Tuesday, February 23, 2010

New Releases Tuesday

It's book release day and two of favorite authors have new books out in the modern urban supernatural fantasy section.

 Amber Benson is letting us back into the weird world of Calliope Reaper-Jones in the second book of the Death's Daughter series, "Cat's Claw".


This one promises to be very interesting.  The first book dealt with the disappearance of her father, The Grim Reaper.  In this one Callie needs pay back the debts she amassed doing it.

Here is the Amazon link, http://www.amazon.com/Cats-Claw-Amber-Benson/dp/0441018432/ref=ntt_at_ep_dpi_3

As I mentioned yesterday the next book Hollows Series by Kim Harrison is also out.   The new book, Black Magic Sanction, has Rachel doing what Rachel does best; getting into trouble WAY over her head.  Like Callie, I didn't like Rachel at first.  I thought she was, well, stupid.  She did things all the time that got her into trouble.  But soon I figured out that Rachel isn't stupid.  She is impulsive and being drawn into plots she would rather not have to deal with herself.  Like Calli, Rachel has powers and that doesn't mean she knows what she needs to do with them.  Rachel can be a total flake, but it works for her and now I love this character.


The Amazon link, http://www.amazon.com/Black-Magic-Sanction-Rachel-Morgan/dp/0061138037/ref=pd_sim_b_1

Both books are fun reads with interesting and engaging heroines.  I am going to try to get both books today.  I like to support authors when I can during their first week of release.

Sunday, February 21, 2010

Taking a new path

So. I had a plan. It was a good plan as far as these things go. That is till my regular DM decided to do something unexpected.

We have a few games going, I have one with my kids (3.x), he has one with his (4.0), we have one together with some friends (4.0) and one with both families (4.0).   I was going to finish out my game with my boys and start up a 4.0 game with them to go through all the classic modules.

That is till last night.  Turns out that my DM now wants to use Pathfinder.

Now don't get me wrong, I like Pathfinder, it is a nice book and really a good looking game.  I also happen to think that there is some life left in the D&D 3.x game too.  But this does mess up my master plan. ;)

We were talking today about what adventures he wants to do with this group (him, his three boys, me and my two) and it was very, very similar to my plan I had for 4th Ed.

Last night I was less than thrilled about "going back" to 3.x, but today I am actually quite excited about it.

I have been on Paizo's website and there is a ton of fun stuff there. And the Pathfinder stuff is compatible with all my other 3.x stuff.   Plus I am going to get to play their witch (which is not exactly like mine for 3.x, but close enough).  So this could be very fun to be honest.  I can still use all my 4.0 stuff with my boys, I just might need a new plan on adventures.

So it looks like I'll be playing D&D 4.0 AND Pathfinder/D&D 3.65 (or something like that).
Anyone else playing Pathfinder? Any tips or advice?

Thursday, February 18, 2010

Magic in Cortex, Savage Worlds and Witch Girls Adventures


This is part two of my deep delve into the magic systems of some of the games I like, in particular Cortex, Unisystem and Savage Worlds.


So. I am currently re-doing the magic system for an RPG and trying not to plagiarize myself from other games and it has me thinking.


Why don't Savage Worlds or Cortex have better magic systems?


I'll be 100% honest here, I am not a huge fan of Savage Worlds, but I do see the attraction and why it is a good game. So it is likely that there is something out there and I just haven't found it yet. I do however own every Cortex book there is (and I love the Supernatural RPG) and I usually left feeling a little underwhelmed when it comes to magic. This seems a touch odd really, given the people that worked on it and games that have come out for it. Ok, to be fair, none of the games are trying to be the next Mage or WitchCraftRPG.

Reading over both games I am struck with many of the similarities (yes there are lots of differences too, but I want to talk about them in general) they share. No surprise really. Both are products of post-d20 game design and both take the best aspects (in their author's opinions) of games that came before. Both attempt to fill the same need that GURPS, True 20 or Unisystem fills for others. Maybe that is why I am not all "ZOMG THIS IS TEH BEST GAEM EVAR!!!!" about them. Yeah they are really, really good. But they are missing something critical for me. A good magic system.


Now Savage Worlds presents a system that is designed to be used with Magic, Psionics, Mad/Weird Science or Supers. It does work and it has a nice streamlined design that I do like. In fact it really is the first game where I felt Mad Science was a great option (I disliked it in both Mage and Buffy). Cortex is more of toolkit approach in the core where the author actively supports you building a system on your own. Why thank you Jamie! I think I might just have to do that. ;)

I have made attempts over the last year to port the Ghosts of Albion magic system over to varying degrees of success (and failure). The process is simple really. Pick an attribute (typically a mental one), add an Edge (SW: such as "Arcane Background") or Asset (Cortex), combined with a skill (Savage Worlds suggests "Spellcasting" or "faith") and compare that to some target number, usually modified by the spell difficulty. Not really that hard. The system out of the box for Savage Worlds is most similar in concept to WitchCraft, where Arcane Background functions as The Gift. Then this allows you to buy more powers (Edges) that are used as spells. In Ghosts of Albion spells are not Edges, Assets or Qualities, they are things you can buy or acquire, typically via the Occult Library Quality. This frees up those character creation points, but makes for very specific effects. "Fireball" does just that, but a "Fire Manipulation" power can be at low levels effecting a normal flame or a fireball at higher ones. Arcane books then in this system then become more how-to-guides and training rather than recipes for spells. Good for WitchCraft RPG and Witch Girls Adventures, bad for Charmed, Buffy and Ghosts of Albion.


So I have to take a different approach.


So should "Spells" be Powers? Yes. I think that much is clear. Given the point economies of both systems spending a ton of points on individual effect spells will take forever. Of course that is if I am doing something like Charmed. If I stick with something like Supernatural then maybe that is fine.

There needs to be a trait (Edge, Asset, Quality or even Attribute) that grants power to perform magic. Like the Gift or Magic. It is tied to a skill, called Spellcasting or Arcana maybe. The skill then can be how you increase your personal power. Of course the Magic trait can also have levels to represent raw power and even something like Mana/Essence points. Currently neither game offers something exactly like this. But Witch Girls Adventures does.


Witch Girls Adventures is fun game I picked up over the summer and have been having quite a bit of fun with. So before I build a new magic system, let's see how one ported over might work.

WGA has a Magic attribute that typically starts out at d8 for most characters, though some have d10. Remember, this is a magic heavy game. Let's translate that to a Magic Edge/Asset. The first level you can buy is d4 and it can move up. WGA also has the Spellcasting skill. Let's move that over as well.
The basic Cortex formula then is Magic + Spellcasting and compare vs Target number. It's a simple system. WGA also various spells/powers that can be bought or learned. We can also use the basic Zap Point mechanic.


Savage Worlds is a bit different. It's power system compares your level (Novice, Seasoned, Veteran…) and then subtracts power points. In WGA every spell has a level, 1 to 6 typically, and those might correspond to SW levels. So Novice can be levels 1-2, Seasoned 3, Veteran 4, Heroic 5 and up. The power Points loss is equal to twice the WGA level. You can still take the different magical "Schools" and break them out into skills. It might even make sense to create a Magic Attribute (just like WGA) and have it ranked d4 and up and purchase the magical skills (WGA schools) just like one does normally in SW. A magic roll then is a Skill roll (plus the Wild Die for Wild Cards) compared to the TN, and then add in any raises. I would also give magic using characters power points equal to twice their Magic Attribute die. So a d4 has 8, a d8 has 16 and so on, just like Witch Girls Zap points.


I like this for Cortex, but not convinced it is any better or worse than what Savage Worlds already has now. What is does give Savage Worlds is more variety to its magic system. Like Unisystem, Savage Worlds has carved out a niche for itself and it works well in that niche. It's Pulpy with "Bigger Than Life Heroes!" and maybe not the high magic hijinks one would see in Ghosts of Albion or Mage.


I have a couple more ideas to test this out, maybe finally bringing to life that Charmed RPG I have been dying to do for years.

Wednesday, February 17, 2010

Wait? Is it 1982 again? More anti-D&D crap.

So the old "Dungeons and Dragons causes violence" meme has reared it's ugly head again.  This time from the particularly lazy journalism of Ms. Laurel J. Sweet and the Boston Herald.  Ms. Sweet put forth that golden chestnut that somehow playing the game Dungeons and Dragons is somehow linked to violent murder. In particular the ones Amy Bishop is accused of.

