Tuesday, December 8, 2015

Review: GAZ3 The Principalities of Glantri

Still spending a lot of time thinking about witches, wizards, schools of magic and witch queens.  So naturally my thoughts turn to +Bruce Heard's masterpiece, GAZ3 The Principalities of Glantri.
I have mentioned Glantri here a few times. It was the homeland for my characters back in my D&D/AD&D days.  I built up the country from the small bits of information from D&D Expert Set, Isle of Dread and Castle Amber.  It was not till much later I discovered the Gazetteer series and picked up Glantri that I discovered how really interesting and fun the place was.

GAZ3 The Principalities of Glantri
The pdf is 102 pages (the original book was 96 pages, a detached cover and large map of the country and Glantri City).  The PDF is a good quality scan and retains all the information found in the print book.   The cover art was done by the fantastic Clyde Caldwell.  While this book is a D&D "Basic" book, there is so much here of use that it can really be used with any D&D system.  This book really set the stage for all the other Gazetteers to follow.
The first part, Welcome to Glantri, gives a very brief overview of what the country is and what this book sets out to do.
Up next is the History of Glantri. I spent hours and hours reading this over and over.   I won't go into great detail, but linking Glantri to ancient Blackmoor was wonderful in my mind. Mostly because I loved the link but also I had done something similar for my own games.  What follows next is a time line from 3000 BC, The Rain of Fire* (Before Crowning of the first Emperor of Thyatis)  to 1000 AC (today) and even on to 1200 AC.  *I always wondered if the Rain of Fire that destroyed Blackmoor was related or even just the same spell that destroyed the Suel in the Greyhawk world.
Geography of Glantri is next.  Like much of Mystara, Glantri is a mix of all sorts of races and people, but Glantri also has it's fair share of "monsters" those will be detailed later.  Glantri's climate is also touched upon, making it one of the colder lands.
The is followed by The Glantrian Economy. I really enjoyed this section because it really breathes life into the people that live here.  Each of the Principalities is detailed here for the first time.  A quick read and one immediately recognizes analogues to Scotland, Italy, France, and even Transylvania. Glantri is very cosmopolitan.  We move into the Grand Army of Glantri and Politics and Rivalries of Glantri.  Glantri is the place to play out political intrigue where everyone is mage of some sort or has one on retainer.  Like the Economy section, this section breathes more life into the people of the land, in this case all the great houses.   I will admit once again that the interior art by Stephan Fabian links this to Ravenloft in my mind.  Not only are there humans here, but vampires, werewolves and liches ruling.  We will get to witches in a bit.
Guilds and Brotherhoods are also one of the more important features of this book and life in Glantri.  There are so many here that characters could each belong to many and none overlap.  Some are complimentary to each other and others at cross purposes.  Really good fodder for role-playing.
Glantri City by Night details what happens to the 39,000+ residents when the sun goes down. The book is like a what we now call Modern Supernatural.  So all sorts of "monsters" come out and mingle with everyday people.  It says "by Night" but really this an overview of the city itself and all it's sections.  It reminds me of a travel guide to London I once read, so I am rather fond of this section.
Living in Glantri City details life in the city including the laws, who is in charge, magic use and various holy/high days. There is no religion in Glantri, but there is a state philosophy. Of course it is tied in with magic.
The Great School of Magic.  Outside of Hogwarts or Professor Xavier's school has a school been so rich detailed. Though there is enough here to make me want more, a lot more.  This is followed by Creating Spells and Magical Items and The Secret of the Radiance. The source of Glantri's magical power.
Nest we get into The Seven Secret Crafts of Glantri.   If you only buy this book for this section then you will be well rewarded.  Think of these as schools or even colleges of magic. Each one ads something special to the Magic-User class, almost like a Prestige Class or Paragon class feature.  They include, Alchemy, Dragon magic, Elemental magic, Illusion, Necromancy, Rune magic, and of course, Witchcraft.
We wrap up with Adventures in Glantri.

The Gazetteer series were works of art and none more so than the Glantri book.

I mentioned before that this book would work fine with other versions of D&D.  Looking deeper into the Seven Secret Crafts of Glantri, one could EASILY replace the Arcane Tradition feature of the 5th Edition Wizard and replace those powers with the craft powers.  The 5e wizard gets 4 Arcane tradition powers/features and the Basic craft wizards get 5. They work out to about the same levels too.

So if you have not picked this up, do so. I highly recommend it.

