Wednesday, December 22, 2010

Played some AD&D 2nd Ed today.

Got home from half-day at work today and sat down and played some old-school AD&D 2nd Ed today.  My oldest wanted to try it out (I bought him a 2nd ed Monstrous Manual years ago so he wouldn't mess up mine).

Odd how it happened really, we were going to play D&D 4e Red Box, then it was going to be D&D Basic Red Box.  Finally landed on 2nd Ed.  Spent some time, though not as much as I thought, looking up some rules.  Spent more time just figuring out where I put the XP table for my witch.

It was a fun quick little dungeon crawl, no plot, no backstory, just kicking in doors and killing monsters.  Used some 4e minis and the map from the Dungeons & Dragons' Black Box.

All in all a good bit of fun. Doubt we will continue with 2nd Ed, but it was nice to give is a another try.

Jenny Everywhere

I was reading Old School Heretic's post on Jenny Everywhere the other day and thought it was a great concept.

Jenny Everywhere is a shifter, that is she can shift between the realities and interact with who knows who.  Whether there is one Jenny Everywhere that is very mobile or multiple Jenny's that have a vague awareness of each other is left to the individual authors.

Jenny Everywhere is also a public domain character.  Meaning anyone can use her in what ever project they have. You just need to include her license, as below:

"The character of Jenny Everywhere is available for use by anyone, with only one condition. This paragraph must be included in any publication involving Jenny Everywhere, in order that others may use this property as they wish. All rights reversed."
It is such a cool concept, not just the open source of it (that is cool also) but a character that exists in every-single reality there is and can shift between them.

Regular readers should by now know of my love for the multi-verse.  It is a very cool concept I enjoy on principle but also how it has been employed in various sci-fi and fantasy publications.  My favorite might be the great Micheal Moorcock stories of Elric, Corum and the other Incarnations of the Eternal Champion.  Jenny would be a bit different I think.  While the Eternal Champion feels the combined weight of all his incarnations as it were, Jenny is freed by hers.  Reality is hers to roam because that is what it is there for.  In one of the comics I saw she fights against a force known as Chaos, but I don't think that makes her an agent of Law as we would have seen in say the Corum books.   Jenny is more like the Doctor really.
I have done something like this before. I have a witch character that is aware of all of her own past lives and future ones.  All within the same reality, but it gives her some insight to what is going on around her.

Of course the openness of Jenny is very appealing.  Something everyone can use and share and just a promise not to break her.

Here are a bunch of links I have been collecting to help explain who Jenny is.

http://jennyeverywhere.net/
http://www.jennyeverywhereday.com/
http://en.wikipedia.org/wiki/Jenny_Everywhere
http://www.barbelith.com/topic/14484/from/35
http://www.barbelith.com/topic.php?id=15206
http://www.bjccreations.com/jenny/  The Jenny Everywhere Chronicles webcomic
http://exclaim.ca/Features/Comics/jennys_everywhere-hero_for_people_no_strings
http://theshifterarchive.com/ART/DianaNock.htm

What does all this mean for you the gamer?  LOTS!
Jenny, by definition is perfect in every game.  Jenny, by definition, is already in every game, she just needs to be stated out and given a plot.

For Ghosts of Albion I would imagine her as an american girl of possible Japanese lineage living in London.  She would be some sort of Steampunkish tech wiz (must be the goggles) and constantly speaking anachronistically.  So for example, even though she is not a time traveler per se I'd have her say things like "it sucks we have to wait 170 years for descent cell phone signal here." and then totally not explain why she says such things either in-game or out.  For her I'd use the super-science quality from the Magic Box, but limit it to steam-punk style tech.

Her "shifter-ness" comes form her ability to remember/know of her other incarnations and her ability to create high tech gadgets out of steam-age materials.

Jenny Everywhere

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

Life Points: 40

Qualities
Attractive 1
Hard to Kill 2
Superscience (Steampunk tech, from the Magic Box book) 3
Nerves of Steel

Drawbacks
Honorable 1
Minority (woman, Asian looks (it is the 19th century after-all))
Mental Problem (Mild Recklessness)
Out of Time (like Archaic, but in reverse)

Skills
Armed Mayhem 2, Art 2, Athletics 3, Engineering 6, Fisticuffs 1, Knowledge 7*, Languages 3 (English, French, Japanese), Marksmanship 1,  Notice 2, Occultism 1, Physician 1, Science 6

The create a steam punk item Jenny rolls her Intelligence + Engineering or Science  + Superscience or 5 + 6 + 3 = 14.
A success means she has made something, the SLs tell us how well she has done it and if it does what she wants it too.

Tuesday, December 21, 2010

Could my Answer be in the Realms?