Now let me be clear here.  What ever Amy Bishop did or didn't do in her personal life is unimportant when dealing with the fact that she murdered three people, supposedly because she didn't get tenure.  We could just as easily blame the University tenure track or the pressures of a publish or perish environment.  I am sure people will blame the gun companies too.
Here is a novel idea.  Let's blame Amy Bishop.  She is the one that pulled the trigger after all.  Apparently she kept pulling till the gun jammed.

But my ire is not directed at Amy Bishop.  We have a court system, juries and a judge for her.  No mine is on the lazy, so called journalism of  Laurel J. Sweet.  Yeah I linked her name again.  Wonder why.

To make the claims or even allusions she is making are either laziness, a misguided attempt to push copy or a hidden conservative agenda.   She published not just one, but two articles on this.  At the risk of giving her exactly what she wants here are the links.  Use a browser that blocks ads if you wish to make a statement:

http://www.bostonherald.com/news/regional/view/20100215oddball_protrait_emerges_suspects_family_pals_offer_clues/srvc=home&position=0
and
http://news.bostonherald.com/news/regional/view.bg?articleid=1233150

So. why do I get so worked up about these things?  Well frankly stupid people piss me off, but smart people enabling stupid people to do more stupid things is worse.

See here is how it works.  Lazy journalist looking for a good byline writes fluff piece about D&D leading to murder.  Next thing you know some shit-for-brains religious fuck-wit then quotes the article as "expert testimony", then that person gets quoted as "reading up on all the latest literature", then it is used as "evidence" in a Wikipedia article and you get a snowball of stupid rolling down hill.

Next thing you know someone is digging up old Pat Pulling again and TLN is showing "Mazes & Monsters" in heavy rotation.

Ok to be fair I have no idea if TLN has ever shown "Mazes & Monsters".

It irritates me because it is lazy, and stupid.  Obviously the Boston Herald is trying to push copy and Ms. Sweet is only too happy to help.  But it is bad journalism.

I had my run ins with the D&D Satanic Panic of the 80's.  I was lucky to have had parents that were smart enough to know better than to listen to fundies and to trust their children.  Later on I dealt with Jack Chick personally and, if I may be so bold, came out the winner in that one.

The time I now spend playing D&D with my own children has been fantastic.  I have met some of the coolest people through this game and others like it.  It is a great past time full of great people who deserve better than being painted by the sloppy brush of Laurel J. Sweet.

Agree with me?  Why not let Laurel J. Sweet know yourself.  Reasonable, intelligent emails only.  Or even just something to convey your disappointment in a polite manner.

Don't give her anything else to write about.

Tuesday, February 16, 2010

Delay

So I have a post on magic in Cortex, but that is going to be delayed a bit.

I burned my hand this weekend making Pad Thai so typing is slow.
I am also not feeling too well today (cold).  So the post will be on it's way.  Just later than I wanted it.

Sunday, February 14, 2010

Witches for D&D4

So a pause on my Cortex/Savage Worlds magic discussion for something that has been in the back of my mind for a while now.

Witches in D&D 4.
I go back and forth a lot on this.  Part of me feels that i don't need to do this, the Warlock sorta does what I would want in a witch, but not everything.  I am also of the frame of mind that characters in D&D4 play a certain role in the game and maybe the witch is not a good fit.

But then I come to the point where I am combing classes as hybrids, multiclasses and very specific feats to get what I want, and that is not what I want either.

So I am left with the conclusion that I come to time and time again in D&D.
If I want a witch I am going to have to make her myself.

I am currently doing that now for Spellcraft & Swordplay and looking to do it for Basic D&D clones and Advanced ones as well.  I already did it for 2nd Ed AD&D and 3.x D&D and each one felt a little different.
A witch in 4th Ed would have to feel different too.

Like the effort I went through for these previous editions I have to think about what role the witch would serve in this new game.  Here are my thoughts.

1. New Warlock pact
This is the easiest.  I come up with a new Warlock pact that is "witchy" enough for me.  The pros are there are already some very witch-like elements to the warlock and I am not inventing something new, just modifying something already out there.  I could call it something like an Occult Pact.  The would be warlock makes a pact with ancient Occult (hidden) beings that can be good, evil or otherwise.  The pact is something like a devotion so I have the "religion" angle and there are still reasons for clerics and wizards to mistrust them.  One of the criticisms of my 2nd ed witch book was there were really no wicked witches in it.  This I felt, after some reflection on my part,  was a reasonable criticism. With 4e then I have my cake and eat it too with the Dark, Infernal and even the Star pacts covering the wicked and/or mysterious witch.
While there are a lot of pros to this solution, there are some cons as well.
First, the warlock-as-a-witch is stuck in the striker role.  Not too bad really, but the witch in my mind has always been more of a controller.  Yes, yes I am using the new terms from the new game in the past tense.  It is easier to say that than say I have always seen the witch employing certain techniques like charm, mass blindness, controlling others, and polymorphs, all powers that the current Arcane Controller (wizard) does now.
It is enough of a mismatch that I am considering option 2.

2. Witch as her own Class
I have been thinking of the witch as her own class for some time now.   There are a lot of reasons to do this.  First it allows me to do what I want with her.  I can make her a controller for example.  Would I keep her Arcane?  I am thinking not, we have an arcane controller, the wizard, so maybe she should be something else.  The 4e Blackmoor book has the Wokan, which is an update of the old Wokanni class witch had been called the witch in previous editions of Basic D&D.  It has it's own power source.  So taking that as an example, maybe what I really want is a new power source.  The Occult Power source sounds cool.  Either that or Eldritch.  In any case these are ancient magics that bridge the gaps between Arcane, Divine, Primordial and Shadow.
The witch then is an Occult Controller.
I can also move the warlock over to become an Occult Striker.  We already have two Arcane Strikers, the Sorcerer and the Warlock.  This would limit the Paragon paths for the Warlock though.
I would still need an Occult Leader and an Occult Defender.  The Witch Knight from my 2nd Ed book and the Witch Guardian from my 3rd Ed book would combine to make an armor wearing, sword wielding Occult Defender.  No ideas yet on an Occult Leader.
The Pros are obviously I get exactly what I want.  The cons now though are pretty big.  Not only do I need to create a new class, but a whole new set of classes, paragon paths and associated magic items, feats and rituals.

Do I really want to do all that work?
Well. Chances are I am going to eventually.  But I don't need to do everything.  I am not planning on publishing this, so I am free to borrow what I need.
I have looked at several other witch classes for 4e and while they are ok, they don't really work for me.
But the 4e Blackmoor book seems to cover some of my bases.
I already decided that the Monk comes from Blackmoor, I guess I will be using the other classes as well.

The Arcane Warrior is perfect (nearly) as my Occult Defender, Witch Knight.  So I can use him as is.
There are two controllers, the Elderkin and the Idolater that also could work.  But that makes three controllers.  The Wokan is an interesting witch-like character, but it is also not perfect.  It is a "hybrid" role, which I don't care for, but I see the logic in.

I do have this other product, The Witch, from Svalin Games by Richard Lewis.  It's not a bad product, it's not perfect either.  But it does something rather interesting.  It makes the witch a Leader.  I could live with that.  A lot of her powers are Intelligence based, I would change that Charisma or Wisdom to be honest.  Most likely Wisdom.  While I can live with her in the Leader role, the Controller is still my preferred choice.

So where does this leave me now?

Well I can use all the above classes as part of an Occult Power grouping.  Each would need tweaks and edits to make them work well together.  And I might end up rewriting the witch all-together anyway.  But this is not a bad place to start I guess.  It does allow me to get more bang out of my Blackmoor buck and I like that.

Think I am going need to print out my PDFs and do some edits in pencil for these.  That's the other thing.  None of this (except the warlock) in in DDi and that is a pain.

Thursday, February 11, 2010

The Future of D&D?

Could this be the future of D&D?

Surfacescapes



http://vimeo.com/7132858
http://www.koboldquarterly.com/k/article4080.php

http://www.etc.cmu.edu/projects/surfacescapes/

Surfacescapes uses Microsoft Surface (an input device and software) to emulate an hybrid table-top / CPRG environment for playing D&D 4th ed.

