Tuesday, June 3, 2025

The Return of Frightshow Classics!

 It's not a Kickstart Your Weekend, but honestly, I couldn't wait for this one. My friend, Yeti Spaghetti, has a new Kickstarter to support the next batch of Frightshow Classics adventures.  Since I wrote a couple of these in the past I guess that makes me one of the friends of "Yeti Spaghetti and Friends!"

Frightshow Classics LIVES!

Frightshow Classics

https://www.kickstarter.com/projects/frightshowclassics/frightshow-classics-lives?ref=theotherside

This Kickstarter will feature a lot of art from the late Jim Holloway. They have been working with Jim's family to get this art out there in remembrance of him and the game he did so many illustrations for, 1st Edition Chill.

This round also features an adventure adapting the famous gothic story "Carmilla" for use with this system.

What system is that? Good of you to ask! The adventures are overtly for Chill first Edition. The Pacesetter version. BUT these adventures can be played on their own with no extra rule book since everything you need is included in the adventure itself. You can even move them over to your system of choice.

I wrote a couple for this line, The Golem and The Nightmare.

I even provided a video tribute featuring my favorite Jim Holloway art. 


So check it out.

Maybe I should extend my "Year of Fantasy RPG" to include some "Urban Fantasy!"


Monday, June 2, 2025

It's June! Time for some Summer Gaming

June 2025
Bowing out of a Monstrous Monday post for today since it is the start of June. 

Historically, around here, June has been my time to devote to D&D, with a particular focus on B/X and BECMI D&D. This year, I was going to focus on FRPGs that were not D&D, but I am going to bend my own rules a little here. I do have a few non-D&D Fantasy RPGs I'll cover this month (3 or 4, looking over my notes), as well as some D&D-related content.

Another theme coming up for me is "1985." Including a few projects I am working on that have that as a connecting theme. One you already know about, you just didn't know that was a theme of it yet. My 1357 DR Forgotten Realms campaign is taking on a solid "1985" feel to it.  Since the campaign setting came out in 1987 and is assumed to be 1357, I am setting by "game feel" for how I was playing in 1985-1986. 1987 was a very different sort of year for me, gaming-wise, so I opted for something more mid-80s in feeling. Plus, my son and I were talking a lot about music from that time (he is really getting into the Talking Heads), so I made a new 1985 playlist for background noise. 

June, of course, always reminds me of summers playing D&D (and some Chill, and some DC Heroes). It was a great time. Yeah, I was also working all the time. I started saving for college in 1984, but it was still a great time. 

Posts this month are going to be around this loose theme and moving me closer to completion for a couple of new projects. Among these are a new OSE "Classic Classes" release, a couple more "Myths & Monsters" for 1st Ed. And a few ideas I have been mulling over that are not really ready for the light of day. This is all still part of my efforts to finish up some of the started, but never completed, projects sitting on my hard drives. 

I am rather looking forward to it all.

Friday, May 30, 2025

Larina Nix for d20 Dark•Matter / Urban Arcana

 I was talking to my oldest about my desire to maybe, just maybr running a d20 Dark•Matter game sometime. He laughed at me. I asked him why and he asked if I remembered what a a pain in the ass d20 Modern was at higher levels. Characters having at least three classes, feats all over the place, a recording nightmare. He was right, but undaunted I jumped in. I figure I'd create a few characters. I have three characters from my WitchCraft game that I'd love to get back too. Then there were two others from a Cinematic Unisystem game set in Chicago, brother and sister private eyes, that I always thought migth be fun to revist. 

Yeah. That didn't work out really.

Now, to be fair, I am really, really out of practice building a d20 Modern Character, but damn I don't remember it being like this. In the end, I only did one (sorry, Scott and Heather) from my WitchCraft game. 

d20 Modern, Dark•Matter, Urban Arcana

While I set out to try to do a fairly straightforward translation of the Alternity material to d20, that also didn't work out really. So in the end I did a "spiritual translation" of Larina's Alternity Dark•Matter version to d20.  They started out the same, but they drifted a bit apart.

