the permission of Katherine Kurtz.  We get a Monster Manual like entry and some notes on Deryni as a race. They can be multi-classed psionists/magic-user or clerics.

We end this section with another one from Collins (seriously did anyone else write this month?) all about the Heroes & villains of the Deryni. This includes the famous Camber of Culdi.

Honestly, if I stopped here that would make this a great issue.  But we are less than halfway through.

Our big adventure is next.  Citadel by the Sea was designed by Sid Fisher.  I remember this one and had a lot of fun with it. But more importantly it was the adventure that convinced me that I could write my own adventures AND get them published.  I mean Sid Fisher, whomever that was, was just a regular guy. He wasn't named Gygax or Moldvay or Holmes and he got his adventure published.  I never got my earliest adventure published, the Knight of the Serpents, but i did get stuff done.
The adventure is a low-level sea-side mystery at a full 16 pages.  I do wish it had been more connected to the psionic stuff, especially since it is for 1st to 3rd level. Ah well, can't have everything.

A couple pages on miniatures from various manufacturers.
A page of the then hottest conventions.

Ah, now here is something.  I remember this article so, so well.
Be thy die ill-wrought? Only those that pass the chi-square test can play by D. G. Weeks asks the age-old question.  Do my dice suck?
This article gives the basics (huh huh) of the Chi-square (x2) goodness of fit test to see if your dice are biased in any way.  You get the basics of the Chi-square test and even a BASIC program to test them.  I remember typing in this program into my TRS-80 Color Computer 2 (I did not have my upgraded Color Computer 3 yet) but I never could get it to work.  I think now it is because I just didn't really understand how the Chi-square worked.  Today I would just drop my numbers into Excel.

The hits keep coming.  Roger Moore gives us a GREAT one.  The ecology of the mind flayer. Not just great information on the Mind Flayer, but also the githyanki and githzerai. This is also the first time I read the word illithid. Like the article The Sunset World that would appear six years later I read and reread this article many, many times. A huge part of my now current adventure campaign, Come Endless Darkness, comes from these articles.

Kim Mohan is getting in on the psychic action too with Spells can be psionic, too. How and why magic resembles mental powers. This lengthy article (6 pages) covers all sorts of Player's Handbook Spells that emulate psionic powers.  We took the opposite approach and looked at how powers could be like spells. I know we referenced this article many times for that.

I know I do this one a lot, but here another ad for my favorite local game store.  Of course at the time Games Plus was 200 miles away from me.  Now it is a very short dirve and I get tickled whenever I see one of these ads. Plus I don't mind giving them some free press. I ordered from them for years via mail.

They still have the same phone number, only the area code has changed around them. 312 to 708 to now 847.

Wow. 3/4ths of the way through and this issue has delivered more to me than 2 or 3 other issues combined.

Pop the clutch and roll! is a set of rules for car chases for Top Secret.  It's a good-sized article, 4 pages, but I can really say anything intelligent about it.

Paul Montgomery Crabaugh is up with a Dragonquest article on hunting in The thrill of the hunt.  DQ is one of those games I always wanted to try out but never did.  I now have a copy of the 1st edition and I am looking forward to trying it out.

Oh and don't look, but the answers to the later "What's New" quiz are listed here.

A few full-page ads. The Gamer Guide has a bunch of smaller ads. Including ads for War Games West and "The Floppy Disk" a store for wargame and RPG software.

Two pages of What's New features some logic problems, maze, and other silliness.
A page of Wormy, and three pages of Snarf Quest.

We end with big ads for Hârn and Middle Earth Roleplaying games.

So. Wow. What an issue. Not only was it full of great 1st Edition material for psionics there is material here that I am STILL using.

Just a great, great issue really.

Want to know what I said about White Dwarf from the same time? Check out White Dwarf Wednesday #46.

Wednesday, January 30, 2019

Class Struggles: Psionics, D.S. al Coda

I have not done a Class Struggles in a while, but something came up to make want to look back at a few I did in the past.


Jason Vey, author and game designer of many systems (currently working with the Troll Lords on Castles & Crusades and Amazing Adventures), recently did a deep dive into the psionic systems of both OD&D and AD&D.  If you have not read his blog, please do. He is more knowledgable about OD&D and AD&D than many of the self-professed experts out there.  He will be the first to claim he doesn't know everything about the games and he has still more to learn, but I will take the opinion of a quiet sage that claims to know only little than a loud-mouthed fool that claims to know a lot.