Granted I don't have 10 grand to dump into gaming right now (but I bet if I added up all the money I have spent in the last 30+ years...) and I am not sure how this would advance, but the ideas are limitless really.  Pre-configured adventures and monsters.  DDI already has some of this now.

I am going to keep an eye on this one.

This could be D&D 5th edition folks.

Wednesday, February 10, 2010

Cortex and Unisystem

I have a few posts about Cortex coming up and I am actually putting them on hold to put this one up first.

Cortex is a system I have talked about off and on. I like it. It has some neat things going for it. I have described it before as the funky love child of Unisystem and Savage Worlds and that is still a fair comparison. Cortex though is closer in nature to Unisystem I think. Like Unisystem, Cortex is designed to be a universal core rules system. Like Unisystem it has some very cool licensed properties; Supernatural being my favorite, but I have to admit I like Demon Hunters too.

So. Why don't I like Cortex more? Well. For starters I am not a fan of its thin magic system. Or rather, it's overly thin magic system. I will discuss that in a later post, but mostly outside of magic and dealing with normal humans, Cortex and Unisystem are roughly equal. In fact there is a lot overlap between the games.

Attributes are roughly the same. Strength = Strength, Dexterity = Agility, Constitution = Vitality, Intelligence = Intelligence, Willpower = Willpower and Perception = Alertness. Even the ranges are roughly the same. 1 = d2, 2=d4, 3=d6, 4=d8, 5=d10 and 6=d12, with the proper human mins and maxs lining up. Cortex even assumes the human average to be about d6, similar to Unisystem's 3. With the point buy systems Cortex's Veteran is roughly equal then Experienced Heroes in many Unisystem games. Life points are calculated differently, so I would stick to the system used in each game rather than a full conversion.

Skills are likewise roughly equal. Cortex has more skills and offers skill specializations, something that might work very nice ported over to Unisystem as a bridge for the Cinematic to Classic gap. I like the Skill Specializations. Nice way for more powerful characters to spend their points. I like it quite a lot to be honest, so much that I would consider it for a Cinematic/Classic Unisystem hybrid. Have Cinematic skills up to a certain point (say maybe 3) and then anything after that (4 and up) have to be specializations.

Unisystem characters get Qualities and Drawbacks. Cortex characters get Traits and Complications; and they get a few of those. This is fine really when dealing with normal humans. In the core rules there are still a few to choose from and there are others in the other, licensed material cores. In this respect it is closer to Savage Worlds. All three games have some overlap here, but each has something here and there to offer the others. Demon Hunters and Supernatural can get a boost from the likes of Buffy, Angel and Ghosts of Albion, while Unisystem gamers can get a different feel for their games from Demon Hunters and Supernatural. Adding Battlestar Galactica to the mix extends this even more. Ghosts of Albion/Angel/Buffy, Supernatural and Demon Hunters all live under the same basic idea; the supernatural is real and you need to fight it, though they all differ in approach. Mixing the games up a bit would be perfect for that Urban Fantasy genre that is so popular these days, with a perfect balance of fluff and crunch and rules-lite cinematic fun. While conversions are easy, some would be harder to convert. For example, a Cortex Vampire costs d6, in Unisystem Vampires are 15 pts. Granted they are different sort of vampires. But something like a Slayer or Protector would cost quite a bit in Cortex, and for the current games they have not really appropriate. I'd have to go through all the Demon and Supernatural creation rules (in Angel and Ghosts respectively) to see if they would convert fine to Cortex.

Magic though is an issue. Not surprising (and really nothing against the other games) I like Unisystem's magic the best. But looking over Cortex's base system, there is a lot of room to improve on what they have, adapt something else or grow something new! The magic system in Ghosts would work fine more or less as is. I would need to create a "Spellcasting" skill, to represent basic understanding and then specialize it out into various forms; say Kabalistic, Solomonic, FamTrad Witchcraft to go one route or even Alteration, Necromancy, Illusion for another or even more basic, Arcane, Divine, Psionic. Lots of choices really. Just need to sit down pen to paper one day and do it. But this one sounds the best to me so far, though I have a lot of ideas.

Cortex has at least one thing going for it that I do like over Unisystem; the step-die mechanic. Not that I don't like Unisystem's 1d10 (or even my 2d6 variant), I do. But the die + die gives a nice set of probability curves over die + fixed numbers.

So now all that is left is to test my conversions. So what is a good choice? Well I need a good Unisystem character that could also exist in a Cortex world. Sounds like a great excuse for me pull out Vampire Tara! In my Unisystem games Tara and Willow are still alive and together, and in one adventure they came across a vampire version of Tara, from another reality. Well. Amber Benson played a vampire named Lenore in Supernatural. Sounds like a perfect choice. You can see her Unisystem stats here, http://edenstudiosdiscussionboards.yuku.com/forum/viewtopic/id/3558. You can use these stats for Vampire Tara or Vampire Lenore as you like.


Vampire Tara
Agi d10 Str d12 Vit d10 Ale d12 Int d6 Wil d10

Init d10 + d6 LP 20
Endurance d10 + d10

Traits Allure d4, Amorous d4, Sharp Senses d6

Skills Athletics d6/Acrobatics d10, Drive d6/Horses d8, Influence d4, Knowledge d6/Occultism d12, Melee Weapons d6, Perception d6, Science d2, Unarmed Combat d6

Comparing these stats to those of "Kate" in the Supernatural Corebook I am fairly pleased. Conversions seem to work out very nice.

So, given this, maybe I should run a Vampire Willow and Tara game using Cortex. I think it could be really fun and work. Play a couple of vampires on the run various hunters, sort of the opposite of most Unisystem fare, but not quite World of Darkness.

Tuesday, February 9, 2010

Tolkienesque Fantasy

So. I had this dream last night. It was basically a 60s British sit-com called “Tolkienessque Fantasy”.

The idea is that all the things that Tolkien wrote about were actually real. There is a real “Middle Earth” and Hobbits and all that. He would “go down there” and report his findings in books. Silly? Yes. It gets sillier.

So you have Professor Tolkien circa 1960-1965, and he has two college students. William, his studious grad student, Polly, a ditzy undergrad and his secretary/housemaid Donna, who for reasons I am not clear on, was called “Dondo”. Polly and William were both very Mod.

So this lot would adventure every week down to Middle Earth. William would approach Professor Tolkien about some minor detail about Middle Earth history (I suppose there are courses in Middle Earth history at Oxford in 1961) and Tolkien (who seemed very Hobbit like) would declare “I don’t know. Shall we go down to ask Bilbo?” and off they would go on one madcap adventure after the next.

Did I mention that all my dreams are usually this detailed?

Anyway, I thought it might make a fun game model. It’s one part “The Hobbit”, one part “The Chronicles of Narnia”, a tiny part “Doctor Who”, and a little bit of “Are You Being Served?” and “Faulty Towers”. Approach Middle Earth from a modern frame of reference. Played totally as a farce mind you. This wouldn’t be Tolkien’s Middle Earth, or even Jackson’s or Bashi’s. Maybe it would be Rankin-Bass, but there is an obvious cartoon element here.

So if I ever get the desire to run a 60s game and don’t want to get into all the drug culture or psychedelica of the time, I might try this.

Sunday, February 7, 2010

The Young Ones

And now.  Something silly.


Once in every lifetime
Comes a love like this.
I need you and you need me.
Oh my darling can't you see.

The young ones,
Darling we're the young ones,
And young ones shouldn't be afraid.

To live, love
There's song to be sung,
For we won't be the young ones very long.


https://www.youtube.com/watch?v=CtEbPOOu-Bw

(Character descriptions stolen from Wikipedia, http://en.wikipedia.org/wiki/The_Young_Ones_%28TV_series%29 )

Rick: Oh no, the front door's exploded. Vyvyan.
Mike: Vyvyan.
Vyvyan: Vyvyan, Vyvyan, Vyvyan. Honestly, whenever anything explodes in this house it's always 'Blame Vyvyan'.


Neil Pye

Name: Neil Pye
Alias: Neil the Hippie
Played by: Nigel Planer
Type: Pacifist Hippie

Neil: Oh, look, I know, I know, why not put "boomshanka"?
Mike: Ahh... that's hard to tell, Neil. What does it mean?
Neil: It means "may the seed of your loin be fruitful in the belly of your woman".


