Tuesday, February 14, 2012

Sex and D&D

Man, you take a little break to collect your thoughts and the next thing you know the bloggers are going crazy again.  We all need to need to switch to decaf!

So the latest dramarama is WotC jokingly or not posting a list of choices to include in the next iteration of D&D.  One of which was gender-based attribute limits.
http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120213/2#78477

Don't bother to look for it, it is gone now.

Now, the first thing I suspected was it was just a joke. Something no one wanted to take seriously.
Of course they started getting a lot of notice for it (planned maybe?  Nah...even I am not that cynical), so it was taken down as a choice.

This lead to the next level, blog posting, here three different takes.
Now in reality I don't care.  Anyone with any passing familiarity with me or this blog know I love female characters.  I have played more than a few in my day, more than that even.  I think that the few female fighters I have played only 1 ever rolled a 17 for Strength.  But that is not the issue is it.  The issue is should it be there at all.

The people on the side of realism say, "yes, it should!  look at the evidence!" and they point to the real world.
People on the side of gender inclusion, or at the very least, people on the side of "less rules = better play" say there should be no differences".

I am, at least on the opinion side of things, on the side of equality.  Mostly because a.) I really don't need a rule for this, I have plenty ok and b.) I want to encourage more women to play the game, I don't want to give them any reasons why they might not want to.

In practice though, I am falling short.

In AD&D we did use this at first, but we countered it with giving female twice the amount to develop a psionic wild talent (per the old AD&D 1st ed rules) since we logicked out that since psionics are a dominate sex-linked trait on the X chromosome then women had twice the chance to have it than men.  The balance of course didn't pay off since there was always a good chance that female character had some psionic power.

In Ghosts of Albion "Female" is a minority and worth a 1 point Drawback.  Women also have 1 level less of Status and have a 1 Point Obligation to cover the loss of their freedoms.
All of this is of course appropriate to the time in which Ghosts of Albion takes place.   I will also point out that one of the most physically powerful characters is the ghost of Queen Boadicea and the most magically potent character is Tamara Swift; and this is all from the mind of Amber Benson (who even got higher billing on the book cover than i did!).

So yeah.  I might not have a leg to stand on this one.  I do see both sides.
This is not Dead/Evil Lesbian Cliché bad or even  Women in Refrigerators bad.
For me.  I 'd rather not see it since I am going to ignore it anyway, and it is one less thing I barrier to the game I'll have to overcome to get people to play.

How about you?  What are your thoughts?

Victorian Games

I have gotten a bunch of "new" Victorian Games in the mail here recently.



I don't have a lot to say yet, but you can follow the discussion with myself and some of the authors of these games.
We are talking over at the Victorian Gamers Association (on Facebook).

Come on by.

Monday, February 13, 2012

Could this be my next Ghost of Albion idea?

New trailer out today for "Abraham Lincoln: Vampire Hunter".
As an Illinoisan, I approve.



Sure it might better suited for Rippers, but hey this is fun stuff.

Caves of Chaos in HiRes

How awesome is this?

http://www.theweem.com/2012/02/01/caves-of-chaos-reimagined-by-weem/

HiRes, and otherwise just plain cool maps of the Caves of Chaos.

I am planning on printing these out as soon as I can cause you jest never know when you are going to get that itch to go back to the Keep.

Sunday, February 12, 2012

With Extra Pulp

One genre I enjoy, but never really play much with, is the Pulp era.  Now I love the horror that comes from this time, and I watched a lot of movies filmed in and about this time.  So I do have a fondness for it.  But if I am going to pick up a historical game it will be either the Dark Ages, or the Victorian Age.  I tend to overlook the pulps.

I am much the lesser for it I think.

There is something about the pulp era that screams (yes screams is the right word) Adventure! Suspense! Action! Thrills! all with exclamation points too.

Here are some games I have been exploring over the last few years.  I have more, but this is a good batch.

THRILLING TALES: Omnibus Edition
I will admit that the Pulp Era is not one I seek out to either read or play games in.  I see the appeal and every interaction I have had with the material has been a positive one.  Thrilling Tales then is no exception, except for the fact I might actually seek out to play this one more often.
Physically this book is very nice. The layout is clean and easy to read.  The art is very evocative of the time and my first thought was the old Universal movies from the same time frame (and movie still from the serials was really nice).  That is a very good thing in my mind.
I loved the time line of the 30s.
The game is designed with d20 Modern in mind and I think it is a very good fit.  I love the minor changes like renaming the core classes to something more "Pulpy" and addition of the Seduction skill, something I pushed for in other games.
There are a bunch of new advanced classes appropriate to the era. If you have ever seen a movie, serial or read a book from this era then the cast will look very familiar.
The section on weapons and gear is great, and perfect for any pulp-era game, not just a TT one or even just a d20 one.  What I liked most about it is it is full photos and illustrations.
This is followed by sections on how to run a Pulp game and a wonderful section on Villains.  Again the villains section is great for any game in this era or even a supers game in any era.  Besides any game with a Nazi Vampire cult leader as a villain is an instant win in my book!
Speaking of which, all of chapter 8 is devoted to the only human enemy everyone can openly hate and kill without moral repercussions; the Nazis.  Not so much a history of the Nazi, but a a history of the Nazi-as-a-boogeyman; the all-Enemy.
The Thugee likewise get a chapter, but I am sure this is due 100% to Temple of Doom.

The book ends with a Random Adventure generator.  Which is 100% appropriate to this sort of adventure era.  Watch the old serials, it sometimes looks like they were rolling on a similar table while writing the scripts.   A bit of tweaking and this could work for any era.  Replace Nazi with "Drow" or "Soviets" or "Dark Cabal" and you get the idea.

All in all this is a great game and one that makes me want to play some two fisted pulp adventures!
5 out of 5 stars

Forbidden Kingdoms is one of the first d20 Pulp games I ever owned.  In many ways it is the yardstick I compare other pulp games to.  Sure I had Call of Cthulhu, which is sorta a pulp game, but it is more "Call of Cthulhu" and it's own thing than it is a pulp anymore. Forbidden Kingdoms (either version) is actually one of my more favorite Pulp era games. It is also the game that helped me see the value of D20 Modern.

