Friday, August 26, 2022

#RPGaDAY2022 Day 26 - Why does your character do what they do?

Ah. The age-old question. Why do characters adventure?

For the Johans it was always about destroying the forces of evil. Fighting the undead and demons so innocents would not have to perish.

For Larina, it was always trying to uncover that next occult secret. Or in my case with her, discover the ins and outs of a new game system and its magic.  

For each character for me it is usually about exploring some archetype or some aspect of the rules I want to uncover.

And some characters, like my gnome bard Jassic Goodwalker or my goblin warlock Nik Nak, it is just about having a good time. Both for me and the character. 


RPGaDAY2022

100 Days of Halloween: Wayne Robert's O5E Classes

Wayne Robert's O5E Warlock
Going a little bit old-school and a little bit new-school tonight.

Earlier in the year Wayne Robert released what he was calling O5E classes. His first batch includes the Warlock and Sorcerer for Old School Essentials.

Wayne Robert's O5E Warlock

PDF. 8 pages. 1 cover, 1 title, 2 blank, 1 back page. 3 pages of content. $1.50.

Presently this version does not have art. There was a version before this that did have art, but the author made the choice to remove it for now.

The class is done up in OSE style. There are obvious nods to the 5e Warlock, which is by design.  The warlock does have spells and which spell list you use will depend on the warlock's pact.  Four Patrons are detailed, The Archfiend, The Faerie Regent, The Whisperer, and the Primordial. 

In truth a very serviceable class. Though some new, Warlock-only spells, would have been a nice add.


Wayne Robert's O5E Sorcerer
Wayne Robert's O5E Sorcerer

PDF. 8 pages. 1 cover, 1 title, 2 blank, 1 back page. 3 pages of content. $1.50.

Presently this version does not have art. There was a version before this that did have art, but the author made the choice to remove it for now.

The class is done up in OSE style. Much like his warlock book this one borrows from the OGC Sorcerer (though there is no OGL page here). 

Sorcerer's gain their magic via their sorcerous bloodlines. These are Celestial, Chaos, Dragon, and Serpent. So a nice little switch-up. 

They cast magic-user spells and gain access to meta-magic powers.  Each bloodline also gains some powers.

A really neat application of the Sorcerer for OSE or B/X.


Of the two I rather like the Sorcerer a little bit more.


The Other Side - 100 Days of Halloween




 

Thursday, August 25, 2022

This Old Dragon: Issue #117

Dragon Magazine #117
Time to return to the dusty, mildewy box under my desk and see what issue of Dragon magazine is on top.  In some ways, I like that these issues don't have covers (removed by the previous owner), while I do remember what issue numbers have what material inside, most I have the visual clue of the cover to help me remember.  In this case, if I had seen the cover first I would have known, now it is more of a surprise for me.

This issue, #117, comes to us from January 1987.  At least that is what the issue says on the front page, the page footer tells us this is January 1986.  Oops!   It is 1987 though. I am in my Senior year at High School getting ready to go off to the University. I have no idea yet, but life is gonna change for me in wonderful ways.  But that is still to come. It is January 1987. The number #1 song on the radio is "Everybody Have Fun Tonight" by Wang Chung. In the theatres, the #1 movie is Eddie Murphy in "The Golden Child" and on the shelves and game tables around the world is #117 of This Old Dragon!

The cover is one from Jim Halloway, one of my favorites of his.  

It is 1987 and things feel different at Dragon. For starters, Kim Mohan has now been gone since November and Roger Moore is now the EiC at Dragon (and I think Dungeon as well).  You can feel the change in terms of letters, profiles, and even the new games. I'll get to these all in turn.  I attributed this back then to the rise of prominence of the Forgotten Realms, but that was just an outward manifestation of what was happening.  In less than a year Gygax, Mentzer, and Mohan had all left TSR.  The current "Sage in Residence" would fall to Ed Greenwood. 