I also could not find Scott's and Heather's sheets from my 1999 WitchCraft game, so at this point, I'd be basing them on their D&D alter egos, which may or may not be the best. Heather is a half-elf in D&D after all. I did find Eric MacAlister, Larina's ex-husband. But in truth, I never really did anything else with the guy after the 1999 game. She always worried that he would come after her, and he had kind of forgotten her. Plus, he was unable to fly post Sept. 11, 2001, due to all the restrictions. 

So here is my witch. She took a long time to build here, and I am not 100% sure I got her correct.

Larina and her 2005 VW Beetle
Larina "Nix" Nichols

Human Charismatic Hero 5 / Mystic 7

Strength 8 (-1)
Dexterity 12 (+1)
Constitution 12 (+1)
Intelligence 17 (+3)
Wisdom 17 (+3)
Charisma 19 (+4)

Hit Points 66

Speed 30ft.

Defense 17, touch 17, flat 16

Init +1

Fort +9
Ref +8
Will +10

BaB/Grap +5 / +5
Melee/Ranged +5 / +6

AP 115 (lifetime)
Rep +7

Academic (starting occupation) University Librarian
Decipher Script
Knowledge (arcane lore)

Feats
Alertness
Attentive
Creative
Endurance
Educated (+2 on two knowledge skills)
Meticulous
Iron Will
Simple Weapon Proficiency [free]
Trustworthy
Toughness x1
Wild Talent (Psionic, Far Hand [TK])

Talents
Coordinate
Inspiration
Great Inspiration

Skills

Skill Name Key
Ability
Skill
Modifier
Ability
Modifier
Ranks Misc.
Modifier
Balance Dex* 1 = +1
Bluff Cha 12 = +4 +8
Climb Str* -1 = -1
Computer Use Int 6 = +3 +3
Concentration Con 9 = +1 +8
Craft (Structural) Int 3 = +3
Craft (Visual Art) Int 3 = +3
Craft (Writing) Int 3 = +3
Decipher Script Int 13 = +3 +10
Diplomacy Cha 16 = +4 +6 +2 [bluff] +2 [Knowledge, history] +2 [trustworthy]
Disguise Cha 6 = +4 +2
Drive Dex* 1 = +1
Escape Artist Dex* 1 = +1
Forgery Int 5 = +3 +2 [meticulous]
Gamble Wis 3 = +3
Gather Information Cha 6 = +4 +2 [trustworthy]
Hide Dex* 1 = +1
Intimidate Cha 6 = +4 +2 [bluff]
Jump Str* -1 = -1
Knowledge (arcane lore) Int 19 = +3 +14 +1 [Academic] +1
Knowledge (behavioral sciences) Int 9 = +3 +6
Knowledge (current events) Int 7 = +3 +4
Knowledge (earth & life sciences) Int 7 = +3 +4
Knowledge (history) Int 8 = +3 +5
Knowledge (popular culture) Int 5 = +3 +2
Knowledge (theology) Int 12 = +3 +8 +1
Listen Wis 9 = +3 +4 +2 [alertness]
Move Silently Dex* 1 = +1
Navigate Int 3 = +3
Perform (Act) Cha 4 = +4
Perform (Dance) Cha 4 = +4
Perform (Keyboards) Cha 6 = +4 +2
Perform (Percussion) Cha 4 = +4
Perform (Sing) Cha 8 = +4 +4
Perform (Standup) Cha 4 = +4
Perform (String Inst.) Cha 4 = +4
Perform (Wind Inst.) Cha 8 = +4 +4
Research Int 10 = +3 +7
Ride Dex 1 = +1
Search Int 5 = +3 +2 [meticulous]
Sense Motive Wis 5 = +3 +2 [attentive]
Spellcraft Int 15 = +3 +10 +2 [Knowledge, arcane]
Spot Wis 5 = +3 +2 [alertness]
Survival Wis 3 = +3
Swim Str** -1 = -1
Treat Injury Wis 3 = +3