Forbidden Kingdoms: Babbage Edition
FK is a great pulp-era game based around d20. It was very different than anything else out at the time and just a really fun read. The art is great and the game rules are a solid re-working of the d20 system to fit that Golden Era after Victoria and before WWII.
5 out of 5 stars


Forbidden Kingdoms: Modern
Forbidden Kingdoms: Modern is a slimmer version of the full FK book. This one uses the D20 Modern rules to cover the heavy lifting and leaves the rest of the book to focus on what is just Forbidden Kingdoms.
The Pulp Era is not one I spend a lot of time playing in, but it certainly tailor made for adventures. You have many of the advantages of a modern society and still have large areas of land that mysterious, unknown and ready for imagination.
The background information covers the end of the Victorian age till WWII and has a great overview of history. Not perfect of course, but perfect for a game.
If you like the Pulp era or any of the books that came out then, then this is a great game to have. I am using it for the history sections and the adventure hooks alone.
4 out of 5 stars

Weird Adventures
Weird adventures is, in my mind, a mix of things that usually do not work with me.  Pulp era heroics with Fantasy adventure and a sorta-semi-Earth like world.  Usually this is enough to turn me off of a game.  But here it seems to work well.  Very well.

So WA is a Pulp era game. Though not really OUR pulp era, but one on a world very similar to our own.  Not WoD similar-but-darker or even D&D world like but not alike.  This is our world with some odd distortions.  Sorta like the world of a pulp era comic.
We know that the creators of D&D and FRPGs were heavily influenced by the pulps.  What if that influence was more heavily felt than say the fantasy ones or the the Tolkien ones.  We might end up with some similar to Weird Adventures.

Now this book is designed as a fantasy campaign world. So it is not by itself a playable game, you need other rules in order to play it.  The book is written as system neutral, but obviously the prime influence here is older D&D.  Both Ascending and Descending ACs are given in the handful of monsters.

What I like about the book is that these different elements mix and merge so well.   Fantasy Adventure and Pulp Adventure seem to be two sides of the same coin.  I love the layout and look of this book too.  They made to remind the reader of a pulp era magazine and it works well.

The art is fantastic really.  The piece with the adventurers in a tomb with a beholder is fantastic.
The monsters were all great. I loved the Hill-billy Giant.

There are somethings though I didn't care for.
While I can see why they did it, I don't like some near-Earths.  This is not a deal breaker.  I like it for example in most Supers games.  I think I would have rather have used it with a real earth.
While it is designed for any game, I would have liked some more crunch.  At the very least give me some rules for guns.

I think it would a solid addition to any older D&D or the clones, and even a solid addition to any Pulp Era game.
4 out of 5 stars

Pulp Zombies

A "Zombie world" for the All Flesh Must Be Eaten game.  This one focuses on the two-fisted action adventures of the 1930s.
A special emphasis is given on the mystical side of the pulps and of course Nazi Zombies.

Even if you are not a fan of this era, there is a lot of good crunch that you can add to your AFMBE, WitchCraft, Armageddon or Conspiracy X game.

4 out of 5 stars


What do we know about D&D5 so far?


Here are a couple of links.

http://critical-hits.com/2012/02/03/initial-impressions-of-the-new-dd/

and this massive overview from ENWorld.
http://www.enworld.org/index.php?page=dnd5e

Again they are looking more for a "style" of play rather than out and out compatibility.
I am expecting it all to built on a 3.x base, in a presentation similar to that of the 4e Essentials line.
The core races and classes, with lots of add-ons to get more classes, monsters and skirmish battles.

I do expect skills and feats in the first sets of core books, but as kinda optional rules (like 2nd ed had for skills).

Otherwise the progress is moving along as I'd expect it too.
I am hoping to see some play-test games at Gen Con.

Saturday, February 11, 2012

Zatannurday: Steampunk Zatanna

Long time readers know I Am a fan of the Victorian era and in particular Victorian horror. I am not though a Steampunk fan per se. It is cool. I get the appeal, but if I am wearing my Victorian costume I am going to carry a cane, not a nerf gun I spray painted.

That all being said I am a huge fan of the these Gaslight Justice League figures over at Sillof's website.
http://sillof.com/C-Gaslight.htm.  I was a big fan of "Gotham by Gaslight" and Wonder Woman: Amazonia and would loved to have seen more.  I felt his figures were a great look for the Victorian Justice League.

If you have never seen his custom figures then you need too. Now.  Especially his re-imaged Star Wars as an old Japanese Samurai movie.

But you notice something missing?  Yup!  Where is Zatanna?!
Well she was hanging out on Deviant Art!


I love how she looks.  Very classy, like you would expect the daughter of a world renowned magician be.  Of course her secret is she really know magic.

Given the high weirdness of both the Victorian age and mixing the JL, I thought it was only proper to stat her up for Ghosts of Albion.  Given her power level in the comics Zatanna (in any reality) should be one of the more powerful magicians in the game.

Zatanna (1887)
Zatanna Zatara is the daughter of the late Giovanni Zatara, renowned illusionist, prestidigitator and expert on all subjects occult.  Having spent her entire life in her father's show it was natural that Miss Zatanna would continue that occupation after her father's untimely demise.
What is not generally well known is that Zatanna also inherited her father's magic and mantle to protect the world from magical beings that would attempt to do humanity harm.

Zatanna Zatara
Very Experienced Master
http://my.deviantart.com/messages/#/d3hsevs

Life Points 50
Drama Points 10

Attributes
Strength 2
Dexterity 4
Constitution 3
Intelligence 4
Perception 5
Willpower 6

Qualities
Attractiveness +3
Charisma
Contacts (the Justice League) 4
Contacts (Supernatural) 5
Hard to Kill 2
Fast Reaction Time
Magic 10  (Homo Magi race)
Magical Family
Nerves of Steel
Occult Library (Amazing)
Resources 8
Situational Awareness
Supernatural Senses (the Sight)
Status 3 (lowered due to profession and gender)

Drawbacks
Adversaries (Lots) 5
Honorable (Minimal)
Mental Problems (Fear of Commitment)
Minority (Woman)
Obligation (mundane humans, Important)
Secret 1 (really uses magic)

Useful Information
Initiative +
Actions 1/2
Observation 1d10 + 11
Fear +

Skills
Armed Mayhem 1
Art 6 (stage performance)
Athletics 2
Crime 1
Drive / Ride 1
Engineering 2
Fisticuffs 2
Influence 6
Knowledge 7
Languages 6 (English, Italian, Latin, Greek, Egyptian, Backwards talk)
Marksmanship 3
Notice 5
Occultism 9
Physician 2
Wild Card

Combat
Maneuver Bonus  Damage  Notes
Dodge / Parry    +6 - Defense Action
Grapple +6 - Defense Action
Punch +6 4 Bash
Magic +25 per spell Must speak backwards
- Deflect +25 Special Deflects spell 45 degrees

You can see more of his Victorian super ladies here: http://doonboy.deviantart.com/gallery/33431300

Can't wait to have her run across Madame Vastra and Jenny!

