Lost our Internet yesterday do to a neighborhood outage.
When it came back on finally I had day job stuff to finish. So I am "phoning it in" today with my Ride post. Though I am still doing the topic I wanted.
Today's post is "Why Do Witches Ride Brooms?"
Here a couple of videos to answer that question.
First up one that talks about in terms of the practice of witches and witchcraft.
Second, we have Greg Owens from the Department of Chemistry at the University of Utah, College of Science.
Maybe one day I'll work up an in-game reason for witches and brooms.
Here is a bit of an episode of Charmed to help explain why the Warren Witches are depicted on brooms. It is a little silly, but fun.
This is about the time of year that I close out Summer projects and inventory my Fall ones to see where I am at.
But this summer was a strange one really. The whole Covid-19 thing changed a LOT of plans, one in particular was available free time to get other projects done. The day job was just too involved.
So I am still closing out my Summer though and looking ahead to Fall and beyond plans. Here is what is going on for me and The Other Side.
Right now I am archiving old projects, both personal and work, I like to have a nice cleaned out work space on my computers. This also gives me the opportunity to see what I have been working on and what still needs to be done.
I still have a little bit more I want to do for BECMI month Summer, including a deep dive into the Shadow Elves like I mentioned on Day 9. That though is in a couple more weeks.
The War of the Witch Queens has been on my mind a lot since I want to run it under the B/X or BECMI rules. I just have not figured out all the points yet. I pointed out on Day 20 that Kelek is likely to be my bad guy. And I think that still works. In fact if the campaign only goes to level 14 (B/X, OSE) then that will be my guy. BUT What if Kelek sets thing into motion he didn't predict and it quickly got out of hand? The Witches, held in check by the Witch Queens are now doing some real damage? What then? Well. In that case we continue on to level 36! Who knows, I might even start it with the classic "You meet in an Inn".
Super Dungeon Explorer Adventure Team Go, Go, GO!
This is a bit of a goof, but it has gotten a lot of attention. I secured an artist this week for the first release of this. It will be for 5e and likely 180° away from anything Old-School.
Basic Bestiary and High Witchcraft
The first draft of Basic Bestiary is done, working on the beta draft now. I also put together my spreadsheet to track art development. Sadly I have not actually secured any new artists for this one. So that might be a delay.
The High Witchcraft book is no where near ready. I was going over my notes and I am not even sure I have anything that can be considered a draft at this point. Just about a dozen or so files of notes that need to be collated, edited and then made into something. Additionally I have files of materials that did not make the cut for some of the other books; usually due to space or because the idea was not as complete as I would have liked. If this is really going to be my "last witch book" then it behooves me to either find a home for those orphans here or on my blog. One such orphan was the Goblin Forest of Haven.
I really want the High Witchcraft book to be really special. I want it to feature some of the ideas I have been playing with for years and to be my Coda for this series.
I have a couple of other projects on the burners, but nothing I can share just yet.
Today is my younger Brother's Birthday. I also always associate this day as the real first day of the Fall Term. I have been in academia for so long (all my life really) that my calendar still pivots on the Fall term.
So my youngest son started his senior year last week. My older son can't go back to culinary school just yet. My Fall term started on Monday. Time to clear up old summer projects and move into new Fall ones.
And for this, I am asking for a Favor.
I want to get a few more of my books out into the hands of reviewers.
So if you are interested in reviewing one of my witch books or even (or especially) Night Shift, drop me a note. You can post below, but send me an email so you can include all your contact details and where you plan on leaving your review.
I could comment on these strange days, but I have other social media outlets for that.
I am going to comment on the #RPGaDAY2020 list itself in that these are a lot of strange words.
Ok, I get it, Dave has been doing this a long time and maybe he is running out of words to use. but knowing and the work he has done in the past I highly doubt he is lacking in ideas. So I'll just put this here as my commentary and that's it.
Ok. Strange. Let's get to the meat of this.
Many of my contemporaries will point to Fritz Leiber, Robert E. Howard, Edgar Rice Burroughs, Tolkien, Moorcock, and Lovecraft as their main sources of inspiration to D&D. While I share the Tolkien, Moorcock, and Lovecraft influences, I also add Clark Ashton Smith.
But those were not my only sources.
Dr. Strange and Tomb of Dracula
The 1970s were a strange time to be sure. The 70s Occult Revival fueled my tastes in games in ways I never knew at the time and only saw in retrospect. Case in point. Dr. Strange comics and Tomb of Dracula. Both were favorites of mine but when Strange, along with Blade, would battle Dracula? Yeah, THAT was an adventure. I wanted my games to have these epic world-changing battles that start small but then go on out to the cosmic scale. Strange didn't just defeat Dracula. He destroyed all vampires.
I was already a huge horror fan at this point and Hammer Horror in particular. So these comics sent me searching more and more strange ideas for my games. I think by 1982 I had read every book of occultism in my local public library. Creating a witch class was an inevitable conclusion at that point.
When the Ravenloft module was released it found a no more welcome home than mine.
My parents were voracious readers. Books filled every corner of my home growing up and every room had at least one bookshelf, some like the living room had three.
They, like many people of their generation, had a lot of Reader's Digest books. One, in particular, was Strange Stories, Amazing Facts.
This book should not by any stretch of the imagination be considered good literature or even good research. It is however good fun and a fun read.
While the book is divided up into roughly chronological sections including one on the future, it was the past and the monsters of myth that always grabbed my attention. Though flipping through it now that section on the end of the world would be fun to use.
For my birthday about 10 years ago my family found a copy and gave it to me. Complete with original dust jacket (I am book snob and prefer my dust covers intact).