I also recommend Bruce Heard's latest Calidar kickstarter Beyond the Skies.
https://www.kickstarter.com/projects/ambreville/calidar-beyond-the-skies

Calidar is a load of fun and this promises to be great.

Monday, December 7, 2015

DCC and 0-Level Characters

Busy day today.  I have Eighteen research design videos to edit.

But I thought I would throw out something I am playing with for my next campaign, either my "Second Campaign" or my War of the Witch Queens one.

I want to use the funnel idea from Dungeon Crawl Classics to figure out which characters will go through the adventures.  I would run them through an 0-level adventure and then allow them to choose their classes.

Could be a lot of fun.

What are your experiences with this?

Saturday, December 5, 2015

Zatannurday: Justice League Movie

In case you have been living in a bunker in Mojave, here is the trailer for the newest movie in the DC Cinematic Universe.

I think it looks great.  First up the sneak peek.



I am going to say....dream sequence or Bruce worrying about a future where Superman has gone rogue, but not something that actually happens.

Now the trailer.  There is more than just a little bit of fan service in this.


So I am going to call it. Ben Affleck is going to rock as Batman.  He already seems to have Bruce Wayne down and his voice is not Christian Bale's gargling with battery acid and gravel voice.

But seriously.  Let's take a moment and marvel how FREAKING AWESOME Gal Gadot is looking as Wonder Woman.   I am even enjoying Jesse Eisenberg as Lex.  I LOVE Bruce's reaction when he says "Lex"...he has nothing but contempt for him.

And....Doomsday.

Yeah.

Is it 2016 yet?

Friday, December 4, 2015

Friday Night Videos: Conceptual Continuity

Welcome to the Friday Night Videos salute to Frank Zappa.

Earlier today I posted some people and things from Frank Zappa's Conceptual Continuity.

Here are the songs and videos that inspired them.
Note: Not all of these are part of Zappa's actual Conceptual Continuity, but they are good for this.

My python boot's too tight.  "Stinkfoot" appears on the 1974 FZ album Apostrophe ('), which is now usually sold as a combo CD with Over-Nite Sensation.   Stinkfoot is very much part of the Conceptual Continuity. I also think it might have been the first Zappa song I ever heard.  I am sure that my brother Mike was the one that introduced me to it.




One the same album St. Alphonzo and Father O'Blivion can be heard on "St. Alphonzo's Pancake Breakfast" and "Father O'Blivion" respectively.    Funny thing, the next song on that side "Cosmik Debris" was one of "inspirations" for the Aquarian Tradition of Witchcraft.






Speaking of the Aquarians.  Over-Nite Sensation from 1973 introduced us to The Short Forest in "Camarillo Brillo" a tale of a magic mama that could throw a mean tarot.    I decided that the woman in Camarillo Brillo was the same as the Witch of The Short Forrest and likely Dinah-Moe Humm from the same album.  Camarillo Brillo, by the way is not the witch's name, it describes her hair.




The idea of her sister drowning comes from Zappa's 1982 album Ship Arriving Too Late to Save a Drowning Witch.  This is the album that gave the world "Valley Girl".




"Goblin Girl", is not really a goblin, but gobbling or gobbl'en.  What she is gobbling...well you listen and decide.  But it is one of the best songs on the completely fantastic You Are What You Is from 1981.  For me she looks like Gren Razortooth from YAFGC.




Her suicidal behavior comes from the same album in the form of "Suicide Chump" and "Jumbo Go Away".






Going all the way back to 1968 we have the classic Frank Zappa and the Mothers of Invention album We're Only In It For The Money.  One of my favorite songs on this album  is "Absolutely Free" which teaches us that "discorporate means to leave your body."




We go back to Over-Nite Sensation and end with Zomby Woof, which should be self-explanatory.

Conceptual Continuity: The World that Frank Zappa Built

Today is sad day. 22 years ago one of the greatest performers in music died.  Frank Zappa.
ETA: We also just learned that form leader singer of Stone Temple Pilots, Scott Weiland has also died today.


I love Zappa's music after being introduced to it by both a friend and my older brother Mike.  Zappa was a genius and I could spend the next dozen posts talking about him, his music and his contributions.  But instead in a move that might amuse Frank himself I am going for the cheap (but well thought out) gag.

Here are some Zappa inspired items, people, places and things for your game.

Oh I can't explain Conceptual Continuity. It is something that has to be experienced.

Barking Pumpkin
This looks like a normal jack-o-lantern, but once lit it acts an alarm ward. Anyone approaching withing 10' of this pumpkin will cause it to starting barking like a large dog.   Only the command "Sit, Fido, sit." followed by "good dog" will stop it from barking.