Life Points: 25
Drama Points: 10

Attributes
Strength 2
Dexterity 2
Constitution 1
Intelligence 3
Perception 4
Willpower 4

Qualities
Hmm...he is the only one that cleans the house. Hard to Kill (though he does manage to get killed) 2, Natural Toughness.

Drawbacks
Emotional Problems (Depression, Severe; Fear of rejection, Severe), Bad Luck 3, Honorable 1, Humorless, Mental Problems (Delusions Sleep will give you cancer, Severe; Obsession pacifism, vegetarianism, Severe; Paranoia Deranged) , Outcast, Resources (Miserable),

Skills
Acrobatics 0
Art 2
Computers 0 (he hates technology)
Crime 1
Doctor 1
Driving 1
Getting Medieval 0 (Pacifist)
Gun Fu 0 (still a Pacifist)
Influence: 0
Knowledge 3
Kung Fu 0 (yeah)
Languages 1
Mr. Fix-It 3
Notice 3
Occultism 2 (only because he has a personal devil)
Science 1 (limited to Natural Sciences)
Sports 1
Wild Card

Neil Pye, the hippie, is a clinically depressed, suicidal pacifist, vegetarian and environmentalist working towards a Peace Studies degree. He is victimised by other housemates (especially Rick and Vyvyan) and forced to do the housework, including shopping, cleaning and cooking. He is never acknowledged for it unless it goes wrong.

Neil is pessimistic and believes everyone and everything hates him, a belief which is mostly true, though he does have some friends, two hippies, one also named Neil and one named Warlock. He dislikes technology (except for videos) and speaks out for Vegetable Rights and Peace. He is a chronic insomniac, believing that "sleep gives you cancer".

Neil wants the others to feel sorry for him, or even just to acknowledge his presence. His attention-seeking antics range from repeatedly banging himself on the head with a frying pan to attempting suicide. He claims that "the most interesting thing that ever happens to me is sneezing". This is because whenever he sneezes, it causes a large explosion.

In the second series his parents (who appear in the episode "Sick") are revealed to be upper middle class. They are conservative Tories who look down on Neil for starring in such a disreputable comedy series.

He also says 'heavy' a lot.

Neal in Modern Games: Neal is still living in the house and working on his Peace Studies degree. He does not know that the other guys have left, since they never told him, and thinks they just have been avoiding him for 25 years.


Rick

Name: Rick
Alias: Prick (the p is silent), The Peoples Poet, Rick the Complete Bastard
Played by: Rik Mayall
Type: Communist Bastard

Rick: Neil, the bathroom's free. Unlike the country under the Thatcherite junta.

Life Points: 22
Drama Points: 15

Attributes
Strength 2
Dexterity 2
Constitution 1
Intelligence 3
Perception 2
Willpower 2

Qualities
Is complete and utter bastard a quality? If so Rick has it in supernatural levels.

Drawbacks
Adversary (Vyvyan), Emotional Problems (Easily Flustered; Fear of rejection, Mild), Bad Luck 1, Mental Problems (Coward, Severe; Cruelty, Mild unless it is directed towards Neil then Severe; Delusions is charming and intelligent, Severe; Obsession Cliff Richards, Severe; Paranoia Severe; Zealot(communism, socialism, Rickism), Severe), Resources (Miserable), Talentless/Dullard

Skills
Acrobatics 1
Art 2 (he thinks its 5)
Computers 0
Crime 2
Doctor 1
Driving 0
Getting Medieval 1 (but it refers only the medieval police state he is living now)
Gun Fu 0
Influence: -2
Knowledge 2
Kung Fu 1
Languages 1
Mr. Fix-It 0
Notice 1
Occultism 0
Science 2
Sports 0
Wild Card

Rick is a self-proclaimed anarchist who is studying sociology and/or domestic sciences (depending on the episode). Rick writes poetry and calls himself "The People's Poet".

Rick is a hypocritical, tantrum-throwing attention-seeker who loves Cliff Richard. Rick tries to impress the others with his non-existent wit, talent and humour. He verbally insults (and often physically assaults) Neil at every opportunity. He fights and bickers with Vyvyan and often attempts to impress Mike.

Rick is also vegetarian and wishes all men to love each other like brothers. However, he rarely does anything that can be attributed to brotherly love.

Rick is portrayed as unlikeable and so self-absorbed that he believes he is the "most popular member of the flat" even though his housemates hate him (Vyvyan describes Rick's name as being spelled "with a silent P"). Despite the fact that the other members dislike and disregard Rick, at one point he is heard to say that they "really are terrific friends."

Believing himself to be the 'People's Poet' or the "spokesperson for a generation", Rick often greatly exaggerates or lies about his political activism and class background and is exposed in the final episode "Summer Holiday", when it is suggested he comes from an upper class, Conservative background.

While he perceives himself as an anarchist, he is actually very fond of ideals produced by Vladimir Lenin and Leon Trotsky and states his interests in them in several episodes. However, he claims to have a dislike of Margaret Thatcher, as is noted by his efforts to threaten her with a bomb in the eponymously named episode "Bomb." This is also noticed in "The Young Ones Book," first published by Sphere Books, wherein negative references are made to both Thatcher and The Conservative Party.

Rick speaks loudly and cannot pronounce his "r"s.

Rick in Modern Games: Rick died in 1985 before receiving his degree in a student protest march. Rick thought it was for an anti-Thatcher march, but it instead was to protest the replacement of Coke with New Coke in the student commons.
He is now haunting a castle in Scotland that houses a magic school.

Vyvyan Basterd

Name: Vyvyan Basterd
Alias: Vyvyan the punk rocker
Played by: Adrian Edmondson
Type: Anti-social Bastard

Vyvyan: What we need is a large consignment of very hard drugs.

Life Points: 49
Drama Points: 15

Attributes
Strength 5
Dexterity 2
Constitution 4
Intelligence 3
Perception 3
Willpower 2

Qualities
Fast Reaction Time, Hard to Kill

Drawbacks
Mental Problems (Anti-Social impulses, Deranged; Cruelty, Deranged; Obsessions, Mild; Paranoia, Mild; Recklessness, Deranged), Resources (Miserable),

Skills
Acrobatics 1
Art -1
Computers 0
Crime 3
Doctor 2 (he is pre-med after all)
Driving 2
Getting Medieval 4 (practically his middle name)
Gun Fu 1
Influence: 3
Knowledge 3
Kung Fu 2
Languages 1
Mr. Fix-It 2
Notice 1
Occultism 1
Science 2
Sports 3
Wild Card

Vyvyan is an orange-haired, mohawked punk rocker and medical student. He is extremely violent and regularly attacks Neil and Rick with pieces of wood, cricket bats and other large objects. He never harms Mike, whom he respects. He despises Rick more than he does Neil, taking every opportunity to insult and attack him. For example, when Rick, Mike and Neil meet his mother at a bar in the episode "Boring", he calls both Neil and Mike his friends, but not Rick, whom he refers to as "a complete bastard." Ironically, the antagonistic relationship between Rick and Vyvyan makes them all but inseperable; by a wide margin, the two spend more time together than apart or with the other housemates.

Vyvyan owns a yellow Ford Anglia, with red flames painted along the sides, and a Glaswegian hamster named Special Patrol Group ("SPG" for short) which he is very fond of, although SPG is also frequently subjected to Vyvyan's extreme violence. His mother is a barmaid and former shoplifter who before "Boring" had not seen Vyvyan in ten years and has no idea who his father is.

Vyvyan displays feats of inhuman strength on occasion (moving entire walls with his bare hands, lifting Neil above his head in a fight with Rick, biting through a brick and even being decapitated and re-attaching his own head), and eats just about anything; televisions, dead rats, cornflakes, or cornflakes with ketchup.

Despite being a homicidal maniac, Vyvyan seems quite sociable and creative; In one episode ("Flood"), he has developed his own potion to transform a person into an axe-wielding homocidal maniac (he claims "it's basically a cure...for not being an axe-wielding homocidal maniac...the potential market's enourmous!"). He has more friends than the others but apparently "he doesn't like any of them." He frequently causes havoc or damage such as wiring the doorbell to a bomb and adding a 289 CID Ford V-8 engine to the vacuum cleaner which proceeds to suck up the carpet, the floorboards and a friend of Neil's (the vacuum also prompted one of the few clashes between Vyvyan and Mike; when Mike admonished Vyv not to use it anymore, Vyv replied by calling him a "poof"). Disturbingly, Vyvyan also appears to be the only member of the group with a driving licence.