Spells

0-Level
Detect Magical Aura, Haywire, Light, Mending, Read Magic

1st-Level
Bane, Cause Fear, Comprehend Languages, Instant Identify, Sanctuary, Trace Purge

2nd-Level
Augury, Darkness, Daylight, Hold Person, Shatter

3rd-Level
Bestow Curse, Dispel Magic, Magic Circle, Secret Pocket

4th-Level
Divination, Greater Magic Weapon, Via Negativa

Incantations
Bibliolalia, Cast into Shadow, Dedicate Site, Mystic Veil, Quartz Compulsion

Equipment

Knife [1d4, crit 19-20, range inc 10ft., 1lb., one-handed, piercing]
Taser [1d4 special, crit --, range 2ft., 3lb., electricity]
First Aid Kit [Treat Injury DC 15, one use, negates normal -4 to Treat Injury checks, 3lb.]
Vampire Slayer Kit [Mossberg, 5 wood stakes, 5 phos. shls, silver holy symbols, hand xbow, 5 wood bolts, metal mirror, garlic necklace, alum. case, 20lb.]
Business Clothing [3lb.]
Casual Clothing [2lb.]
Overcoat [3lb.]
Digital Camera [connects to computer, 0.5lb.]
Notebook Computer [5lb.]
PDA [connects with computer, 0.5lb.] Portable Occult Library
Total Weight Carried: 41lb. (medium load)

2005 Volkswagen Beetle (Purple) ARCANIX Illinois License Plates.

ARCANIX Illinois Plates

Larina and her 2005 VW Bug
Larina Nichols

Human Female
Alignment: Independent (Agent of A.R.T.E.M.I.S.)
DoB: 10/25/1969 (36 in 2006)
Place of Birth: Carbondale, IL
Current Residence: Chicago, IL

Hair: Red
Eyes: Blue
Height: 5'4"
Weight: 127 lbs

Handiness: Right* (can write with Left hand, with difficulty)

Aliases: Larina MacAlister, Larina Nix, "Nixie."

So. This is a good build, I can't say I am 100% happy with it. There is so much customization you can do with d20 that the combinations and permutations are practically endless. 

I both miss and hate, at the same time, d20's multiclassing. I love how flexible it is and how you can combine all sorts of classes to get the exact character you want. But it is also tedious. I mean I could have gone down the path of Occultist, or Acolyte, or even going into the various Prestige classes. There is so much choice. 

I showed this to my son when he got off work Wednesday night/Thursday morning. He just laughed and reminded me yet again why we tend to play 5e, AD&D 1st ed and Basic D&D instead.

This exercise has also reminded me that I wanted to do a lot more with A.R.T.E.M.I.S. as well. 

Thursday, May 29, 2025

Dark•Matter: Alternity vs. d20

 Last year, I spent some quality time with the Alternity Game system, particularly Dark•Matter. I wanted to spend some time comparing the d20 version with the Alternity version. Actually my plans had been to cover a lot of the d20 Sci-fi games this month, but I just didn't really feel the drive to do it this year.

I wanted to celebrate the 25th Anniversary of the d20 system (which I guess doesn't actually happen till Fall) but the desire wasn't there this year. I mean if Wizards of the Coast isn't going to put forth the effort then why should I?

Dark•Matter, Alternity and d20 editions

Both games were produced by Wizards of the Coast and still have Wolfgang Baur and Monte Cook as their authors. There are "additional designers" who are basically the designers WotC had on their d20 Modern teams at the time. 

The books "feel" similar with the differences easily chalked up to different game systems, seven years, and the aid of additional designers and editors.

Rather than being the same game with different editions they feel like a "1st" and "2nd" edition of the game. The Alternity edition weighs in at 288 pages. The d20 one at 160 pages. This is expected since the bulk of the rules of the d20 version are handled by the d20 Modern book.