Friday, February 10, 2012

ACKS B/XC Or How I commit heresy with Adventurer Conqueror King

I just picked up Adventurer Conqueror King last night and sat down to read it just a bit ago.

I like it.  It is a solid Retro-clone, near-clone and actually does a better job than some of the other "core rules" clones on the market now.  I will get a proper review out later.

One of the things that people are drawing attention to is the fact that this is an "End Game" system.  Characters grow, mature and then move out of the dungeon into rulerships of their own.  It is not unique in that respect, it is in fact often compared to Mentzer BECMI but the comparison can also be made of it and D&D4.  All three have end games and all three have rules for how those end games can play out.

ACKS though caps most progress at 14th level.

This of course got me thinking.  At a hard stop of 14th level...it makes B/X Companion a perfect "expansion" kit!  Yeah, yeah I know, I am totally violating the spirit and intent of the game.  Won't be the first time or the last time.

I did some quick checks and while things don't line up perfectly, they are damn close. Obviously pulling from the same source material.

Both rulesets deal with the idea of creating a life outside of the dungeon, the oft-sited "now you can play like Conan!"  Well Conan can retire, I have characters and a multi-plane universe to explore!

Others though have mentioned that it meshes nicely with Labyrinth Lord.  I have not checked that out for myself yet.

Is ACKS worth it at $10?  I don't know yet.  It is nice. The art is great. AND this might be the most important one, of all the clones out right now (S&W, LL, BFRPG, DD, LotFP, S&S) this is the only one I feel is good for a new player; one that has never played an RPG before.  The rest assume some level of knowledge.  No surprise, they were written by gamers for gamers.  ACKS I feel was written by gamers for non-gamers or even near-gamers.  Gamers too, but I think we have demonstrated that we will buy anything.

So who is up for an ACKS + B/X Companion campaign?

Thursday, February 9, 2012

Ghosts of Albion on Sale at DTRPG


Ghosts of Albion is on sale at DriveThruRPG for their "Geek Love Rules" Valentines Day special.

Included in this sale are some other products I have talked about or have used in the past.

Angel RPG (companion to Buffy and compatible with Ghosts of Albion)
Byron Falls (OMG Drama bomb! high school kids with supernatural powers, and a fun game.)
Devilish Duos: Strange Attractors
Infernal Romance at Moon Temple (AE)
Instant Antagonist: The Selfish Succubus  (reviewed in the past)
King Arthur Pendragon: Edition 5.1
MILFS: Monsters I’d Like to F*** (Cardstock Characters™) (you know you want to click on this one)
Sexcraft: A Little Game with a Lot of Sex  (includes the Sexcraft Witch)
Sisters of Rapture, OGL Edition and Pathfinder Edition
Smallville Roleplaying Game
Smallville High School Yearbook

I have to admit I am a little surprised not to see Blue Rose on the list.





Reviews

Some new reviews from various products I have picked up lately.  Mostly horror, but also some others I have used recently.  All really fun.

Fear and Faith Horror Rules
A great little miniature skirmish game. The rules are fast, simple and easy to learn on the fly. Some situations tend to work better than others, such as an attacking zombie horde or a bunch of vampires in a grave yard, but all in all I like it. I actually plan to try it out in conjunction with other Horror RPGs and see how well they mesh. They game was not designed specifically to do this, but it certainly can be easily adapted to this. And even to make it perfect there is a list of links of where to get some quality horror minis.
5 out of 5 stars

Dread: The First Book of Pandemonium
Here is my basic problem with Dread: The First Book of Pandemonium.
Why haven't I heard more about it? It is an extremely easy, almost light, game for all sorts of horror. The execution is extremely well thought out and has such an indie charm to it I am a little confused as to why I haven't heard more about it. Let me go over the book a bit.
The Art and Layout. The art is a mixed batch of photo art, line art and a mix. Instead of looking chaotic it comes together as a whole. It reminds me a bit of the various "investigator notebooks" style layouts that are popular in modern horror games today, only no where near as cluttered. The layout is clean, neat and easy to read. In fact the near "sterileness" only adds to the horror feel to be honest.
Characters. The best part. The characters of Dread are damaged goods. In this respect I am reminded of Kult or other games where the characters start out already in deep trouble. In many ways the characters of Dread are like that of The Matrix. Outside humanity, but fighting for it. It is the extensional fight of WoD or Kult, with the actual fights of Armageddon and the chance of survival of Call of Cthulhu.
Characters do not have a lot of stats. Again this game is light, but there is more than enough here and really the focus of this game is more what you do and not how hard you hit it (though that is pretty important sometimes).
The magic system is likewise as light, but it is not lacking in spells. The guide lines are also pretty simple that making new ones is easy.
Between Magic and Combat is appropriately Exorcisms. I can't recall a game that devoted an entire chapter to this before. Another plus in it's favor.
Combat is also designed to be simple. Interestingly enough you roll to attack and to defend.
A section on role-playing and a quick start round out the first half of the book. The rest is for Directors only.
There are rules sections (not much) but then what follows is a true gem. Page after page of new, completely original demons. Nothing cribbed from the Monster Manual or some moldy document from the Church. Demons, their habits and how to take them down. Honestly worth it for this alone.
The book finishes off with some sample scenarios.

All in all a great game. I can't wait to try it out with a group that would really appreciate it.

Don't get this game if you like a lot of rules or crunch or want to have a number next everything your character can (or can't) do.
Don't get this game if pick up a horror game only to play it like "XXXX" tv show, book or movie. Dread is it's own thing.