Letters covers the items bothering gamers of the time.  We have one wanting the Cthulhu and Melniboné mythos back. Sorry dude. Another wants more DragonQuest material now that TSR owns it. Also sorry dude.  We are given a nice list of Dragon issues that have DragonQuest material: #49, 57, 78, 82, 86, 89, 92, 96, and 97.  So we at least have that.

Big ad for Hawkmoon.  While I did not play the game I was HUGE in the Eternal Champion then and would finally get my hands on the Hawkmoon books at college. 

People in the Forum are STILL debating over the "mostly nude" cover from Dragon #114.  

Ad for the Science Fiction Book Club. Show of hands, how many of my readers got books from them?  I can count at least 4 or 5 I had bought from this ad, or one like it, back in the day.

Our first article is The Elements of Mystery from Robert Plamondon.  An interesting short article about adding the thrill of the unknown back to your game. 

Ah, the math geek in me is very happy to see this article from Arthur J. Hedge III.  What are the Odds covers the probabilities of the Unearthed Arcana's Method V of rolling up characters.  I love that he proudly tells us that the tables were generated on a DEC VAX computer using a program written in C! You can do the same now on any computer that can run a spreadsheet program. Or even in Google Sheets. The tables are great and he introduces a new terminology in dice rolling.  So Method V for humans allowed you pick your class first and then roll up to 9d6s in your prime attribute to find your score. Hedge's notation would have this at 9d6s3 or "Roll 9 six-sided dice and choose the best three rolls".  For what is considered standard in many games then is 4d6s3.  I kinda wish it had caught on. BTW in the 9d6 here are 10,077,696 combinations with an "18" resulting from 1,796,446 of them for a P=0.17825960.  

Feuds and Feudalism comes to us from John-David Dorman. It is a short article on, well, basically reminding everyone that Feudalism is a thing in AD&D. 

Travis Corcoran streamlines the tables for AD&D combat on the heels of Unearthed Arcana in Condensed Combat.  If you are playing AD&D and really love the weapons vs. AC matrix then I highly recommend finding a copy of this. My issue here is not the chart or how it was intended to be used, I think the intent was right. It was with how it was used in every day play.  While the AC is a nice shorthand, the table would have been better served by putting the Armor type down. So instead of "AC 5" on the chart is should say "Chain Mail."  The author DOES make an effort to help clear this up and that makes the chart more useful. 

Need to know how much Alchemical equipment costs? How about a couch? Robert A. Nelson has these for you in The Dungeoneer's Shopping Guide. Obviously a nod to the recent Dungeoneer's Survival Guide.

Adventure Trivia is a 100-question trivia quiz for AD&D.  Answers are on page 88.

Friend of the Other Side Vince Garcia is back with A Touch of Genius as a way to actually use the characters' Intelligence score in training.  It is certainly a workable system.  There is also a bit on using Intelligence to modify saving throws against Illusion. Nice touch really.

 TSR staffer Penny Petticord, whom we will meet later, covers various Unearthed Arcana-related questions in Sage Advice.  Not the first time. Not the last time either.  These largely cover the Cavalier class. 

Mark Feil gives us The Ecology of the Anhkheg. It features some color art, which is nice. I always had a soft spot for Anhkheg.  I watched the movie "Them!" with my dad as a very young kid.  They are giant monsters, but driven by instinct and not really evil. These guys always remind me of them, or Them, as the case may be. 

Anhkheg

Expert on all things Illithid Stephen Inniss is back with three new monsters. Hounds of Space and Darkness deals with three different types of dogs adapted to their new environments. Two used by the Gith (Kaoulgrim and Szarkel) and another, the Xotzcoyotl or "Bat-faced Dog", I am totally disappointed I never came up with myself!

Fun without Fighting from Scott Bennie covers different sorts of games and role-play that are not combat. These include Romance, Business, and Organizations.  These are great ideas of course but in 1987 other games were doing this.  AD&D was starting to play catch-up in the industry they started.

Thomas M. Kane reminds that followers are a thing in The Forgotten Characters.