Vyvyan in Modern Games: Vyvyan became a very successful plastic surgeon.


Mike

Name: Mike
Alias: "the Cool Person"
Played by: Christopher Ryan
Type: Con-artist

Mike: Neil, have you upset the neighbors?
Neil: No, I've blown them up.


Life Points: 26
Drama Points: 15

Attributes
Strength 2
Dexterity 3
Constitution 2
Intelligence 4
Perception 4
Willpower 5

Qualities
Charisma 1, Criminal (Con Man)

Drawbacks
Covetous (Greedy, Desperate; Lechery, Serious; Ambition, Desperate; Conspicuousness; Serious), Mental Problems (Anti-social, Mild), Resources (Miserable),

Skills
Acrobatics 1
Art 2
Computers 1
Crime 5
Doctor 1
Driving 0
Getting Medieval 1
Gun Fu 2
Influence: 6
Knowledge 3
Kung Fu 1
Languages 1
Mr. Fix-It 2
Notice 4
Occultism 0
Science 1
Sports 2
Wild Card

Mike was the odd-one-out of the four. He is the assumed leader of the group, despite his diminutive size, and does not involve himself in the battles between the other three. He makes puns, which are either deliberately cheap or humorous but over-celebrated.

He frequently utters confusing, profound-sounding phrases which baffle the others (for example, when asked by Rick if he stole his apple, Mike replies "Well, if you're gonna sin you might as well be original."). Mike is supposedly the ladies' man of the bunch and brags about his prowess with women, although he is eventually forced to admit his virginity to the others in "Nasty." Though he is a virgin, as are the rest of the housemates, he makes every attempt at wooing the opposite sex, being quite forward and unsuccessful.

A con artist, he always has some kind of plan to make quick money such as renting out Rick's bedroom as a roller disco and soliciting bids for the unexploded atom bomb that fell into the house. Mike attends Scumbag College only nominally as he has blackmailed his tutor and the Dean of the school for grants and apparently passing grades. In "Summer Holiday" he muses "I think I'll ask for one of those Ph.D.s next year."

While Mike often does things at the expense or detriment of his housemates, he rarely expresses the sort of open hostility that the others do, and seems to cause them trouble only when it benefits him, rather than out of sadistic joy. He has, however, managed to nail his own legs to a table, and knocked Neil out during a game of cricket, albeit unintentionally. We only see violence inflicted on him once (at the end of the "Living Doll" video, when Vyvyan knocks him unconscious with a hammer).

Mike in Modern Games: Mike bought and conned his way to a seat on the House of Lords where he was instrumental in working on the committee to elect Mr. Harold Saxon.

Gen Con 2010, Ghosts and more

So I bought my Gen Con tickets for myself and my family.  We are committed to going now.
Well I always was.

Talked to my regular GM and he also wants to run some Ghosts of Albion games.  So even more Ghosts fun this year!

Like everyone else it seems I am gaga over the new hotness that is Labyrinth Lord Advanced Edition Companion.  More on that soon.

And I am totally digging the new trailer for The Last Airbender, seen here at Hero Press.  http://www.heropress.net/2010/02/other-avatar.html

Thursday, February 4, 2010

Prince Mamuwalde for Witch Girls Adventures

I introduced Mamuwalde for the Unisystem game systems (Ghosts of Albion, Buffy, Angel), but in truth, he works great for nearly any system that is modern horror. 

Given that Dracula is set up as a potential threat to the students of Willow-Misst School I think adding Mamuwlade to Witch Girls Adventures is a great idea. He can work as an antagonist. The girl's favorite teacher is on cloud nine after meeting this suave handsome royal prince and all he can think of is her. Of course the prince is Mamuwalde and the teacher in question is the reincarnation of his bride Luva. Trouble is only the Stars can see him as a dangerous vampire, their teacher is too far gone.

Or even as an ally. Maybe after he is defeated in the above scenario the cast forgets him till they have to battle Vlad Dracula. They discover that Vlad had another great enemy not named Van Helsing. Can the Stars convince the Prince to fight the Count for them? Could you imagine that clash of the titans? Two vampire lords fighting to the death and knowing the fate of the school rests on who wins?

Lots of potential here for drama.

Prince Mamuwalde
Rank: 5
Age: 230 (as a vampire)
Location: Currently lives in Los Angeles, has homes in New York and New Orleans
Motivation: Find Luva


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

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

Skills: Athletics +5, Basics +8, Fighting +8, Mythology +8, Hear +6, Leader +4, Look +8, Track +5, Mundane Etiquette +8, Mysticism +7
Traits: Gloomy, Warrior, Vampire

Hypnosis: Mamuwalde can hypnotize others whom he can best in a Will die vs. Will die roll. If Mamuwalde wins, that person is under his power for 24 hours.'

Magic Immunity: Mamuwalde is immune to Alteration, Mentalism and Necromancy type magics.
Shape Shift: Mamuwalde can become a bat or wolf at will.

Special Immortality: Mamuwalde had been cursed by Dracula to live forever, but a Voodoo curse in early 70's made this true. Now Mamuwalde can be killed by anything that can kill a vampire, but he returns from the dead after 3 days. He can only be truly killed if he finds the inner peace he seeks with being reunited with his love Luva.

Attacks
Bite: 10 damage and drains a person of all Life and Zap points.
Claws: 9

WotC does Retro? Clones go Advanced? Up is Down!

Well a few things going on have the OSR on notice and many are ready with the "I told you so!"s.

The big one of course is the new Dungeons & Dragons Essentials,  which is everything you need to play the D&D 4th Ed game in a basic, condensed form, with counters and dice all in a red box.  So. A Basic Set in a Red Box.  Sound familiar?

 
or even,


More about that can also be read here, http://daegames.blogspot.com/2010/02/essentials.html

That and a new Gamma World game is coming out, Castle Ravenloft gets the board game treatment that sounds almost like it is solo-D&D, and even D&D 4 evangelist (and I mean that in a good way) Mike Mearls is going on about how the best way to write a D&D 4 adventure is do it in OD&D or BD&D first.

What is cool about all of this is that Wizard's sees that the OSR is a vital community and has their finger, well maybe not the pulse, but a pulse of the gamer community as well.  Call it what you like, I call it cool.

And moving at least into the 80's, the one of the OSR darlings, Goblinoid Games, has released their expansions to Labyrinth Lord, the Advanced Edition companion. A game that bridges the gap between the "Basic" and "Advanced" games of the Golden Age.

I grabbed the "artless" version since I am not sure what I doing in or with the OSR "Basic" scene these days, but this book is really cool.  I am reminded of the old days of sitting in my bed room roughly age 11 and trying to figure out why my Expert Set Cleric was not the same as the one I was reading in the Player's Handbook and not figuring out why.  This is not a D&D Rosetta Stone by any means, but it is a good translator.  I would have loved this game back then and today, well I still think it is pretty damn awesome.
I like it much more than OSRIC and it might even replace Basic Fantasy RPG as my Basic go-to-game-clone. Which, oddly enough had replaced LL in the same context.

Now of course I am itching to write up a witch for Basic and Advanced versions of the "Greatest Fantasy Roleplaying Game of all Time"

Wednesday, February 3, 2010

Prince Mamuwalde "Blacula"

Just watched this again last weekend and I am still amazed at the depth of this move I so off-handedly dismissed the first time I saw it.  There is a lot here in this flick that many modern vampire shows/movies lack.
This has easily moved into one of my favorite vampire films, and Prince Mamuwalde as one of the more tragic figures in vampire storytelling.

Prince Mamuwalde "Blacula"

Blacula and Scream Blacula Scream were noble, and novel, experiments. It was 1972 and two things were popular in cinema, Blaxplotation films and Hammer's Vampire films. Blacula then seemed like a logical, if formulamatic, solution. Chances are it would have made a quick buck in a highly derivative market and it would have been forgotten.

Except someone forgot to tell William Marshall this.