Dark•Matter, Alternity and d20 editions

Dark•Matter, Alternity and d20 editions

Dark•Matter, Alternity and d20 editions

Dark•Matter, Alternity and d20 editions

Dark•Matter, Alternity and d20 editions

Dark•Matter, Alternity and d20 editions

Dark•Matter, Alternity and d20 editions

Dark•Matter, Alternity and d20 editions

Dark•Matter, Alternity and d20 editions

There is a subtle tone difference in the games. Alternity Dark•Matter is post X-files paranoia and distrust of the Government. The d20 edition is post 9/11 and distrust of everyone. Was this intentional or am I reading into it?

The two games' content is largely the same, minus system differences. 

You can play the same sorts of games with either version in basically the same way. The Alternity system was designed to cover a wide variety of Sci-Fi type "modern" games, and d20 is, well, d20. These strengths mean that you can add things to your games as you see fit. Obviously, 20 has a lot more options due to its greater success. 

This is also a weakness. To play d20 Dark•Matter, you need the Dark•Matter rule book and the d20 Modern System rule book. I also added Urban Arcana material to play with as I like. 

The thing is, I am sitting here rereading all these books that I have not touched in years, and I am feeling a little nostalgic. Will I ever run a Dark•Matter game again? No. I can't see that happening, not really. NIGHT SHIFT is where my heart lies now. Which is too bad, really, because there is a lot of fun still to be had with this game. 

As I said last year, Dark•Matter is a great game, and I love the setting. The D20 system is better suited to me than the Alternity system, but both are a lot of fun.  While I could certainly play a Dark•Matter-like game with NIGHT SHIFT, I have so many games to play.

Wednesday, May 28, 2025

Witchcraft Wednesdays: The new Daggerheart Warlock

 So a bit of a treat. Commenter Mike Wevanne, replied to my post from Friday about Daggerheart, to let me know there is an official Playtest section, The Void, and that there was a new playtest class, the Warlock

Warlock Playtest for Daggerheart

From the Daggerheart Void page:

WARLOCK CLASS

Those who’ve traded their lives, or perhaps even their souls, to an otherworldly Patron in exchange for incredible power are known as Warlocks. Often, these mortals are at a point of desperation that leads them to such a sacrifice—to protect themselves or a loved one, aid their community, seek vengeance, increase their status, or otherwise further their ambitions. 

PLAYTEST TWO NEW SUBCLASSES:

PACT OF THE ENDLESS & PACT TO THE WRATHFUL

What is interesting to me is the introduction of a new domain, "Dread." This opens up numerous opportunities in the game. 

I was working on the "Fearless Five" last night for posting today, I am going to move that one off a bit now to digest this. I need to stat up a Warlock.

So far, Daggerheart has given me a "witch" I like in the Sorcerer. I also like the Wizard and Druid. It will be interesting to see what I can do with all of these classes.

For the moment, I am happy to keep Larina as a Sorcerer/Wizard multiclass, and Skylla (spoilers) as a Wizard.  Maybe I'll redo Nik Nak as a warlock. The "increase their status" works for him.

Looking forward to trying this out.

Tuesday, May 27, 2025

Friday, May 23, 2025

Fantasy Fridays: Daggerheart, Part 1

Daggerheart
 I had a plan for today, but I want to put that off till later. Mostly because I was not ready since I was too busy with today's new topic. The new game from Critical Role, Daggerheart, was released just a couple of days ago and I have been doing a deep dive into that.

I picked it up from DriveThruRPG a couple of days ago (Wednesday night) and wanted to run out and get the physical copy from my FLGS, but I was informed that, since it's close to my birthday, I am not allowed to. Fine with me, I also picked up the Demiplane Nexus Corebook so I can use the character builder. 

The core book is gorgeous. I like the art more than the art in the new D&D 5.5 core book. This book/game is certainly going after the New Schoolers who love D&D 5, but wish it had more options. 

In many ways Daggerheart takes the best ideas from a lot of games, including D&D 5.x and even D&D 4 (I'll get into that later) and combines it into a very effective whole. I have not read enough of it to notice differences from the playtest, except for some presentation differences, which I think are an improvement. Oh, and how HP are used. 