I am moving my 3.x game over to a 4e one soon.    I have been buying up the Essentials books and some modules and I generally have what I think is a cool idea for campaign.  The world is fleshed out and I know what I am going to use and what I am not.

Except there is one little-bity problem. So much of what was true in my 3.x world no longer "works" under 4e.  Or rather it works so differently now that it is hard to see it working the same way when I was playing 3.x.  Then there are other issues.  My kids want to play the children of their D&D 3.x characters and these characters have some serious magic.  And there is the whole killing Tiamat thing they want to do.   How do I explain the changes?

Turns out the answer was under my nose this whole time.  In the Forgotten Realms Player's Guide.

I was never a fan of the Realms.  I considered it to be a pretender to Greyhawk and not a very worthy one at that.  I picked up the 3.0 Realms Guide when it came out and I liked it.  I felt it was a good book and all it really was missing was monsters.  The new 4e campaign books are a good model too.

But what I like the most about the Realms book is how completely gonzo it is.  Smash two planets together to get one world! I love that!  Spell plagues? Bring it on!

I know I have talked around all of this before in many posts, but it is time to make it more real I think.

So what will I include from the Forgotten Realms book in my Game World?

First, well, it is going to be in the future.  I am going to say about 25 to 30 years.  Not 100% sure, but long enough to have the world changing events happen at least a generation ago.  The Characters of this game have only know the world as it is now, never the world before.

Next, there will be a Spellplague.  The defeat of Tiamat and the Ascension of Asmodeus are just parts of that.  I am also going to have Raven Queen in my game and she just killed Nerull.  There will other things of course, but it was a series of Cosmos-shaking events that left the world changed.  The Fey-wild is now easier to get too, as is the Shadowfell (previously only known as the Plane of Shadow).  The main effect for the PCs is that some of the old magic no longer works.  So there is a quest for sources of "Old Magic" or even "True Magic".  With this, some older magic items are now useless.  Of course the spellplague was chaotic so some normal items are now magical.  There is still magic to be found out there "New" and "Old".
Living things touched by it have been altered.  There will be spell scarred.

The ancient Astral empire of the Tieflings, Bael-Turath, has crashed into the world.  Here I am taking inspiration from the 90's TV show "Alien Nation".  Though this is a "magical crash" so there are now lands where there are ruins of the Tiefling society that seem ancient and always part of the land.  Bael-Turath had warred against Asmoedeus and the devils for countless centuries.  Part of Asmodeus' ascension was to reclaim the power that emperors of Bael-Turath had stolen from the Nine Hells.  The tieflings are now a broken, homeless race with members now fond all over the world and many still in the Astral Sea.

The Blood War is over.  With Asmodeus' Ascension and the Reckoning of Hell, the long war with the demons is over.  Asmodeus even managed to conscript entire demonic species under the auspices of Hell.  With the the power he gained Asmodeus broke the paths through the Astral that the demons and devils used to attack each other, effectively blocking demons from being able to enter the Prime Material.  If a demon wants to get to the Prime Material plane it has to go through Hell first.  By the time of the new game the distinction between "demon" and "devil" is a loose one in most peoples minds.  Plus the entire race of yugoloths were sacrificed in the process, with many seeking refuge in either the Abyss or Hell.
Asmodeus covets the Material World and wanted to bring Hell into it.  Here he failed, but managed to get it much "closer" metaphysically speaking.

One repercussion of this though is demons now focus on the Prime Material.  While it is harder for them to reach it now, many still do and with out the Blood War to contend with it is possible that more demons than ever are now attacking mortals.   This is something Asmodeus wants.  He has placed members of his cult in areas to fit demons and rally humans to his cause.  As the game progresses the influence of this cult will be more readily felt. To combat this the Gods will be using the mortal realm as their battlefield.

I think this is a good start and gives me a good idea of what my end game needs to be too.  Lolth, in one form or another will have hand in all of this too.  Events that began in my Shadow War of 1st Ed are now coming to a head.

Now I need to figure out who the main bad guys are and what they want to get out of all of this.

Monday, December 20, 2010

ChicagoWiz's RPG Blog: Using my DM skills for "good"?

Please read this!

Use your D&D skills to fight real world evils.

ChicagoWiz's RPG Blog: Using my DM skills for "good"?: "This is an odd post to write because it's not as much about gaming as it is about the exercise of my skills in creating alternate realities ..."

Sunday, December 19, 2010

School Bites as a Witch Girls setting

I have been a long time fan of Eerie Cuties a web comic featuring high school age vampires, witches, a succubus and other fantasy/horror creatures.  I have mentioned Eerie Cuties in the past and in particular Chole the Succubus. At the time I thought EC would make for a great alternate setting for Witch Girls Adventures.  I still think that in fact and will try to stat up a few of the characters this week.