William Marshall was a Shakespearean trained actor with a commanding presence and a booming voice, but more importantly he interject a style and nobility to the character of Blacula. Rumor has it that Blacula was going to be nothing more than some ghetto clone killing people in LA. But Marshall proposed the Mamuwalde, African Prince story-line that made the character more three-dimensional. His Blacula was more noble than any vampire before, or since, with the possible exception of Christopher Lee.

I wont ruin the story here, if you have not seen it. Nor will I reference Scream Blacula Scream too much except that the voodoo angle in it was really cool.

History

It is 1780 and European educated African Prince Mamuwalde returns to Europe, hoping to speak to the European heads of state as equals to end the slave trade that has been robbing his country of its citizens.
He has met with resounding failure, but no failure will compare to what waits for him and his lovely wife Luva when they go to Transylvania and meet with ruling lord, Count Dracula.
Dracula acts improper with Luva, raising Mamuwaldes ire some more. Dracula, insulted by the African prince bites him and curses him with vampire immortality. He seals the newly dead prince in a coffin and then seals the coffin and Luva in a room. Mamuwalde is forced to listen as Luva dies of starvation and he remains, his bloodlust and revenge unsaited for nearly 200 years.

1972
Dracula's castle, and its lands have fallen into decay, but two enterprising interior designers (maybe hoping to make a few bucks on the Hammer Films craze) make off with several of Dracula's possessions, including an ornately designed coffin. Back in LA the designers fatally discover that their coffin is not empty at all and Mamuwalde, aka "Blacula" is loose on the streets. He alternates from killing machine to suave royal, till he meets Tina. Tina is the reincarnation of Luva and Mamuwalde will do whatever he can to have her.

Today
So 1972 was a long time ago. What is Mamuwalde doing today in your games?
Well you have a couple of options. You can take the events of the movie and move them up nearly 40 years. Course you loose some the nice gritty feel of early 70s LA, but it would be easier to adapt the story.
Or you say that after the events of SBS Mamuwalde returned again (after all Dracula is his sire) and he is still search for Luva/Tina. Borrow a page from the Ravenloft playbook (or are they borrowing from Blacula?) and have Luva show up every generation to tempt the Prince. She would be about due again now.

The Soul Question
Does Mamuwalde have a soul? Absolutely. He is not tortured because he is angst filled and existential rather he is tortured because he know he is a monster, and yet he feels love, remorse and regret. This tends to make him a tad depressed and focus on his lost love even after all these centuries. He was, and remains, an honorable man. Winning him as ally would be a great boon to any group of characters, winning his enmity however is certainly inviting death.

Prince Mamuwalde

Life Points 110
Drama Points 15

Strength 8
Dexterity 4
Constitution 6
Intelligence 4
Perception 3
Willpower 5

Initiative +4
Actions 2
Gender Male
Age 250
Eyes Black
Hair Black
Height 63
Weight 250 lbs.

Qualities
Age 2
Attractiveness +2
Contacts, Financial 2 (for 2010 use)
Contacts, Governmental 2 (for 2010 use)
Fast Reaction Time
Hard to Kill 2
Hynosis
Increased Life Points
Nerves of Steel
Resources +7
Status +5
Vampire

Drawbacks
Antisocial Impulses, Cruel (Mild)
Dual Shape
Honorable (2)
Love, Tragic (Luva)
Mental Problems, Depression (Mild)
Minority

Skills
Acrobatics 1
Art 3
Computers 0
Crime 1
Doctor 1
Driving 1
Getting Medieval 5
Gun Fu 0
Influence 5
Knowledge 4
Kung Fu 2
Languages 3
Mr. Fix-it 0
Notice 1
Occultism 4
Science 0
Sports 1
Wild Card 0

Combat
Manoeuvre        Bonus        Base Damage        Notes
Bite                +8        27                Slash/stab; Grapple first to feed
Break neck        +13        32       
Punch                +6        16                Bash
Dodge                +9                        Defence action
Grapple        +8                        Resisted by Dodge
Feint                +9       


Blacula, www.imdb.com/title/tt0068284/&e=9797
Scream, Blacula, Scream! www.imdb.com/title/tt0070656/

Tuesday, February 2, 2010

Yamil Zacra: The Infernal Star

I have been a fan of H.P. Lovecraft since high school.  I like his works as much as the next gamer/horror geek (which is to say, a lot), but it was a chance discovery in my college library one day that I happened on a collection of unfinished stories by Clark Ashton Smith.  I had known of CAS for a long time.  I knew he was a friend of HPL and the D&D module X2: Castle Amber, was a pastiche of his ideas.   One story in this collection of unfinished tales was The Infernal Star, a story of a evil star.


Accursed forevermore is Yamil Zacra, star of perdition, who sitteth apart and weaveth the web of his rays like a spider spinning in a garden. Even as far as the light of Yamil Zacra falleth among the worlds, so goeth forth the bane and the bale thereof. And the seed of Yamil Zacra, like a fiery tare, is sown in planets that know him only as the least of the stars .... -Fragment of a Hyperborean tablet.

This story grabbed a hold of my imagination and never really let go.  I could never find that book again in the library, despite my best efforts at looking.  But a couple of years ago I discovered the story online at Eldritch Dark, a CAS devoted website.
http://www.eldritchdark.com/writings/short-stories/101/the-infernal-star-%28fragment%29

This dredged up another half-forgotten memory of Nemesis, the hypothetical red- or brown-dwarf star that obits our sun.  The theory is that Nemesis causes extinction events about 26 million years or so.  The two certainly could be one and the same in a near-apocalyptic game.



Yamil Zacra: The Infernal Star
Somewhere between the stars Polaris and the acknowledged evil star Agol, lies a star nearly invisible to the naked eye; but a star whose ill light shines on Earth still.
The star, Yamil Zacra and it's darker, smaller companion Yuzh, though were once worshipped as evil gods by the Hyboreans and the twisted sorcerers of Mu. Astrologers say that it's foul light was visible when Atlantis sank and the contents moved. In the far future, when many stars have burned out their fuel, they will again be honored by the fell Necromancers of the last continent of Zothique when the Earth is dying.
The ancient Hyboreans believed that this evil star bore the seeds in which all foul magics have grown. That the greatest and most terrible of witches, necromancers and foul wizards were born under it's light.
These magics may be realized when certain amulets of black extraterrestrial metal are grafted into the skin, most often the chest, of those willing. These amulets fell to Earth in ancient times were from the solitary planetary body of Yamil Zacra, a twisted world know as Pnidleethon.

Once in the possession of one of these amulets the dreams of Pnidleethon and Yamil Zacra begin including the means to travel to this chthonic world. When the amulet is finally embedded into the prospective student's chest he forfeits forever his soul and Earthly shell in favor for a form to travel the distances across cold space to the immense world of Pnidleethon.
The scene of these latter dreams was not the Earth, but an immense planet revolving around the sun Yamil Zacra and its dark companion, Yuzh. The name of the world was Pnidleethon. It was a place of exuberant evil life, and its very poles were tropically fertile; and the lowliest of its people was more learned in wizardry, and mightier in necromancy, than the greatest of terrene sorcerers. How he had arrived there, the dreamer did not know, for he was faint and blinded with the glory of Yamil Zacra, burning in mid-heaven with insupportable whiteness beside the blackly flaming orb of Yuzh. He knew, however, that in Pnidleethon he was no longer the master of evil he had been on Earth, but was an humble neophyte who sought admission to a dark hierarchy. As a proof of his fitness, he was to undergo tremendous ordeals, and tests of unimaginable fire and night.
Yamil Zacra in WitchCraft/Buffy/Ghosts of Albion
It is rumored that the possession of such an amulet will increase one's magical energies ten-fold. In game terms increase the character's Sorcery/Magic by +10 or increase their Essence 10 times. While this seems to be great remember at this time there are only two amulets left in the world and the user forfeits their own soul for this power. The soul is not given to some demon or even otherworldly god, but it is consumed whole.

In the Armageddon game I would have Yamil Zacra appear in the nigh sky, a brownish-red blotch on the night sky.  It casts no light, save for those already under Leviathan's influence, but everyone can feel it's heat.

Yamil Zacra in All Tomorrow's Zombies In the present day it is difficult to travel to Yamil Zacra and Pnidleethon other than by eldritch or sorcererous means. But in the future worlds of ATZ such an expedition to a planet that is seemingly dead is different sort of tale.