I have been asked in the past to assemble my own "Appendix N". Maybe I'll do that one day.
Archimedes, the polymath of classical antiquity, is quoted with "Give me a lever and firm place to stand and I will move the world."
A lever is one of the six simple machines described by Renaissance writers. The lever is usually the first, though I think the inclined plane or ramp may have historically been the first.
How does this apply to my games? Well...it does in a couple of ways, but the underlying theme is "keep it simple."
Design
Like a lot of people, I have been working from home since March. It has worked out well for me since I can work anywhere I have a solid internet connection. My wife has been home as well and I will admit I have enjoyed being home with her and my kids quite a bit. I often get to listen in on her meetings when I go upstairs (my office is in my basement next to the game room) to get coffee. She has been talking about Optimization Levers all week. In her case it has to do with software development. But it is something I think about a lot in my day job and in my own RPG design work.
One of the reasons I feel I will never fully be part of the Old-School movement (whatever the stripe) is that I prefer simple solutions over complicated ones. Don't give me 10 different ways of doing something in a game when one will suffice. I don't need tables when a simple algorithm and a number will work just as well or even better.
This is one of the reasons I feel that modern D&D is superior, design-wise, to older D&D. I don't need pages of attack matrices for different classes and monsters when 3.x BAB and AC as DC works so much better. I don't need percentile dive for thieves skills and d6s for ranger skills when both can be done with a d20.
The more you can simplify the rules the more then fade into the background and people can just play.
This is the central design philosophy behind Cinematic Unisystem. Everything is d10 based. Successes are based on any adjusted roll over a 9. Simple.
But simple mechanics do mean the game as been "simplified" or "dumbed down." It means the esoterica has been removed. For D&D and Unisystem the lever is the d20 and d10 respectively.
I see a lot of people online complaining that such and such game is "dumbed down" or "made simple," often accompanied by a confession of never actually have played the game in question.
Don't confuse simple with simplistic.
Tools of Design
Likewise, I like to keep my process of design simple. I feel it puts me into the right headspace for design. So my levers here are the basic sort. Paper and pencil.
I will still run stats to determine spell levels and figure out which levels are needed. While I can, and do, run those on my computer, I taught stats for long enough to also do the calculations with a pencil.
Research still involves me, some books, and a folded up sheet of paper that serves as a bookmark and a place to keep notes.
Coffee and pencils. Still my most reliable tools.
I mean yes. I will still transcribe those notes onto my PC/Laptop/Phone with some more details. but it has worked well for me for years.
So my advice is to be like Archimedes. No, I don't mean run through the streets of Syracuse naked yelling "Eureka!" But rather use the simple tools and find a good place to stand.
Wizards of the Coast just announced their next book for Dungeons & Dragons 5th Edition and I could not more excited.
Tasha's Cauldron of Everything is set for release on November 17, 2020. I already pre-ordered the standard and alternate cover from my FLGS so I should be getting it on Nov. 7.
A new lineage system that adds on to and supplants the D&D racial system. Rather looking forward to that.
Group Patrons and sidekicks. Add a little more organization to your adventuring group.
New spells, artifacts and magical tattoos. That chicken foot tattoo on Tasha's face is a huge clue as to what you are likely to get. (more on that later)
Puzzles and more puzzles!
So yeah a lot to offer. And a lot of it looks like it would translate well into other versions of D&D; which was one of the early design goals of D&D5e/Next.
I am sure I will find out more, but that chicken foot tattoo on Tasha/Iggwilv gives me a LOT of ideas. It also might help me figure out some details of my own Pact of Baba Yaga that I talked about a bit ago. Though now I might call it "The Mark of Baba Yaga" and it is how the Daughters of Baba Yaga can recognize each other. I can expand on the magical tattoos I presented in The Craft of the Wise: The Pagan Witch Tradition.
The art for this also looks fantastic as to be expected.
There is nothing I don't love about that picture. The color palette, moon, and satyr remind me of the cover of Dragon #114.
And that is Graz'zt on the Alternate limited edition cover too.
I have always believed that humor is essential in most games.
Yes, it can be a serious game, but humor; sometimes even gallows humor, is needed.
Like anything, it can be overdone. In high school during our AD&D games, we had to put a moratorium on stupid puns in our games. It got so bad that it led to our DM creating the "Wandering Damage table" or just damage your character took from the universe reacting to your pun. It, in of itself, was a humorous solution to the problem.
For Ghosts of Albion, I wrote a section on horror role-playing. I got into some detail that is appropriate for that game but I also included a section called "See A Little Light" (yes, I am a Bob Mould fan). The point was that constant horrors will wear your characters, and players, down. That every so often you need to lighten the mood. Even the Ghosts of Albion web-episodes and books had a good mix of humor to them. I mean you can't have the ghost of Lord Byron and not have fun with that.
The topic of RPGs and humor is vast really. So there is no way I am going even cover 1% of it in a blog post. But I figure I will cover one other thing.
I don't want to make it look like that all my games are Toon or Paranoia, I do like a serious game. BUT just like too much humor is a bad thing, taking yourself too seriously is also bad.
A while back I was at a game at Gen Con. This was before my family started going with me and I was in a Mutants and Masterminds game. The GM was a real dick. There were a couple of younger kids in the game and like kids do, they joked and had fun, and the GM was just a real bastard to them. Yes you can have a serious game, but don't be an asshole about it. It was this dudes game, so I was not going to tell him how to run it, so I did the "dad thing" I just inserted myself between the kids and the GM. I turned the three of us into this little mini-team of the eight sitting there so he didn't have to talk to them directly. I don't think he knew how to deal with kids really.