Do get it if you like a fast moving game. Do get it is you have tried every other horror game out there and want something new. Do get it if you just want to try something new.
5 out of 5 stars

Devilish Duos: Smoke and Mirrors
Icons
Mutants & Masterminds 3rd Ed
I love well worked up characters for supers games. I love supernatural characters. And I love products that have appeal across games. While this is an Icons product, I see there are M&M versions out as well. That beign said the value here is in the character write-ups and those can be used anywhere.
Smoke and Mirrors are two such characters. Though I have to think it was just a quirk of chance that made them as they are and but a change in the same fates could have made them...well not good, but certainly not villains, though Smoke could have been had she been allowed to live her life. And that is the key here. Not that these are well stated out or the art is good (true on both counts) or even that there nice little paper minis to use (there is and they are a nice touch) but that they are characters I would want to get to know to use.
Actually I want to use them in a horror game. There they would shine.
The Mutants and Masterminds version includes Hero Builder files.
5 out of 5 stars

Toy War
Have kids?  Do they love to play with anything from stuffed animals to toy robots or action figures?
Do want to introduce them to the world of RPGs?  Well then this might just be the perfect game.
Well, not perfect, but really, really, really good.
Toy War takes so very simple rules (and also teaches kids how to use a ruler) to bring their favorite toys to life.   Each toy has a purpose and something it does well.  In one session we brought in a baby harp seal (was cute), a toy Dalek (can shoot), a space ship and some D&D dragons.  We came up with this idea to rescue some fish and we were off.  The adventure is fast and fun. In the end we saved the fish, only to have them eaten by the baby seal.
Depending on your kids this could be a game of structured make believe or even an on-going saga.  Or it can be a great diversion for a rain or snowy afternoon.
Worth every penny and then some.
5 out of 5 stars

Supernatural Adventures
Five adventures for Supernatural.
They are actually set up well enough that they could be used with just about any Modern Horror game, but they do have the feel of the show.  Not perfect adventures mind you, but certainly well written.   My favorite is "Hell Hound on My Trail" since it can be slotted into any ongoing arc with plenty of room to expand it for future use.
"Synchronicity" is good as well and might be my favorite in terms of how it was written.
4 out of 5 stars

BASH! Ultimate Edition

BASH! is a fantastic little game of Super Heroes.  Instead of a huge book of powers or effects, BASH instead focuses on "What do you want to do?" and "What kind of hero are you?", Simple, but powerful questions.
The game achieves the near miraculous feat of being simple to use and learn and yet powerful enough to keep you interested and coming back to the game.
The mechanic is kind of an odd one with multipliers (but I think it works for supers) and exploding doubles on 2d6, which I admit I like. It also has a cool FASRIP-looking chart for die results, so it gives it an old school feel (something all old school supers games had were charts, lots of them!). I like that the main Abilities have been reduced to just three; reminiscent of Tri-Stat, but these a Brawn, Agility Mind (BAM!), which appeals to me.  Everything after that are skills and powers.
It has it's legions of fans and I can see why.

BASH is a nice alternative to M&M or Icons, both very fine games, but BASH is easier to get going in.  Yes, even compared to Icons.
In addition to all of that BASH has a great power leveling system to play everything from Street Level Mystery Men to Cosmic "New Gods".

It's not perfect.  BUT just like like the comics would sometimes have huge cross-over events, so can games.  If you are happy with your current Supers RPG, great, but maybe the characters fall into a wormhole-spacetimebridge-cosmicsink and end up in a BASH universe.  At  under 10 bucks it is totally worth it.

I have a quibble with the "Bruce Timm" inspired-art.  I am not really sure how they got away with that.
Now mind you, I like the art.  I like Supers games to looks like comics or supers cartoons, but this seems a bit odd to me.

No matter.  Bottom line. Great game. Great fun. Great Respons...er sorry, Great Price.
If you like supers games then get this.
5 out of 5 stars

Twilight 2000

Twilight 2000 was always one of those classic games of my post-D&D youth.  Back then I grabbed anything that wasn't D&D.  TW2k was fun, but not a game I ever got into for any length of time.
In today's eyes it seems a bit dated and even maybe a little silly, but this was a big deal in the 80's.

What I like though is using this game as a precursor to the GDW Traveller books of around the same time.  Then this game improves in my mind as a link to the Traveller universe.  Sure it was not really designed that way when Traveller first came out, but it certainly was the assumption I got.

The game though is still a classic and maybe one day I'll give it a go again. Or maybe as part of a larger Traveller campaign.
4 out of 5 stars



Forbidden Kingdoms: Modern 
Forbidden Kingdoms: Modern is a slimmer version of the full FK book.  This one uses the D20 Modern rules to cover the heavy lifting and leaves the rest of the book to focus on what is just Forbidden Kingdoms.
The Pulp Era is not one I spend a lot of time playing in, but it certainly tailor made for adventures.  You have many of the advantages of a modern society and still have large areas of land that mysterious, unknown and ready for imagination.
Forbidden Kingdoms (any version) is actually one of my more favorite Pulp era games.  It is also the game that helped me see the value of D20 Modern.
The background information covers the end of the Victorian age till WWII and has a great overview of history. Not perfect of course, but perfect for a game.
If you like the Pulp era or any of the books that came out then, then this is a great game to have.  I am using it for the history sections and the adventure hooks alone.
4 out of 5 stars

Dweomercraft: Lich

Liches are the ultimate bad guy in D&D.  All the liches we know, we know by name.  Dweomercraft: Lich helps you create those monsters and make them into some more; villains.
At 106 pages (plus additional maps and files) this book is filled with everything you would suspect.  There is a chapter on what a Lich is and how to create them. There are discussions on how the different races approach lichdom.  Lots of lich-related knowledge is also presented with appropriate DCs. There are plenty of new skills, feats, spells and monsters.  Additionally we have undead familiars; for undead wizards natch, and Lich prestige classes.  Sure to scare your characters to death.
Most importantly there are Lich NPCs.  Something that no book should be without.
I can't help but to compare favorably to the old "Blueprint for a Lich" Dragon article.  It would mesh nicely with this book.  I also comapre it to the old Mayfair "Lichlords", which this present book is better.

A properly played Lich should be able to stand up to an entire party of characters.
A properly played Lich out of this book should be able to wipe them out.

4 out of 5 stars






Wednesday, February 8, 2012

Ghosts of Albion Character sheets

I have been wanting to get this out to you all for some time.

Here is a character sheet you can use for Ghosts of Albion


Get these now and happy adventuring!

Noble Knight Games

I am pleased to announce that I have set up the Other Side as an affiliate site to Noble Knight Games.


I don't put up ads here on the Other Side and I have no intention to do so.  But Noble Knight has been a very good shop for me in the past (read one such story here) and have been a great source of rare, out of print games.

So by clicking on the link I get a small percentage of the sale.  Like an advertising commission.  I set up my account for store credit only since I figure anything that this blog generates for me should go back into it.  That is, if you buy a game then I should also buy games to review.  Since a lot of you are coming here to hear about old games, I figure I should at the very least give you reviews of some of the older books and the means then to find them.

My hope is that this will not interfere with your enjoyment of this blog.

Like with my affiliation with DriveThurRPG and RPGNow I hope to be able to pass on deals to you all.

White Dwarf Wednesday Issue 5

Here we are again for our mid-week delve into the past with White Dwarf.   Today I want to discuss issue #5 which came out Feb/March 1978.