Option 1: The planet is dead. The crew lands on a planet where there had once been a great, if evil, civilization. Yet something is still out there in the dark picking off the cast one by one. It's Cthulhu meets Aliens, or "Journey To The Seventh Planet" with less suck.

Option 2: The planet is alive. Here the civilization of seemingly advanced humans still thrives. But the cast is trapped. Think of the song Hotel California and apply it to the entire planet. Or, Planet Ravenloft.
Escaping in either case is the goal, the means in each option differ. In Option 1 it is just get back to the ship before you all die. In Option 2 it is figure out how to get back to the ship and get out.

Yamil Zacra in D&D4
Obviously one of the dread and fell stars that grant warlocks their power.

More Revelations of Melech
Yamil Zacra: When civilizations fall, it is the light of Yamil Zacra that falls on them. It is a dark red star barely seen by mortals, those that can see it know it is a portent of doom.

Level 23 Encounter Spell
The Doom of Yamil Zacra                                        Warlock Attack 23
For brief, horrible moment the light of Yamil Zacra shine on your enemy, revealing the doom that must come to all.
Encounter ✦ Arcane, Radiant, Fear, Implement
Standard Action                                                            Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 4d8 + Constitution modifier Radiant damage, and the target grants combat advantage to all your allies until the end of your next turn.
    Star Pact: If this attack hits, the target takes a penalty to Will equal to your Intelligence modifier until the end of your next turn.
    Infernal Pact: If this attack hits, target also takes Fire damage equal to your Intelligence modifier.

Monday, February 1, 2010

Monks come from Blackmoor, part 2

So reflecting on my previous post, Monks come from Blackmoor, I went back and looked over my new (new as of Gen Con) 4e Blackmoor book.  Right there, just as I remembered was the Mystic.  Not what I liked about this Mystic class is it reminded me so much of the old D&D Rules Cyclopedia Mystic.  I am not sure how they stack up against the official 4e Monks, but right now that doesn't matter much to me since these Mystic look like they fit the bill I want as is, right now.  So well in fact I am going over my 4e Blackmoor book with a renewed interest.

Their power source is "Spiritual" rather than "Psychic", but that could just be splitting hairs.  The effect is largely the same for my use.  Though Spiritual is a bit better sounding for what I want to do with them.

They do compare well to some of the other 3rd party monk classes I have seen for 4e, so I Am inclined to say, balance or not, they are roughly compatible with the 4e monks.

Given the roots that Blackmoor share with Mystara I might even go out on a limb here and say Blackmoor has no clerics in the traditional sense.  The people of Blackmoor worship, or at least honor, immortals.  They are not gods and don't grant spells.  Clerics, normally the healers of a group, can be replaced by nobles  who have healing powers and the wokan who also have healing powers and herbalism.  This is not really a big issue as one might think.  D&D4 is using the paths to immortality that was fairly common in Basic D&D and with the Leader roll and everyone having access to healing now, the cleric can be left be things other than the party medic.  Nobles then could gain this as part of their background fluff.  They are trained as both healer and soldier. This also gives the the Nobel class something to do. The hands of the king are the hands of the healer anyone? The msytic/monk then can focus on the spiritual aspects of life.

The people then of Blackmoor do not believe in gods per se. They know their are supper powerful beings out there, but they are hardly owed worship.  Honor in some cases yes, for their deeds, not their words.

I like this idea to be honest with you. Sets up a very different sort of culture for Blackmoor and I like that.

My game world is taking shape.

Ansalon: Terra Incognita?

My son is starting to read the "Gold Dragon Codex" from Mirrorstone books.  These are YA titles that are connected to the "Complete Guide to Dragons" the Mirrorstone/Wizards of the Coast has produced.  Basically they are YA D&D novels, but not overtly so.   Well I was flipping through it and I noticed that the map of area they were set in was Ansalon. I thought this was very cool to be honest.
It got me thinking about Mystoerth.  There is a area on the map that I have always wanted to put a Terra Incognita/a lost missing land.  I have roughly 2,000 miles east west and the same north south to play with.  Well that sounds perfect to fit Ansalon in.



Like many in my age group I read the Dragonlance novels and enjoyed them.  I read the second trilogy and enjoyed that one too.  I had some of the Dragonlance game books but it was never a world I spent much time in, but gladly used all sorts of things from it (like their elves, ideas on dragons, gods, having three moons).  When 3.x came around I looked at the Dragonlance stuff again and liked it in a whole different way.

Now the nice thing is Ansalon can fit in my little used southern region of my map.  It's not too big so I am not worried about it fitting.  It's far enough away that I can say that there has been no contact between the other continents for long enough to make it work for me.  A quick edit with Photoshop and I am sure it will fit nice.

But here is the question.  Am I giving up on the uniqueness of the land by just making it another continent?  Can the stories I want to tell still be done if for example I am missing Taladas?

So now my world has Blackmoor, Mystara, Greyhawk and  now Dragonlance.  Not too bad really.

Sunday, January 31, 2010

Books for February and later

So February is usually the darkest, coldest, most dreary month on the calendar.   So it's a perfect time for some new books.  Good for me some of my favorite authors (an some I consider friends) have some new books out.

First up.  What's going on in the land of the dead?  Amber Benson and Calliope Reaper-Jones know.  The second book of the Death's Daughter series, "Cat's Claw" comes out on Feb 23.  I really enjoyed the first one and it is different than the "vampire" fare that is out now.  This book is firmly in the urban-fantasy camp and it's something like "Sex in the City" meets "Dante's Inferno".  A very different mix that I like.  What is really cool you can read this and then get a good feel for the sections in "Ghosts of Albion" Amber worked on.  I have not quite warmed up to Callie yet, but that is only a matter of time.  I like that despite her powers she is not all knowing.  She is still basically a 20-something woman living in the city and that doesn't mean she has all the right answers, or even good ones.


Here is the Amazon link, http://www.amazon.com/Cats-Claw-Amber-Benson/dp/0441018432/ref=ntt_at_ep_dpi_3

Next is a series I have been reading non-stop since I discovered it about this time last year.  The Hollows Series by Kim Harrison.  The star of this series is Rachel Morgan, independent runner, witch, and soon to be target of a witch-hunt.  I first mentioned Rachel and her roommate the living-vampire Ivy, in Play Ivy for Me, and I still want to d more with this world.  The new book, Black Magic Sanction, has Rachel doing what Rachel does best; getting into trouble WAY over her head.  Like Callie, I didn't like Rachel at first.  I thought she was, well, stupid.  She did things all the time that got her into trouble.  But soon I figured out that Rachel isn't stupid.  She is impulsive and being drawn into plots she would rather not have to deal with herself.  Like Calli, Rachel has powers and that doesn't mean she knows what she needs to do with them.  Rachel can be a total flake, but it works for her and now I love this character.  The advantage Rachel has over Callie so far is I am 7 books deep into the Hollow's series now and only 1 in Death's Daughter.  And Rachel has that whole red-headed witch thing going for her. ;)
Black Magic Sanction is also out Feb 23.


The Amazon link, http://www.amazon.com/Black-Magic-Sanction-Rachel-Morgan/dp/0061138037/ref=pd_sim_b_1

And last up, a new author, but one I met before I knew she was an author.  Kimberly Pauley (her husband works with my wife) has part two of her YA/Modern Supernatural book, "It Still Sucks to be Me" the ongoing saga of teen-age vampire (maybe) Mina Hamilton.    I don't have much to say here since I am still reading "Sucks to be Me", but I really like what I have read so far.  Kim has a new take on vampires and there is not a sparkly on in the bunch!  Yeah I am a bit beyond the demographic for this, but it is a fun read.
"Still Sucks to be Me" is not out till May.


Amazon link, http://www.amazon.com/Still-Sucks-Be-Me-Confessions/dp/0786955031/ref=sr_1_1?ie=UTF8&s=books&qid=1264958780&sr=1-1

Now here is the gamer in me.  Mina, Callie and Rachel are all sitting together in a local coffee shop.  What is each of them drinking?
My guesses:
Mina - hot chocolate, extra whipped cream.
Rachel - coffee, black, in a huge mug with a flaming bunny on it.
Callie - decaf green tea chai with soy milk.

