Wednesday, December 12, 2012

White Dwarf Wednesday #43

White Dwarf #43 comes to us from the long ago time of July 1983.  I was 14 and getting ready to go to High School.  White Dwarf gives us this Celtic themed cover. What's inside?
Well we start off with an editorial from Ian Livingstone continuing the same thoughts he had in Issue 41. He notes that some companies have shut down and others are focusing on computer games.  Next verse, same as the first I guess.  Of course what we didn't know in 1983 was how some of the social aspects of TTRPGs would work their way into computer games, in particular online ones and MMORPG (look, RPG is right there).  Still though I think the Ian of 1983 would be happy to converse with the Ian of 2012 and see the changes that have been made, but also how people are still getting around a table to roll dice.

Marcus Rowland is up first with three (that's 3!) mini scenarios for last issue's Cthulhu Now.

Open Box is up with the game changer game for White Dwarf; Warhammer.   At this point in time Warhammer is being produced by Citadel Minatures and only gets an 8/10 from reviewer Joe Denver.   Questworld for RuneQuest is next. It gets an overall 6/10 from Oliver Dickinson, who is not impressed.
Lastly we have 9/10 review for a Play-by-Mail game, The Tribes of Crane.  Kids ask your grandpa about play by mail.

A bunch of new sci-fi books as well as some on disproving psychic phenomena (in particular Uri Geller) feature in this month's Critical Mass.

Lew Pulsipher is up with buying and selling magic items and why the "magic shop" concept is a ridiculous idea.

Oliver Dickinson is back with some Griselda fiction.   Andy Slack has vehicle combat for Traveller in this issue's Starbase.

The highlight for me is the second part of Irilian. The time the Northwest corner. We get six pages , dozens of locations and NPCs.

In the Letters section a letter complaining about having to read about Lew Pulsipher all the time was sent in by  Lew Pulsipher.  More debate over Don Turnbull and his point of view on the Necromancer class.

Thomas Price is up with Starport Design in Traveller.  Though there is not much here that couldn't be easily converted over to Star Frontiers,  in fact that is exactly what I did.

Oliver Dickinson is back, again, in RuneRites, discussing damage absorption in RuneQuest.

Fiend Factory has a collection of monsters that appear to be riding something.  We get Bug Riders (who ride on bugs), The Lich King (who is riding a Nightmare) and the Vanith-Vadiren, or heavenly elves that ride on pegasi.

Treasure Chest covers the martial art Bujutsu for AD&D monks.

At the bottom of the page we get another milestone in the publication of White Dwarf.
The first strip of the comic Gobbledigook  by "Bil" aka Bil Sedgewick.  The adventures of Gobbledigook the Goblin will appear off and on till about issue #100.

Classifieds and ads end this issue.  TSR has a new add featuring all it's Sci-Fi properties; Gamma World, Star Frontiers. Ares magazine and some minigames.

Pretty solid issue. I remember when I first got it I was hoping for something more Celtic themed inside, but not this issue. The cover art is cool all the same.

Tuesday, December 11, 2012

S&W Witch?

I have been rereading the Sword & Wizardry rules since Thanksgiving.

http://timbrannan.blogspot.com/2012/11/second-chance-weekend.html

And I am discovering I rather like it.  It's not perfect, and there are some things that I am still not sure why they did what they did.  But it is pretty solid.

The question I now have for all of you is this?  Should I spend any time doing a S&W version of the Witch?
Not the entire book, just the class.  I would focus on making is a core class and stripping it down to it's essentials.  Maybe just 1 tradition with some occult powers. It would be a new tradition though, something not in The Witch or Eldritch Witchery.

I am not sure yet. And if I do, whether it should be free, for sale or what. I would naturally want to include some new material.

Would anyone be interested in such a thing?




Monday, December 10, 2012

Reminder: Adventures Dark and Deep

Just a reminder that there is only just about a week left for the Adventures Dark & Deep Kickstarter.

http://www.kickstarter.com/projects/623939691/adventures-dark-and-deep-players-manual

This is the best thing to a no-brainer Kickstarter.  The book is already done and the author is looking for some art to improve it.

