Thursday, August 27, 2009

D&D Overload

I am sitting in my game room now, looking at my shelves. I have D&D. And by that I mean I have EVERY D&D ruleset there is. Original, Basic (3 different boxes claiming to be “Basic D&D” and none of them are very compatible with the others), Advanced, Editions 1, 2, 3, and 4. Not to mention OSRIC, Labyrinth Lord, Basic Fantasy, S&W, Spellcraft & Swordplay, Hackmaster, Castles & Crusades and now I am adding Pathfinder to my crowded “D&D” shelves, and this not even counting what is on my hard drive.

It has gotten insane. I NEVER need to buy another “D&D” product again. Yet I know I will.

But it has gotten so chaotic and even psychotic. If I look at the products released only in the last year on my shelf I can play 5 (maybe even up to 7) different versions of the “Largest Selling Role Playing Game” of all time. And that is not even cracking my books from back in the day. I have at least 15 different ways to play “D&D” and I am sure I have forgotten one or two.

I think I either need to choose one version of the game and stick with that (but which one) or design a simple, streamlined version of the game that fits my needs that includes elements I like from all the other versions. While that idea has merit and appeal to me, it is an awful lot of work. Plus the game has changed so much over the years that some concepts I liked in one version have no place in another.

I think I would start with fewer classes. Like in 2e, go with Priest, Rogue, Magic-User and Warrior. Then break it down into tiers like 4e. So 1 to 10 you can have 2e-like kits to allow role playing. A magic-user then takes a kit to be a wizard, warlock, illusionist and so on. Levels 11 to 20 are prestige classes (including prestige versions of core classes), Levels 21 to 30 are epic level. Use 3e as a base (I like the idea of feats), give the classes powers at each level (like Pathfinder), but start them out at a higher level. That is a Level 1 character in this version is more like a 5th level character in D&D3. In a way it is like using the D&D Rules Cyclopedia and just starting everyone on 5th level. Use 4e’s skill system or use more of an “ability” check system like from 0.
But that is all surface stuff. That doesn’t tell me anything about how to redo monsters, deal with magic or the numerous other rules that are effected (Pathfinder is 575+ pages of rules. And it is not complete!)

Well maybe we can see 5th Edition work out some of these issues, or just adds to them. Or I can just stick to playing Ghosts of Albion. ;)

Sunday, August 23, 2009

New RPG Groups on Facebook

For the fans of Victorian era role-playing games I have made two new Facebook groups.

The Victorian Gamers Association is very new and is for any game set in the Victorian Era or is at least Victorian in feel and tone. So games would in include Cthulhu by Gaslight, Victorian Age Vampire, Ghosts of Albion, Ravenloft: the Masque of Red Death, Victoriana, Rippers as well as Forgotten Futures, For Faerie, Queen and Country for the Amazing Engine and Space: 1899.

Please come by and visit.

More dedicated is The Ghosts of Albion group. It is dedicated to the Ghosts of Albion RPG as well as all the animations and novels.

Plus I feel I should mention two groups of games I am a fan of, Spellcraft & Swordplay and Witch Girls Adventures. Fan them as well!

Friday, August 21, 2009

Bodhmall, the Druidess, er.. Nature Priestess

Regular readers know of my search in 4e for the best Druid class. I have been largely disappointed with the class we got in Player’s Handbook 2 and instead have expressed my fondness for the Nature Priest in Ari Marmell’s Advanced Player’s Guide from Expeditious Retreat Press.
Well now I have the Wokan from Dave Arneson’s Blackmoor 4e.

A bit of background on the Wokan, the Wokani made their appearance in Mystara many years back. They were basically the witches or even witch-doctors of the world. In fact many publications set in Mystara (the Glantri books are a good example) have “witch” in older versions and “wokani” in newer versions of the same copy-pasted text. So I figured they were a good place to look too.

Now for Bodhmall nic Tadg.
Bodhmall (“Bode-vull”) is a character of mine, she is described in Irish myth as the sister of Muirne the White Neck (or sometimes Cumhail) and the foster mother of Fionn mac Cumhail. She is a wise woman and a druidess. In my games I deal with a younger Bodhmall. She is a druidess still, with a penchant for fire and weather based magic. Not quite an elementalist, but close. She also, along with Liath Luchara, form one of the enduring covens of witches in my games, the Daughters of the Flame. The Daughters appear time and time again in all my games, and I usually have Bodhmall and Liath, or their reincarnations, in my games somewhere.

For this experiment I built many different versions of Bodhmall to 12th level. This gave a wide choice in powers and a Paragon Path. Lets go to the data.