And what happens next to put them all into an adventure.  Ok, Mina is a bit young, so it has to be something that would be good to drag a high school kid into.  Maybe Ivy is there and Mina was sent to learn from her by the head of the vampire council....too much of a stretch?  Yeah maybe.

And why am I thinking of all of these women in terms of Cortex stats?  Seems to work well.

Support these authors.  They are good people and write good stuff.

Friday, January 29, 2010

What Should an OSR Witch Do or Be?

So Eldritch Witchery is on the (far) horizon and it has been getting me thinking.
What should an Old-School Witch do?

One of the strengths of the older games, and maybe something we have gotten away from in newer game design, is trying to do more with less.  The older games had four classes (give or take) and these represented roles of the characters, it was then up to the player to detail and refine those roles and characters.

Lets look at the class "Magic User" for a bit.  Magic User does not automatically mean "Wizard".  It took me a while to get that  (I blame 2nd Ed).  We lost this distinction in later versions of the game and even in popular thought during the "golden age".  But really Magic User should really mean anyone that uses magic, whether you call them Wizard, Wu-Jen, Sorcerer, Illusionist, Mystic, Necromancer or even Witch is up to the player (but not Cleric or Priest...).  For most people this is fine.  Others want more definition to the role.
In Spellcraft & Swordplay we already now have a Necromancer.  One could argue there is a bit of "divine" magic that a Necromancer must channel to do his job.  He is still a "magic user" just a very specific one.  Same was seen in AD&D 1st Ed with the Illusionist, but that was a separate class.  Druid, Ranger, Paladin and Assassin are the same way for their respective roles.  It is is easy to see why it happens and even why it needs to happen.  So accepting there are general roles and then some specific roles where can we go with a concept like a witch?

The witch then, as a class, should be something special.  When I write for Buffy, WitchCraft or even Witch Girls Adventures, the witch is the defacto magic using class, but in a world where magic is largely unknown.  In D&D and it's clones the Wizard is the main class.  The role of the witch then should be to provide that air of mystery and "otherness" that the wizard and other magic-users no longer supply*.
*The caveat here being "in many games", there is nothing saying you can't have mysterious wizards in your game.

When I did the witch for 2nd Ed AD&D, she was basically a type of divine spell caster with access to various arcane spells and occult powers.  In 3rd Ed/d20 I flipped that to make her an arcane spell caster with access to divine spells and occult powers.  The same seems mostly true for all the other d20/3.x witches I have seen over the years.  IF (that's a big if) I were to do a witch for 4th Ed then I would up the occult power angle with access to "divine" and "arcane" powers.

Looking to games like Spellcraft & Swordplay, Basic Fantasy RPG or Labyrinth Lord I think I want to keep the arcane power base, to make her mostly similar to the current "Magic Users" in those games, but continue to shuffle to spell list to offer some differences. Add things like some minor healing spells (at later levels than the Cleric gets them), and certainly increase her ability to make potions and other minor magics.  Someone has to be stocking all those dungeons with potions and Amulets of Protection.  To aid that air of mystery she should have some powers that wizards/magic-users don't have.  Something that when she uses them the other characters need to be thinking "how did she do that?"

One thing I don't want though is class bloat.  That seems too much against the Old-School thought.  I have an edition of D&D with 100s of classes.  Actually I have more than one edition.  But an OSR game should be tight. Add what is needed and no more than that.

So what is a witch in an old-school game?
She is an arcane spell caster. So she learns her magic from other agents, be they familiars sent by powers unknown, the powers themselves or handed down mother to daughter.  She also gains certain divine magics due her ties with the natural world. This puts her at odds with more traditional wizards, who see her as little more than a hedge wizard, and clerics, who see her as a heretic to their beliefs.  Witches also gain a set of occult powers, magical effects she can use like spells, but come without study or practice.  Witches learn in Traditions (how their magic is taught to them) and form Covens, groups of other, like minded witches.

The prime ability for magic-users is Intelligence.  For clerics it is Wisdom.  Witches have been called "the craft of the wise" and I have been using Wisdom as their prime ability for years.  But I think a strong case can be made for Charisma here. This is the section on charisma from Spellcraft & Swordplay:
Charisma is a combination of a character’s personal magnetism, presence, and appearance. The higher the charisma, the more impressive the character is. Whether this manifests as an ominous intimidation or an ethereal beauty is up to the player in question.
If the witch is dealing with other-worldly agents to learn her magic, then only the most successful ones are the ones with the personality to hold their own.  I think charisma then is the way to go here.  Plus if we have three magic using classes now (magic-user, cleric and now witch) then it makes sense that each one uses a different mental stat for their magic workings.  I would say though witches still need a high wisdom in order to be successful.  Of course this leads to the all witches are therefore good looking cliché seen all too often in games and stories.  Not that I have anything at all against a sexy witch (far from it), but Baba Yaga is also a witch and mentioned in the OD&D books.  Obviously then Baba Yaga has a very high charisma, but in the terrifying and intimidation sense, not in the hot witch sense.

Why do witches go on adventures?
In the pulps and related fictions that had an influence on the fathers of role-playing games, witches occurred fairly frequently.  But they were often the means of the quest, not on it.  The heroes went to the the witch, or she was the one sending them on the quest or the reason they were questing.  In games terms that puts them in the NPC category fairly squarely.    A witch though might want to go on adventures for the same reasons that wizards and other magic users do; to learn more magic.  Or maybe she is on a quest of her patron power.  Or she is on a pilgrimage to a sacred site.  In truth any reason why a wizard or cleric would adventure is a good reason for a witch.  And let's not forget the most tried and true reasons, to become a hero or at the very least kill things and take their stuff.

Do witches belong in D&D?  Well that would depend on your own games I think.  But given all the attempts over the years, from the earliest Dragon magazines to Paizo's latest playtest, I think there is certainly a desire to include her by many.

Here is hoping that Eldritch Witchery lives up to all of that!

Thursday, January 28, 2010

Monks come from Blackmoor

I have been re-reading all my old original D&D books lately.  Fun stuff.
But I caught something today that I know I have read before, but now it jelled differently.

The Monk Class was introduced in the Blackmoor supplement.
Monks come from Blackmoor.

Now I am thinking for my Blackmoor, whether I use an OSR game or 4e, will have monks.  Sure it might not fit, but it is certainly an interesting concept.

Of course when most people think monks they think Kwai Chang Caine or Oriental Adventures. What if this sect of Monks were still psychic ascetics who trained their mind and body, not so much for a higher religious purpose, but more like something from the psychic awareness boom/New Age we saw in the 1970's.  So less Caine and more Uri Geller.

Yeah, the more I think about this idea the more I like it.   New Agey, crystal wearing hippie monks with psychic powers come from the "forgotten lands" of Blackmoor.  In the community of Blackmoor they replace the clerics as the spiritual leaders, getting people to work out their problems through peace, love and understanding.  When that doesn't work, they go all Neo on you and bend a spoon on your ass.  I'll look over  the "Mystic" class again in my 4e version of the Blackmoor book and see if there are any parallels that I can make work with this concept.

Blackmoor is quickly becoming my go to place for doing some cool Old School sandbox creating.

Wednesday, January 27, 2010

Elmore Art for Old School

I am working on Eldritch Witchery for Elf Lair Games and I have the bulk of it written now.  There are some editing issues and I need to tweak a few of the spells and monsters to fit the old school theme a bit better than when I originally wrote them.


But I do have a question to pose to the OSR.  Elmore art, use it or not?

I love the art in the Spellcraft and Swordplay and would love to have something very much like that in EW.  I also am a fan of Larry Elmore and since for as long as I can remember (or at least since 1986) I have wanted to do a witch book with Elmore art.  It's a thing.

I know that the original version of S&S that had Elmore art was criticized and the new art is a lot better, but Elmore and witches have such a close relationship in my mind that I would not be doing myself justice if I didn't include at least one piece.

I know many in the OSR equate the advent of certain artists to be indicative of "the end of the Golden Era" (mini rant here: Yeah like the art in the LBBs was so excellent it could never have been improved on!) Which I have to say is not very fair to the artists in question.

But at the same time I do respect the feelings the OSR has.  After all if it were not for that passion 90% of the old-school/retro-clone games would have never been made and I would not have had the chance to even do this book.

So Old Schoolers, what do you say?