The game has shot to Gold status in a matter of 28+ hours, and that is taking into consideration that it is effectively divided between two different versions: PDF only and PDF with Demiplane Nexus access, which has gone to Silver. Not too bad really. 

The PDF comes with the Core book and the cards you use with your character. The cards are a nice gimmick, but to have the PDF is great if your group ends up with say, multiple sorcerers. I can print as many as I need and just slot them into one of my kids' old Pokémon folders. It feels like the old cards we had with D&D 4, but more useful.

The core book is huge, but complete at 415 pages. I already see lots of options for expansions for characters, so that is nice. 

It also features six "Campaign Frames" which are like mini-campaigns, or campaign set-ups to play in. All of them sound fun. Each one has a "pitch," a complexity rating, and some keywords to help describe it. 

  • The Witherwild. A nature deity is attacked and then attacks back with all the power of nature.
  • Five Banners Burning. Rival kingdoms on the brink of all out war.
  • Beast Feast. The Monster Defense System is down and now the characters need to go in and fix it.
  • Age of Umbra. A dying world in shadows. 
  • Motherboard. High tech as magic in a post-apocalyptic world. 
  • Colossus of the Drylands. Giant creatures versus gunslingers in the deserts. (think Attack on Titan or Godzilla meets Boot Hill).
Not all of these are for everyone, but they do all look pretty cool. Of course you can play in a D&D-like world. It does lean more toward High Fantasy and High Magic.

Daggerheart Characters

For amusement's sake I converted, or more aptly, translated some characters from various games that are D&D or D&D adjacent to Daggerheart to see how they might work.

Not everything had a great translation, but honestly, that could also be due more to my inexperience with the system as much as anything.  So let's see some translations.

Larina Nix. My human witch in Basic-era D&D becomes a Loreborne (culture) Human who is a Sorcerer (Primal Origin) with Wizard (School of Knowledge) multiclass. In D&D 3, multiclassing Wizard and Sorcerer doesn't get you much, but here it is a fun approach. I rather like this version, but I would have to play her more.

Johan. My human paladin, all editions, becomes Highborne Human Seraph (Divine Wielder). I actually like this one a lot and if I get a chance to play Daggerheart this might be the character I choose. There is a lot of potential here for play. 

Amaranth. A newer character, she is a Tiefling Warlock. Here is she is Wanderborne Infernis Wizard (School of War). Now it is possible that Sorcerer is a better choice for her, but I had not done a wizard full class yet. 

Roan. This guy is new, he was an NPC satyr bard (who plays the bag-pipes) from the feywild. Here he takes on his "true form" I think and Wildborne Faun Bard (Wordsmith). The wordsmith is more like an occult poet (from Ghosts of Albion) so I really excited to try this guy out as a PC.

Sinéad. My Forgotten Realms half-elf Sorcerer/Bard doesn't drift too far from her origins. In Daggerheart, she is a Seaborne Elf (to reflect her growing up in the Moonshae Isles). She is a Sorcerer (Elemental) with a Bard (Troubadour) multiclass. She feels the same to be honest.

Nik Nak. My goblin warlock (who talks in rhyme) for Pathfinder 2nd edition has the most changes. Here he is still a goblin (wildborne) but now he is a druid (Warden of Renewal). I like the Daggerheart goblin species, but I am not really happy with this class choice. Though I am happy with the druid. 

These are all just based on my readings of the open Beta and just a little over two days of the final rules. I am sure I'll make some tweaks to all these characters. Well, maybe not Johan and Sinéad. I am pretty happy with how they turned out. 

With Critical Role Campaign 3 now over I am pretty certain that Campaign 4, when it kicks off, will be using these rules. I can't imagine they would want to miss the chance to sell the house system. 

I'll continue to read the PDF and play around on Demiplane Nexus. When I get the physical game (it's the only thing I asked for, I don't really need much), I'll revisit this for Part 2.