Python Boot (magic item)
These boots look like they are made of a skin of a large python.  They give the wearer a +2 on any roll that might involve Charisma (though not magical rolls).  It is assumed that anyone wearing such a boot must be interesting to talk to.

Python Boot, Stinkfoot (cursed)
This cursed version of the Python Boot gives the same powers as a regular python boot.  Though the wearer will not be able to remove them.  Once they try the boot will begin to emit an order like a Stinking Cloud spell.  All Charisma based rolls are now at a -4.

St. Alphonzo (and his Pancake Breakfast)
Saint Alphonzo was one a kindly friar that believed that breakfast was the most important meal of the day.   Special pancakes blessed by the saint keep adventures full and warm till nightfall when consumed in the morning.
St. Alphonzo's is currently run by portly cleric by name of Father O'Blivion, who may or may not be plagued by leprechauns.

Camarillo Brillo by farlo
The Witch of The Short Forest
13th level Witch, Aquarian Tradition, Female (Neutral)

Strength: 10
Dexterity: 14
Constitution: 12
Intelligence: 13
Wisdom: 10
Charisma: 18

Saves
Death Ray or Poison:  9
Magic wand or devices: 10
Paralysis, Polymorph or Turn to Stone: 9
Dragon Breath: 12
Rods, Staffs and Spells: 11

Hit Points: 41
Alignment: Neutral
AC: 5 (Ponch [equal to Leather Armor], Amulet of Protection +2 )

Occult Powers
Familiar:  Snake
Herb use
Lesser: Astromancy
Minor: Moon Blessing

Spells
Cantrips: Chill, Daze, Detect Curse, Object Reading, Open, Sound
First: Cause Fear, Charm Person, Chill Touch, Sickly
Second: Agony, Evil Eye, Levitate, Rose Garden
Third: Bestow Curse, Bewitch III, Dispel Magic
Fourth: Animal Growth, Emotion, Withering Touch
Fifth: Baleful Polymorph, Bull of Heaven
Sixth: Eye Bite, True Seeing
Seventh: Wave of Mutilation

The witch of The Short Forest is notable for many reasons. First are her looks. Her hair is bright red and curled. Her skin is gray-green and all she seems to wear is an old poncho and an amulet.  She is also sometimes seen with her snake.  She will attempt to read your fortune with a deck of old tarot cards.  Or she will try to seduce any male, particularly adventurers but especially Bards (she loves the guys in the band).  If asked she will play a pair of castanets.
She lives in a small two story hut in the valley in the middle of the Short Forest. She will tell you she was born there and that makes her a valley girl.
She had a sister that drowned and doesn't want to talk about it. She will mention many times that she doesn't want to talk about it. (Ship Arriving Too Late to Save a Drowning Witch).

She created the Barking Pumpkin and has a many of them outside her home.  She also has a cat (not a familiar) that speaks fluent Chinese (a language she does not know).

The witch's real name is Dinah, but she never answers to that.

Goblin Girl
Armor Class: 14 (5)
Hit Dice: 1 (6 hp)
No. of Attacks: 1 weapon (dagger)
Damage: 1d6
Movement: 20' Unarmored 30'
No. Appearing: 1
Save As: Fighter: 1
Morale: 8
Treasure Type: R
XP: 12

Goblin Girl is a short, kind of pretty little goblin lass. She isn't evil, per se, but she does tend to get into a lot of mischief.  She is very fond of ale, and for a sip she will help out adventurers.  She is also overly amorous and will adopt a "boyfriend" in the party very early.  She will get upset and even suicidal if affection is not returned.  She won't actually kill herself, but she loves the attention.
She wears a green dress and a black witch hat.  She isn't really a witch, she just likes the hat.  It also covers up her head, which is flat on top.

She is friends with the Witch but has been kicked out of St. Alphonzo's many times for stealing margarine.  She has a boyfriend that is a hobgoblin, but she will claim they "are not serious".

Discorporate (Absolutely Free) (spell)
Level: Witch 5, Wizard 5
Duration: 1 hour + 10 mins per level
Range: Touch

By means of this spell the witch can leave her body and project herself anywhere on the current plane she is inhabiting.  She can not affect objects or people unless they are also astral, ethereal or in spirit form.  She can pass through walls and travel great distances, but she must return to her own body before the duration ends or be lost.
The witchcan bring the astral forms of five other willing creatures, provided all subjects are linked in a circle at the time of the casting. These fellow travelers are dependent upon the caster and must accompany her at all times. If something happens to the caster during the journey, her companions are stranded.
Like the Astral Spell, a physical body is left behind attached by a silver cord.
Material Component: A bit of velvet.