I mentioned above that our new Sage in Residence at Dragon has fallen to Ed Greenwood and his alter ego Elminster.  He is up with By Magic Masked a great little piece on magic masks. I know these were used in the Forgotten Realms and I have made a few of my own, but this is a rather good article and frankly, there should be a mask slot (maybe it used with head) in modern D&D-like RPGs. 

This is followed immediately by Bazaar of the Bizarre. How do we know we are dealing with a new TSR now? This one covers magic rings.  I am kidding of course...mostly.

Over the years I have come to associate the Bazaar articles with the Forgotten Realms. Feeling that these items would mostly be found there as opposed to Greyhawk or the Known World.

Switching gears, More Power to You gives us new skills and powers for Champions.  The article is copyrighted to Leonard Carpenter. I can't speak to the value of the article because I have never played Champions.  Seems like a big hole in my RPG career I know. 

In quite literal switching gears we get Tanks for the Memories by Dirck de Lint (also copyrighted) which gives us tanks for the Car Wars game. I also didn't play this one, but I don't consider that a big as a miss as say Champions. 

Thomas M. Kane is back with Roughing It, or the Wilderness Survival Guide for Top Secret. It is rare that we get a Top Secret article that was not written by Merle Rasmussen. Outside of the game-specific detail it could work with almost any modern RPG.

Now here is something interesting. We get a Villains & Vigilantes article written by the late Stewart Wieck of White Wolf fame. The article, Even the Bad Get Better, discusses how villains can gain from their criminal experience.

Ad for White Dwarf.

James Ward and Harold Johnson discuss the new Gamma World 3rd Edition in Gamma III.  This also includes some basic conversion guidelines.

The Role of Books covers the then-current batch of SF/F books. Of particular interest to me is their review of the first Silverglass book. At the time I am not sure if it was known that author J.F. Rivkin was not only a female author but was in fact two different female authors working together. There is a new author's edition out now published by one of the authors and it has been on my TBR pile for a year.  

TSR Profiles covers artist Clyde Caldwell (with Alerelean model Jeanne Stanley) and writer/RPGA Cooridnator Penny Petticord. 

TSR Previews gives us what we can expect in the coming months.  I can't be certain from memory, but I feel like some of these products never saw the light of day. We do see what I think is Frank Mentzer's last contribution to TSR in I11 Needle. There is also Petticord's C6 The Official RPGA Tournament Handbook

Nice big ad for the upcoming Wilderness Survival Guide. I kinda wish I knew where mine had gone off too. 

The Game Wizards discusses changes coming to Dragon Magzine columns. Namely changes to the Game Wizards column itself.  Michael Dobbson, Jeff Grubb, and Jim Ward all mention new products and projects they are working on.  With the recent turmoil at TSR, I wonder if this wasn't an attempt to ease fans and customers into being assured that everything was all right.

Small ads in the Gamer's Guide. Convention Calendar lets us know what is happening in the start of the 1987 con season,

Snarf kills a dragon with a revolver in Snarf Quest. We get to the Wormy comic and an arc we would not see the conclusion of.

An absolute ton in this issue with no real central theme.  

I can't help but think that the overall message here was "everything is fine at TSR, things are changing, but everything is fine."  Or am I projecting with knowledge of what I know was going on behind the scenes and nearly 35 years of hindsight?  Who knows from casual reading? 

Not an Earth-changing issue, but a solid one all the same.

#RPGaDAY2022 Day 25 - Where has the character been?

I suppose for the purposes of this #RPGaDay I should have started out with just one character.  But where is the fun in that?

So the Werper family began in Mystara, Glantri to be exact. I know clerics in Glantri. But when I moved over to AD&D 1st Ed my DM and I merged our worlds (me Mystara, him Oerth) Glantri changed a bit.  Since then Johan the III was trapped in Ravenloft and thought to be lost. Johan the IV was the first ever to travel to the Forgotten Realms. All of them have been to Abyss to fight demons, their sworn enemies and Johan II even ended up in London in the 1980s.

Likewise, Larina has been EVERYWHERE.

But I love a good plane-hopping adventure.