First up is the Druid from D&D Player’s Handbook 2
Short: Hate it. I am sure there are plenty of people that like it, but I never used the druid wild shape ability and this is all the stuff I didn’t like in 1st Ed Druids turned all the way up. There are some nice powers sure, but not enough to merit taking the class.

Secondly, using the Hybrid rules for Dragon/DDiThis build is a hybrid Druid/Shaman. Aw now there are more choices, but not enough fire based powers. Sure I could add Warlock into that mix, and given my success with warlock hybrids that is not a bad idea, but it isn’t what I want. Still though a hybrid fey-lock/druid might have some potential and take the Alchemy feat from Arcane Power. Druids can be ritual casters, but druids did not read, that was the deal with being a druid all this knowledge committed to memory.

Though the Keeper of the Hidden Flame is so close in concept to a Guardian from the Daughters of the Flame that I almost can’t pass it up.

Third, The Nature Priest from Advanced Player’s GuideGenerally speaking this class is weaker than the druid. The powers are about the same in terms of effects and damage done. But concept wise it is such a better fit that it is unreal. Lots of Fire-based powers, lots weather based ones. Going through and build Bodhmall to 12th level was so easy that I figured I had time to do this Blog post about it.
The cons here though are there is not a wide variety of powers to choose from, but the powers they do have a re very nice.

For a Paragon path I choose the Hierophant. Not as close as the Keeper of the Hidden Flame, but good enough and it is more “druidy” feeling.

Fourth, the Wokan from Dave Arneson’s Blackmoor 4eThe Wokan is not a perfect either. To pull out something from the half remembered Miller’s Analogies Test, Druids are to Nature Priests as Shamans are Wokans. I think that is what they are supposed to be too. The powers are nice, a little more powerful than the Druid in some ways. Quite a few powers that would make good Fey-lock powers. A Hybrid Wokan/Warlock (“Worlockan”?) might be interesting to see one day.

I did not pick a Paragon path for this one since I could tell right away it was not going to give me what I wanted.

The Winner?
There is a clear winner here. The Nature Priest is exactly what I want in a druid with all the extras that everyone seems to like. Not sure if the Nature Priest could be considered another build of Druid or not. They are so similar in some ways and so different in others; like comparing Warlocks to Sorcerers.

Though I am ready to chuck the druid from 4e and use the Nature Priest instead.

Dracula, use or not?

So, I have an adventure idea that is just jelling and it might be my next Gen Con adventure.

But here is my question to you all.

Is Dracula too overused to be a credible threat anymore?

I want to use him in a Ghosts of Albion game, set in Transylvania around 1850 or so. So sometime before he meets up with Harker and the events of "Dracula".

It could be that this encounter is what has prompted his move to England.

Looking for input.

Thanks!

Monday, August 17, 2009

Blackmoor!

Gen Con was great.

But I only picked up ONE book my entire time there, the new 4e Blackmoor book.
Reading it back in my hotel room I was overwhelmed with the feeling I was reading a new version of the D&D Rules Compendium.

There are a lot things in this book that are familiar to me. Wokan(i), Arcane Warrior, Nobles. The races are standard 4e, and even explains how to work in some of the newer ones.

But what I like is now I have another piece of my puzzle. I am placing Blackmoor on my North Pole, past the land of Black Ice (Greyhawk). Blackmoor sits inside a crater carved out the north pole where the former Blackmoor had once stood. This explosion created a crater (in Mystara this would have blown a hole in the planet, making it hollow) and the refugees settled here. Blackmoor then becomes something like Shangri-la and Atalntis. There are people there, shut off from the world, maybe even thinking the rest of the world had been destroyed.

Some survivors of the great Blackmoor explosion went south and settled in the lands that later became the "Known World" that is why these lands know about Blackmoor, use similar names for things and why so many different cultures have settled in such a small area.

My Blackmoor is only about 500 miles across and about 250,000 square miles of area, so about the size of France. Geothermal activity keeps the area warmer than would be expected, and the high mountains keep the area remote.

Though it doesn't *exactly* fit with my plans for my world, I might keep the Dragonborn there as well. They are a different sub-species as my Dragon-isle ones. These would be more "human" for lack of a better word.

More after I read the book some more.

Tim

Sunday, August 16, 2009

Good Night Gen Con!!

And there is another Gen Con come and gone.
Ran some "Ghosts of Albion" games and they went great! If I can I'll be posting them here for you all to download and play at home!

Got to play in some games too. D&D4e, Victoriana. Wanted to get into a Bounty Head Bebop game, but timing didn't allow it.

I have some ideas for some new adventures for next year.
"GoA: Wilderness", based on a comic by Amber Benson and Christopher Golden.
"GoA: Synchronicity", a Buffy / Ghost of Albion crossover.
"GoA: Victoriana", a Ghosts of Albion / Victoriana dual stated adventure.
and one that sounds great to do on paper, but maybe not for a Gen Con game, "Ghosts of Albion: Ravenloft".