Our editorial is another feature ripped from today's blogs, if that is Ian Livingstone had figured out how to read the blogs 30 years before they were published.  The editorial deals with the issues of copyrights and how one can play a game in someone else's worlds.  He mention Star Wars specifically (ok so he didn't see the future where you can play "D&D Star Wars" thanks to the d20 System), but also the Tolkien estate and TSR's short lived "Battle of the Five Armies" game.  Granted the point of view at this time is "hopefully one day we can play in those worlds" which we ended up being able to do.  Today the cry is more "this should be in the public domain".  An argument for a later post I think.

Lew Pulsipher gives us a nice review of FGU's new game "Chivalry & Sorcery".  Actually it is part review, part play report and part advertising to be honest.  I am not faulting him on this, on the contrary, I am rather enjoying the open fondness everyone had for the games back then.  He likes this game and wants you to try it.
We are treated to a 2-page review/overview of Der Kriegspielers ("The War Gamers") new line 25mm minis.  These mins have a strong Middle-Earth feel for them (they had not read the Editorial yet it seems).

More monsters from Don Turnbull in Monsters Mild and Malign. The presentation of the information has not improved any here.  The monsters are detailed in the article with their stats inserted where needed.  Among the monsters we get this time are the Fuzzy and Steely which actually come from an article from The Dungeoneer about Beholder-like creatures.  We have modern monsters like the Gremlin and Cyborg.  The Bogy is an interesting beast (and pictured) as something like a three-armed satyr that might be related to the Type III Demon.  That one deserves to be worked up a bit more I think.  A bunch of other creatures are also mentioned including Imps of various sizes (and Monstermark ratings) and a crawling hand.  Of note though is the final entry which mentions that a new feature will be coming with the next issue, The Fiend Factory.

Don Turnbull returns with more on D&D Campaigns where he discusses Alignment, Magic, Treasure and whether or not Players should play more than one Character.  Each one of these is interesting in their own right and most of all how none of these have stopped being a point of conversation among D&D players.  I think it would be good for the playtesters and authors of D&D.Next to re-read some of these old articles.

Open Box gives us new reviews.  Three book from a company named "Little Soldier" are reviewed; Book of Monsters, Book of Demons and Book of Sorcery.   Book of Monsters has 100 new monsters, mostly from myth and legend with some "near D&D" like stats. Book of Demons is similar, but also includes the magic and magicians used to deal with these creatures.  The Book of Sorcery includes spell fumble rules and more magic items.  While the reviewer (Pulsipher) does not care for them (no rating is given) I can't help now but to want them and try to find them! (ETA: I found them!).  We also have a review of War of the Ring from FGU which only gets 5/10.  Chaosium's (still called "The Chaosium" at this point) "All The World's Monsters" is reviewed. Described as a 110+ page book of 265 monsters for D&D and fantasy RPGs. It was printed on thick stock and featured 3-ring punching long before this was a common feature for some games.  There are a lot of good features to this book, but the reviewer (Again Don Turnbull) found it a little lacking, giving it 5 out of 10 and saying that quality was sacrificed for quantity.

A review of Games Day III (Dec 17, 1978) follows.   An article on how to get food and water on the Starship Warden for MA.
The news section informs us of the release of the D&D Basic box and that the AD&D Monster Manual is next.  Followed soon by the AD&D Player's Handbook and the "AD&D Referee's Guide".

The first comic for White Dwarf is featured.  A full page comic called Kalgar.
Treasure Chest gives us some neat magic items.  The Rainbow Sword for charming (based on an item in the Led Zeppelin movie The Song Remains the Same) and two waters, the Waters of Beguilement and the Waters of Enchantment.
The "Asbury System" of awarding experience points based on PC level is presented by Brian Asbury.  It reminds me of the charts in the 3.x DMG of awarding experience to characters based on CR.  The only thing this is missing is a way to tie it in to Monstermark.

Letters continues with more Monstermark clarifications and how to separate player interaction from character interaction.

One gets the feel here that White Dwarf is becoming something more now.  Gone are the silly classes and weapons.  The art is taking a notch up and the regular features are in getting into place.  It comapres well to others of it's kind at the time, but I feel the writing is getting better, the analysis is more in-depth.  At one year old WD is getting ready to be the fantastic RPG magazine I knew it to be.

Want to read more of this issue? Get it from Noble Knight Games. White Dwarf #5.

Tuesday, February 7, 2012

Have a cookie

I swear I need to stop reading message boards.

Let me ask you.
If a company produces a product you don't like, let's say a type of cookie, and then they come out with a new cookie that they are very excited an happy about.  You don't care cause you only eat home made cookies or maybe you don't like cookies at all, maybe you like cake.  But I don't like cake. I like cookies.
So in the end does it really matter what the company does?  You can eat your home made cookies or your cake or nothing and I can enjoy my cookies how ever I get them. Right?

Ok now substitute "Cookies" for any game of your choice.

Now can you see why I have a headache?

Ugh.

By the way please buy my new cookies.  They are shaped liked ghosts but taste like English Shortbread.
;)

Monday, February 6, 2012

More updates

Not much going on today for a blog post.  Just a bunch of random updates.

Digital Orc is trying to organize an Old-School/Grognard blogger meet-up.
His site has a sign-up sheet.
http://www.digitalorc.blogspot.com/

Tim Knight of "I Rather Be Killing Monsters" has posted about About.Me a social media link tool with free business cards.  Here are our links, Tim Knight and mine.

Ever wonder what would happen in an alternate world if Tara and Warren got together and instead of him killing her, they got pregnant and had the Anti-Christ?  Of course you have.  And the answer lies in Amber Benson and Adam Busch's indie movie, Reverse Parthenogenesis.

http://io9.com/5881586/buffys-tara-and-warren-are-finally-having-an-evil-baby-together



Ok, well not really Tara and Warren.  But (then) real life couple Amber and Adam.
This should be pretty funny.  A lot of people don't know this but Adam Busch (whom I have never heard anyone say or have a bad word about) is pretty damn funny.

Hopefully a real post soon.  Kinda in a haze right now.

Gen Con updates

Gen Con badges bought.
Hotel booked.  More expensive than last year, but not undo-able.

The big issue this year is my Ghosts of Albion game.
As in I am not going to be running any.

I might do a pick up game, that I would announce here.

It basically boils down to me not having enough time to work out a new adventure.  That and my kids are older and they want to play in more games with their dad.

So this year I am looking forward to playing more and trying out a bunch of new games.


Saturday, February 4, 2012

Zatannurday: Happy Birthday Bruce Timm!