War of the Witch Queens will introduce my kids to my favorite playground, the Multi-verse. They have already been Krynn, but didn't know it yet.


RPGaDAY2022

100 Days of Halloween: In Nomine Superiors: Lilith

In Nomine Superiors: Lilith
The second game that many draw on for Lilith is the classic In Nomine.  I spent a lot of time with this game in the very late 90s. Right around 1998 to 99 when I was looking for a new modern supernatural game to play.  There was this one, World of Darkness, and the ultimate winner, WitchCraft. Though I used ideas from all three in my WitchCraft games then.

In Nomine Superiors: Lilith

PDF. 43 pages. Black & White art.

This document contain notes and stats for both the In Nomine RPG and GURPS: In Nomine. By extension, it could be used with any GURPS game.  Despite the publication date (2005) I think this is all for GURPS 3rd Edition. But I could be wrong.  Just checked, yes GURPS 3rd Edition.

This supplement features all the strengths of most good GURPS supplements. That is there is a ton of information here, some stats, and a lot of great fluff.

This one also gives us the history of Lilith and what she has done in her immortal life. In the In Nomine game she seems to be one of the few immortals that can move between the devils and angels with some relative ease.

While I have not touched In Nomine in over 20 years (much to my own disappointment) there is a lot of great material here and makes want to dig up my old copy (if I still have it). In any case, true to the nature of GURPS this booklet can be used just about anywhere. There is nothing here that could not say be combined with Revelations of the Dark Mother. Where there are contradictions...well only Lilith herself knows the truth and true to her nature there are likely to be thousands of contradictions. 

While this might not have the art that RotDM has, it does have plenty of game material. 

Lilith should be wonderfully complex in any game and this supplement helps with that.


The Other Side - 100 Days of Halloween

Wednesday, August 24, 2022

#RPGaDAY2022 Day 24 - When did you start playing this character?

Again, more than one character means more than one date, but that is cool.

For Sinéad and Nida it was in January of 2021 that I rolled them up, making them some of my newest characters. Though both had concepts prior to this and Nida at least had a name.

For my others, well I got in the habit early on to put the date I made the character on their sheets.

Johan I was 1/9/1980
Johan II was 1/30/84
Johan III was 1/2/86
Johan IV was 9/13/2000
Johan V was 6/13/2008
Johan V Pathfinder version was 2/19/2011
JohanVI D&D Next PlayTest 8/17/2012, converted to 5e proper on 9/13/2014

Larina, despite all that I post about her, was not my first character.  She was created on October 25 (or 26), 1986.  I have been saying October 25th forever, but some details on her sheet lead me to believe that it was more like the 26th. 

Larina's first sheet

While every new edition means the next in line for the Weprers, Larina moves between the editions.  Advantages of being a quasi-immortal witch.


RPGaDAY2022


100 Days of Halloween: Revelations of the Dark Mother

Revelations of the Dark Mother
Time to get down with some OG World of Darkness.  So much that has been written about Lilith in RPGs can be traced back to two sources. This is the first.

Revelations of the Dark Mother

PDF. 126 pages. Black & white art. 

Once upon a time, White Wolf focused more on plot and background. 

This is a crunch-lite, fluf-heavy book that deals with Lilith, the mother of all Vampires (so to speak), and maybe Mages as well in the original World of Darkness. 

This is nice since I can drop it into any other game I like and it is a great background. If you have any interest in the subject of Lilith then this is a fun read.

This was written by Phil Brucato (with additional authors) who is pretty much the expert in everything Mage. So from the start you know this is going to be some deep WoD material. 

The art is by Rebecca Guay, Eric Hotz, and Vince Locke with the covers designed by art director Aileen E. Miles. I call this out because the art in the book is really quite good. Even given that this is 20+ year old book. Every portrait or portrayal of Lilith is evocative. You are captured in Lilith's tale in these and makes this more than just another game book. This book feels like a coffee table book (in the best possible way) that happens to be connected to a game world.

It is stunning and still a work of art all these years later.


The Other Side - 100 Days of Halloween