Anyway, his posts are here:


If you have any interest in psionics or OD&D/AD&D in general then it is a great read. 

I covered similar, but with a different focus, in my Class Struggles posts on Psionics and Psychic Classes, Part 1 and Part 2.  I also covered the Pathfinder Occult heroes book and the Judges' Guild Psychic Witch in detail. 

That's a lot of actual and virtual ink spilled on the subject of psionics.

Today though one of my biggest questions is this.
Do psychic powers belong in Fantasy Role-Playing Games?

Now there are a lot of GREAT game books on psionics and psychic powers.  That is not what this question is about.  This question boils down to a few things in my mind. Should psychic powers exist alongside magic? If they do, can psychic powers interact with magic? Can a character be psychic and magical? 

Jason addresses some of these questions in his first post. He addresses it as his Point 1 ("They [Psionics] are science-fiction feeling and simply don't have a place in a fantasy game.") and later states that it is not the focus of his post.  That's 100% fine. It's not the purpose of his, but it is the purpose of this post. 

Psionics in Fantasy Role-Playing Games

Maybe it was because I grew up in the 70s and played a lot of *D&D in the 80s this question seems bigger to me than maybe it really is.   

Back in my AD&D days, we played in two separate psionic focused games. The first was our regular big AD&D game in which psionic people were inequivalent of witches or mutants. We read a lot of X-Men back then.  So there was a class of psychic characters that would use their psychic abilities to mimic wizards just to survive.  It was a great meta-plot and I have not done anything similar to it for a while.  We also did a limited run "Deryni" game using OD&D but the AD&D psionic rules. I thought they had been the OD&D Eldritch Wizardry rules, but re-reading Jason's posts made me realize that what we were doing was closer to AD&D.

In these games, this worked for us because we kept magic and psionic powers completely separate. Detect Magic would not detect psionic powers. For example, the spell Detect Invisible would not detect someone that was invisible due to psychic powers.  We decided that magical invisibility would "bend the light around you", thus the idea that "shadow" ala the Hobbit, could be seen.  Psychic invisibility edited the person from the minds of those looking.  So mindless creatures could still see a psychically invisible character. 
We had a lot of discussions on what worked when and how.  As I got older I wanted things to be simpler.  

The trouble lies not in the complexity or simplicity of the systems really. The trouble lies in my own bias.


D&D 3.x made some great strides in fitting Psionics into their Fantasy Magic game by largely making psionics just another type of magic.  This is a good thing that helps deal with the host of natively psychic monsters (grells, mind flayers, brain moles, intellect devourers, aboleths) and keeps the D&D 3 mantra of one single system going.  Trouble is with this idea is that psychic powers now do feel just like another form of magic.

D&D 4 also did this, a bit more powerfully and it kept the unique feel of psychic powers <> magic.  Which is quite a feat given that one of the legitimate complaints of D&D 4 is that all the classes feel the same. 

Thinking back to the 70s and the Occult Revival magic and psychic powers were all wrapped up in the same ball of weird-ass, new age, stuff.  While I certainly think that psionics, as they are written in OD&D and AD&D, were influenced more by science fiction stories there is certainly a feeling of the 70s mentality on what these powers are.

For simplicity sake maybe it is as simple as this.
Magic is a power external to those using it. Be it from a god, pact, bloodline or the ability to learn to how to manipulate those same forces. 
Psionics are power from within.  They can mimic magic but are not the same.

So what is the difference then between a Pyromancer (magical fire) and a Pyrokneticst (psychic fire)?  Maybe none from the outside, but one has spent more time in school learning how to use their powers and the other likely spent their time in a mental hospital for using theirs.

Another way I guess to look at it is through the lens of books and television shows. Magic-Users are more like the Magicians, Harry Dresden, and Harry Potter. They study a lot, they know the rules of magic because others have written them down before them. In the case of Harry Potter the magic is outside of them and they manipulate it and in Magicians it takes a lot of learning and practice.  
Psychics are like Tomorrow People or The Gifted.  There are certain things they can do but they have had no training, and sometimes it is painfully obvious they haven't.  

I guess in the end here I still don't really have an answer.  
Maybe that is fine. Maybe I don't need an answer to "do psychics belong in a FRPG?" becasue that is not the right question to ask.
Maybe the right question to ask is to borrow from a current meme "Does it bring you joy?" or the question I ask everytime I design a new game or piece of a game, "Will it be fun?"

Do psychic powers belong in Fantasy Role-Playing Games?
Will it be fun?

If yes to the second question, then yes to the first.

Everything else are just details.