Bruce Timm, artist, animator, director and producer celebrates his birthday this coming week (Wednesday, Feb 8).  So I figured what better than some Bruce Timm and DCAU/Timmverse version of Zee!

Zatanna came in to the Bruce Timm/DCAU/B:TAS world in the episode naturally titled "Zatanna".


It featured a young Bruce Wayne and an even younger Zatanna back when Bruce was learning escapology.


Here is what Timm and Paul Dini said at the time about this episode.

Paul Dini on Zatanna’s appearance on Batman: “Bruce [Wayne] had to learn to be an escape artist from someone, and I thought, ‘Wouldn’t it be great if he learned from Zatara, DC’s old Golden Age hero, who at the time had a cute, little sixteen-year old daughter?’ I pitched this to Paul Levitz, president of DC Comics, who said, ‘That’s wonderful; that’s better than anything we’ve ever done with Zatanna! And it was logical that, if he learned from her father, he would have had a little thing going with Zatanna (courtesy of Cinefantastique Magazine)."

Bruce Timm on Zatanna (circa 1998): “We wanted to make sure [that] any superhero guest stars would make sense within the context of the Batman show. So we played Zatanna’s down and made her more of a David Copperfield-type of magician so that she had a bit more realistic framework for her appearance (courtesy of Wizard Magazine).”

She would then go on to stay friends with Batman, even learn his real name and display the power we are accustomed to seeing.





We all know Paul Dini loves Zatanna, but Bruce Timm can't be too far behind.

So happy birthday Bruce Timm!








Friday, February 3, 2012

RPG/D&D Survey

Johnathan over at B/X Blackrazor has a survey he would like everyone to participate in.

http://bxblackrazor.blogspot.com/2012/02/rpg-gaming-survey-your-help-needed.html

There is an Excel file you need to download and send back to him.

Fill it out, encourage other to do so as well.  It is not really marketing research (not asking those sorts of questions) but more of a temperature gauge.

Check it out.

Random Updates

A couple of updates this morning.

Like Victorian era RPGs?  Don't forget about my Victorian Gamers Association on Facebook.
http://www.facebook.com/groups/117617184004/

There is a winner for the "I'll Tumble 4 Ya" contest!
Bob correctly identified Stevie Nicks as my big 80's (and 90s...) crush.
His 10 dollar gift code for DriveThruRPG has been sent out.

I picked up a couple of new horror games that I hope to have reviews up for soon.



Thursday, February 2, 2012

"Let's Play 1st Ed. Dad!"

Those are the words I heard after I told my boys that 5e was on the way and there were going to be reprints of the 1st Ed AD&D books.

Part of me is thrilled, another part of me is wondering what the hell am I going to do with all the 4e stuff I bought. ;)  You might recall my Big PlanTM was going to be have the kids fight Orcus.

Here are the adventures I am thinking of running with them at the moment.  You will note that these all have a large amount of undead and "horror" themes to them.  As with the "Dragonslayers" I'd run this to level 20 or so.


    • T1 The Village of Hommlet, levels 1-2. 
    • B1 In Search of the Unknown, levels 1-3
    • B2 The Keep on the Borderlands, levels 1-3 (this should be higher really, the caves are a killer)
    • L1 The Secret of Bone Hill, levels 2-4
    • X2 Castle Amber, levels 3-6 
    • I6 Ravenloft, levels 5-7. That is if I don't use it as a convert Ghosts of Albion adventure. Use some of the Ravenloft campaign/world setting stuff here too.
    • I10 Ravenloft II, House on Gryphon Hill, levels 8-10. (maybe)
    • I9 Day of Al'Akbar, level 8-10. Useful for the Cup and Talisman of Al'Akbar.
    • S1 Tomb of Horrors, levels 10-14
    • S3 Expedition to the Barrier Peaks, levels 8-12 (this is an odd one.)
    • G123, Against the Giants, levels 8-12
    • D12 Descent into the Depths of the Earth, levels 9-14
    • D3 Vault of the Drow, levels 10-14
    • Q1 Queen of the Demonweb Pits, levels 10-14 (maybe)
    • CM2 Death's Ride, levels 15-20. (If I don't use it in my current games. Thematically it fits better here.)
    Then there are these modules:
    • H1 Bloodstone Pass, levels 15+
    • H2 The Mines of Bloodstone, levels 16-18
    • H3 The Bloodstone Wars, levels 17-20
    • H4 The Throne of Bloodstone, levels 18-100
  • Interestingly enough this is almost EXACTLY the same path my characters took when I played back in the day.  Some of these will be my first time running, others (B1, I6) I can run in my sleep.




  • Others I have a bigger issue with.  As muchas I LOVED the D series, we live in a post Drizzt world.  Drow are not the TOS era Romulans anymore.  They are the DS9 era Romulans.  The mystery is gone. Drow are no longer a big secret anymore.  Plus how does Lolth fit into the Orcus plot?  No idea.  She doesn't have too, but I want a big sweeping epic.  Something my kids will talk about when they are older.

  • If I do keep with 4e, I can do my original plan.  In both cases the Big Bad is Orcus.  And I kinda like that idea to be honest.



  • If do 1st Ed I am very likely to include information from JB's B/X Companion Rules and the Rules Cyclopedia to deal with the higher level play.

  • Who knows, maybe 5e will give me the power to use all this stuff under one game system.





  • Of course there is one other option.  Play the 1st ed games as a "Flash back" game or even (gasp!) a time travel one.  The characters (whether 4e or 5e) spend some time in the past.  I would stat up the characters as 1st Ed ones.  I kinda like this idea to be honest.  Play my 4e plan, and then hit some of the past adventures too.  I could then be more selective about which older adventures to use.



  • So many games to play and so little time....
  • My first House Rule

    Ok, maybe not my first one, but one of them any way.

    "You are allowed to name your character after a Lords of the Rings character.  But only once."

    I think we have all done it and then later in life thought "man what was I thinking?".  I had a halfing thief named Bilbo.  My son is in the "regret" stage now with his wizard named "Gandalf".  I told him not to worry that everyone has done it (que a bunch of replies of people saying "I never did!").

    So instead of feeling bad about it I say embrace it.  Own it.
    Galdalf was named after a legendary near-mythical wizard.  With a name like that he was bound for greatness.  Bilbo is a very popular name among halflings, as is Frodo and Sam.

    So here is where I have to ask.  Did anyone name a character after a Tolkien character?

    Wednesday, February 1, 2012

    Quick Reminder: Tumble 4 Ya and Contest

    I posted a sign-up sheet for the I'll Tumble 4 Ya Blogfest.
    http://timbrannan.blogspot.com/2012/01/tumble-4-ya-blogfest.html

    I am also running a contest.