Zomby Woof
Armor Class: 15 (4)
Hit Dice: 4+1 (20 hp)
No. of Attacks: 1 bite
Damage: 2d6
Movement: 20'
No. Appearing: 1d6
Save As: Fighter: 4
Morale: 12
Treasure Type: None
XP: 270

This is a large werewolf zombie stuck in mid-transformation. It is very ungainly and moves slow. It's right foot is larger than the left one and only one paw has claws.
It is a mindless monster that attacks anything in The Short Forest.
A Zomby Woof is turned as a ghoul.

Thursday, December 3, 2015

DIY D&D

One of the great things about the whole self-publish, self-produce, osr movements is the ability to  not only have games we loved in no forms, or books we never had (B/X Companion and Adventures Dark and Deep) but it has allowed us unprecedented access to all sorts of material both new and old.

My fondness for PDFs is pretty well known.  But I love books, first and foremost. Hardcovers especially.  Thankfully I grew up in a town that had a book bindery so I managed to get this done:


It's not great, but it is a hard cover of the old Realms of Horror "super module" of the S series.
The nice thing is it has lasted me nearly 30 years.  So I guess I should not complain.

Today we have Lulu.com and DriveThruRPG/PRGNow (and I assume others) for our PDF or physical book needs.  We just have to provide the digital files.

Since I already was providing the files for the print copies of The Witch and Eldritch Witchery, I thought I would make my own hardcovers as well.


I like the hardcover a lot.  I generally like the hardcover Witch better than the softcover one, but prefer the softcover Eldritch Witchery to the hardcover.

Since I was at I thought why not round out the whole collection.


I am not selling these.  You can still find my old netbooks online somewhere. But these were for my own collections.

You might see where I am going here.

So what am I supposed to do when I have this:


But my Rules Cyclopedia looks like this:


Sad. I know.

Well. I love the RC, but cover never really struck me as being "D&D" enough.  But you know what is D&D enough? Uriah Heep's "Demons & Wizards".  So some scanning. Some work late night when I couldn't sleep and I have this:



I will freely admit I am unsure of the legality of this.  I mean I will never sell it (I have my name in it now anyway).  It looks like if I own the PDF I can print it for my own use. Of course I don't own that cover art.  This would be a "table copy".
That aside I think it looks pretty sweet.


It has been a nice little challenge to put together versions of book I have physical copies and pdfs into something new.

My favorites are this combined Basic and Expert hardcover and a combined World of Greyhawk one.


Again, just my own private use at the game table.  But I think they are pretty nice.

I have done something similar to some print outs I made of the Basic and Expert PDFs, which can see here: I Cut up My B/X books!   I think I am going to have to print out the B/X Companion as well and stuff it into this binder.

Now we just need Wizards of the Coast to start giving us more POD options for classic D&D books.

Wednesday, December 2, 2015

Class Struggles: The Wizard, Part 1 Customizing Options


Posting about the Dresden Files yesterday and talking about psychics, witches and other classes has got me thinking about Wizards and Magic Users today. In truth you can't read, write and think about witches as much as do and not have wizards come up every so often.

In many fantasy genres wizards and witches are very nearly the same thing (and let's not get into what is a warlock today). While I can see the subtle differences as huge gaps I do appreciate that this might really just be my own biases.

When I first began to play D&D (Holmes and then Moldvay/Cook/Marsh B/X) I saw the "Magic-User" class. I always wondered about that. Why was it called "Magic User" and not "Magician" or "Wizard"? I will be honest and say it was not till years later that I fully appreciated what Gary was doing with the "Magic User". It really was meant to be ANY type of magic user. While I can really see the utility of this sort of class it still doesn't give me the customization that I really wanted in a magic-user/wizard class. For starters the biggest and best means of customization for any magic using class is the spell list. Build a magic user, take a bunch of necromantic spells and bingo you have a necromancer, take illusions and you have an illusionist. This is certainly implicit in the rules, if not explicit in some older Dragon magazine articles.

During the work on my witch class I began creating a lot of custom classes. These include some I have mentioned before: The Necromancer/Mara, the Sun Priest, and the Healer. These all kind of rotate around an axis related to the cleric. While working on them I really could not help but notice what powers and spells I was giving them vs. what the magic-user already had. Also I could not help but recognize the disparity in XP per level. It takes a lot to be a magic-user. The argument has always been that it pays off in then end, if you survive.
This disparity was also noticed by others.