I did not buy a bunch of stuff this time around. I picked up an Elmore print for my game room, and Dave Arneson's Blackmoor 4e. Some dice to give out during Ghosts, and Pokemon cards for the boys.

The long drive is tomorrow.

Work is on Monday. Not looking forward to all the email that has backed up while I was gone.

Tuesday, August 11, 2009

Elizabeth Bathory, Witch Girls Adventures

Now here is something to get us through Gen Con. The Witch Girls Adventures version of Elizabeth Bathory. I can see a mini-series of adventures featuring Bathory here at the Willow-Mistt school. First with her take-over and the cast slow finding out she is not just named after the sadistic vampire, but is in fact her all the way to the final battle.

I like her numbers here but would need to playtest them to be sure.

Elizabeth Bathory
Witch Girls Adventures
Vampire
Rank: 5 (or 6 depending on how the cast finds her)
Age: 449 (looks either in her late 20s or 449)
Motivation: To stay young and beautiful forever.

Body: d10
Mind: d12
Senses: d8
Will: d10
Social: d8 +1
Magic: d12

Life Points: 20
Reflex: 13
Resist Magic: 15
Zap Points: 24

Skills (Rank)
Acting d8 +7
Athletics d10
Art d12
Basics d12
Casting d12 +4
Focus d10 +6
Fib d8 + 11
Fighting d10 +2
Hear d8 +1
Instrument d8 +6
Leader d8 +9
Look d8 +4
Magical Etiquette
Mundane Etiquette d8 +7
Mysticism d12 + 4
Mythology d12 + 4
Potions d12 +2
Scare d8 +6

Traits
Beautiful* (only when fed. If not then Hags Syndrome)
Rich
Wicked
Imperial

Magic
Alteration 1
Divination 2
Illusion 3
Mentalism 2
Necromancy 2
Offense 1
Protection 2

Signature Spell: Glamour

Abilities
Common Vampire abilities
Magic Immunity: Bathory is immune to Mentalism and Necromancy type magic.
Shape Shift: Bathory can become a paragon raven or paragon wolf at will.
Special Immortality: Bathory can only die if she is forced to see herself in her “hag” state.

AttacksBite: 10 damage and drains a person of all Life and Zap points. Bathory only feeds on young witches.
Claws: 6

Plot HookElizabeth manages to get on the Board of Directors of the Willow-Mistt School. Through manipulation, magic and outright threats she manages to get Amora Mistt removed as Headmistress and herself put in her place.
Bathory then starts recruiting the best and brightest senior girls to her side, to help ease the transition, to have lackeys in the school and of course when her plans comes, to have these girls nearby so she can drain them of their life-force. She will have also vamped one of the teachers to her side, some she will be grooming as her Scion (I am thinking Connie Li, but certainly NOT Ursula Scratch, too cliché).

Once the big dance comes on Walpurgis Night, Bathory will have worked out a ritual to drain every girl in the School of their magic, blood and life.

That is of course, unless the Stars can do something about it.

The teachers can’t help since going after Elizabeth violates some magical contract they have all signed and she has manipulated to her advantage (something like teacher cannot threaten the school and since she is Headmistress and on the Board and maybe tapped into the energies of the school, she *is* the school). The senior class are all her thralls now (they will willing drain their dates for their mistress at the dance). I would have to say she had Tandy arrested for something, she looks like she is too clever to fall for Bathory’s magic. Ebony would have to be magicked somehow. Leaving Ursula and the Krofts left to help the kids. I like the idea of Ursula having to team up with Susan and Derrick.
Or just do what I did when I originally ran this, make is a inter-term like J-Term (a term in the Winter during break where students can take an extra class for more credit) or Summer Term. I like Summer better, then the dance becomes the Mid-Summer's Ball (figure a 4 week term May 21 to June 22/July 1). Most of the faculty will be away; of course only to show up at the final battle against Bathory’s vampire minions with a very pissed of Amora in the lead. Of course the Stars will need to stop (the rapidly aging) Bathory themselves.
In the grand tradition of horror movies, anime and TV shows, I might need a few red shirt teachers and students to go down in the battle. I am not one to kill characters randomly or even to make a point, but in this case it might be needed.

Elizabeth Bathory in Witch GirlsElizabeth began her life as a young woman as an apprentice witch. She enjoys the power she gains from magic, but has never had the frame of mind to complete her studies much beyond the beginning phases.
She hates the formal training witches receive (part of her reasons to attack the school) but loves that some many potential victims are under one roof.