    If you can guess my 80s crush then you can win a $10 gift code good at DriveThruRPG!
    I'll need a valid email address to you send the code.

    I will give you a hint.  I have mentioned her here before (at least 3 posts I can find) and it should not be a big surprise.

    Good Luck!


    White Dwarf Wednesday Issue 4

    Welcome back to another White Dwarf Wednesday.  Today we will be looking into Issue #4.

    This issue covers Dec 1977 to January 1978.  So still not quite to the point where I was playing yet.  But getting there.

    The editorial this month is bemoaning the lack of good British publishers of war games and minis.  Funny, I chose to read White Dwarf and review again now because they were British.

    An interesting adventure of Alice in Dungeonland from Don Turnbull, years before Gygax would do something similar.  Lew Pulsipher continues on his series of D&D campaigns.
    An interesting article about Hyboria follows.  Author Tony Bath explains how he took the REH country and made it into a world he could use. The article reads like a good blog posting about world building.  There is a lesson here. That it is still very true you get from the game what you put into it.

    Skipping over most of the reviews I am going to focus on a product reviewed that is near and dear to my heart, TSR's Dungeon! Reviewed by Fred Hemmings he gives it an overall score of 8, noting that the artwork was a bad point and it was expensive (listed at £7.95).  Having bought a rare first edition of Dungeon at a auction some years back I have to concur about the price.  He does call it a D&D board game (even if he gives it bad point for the folding board/map).

    Don Turnbull is back giving us a few new monsters that more concept than stats.  We are introduced to the likes of the Glitch, Droll, Smoke Creature, Smoke Demon, the Black Leech, the Black Orc (which I have used in my own games) and the Black Monk.  The creatures are given basic HD, AC and attacks and a Monster Mark score.

    The first "real" new class is presented in the Treasure Chest, The Barbarian.  There are some similarities between this one and the one that would later appear in the Unearthed Arcana, but they are still different enough.  For example no rage like ability, but there is a Ferocity ability.

    We end the issue with Fred Hemmings look into Competitive D&D and the letters and classifieds.

    This issue really felt like it was on the way to becoming the White Dwarf I remember.  Gone are the silly classes to be replaced by something quite usable.  Monster Mark is now being used in practice, not just in theory, even if just a little.

    Looking back at this I am sure I must have merged a lot of this material into a whole when stating out my own D&D world.  I even have "Black Orcs" in my world as the fiercest orcs. Like Hyboria they are from the north.

    Tuesday, January 31, 2012

    Ghosts of Albion: Sold Out!

    I just heard from Eden Studios yesterday that the first print run of Ghosts of Albion has completely sold out!



    Of course I am thrilled to death about this.  But then there is sad fact that it is not in stores for new people to buy.

    So the great thing is DriveThruRPG and RPGNow has you covered.  Their Print-on-Demand service produces the same books you get in the stores.
    So stop by and buy!

    I am hoping to take one of my Ghosts adventures from Gen Con and put it up here.  Failing that, maybe a conversion sheet on how to play Ghosts of Ablion: Ravenloft!

    Jean Wells 1955-2012

    Jean Wells, one of the early pioneers of gaming and long time TSR developer has passed.

    Here are some of the links that can better explain her contributions than I can.
    http://poleandrope.blogspot.com/2012/01/jean-wells-1955-2012.html
    http://www.facebook.com/groups/121390094630920/permalink/172923566144239/
    http://grognardia.blogspot.com/2012/01/rip-jean-wells-1955-2012.html
    http://en.wikipedia.org/wiki/Jean_Wells

    Among her other contributions to the game and to the hobby she was also famous, or even infamous, for her original B3 Palace of the Silver Princess module.

    B3 was one of the first adventures I bought to run as a DM and read and reread that adventure 100s of times.
    A sad day in gaming indeed.

    Monday, January 30, 2012

    Blogging A to Z here I come!

    Ok I am going to do this again this year.


    Right now I have no plan and no idea what I am going to do, but I am going to do it.

    Here are our hosts for the event, each one a great blogger in their own right.


    And they are doing that Facebook thing too. http://www.facebook.com/atozchallenge

    I think this a great way to get to a wider audience, and I encourage any and all to give it a try.
    Here who is entered so far. Please join us!


    Post 1000!

    This marks my 1000th post here at the Other Side.

    That's a lot of text. ;)

    I hope you all have been enjoying this as much as I have.

    This has been a great ride and more emotionally satisfying than I would have thought it could have been.  So here is to my next 1000 posts!  I hope they are every bit as fun to do and I hope you enjoy them as much.


    Sunday, January 29, 2012

    The Dragonslayers vs. The Lost Caverns of the Tsojcanth, Finale

    Last night the Dragonslayers (aka my kids) finished up the Greater Caverns to discover Iggwilv's greatest treasure and fight Drelnza.  I was considering to bring her back, but she was so completely destroyed that I just can't imagine how she would do it.


    The boys did great really, I am very pleased how they played.  I was amazed how well my youngest did.  He figured out the secret of the central doors really fast and had a really good sense of direction.  We used minis of course, but not for the entire dungeon, just the battles.  They got the Lanthorn, the Prison, and all her books of magic.  Everyone leveled up one level.

    Of course the boys had a  great time and we even got to play past bedtime. They woke up today and wanted to get right back into it.  That is the sign of a good adventure.

    Now I need to figure out what the guys are going to do next.  I'd love to move on to the Forgotten Temple of Tharizdun, but I am anxious to get them to the big battle against Tiamat.

    For that I am considering using the old H4 Throne of Bloodstone, but not sure yet.

    Here are the previous posts in this series.



    Tomorrow. Something special!


    Saturday, January 28, 2012

    Drive by posting

    Can't spend a lot of time here I have kids that willing got off the Xbox and Skyrim because they want to play some D&D with their Dad!

    But I wanted to point a blog today that has absolutely NOTHING to do with writing, games or horror or anything like that.
    My friends Jody and Beth used to be suburbanites with my wife and I till they decided to pack it all up and go live off the land.  Please have a look at their blog, http://cdrvalleyfarm.blogspot.com/.

    While my experience with farm life is a vague idea that is where my food comes from, my wife grew up with Jody and Beth, so I get what they are trying to do out there.

    So stop by for something different and leave a comment or two to encourage them to post more.

    Zatannurday: Year One

    I was not feeling so well last week and totally missed out on my one year anniversary of Zatannurday!  Though I guess this one year since it became a regular posting here at The Other Side.