Dragon Magazine #109 from May 1986 gave us Paul Montgomery Crabaugh's "Customized Classes" article for the D&D (not AD&D) game. The idea was that the D&D game supported this sort of flexibility. I used this for the first set of XP values per level for my witch, but altered them to something I liked better for the publication of The Witch. Others have picked up on this article as well.

The Dragon article goes into a lot of great detail and my hat is off to Paul Crabaugh for going through all this effort. He made it really easy to add everything to a spreadsheet and auto calculate XP values.
His analysis of the magic-user is quite telling.

Magic User XP per level, per Dragon Magazine #109

Current Level XP Points needed Next Level
1
1,840
2
2
3,680
3
3
7,360
4
4
14,720
5
5
29,440
6
6
58,880
7
7
115,000
8
8
230,000
9
9
345,000
10
10
485,000
11
11
606,250
12
12
727,500
13
13
848,750
14
14+
+121,250
per level

Magic-users, when analyzed come up really short.

Erin Smale over at Breeyark.org took the original Dragon values and worked out a spreadsheet of his own in Building the Perfect Class. His numbers track a lot better than Crabaugh's do, but the magic-user still comes up very short. He provides both a PDF and an Excel file to help in building. My biggest peeve though he no where acknowledges the work done by Crabaugh in this even though there are distinct parallels. He does address this though in his update, Building a More Perfect Class.

A while back Perdustin over at Thoul's Paradise posted a reflection on the Crabaugh article and got me thinking about the custom classes I had made then. Later he posted a little on his analysis of the classes with his tweaks. Here are his posts:
Customized Classes (part I) and
Customized Classes (part II)

He challenged me to look at my witch class as well.

In this case as the previous ones, the Magic-User comes up a little short.

Thoul's Paradise analysis

For me the solution is obvious since it also addresses the issue I have with magic-users in classic D&D games. It's not that their XP is too high, it's that there is so little for them to do in the beginning.

Think about every wizard stereotype; an old man, with white hair, beard, pointy hat and robes. Just page through any pre-1985 D&D book and see if you can find something different. Ok. Now what can these old guys do? Cast magic missile once per day. Honestly that doesn't make much sense to me. If these guys have been training at wizard school since they were young they should have learned more magic by now. Hell, Hermione knew more magic on the train to Hogwarts before school ever started than what your average 1st level magic-user knows.

I know classic D&D is about "resource management" and that struggle upwards. I am not suggesting that we play O/B/AD&D magic-users like D&D4 wizards (but I am going to talk about them next week). I do think the wizard needs a little more punch.

Using the same rules in my Witch book I give Wizards (a sub-class or type of Magic User) the ability to cast cantrips (up to 6 at 1st level, 3 + Int mod), the ability to cast Read Magic once per day, that ability to identify magic items (only that they are magic, not what they do). They may also cast a Find Familiar spell. Remember, in 3rd Edition D&D wizards got a familiar for free at 1st level and no reduction in spells.

Find Familiar (Spell)
Level: Wizard (Magic-user) 1
Range: 1-mile radius per caster level
Duration: See below
Magic-users of higher level often summon familiars to assist them with various tasks. Indeed, a familiar can also be of considerable benefit to a lower level magic-user (even increasing others’ estimation of his or her power), but the risks inherent in losing a familiar can be daunting to a weaker spell caster. To summon a familiar, the magic-user must intone the words of the spell over a well-stocked fire source, sprinkling the flames with expensive incense and powders (100 gp in total value). The caster must maintain his or her casting for as long as necessary (2d12 hours) until a familiar arrives (or the casting time expires without success).
The spell may be attempted only once per year, and the caster has no control over the type of animal that will respond. When it arrives, the familiar is a faithful servant and ally to the caster.
Normal familiars have 1d3+1 hit points, AC 7, and are as intelligent as a lower-than-average human. When the familiar is within 120 feet of the magic-user, the magic-user gains additional hit points equal to the familiar’s. However, if the familiar is ever killed, the magic-user permanently loses twice the familiar’s hit points.

For me the Read Magic and the identifying of magic items (based on an Int + Level check) sets the magic-user apart from not only other classes, but the witch as well. I decided that this was part of their training and experiences in school. I should also detail some of my ideas for a magic school but that would have to be for another time.

Next week a deep look at wizards and magic users with these customizations and XP values in mind.