One of the comics that is advertised on the EC page is School Bites.  I have read it a few times and enjoyed it.  Well I have been doing my research on Tarot Witch of the Black Rose and it dawned on me then that the Holly G of Tarot was the same as the Holly G of School Bites.  I suppose all the Tarot ads should have been a giveaway.  

So School Bites is about Cherri Creeper a new vampire and the vampire school she now attends. There is a lot going on in the comic that make it great material for a game.  New powers, a rival gang coven of vampires and of course plenty of teen angst issues.  It's funny, witty and certainly PG-13 with some of the drawings and innuendo. Of course that is also a great description of Witch Girls Adventures, except swap out witches for vampires.

While I did read through all the comics, there are not a lot of powers demonstrated yet.  Which is kind of the point, they have some powers they just don't know how they all work yet and don't have the rest.

But I can make some guesses.

Cherri Creeper (former name Charlotte Webb)
Body: d6
Mind: d6
Senses: d6
Will: d4
Social: d6
Magic: d6

Life Points: 12   Reflex: 9
Resist magic: 9  Zap Points: 12
Skills:  Acrobatics 1, Art 2, Basics 2, Fib 2, Hear 2, Plucky 2, Streetwise 2, Urchin 2
Cryptozoology 2, Mysticism 1

Traits: Friendly,  Urban, Vampire

18 year old Charlotte Webb was living on her own in New York attending art school.  That is till one night (Halloween to be exact) that she was attacked by vampire Dante Le Bon.  Now a new vampire and loving her unlife Cherri (as she is now known) is learning what it is to be a vampire.
She has some new good friends, a fuzzy bat, some cool new teachers and wings (that she doest quite know how to use yet).  Of course there are problems.  There is this guy she likes, but he is human, and Le Bon now knows of her and wants her back for his coven.


There are more characters including a vampire cat girl, a vampire cheerleader, a nosfeatu prince and a vegan wicca vampire.  It's like chibi-animie World of Darkness.

It's fun stuff and I am looking forward to seeing some more.  I'd like to see some of the world myths explored some more and how exactly a cat-girl vampire came to be.  

Saturday, December 18, 2010

Satan's Game

Saw this online and made me laugh.

"If Dungeons and Dragons is Satan's game, then Satan is a giant nerd."

From James D. Hargrove's sig file on RPGNet.

Friday, December 17, 2010

Superhero RPGs: Welcome to the lower shelves

I started out this year on a Super Hero high.  I picked up Icons, Bash!, the new DC Adventures RPGs.  I was looking forward to the Mutants and Masterminds 3.0 and all was good.

Then today I put all my Mutants and Masterminds books on the lower shelves.  My lower shelves have these nice doors and look really sharp, but the games are there are ones I have not touched in a very long time.  Mutants and Masterminds 2.0, Hero High, Freedom City Source book and the Book of Magic all went down below today.  They were replaced with the Mentzer BECMI books I got at the auction recently that had just been sitting on my game table (much to chagrin of my wife).

The hierarchy of my games are the Upper Shelves, these are the games I play all the time.   The ones at the level the kids can reach are usually D&D related.  Out of their reach are my horror games and Unisystem games.  The Lower Shelves are closed off, so out of site, out of mind.  These games can sit there for months or years before I even recall I have them.  Then there is the selling shelf.  It is the same level as the Unisystem stuff, just a different part.  I am planning to sell these soon either at the game auction or Half-Priced books.

I am not sure when I going to play a supers game again.  I know I will, but I just have no ideas at the moment for one nor do I think my various groups will want to do one any time soon.  M&M joins some high quality games in the dark of my lower shelves.  The "new" World of Darkness books (Vampire the Masquerade remains on the higher shelf), True 20 (really wanted to love that game) and all my Anime games.  Dresden Files and Little Fears are there too, but I expect I'll be be pulling them back after a bit.

There are still some things I want to try though.
I have a character that is the daughter of Superman and Wonder Woman for this Next Generation supers game we started.  I am basing it on the events of Kingdom Come and Batman Beyond.  I wanted to try her out in a bunch of systems (M&M2, DCA, Bash, Icons) to get a good idea how the games stat up against each other. Plus I liked the character.  She was raised on Paradise Island, trained by Bruce Wayne and my main influence for her was...Ally McBeal.  Sorry. I just thought it would be neat if she had decided to be a lawyer.


Ok so you know how much I love Willow & Tara?  Well my oldest is the same way.  His obsession though is Fire and Ice. He has Fire and Ice figures and even Hero Clix that we use in his Dragonslayers game (in this game they are elemental wizards).  I feel like I owe it to him to stat them up at least once in some system.

Maybe I'll still get them up sometime.
I can go with their Pre-Crisis incarnations what are more magic based.