    So what can we say one year later?  Well we saw one Zatanna comic wrap-up (her self-titled series) and another come up (Justice League Dark).  Her TV portrayals were limited to cartoons (though she was mentioned in the last season of Smallville) with here Silver Age counterpart appearing in  "Batman The Brave in the Bold" and a younger version in "Young Justice".

    My most popular post was the one on Adam Hughes, http://timbrannan.blogspot.com/2011/03/zatannurday-adam-hughes.html  but I think that is entirely due to the art on the page and image searches.

    My most linked to post was the one where I mentioned she was going to be in Young Justice, http://timbrannan.blogspot.com/2011/10/zatannurday-its-in-cards.html

    The most commented one was the posting of Christie Zulo art, http://timbrannan.blogspot.com/2011/04/zatannurday-z-is-for-zatanna-and-zullo.html
    This was also the last posting I did for the A to Z challenge and the one that convinced me that the A to Z challenge was worth doing. The first post actually got more comments, but those were comments about the whole idea and less about post itself.

    I am very pleased with how all these posts turned out.  Plus it has given me something to look forward to each week and give people something new on Saturdays, a day that had been pretty dead on the ole Other Side.

    So here is to another year and plenty of magical Zatannurday posts!



    Friday, January 27, 2012

    Willow & Tara: World of Darkness (old)

    I have been going over a ton of my old books and looking at what I want to keep, what I want to give to my kids and what I want to get rid of.  I cam across some old World of Darkness stuff the other day and I am not 100% sure what I am going to do with it yet.  Most likely sell it all in my local game auctions.  But considering that I have wanted to do some posting on my girls, I thought this would be a good choice.



    I never really got into the original World of Darkness.  I did have Vampire the Masquerade and I recognized why and how it was good, but at the time I had also just discovered WitchCraft, so that was the game I had chosen to scratch my Modern-Supernatural itches.

    Though I did really like Mage. A lot. I really like Sorcerer's Crusade, I thought it was a really cool idea and much more interesting than Mage the Ascension.  That lead me to Sorcerer: The Hedge Wizard's Handbook, which is not part of Sorcerer's Crusade, but part of modern Mage.  But I am glad I made that mistake, since I really liked this book and it made me look again at the World of Darkness.

    For Willow's and Tara's stats in the old World of Darkness I am opting to use Sorcerer: The Hedge Wizard's Handbook instead of Mage proper for a couple of reasons.

    First, it is obvious that in the first five seasons of the show Willow learned magic from books and self study. Tara learned from her grandmother and mother.  Plus, Season Sux (what I have been calling it that for years) aside, neither Tara nor Willow achieve the power levels in Mage. Sorcerer handles everything nicely. I also happen to like Sorcerer a little bit better than Mage anyway.  Now of course in my own games, especially in "Season of the Witch" the girls do achieve Mage like power levels.  I'll detail that on a future posting when I talk about new WoD.

    What works nice with this version is that it mirrors my WitchCraft/early Buffy stats, and then once I got the characters on my own I took them to Ghosts of Albion, and even the "new" Mage..

    Of course I never did use these versions.  I did use the Mage: The Awakening versions in one game way back when it first came out, but that is about it.

    Willow Rosenberg

    Nature: Sage Society: None
    Demeanor: Mentor: None
    Concept: Wicca

    Atributes
    Strength: 1  Charisma: 2  Perception: 2
    Dexterity: 2      Manipulation: 2    Intelligence: 5
    Stamina: 3  Appearance: 3  Wits: 3

    Abilities
    Talents Skills Knowledge
    Alertness 1 Leadership 2    Computer 5
    Instruction 2        Research 5 Enigmas 2
    Intimidation 1 Survival 1 Investigation 2


    Medicine 1
    Occult 3
    Science 4


    PathsBackgrounds
    Conjuration: 3   Arcane: 1
    Enchantment: 2         Library: 5
    Ephemera: 1   Relic: 1 (Doll’s Eye Crystal)
    Hellfire: 3   Status: 2
    Herbalism: 2

    Counterspells
    Warding


    Tara Maclay

    Nature: Sage Society: None
    Demeanor: Mentor: None
    Concept: Wicca


    Atributes
    Strength: 2 Charisma: 3 Perception: 3
    Dexterity: 1      Manipulation: 1     Intelligence: 3
    Stamina: 3 Appearance: 3 Wits: 4

    Abilities

    Talents Skills Knowledge
    Alertness 1 Animal Ken 2      Cosmology 3
    Expression 1     Research 4 Enigmas 2
    Instruction 2 Survival 2 Investigation 2

    Linguistics 2
    Lore 1
    Occult 2


    Paths Backgrounds
    Conjuration: 3 Arcane: 2
    Enchantment: 2 Library: 5
    Healing: 2 Status: 4
    Herbalism: 3

    Counterspells
    Warding

    Thursday, January 26, 2012

    DriveThru Reviews

    These are more like "Drive By" reviews since I am posting rather fast today.  Also a mixed bag of stuff.

    Power Pics Heroes 1 -Female Speedster
    Great concept really. Provide the art and a paper mini for the games and let the imagination flow. You don't even really need or want stats with this since the purpose is fit the character to your game. I found that most of these can be used in every supers game and even some pure sci-fi ones. Well worth the price.
    5 out of 5 stars

    OSRIC Book of Assassins
    What you get: A 26-page book on Assassins and subclasses for OSRIC and compatible games. The sub classes are interesting enough to keep my attention (I liked the Ninja and the Bounty Hunter).
    What struck me as odd though was how it was written. I am not 100% sure English was the first language of the author. There were some very awkward word choices and sentences through out. It also uses a 3rd party skill system that I didn't have. With the OGL the best to do would be include it.
    The layout is clean but uninspired (a single column of text) and there is no art at all.
    The concept is good, the execution of it though is poor.
    2 out of 5 stars

    Baba Yaga: Queen of the Wicked Fens
    Good little Baba Yaga workup for any level/tier of play. Lots of attention to the myths of Baba Yaga were paid attention to, but their could have been more. The art is only ok, and I would have liked to have seen more of the magic items and stories surrounding her.
    This plus a quick web search though will produce a lot of any game.
    3 out of 5 stars

    Mutants & Masterminds Threat Report #39: Eris
    My favorite Threat Report so far for M&M3.
    All of these Threat Reports present a fully detailed NPC for your use in your game and all the stats you need. PLUS a .POR file if you are using Hero Lab. Import the file in and alter as needed.
    At 99 cents this is a steal.
    5 out of 5 stars.