So please stop by and support this really cool "What if" project.

Selling my Soul to Google

I am very active on Blogger.  All my RPG related email goes to my Gmail account.  I use Google Analytics to track trends on my blog.  I own an Android phone and tablet.  So I am pretty sold on this Google idea.

Well this weekend I found the one thing my gaming life needs more than anything else.
I discovered the new Chrome Book.

It runs the new Chromium OS and uses all the same tools I use now for my RPG work.
Not only that, but last week I began a new RPG book.  No surprise there.  But this deal is that this is the first time since 1989 that I have started one on something other than Microsoft Word.
I was an early adopter of MS Word. The first copy I ever bought was Word 1.1 for Windows, I quickly upgraded to 2.0.  I have tried other software.  I had used many others before this; PC Write was a big one for me. I spent untold hours in front of a screen using WordStar. I even, briefly, tried WordPErfect (and hated it).  I would guess that in the last 23 years I have spent about 30,000 hours using Word.  That's about 5-6 hours a day. Work really adds to this number since everything I do there is in Word.

Last week I started a new RPG book in Google Docs.  I have used Docs before for other things and even have written a number of things for work or pleasure in it.  But I usually started them in Word.  So this is a big deal for me.

This new Chrome Book would give me all the tools I am using now.  Sure I have a laptop and a computer.  The computer is in my office and not portable.  The laptop is for work.  My tablet is great, but not great to write with.

I like the idea of having a separate RPG computer to hold all my PDFs and works-in-progress.
Now if I can only get one for Christmas!




Sunday, December 9, 2012

Google+ Communities

Google+ Communities are here.
They are like the groups on Facebook, but only newer.

Given that many have been making the exodus to G+ from Blogger in one form or another I think we will see more action around these Communities than the Facebook Groups.

So far here are the ones I have joined.
OSR, https://plus.google.com/u/0/communities/118190724629075727878
Tenkar's 2k Coppers, https://plus.google.com/u/0/communities/115059664568026915110
Original OD&D, https://plus.google.com/u/0/communities/114326032631828731549
AD&D, https://plus.google.com/u/0/communities/109964829231860013841
Pen and Paper RPG Bloggers, https://plus.google.com/u/0/communities/101959010193271962180
RPG, https://plus.google.com/u/0/communities/106022701838596878185
D&D (Unofficial), https://plus.google.com/u/0/communities/114959286898953661246
D&D Fans, https://plus.google.com/u/0/communities/112562269238493905636
Pathfinder, https://plus.google.com/u/0/communities/109371885284435835324
Swords & Wizardry, https://plus.google.com/u/0/communities/105496313464716843665
World of Mystara, https://plus.google.com/u/0/communities/105389729506439568188
RPGs for Kids, https://plus.google.com/u/0/communities/100097872501511896713
Mutants & Masterminds, https://plus.google.com/u/0/communities/104627906123814220434
Role-playing Games, https://plus.google.com/u/0/communities/115336206234034239085
G+ RPG Hangouts, https://plus.google.com/u/0/communities/101466247068767710475
G+ Tabletop Roleplaying Games, https://plus.google.com/u/0/communities/107422815813208456454

And one I have created, The Victorian Gamers Association. https://plus.google.com/u/0/communities/102108261281878174664

Come by and say hello!


Saturday, December 8, 2012

Zatannurday: the Amazing Adventures of Zatara!

I have been spending the week with Amazing Adventures the new Pulp Game from Troll Lords.
The cool thing about the "Pulp Era" is it more or less coincided with the "Golden Age of Comics".  There are a lot of reasons for that which I will leave to others more knowledgeable than me.  There is one thing I do know pretty well that covers both the Pulp and Golden Age of Comics and this blog.
Giovanni "John" Zatara.

Giovanni Zatara is the father of Zatanna Zatara.  I have talked about and stated him up before, but this might be my favorite  version.  It seems to fit rather nicely.  Again, I started with his M&M3 stats as a base line.  I also wanted to make him a CHA based Arcanist since I felt that it worked best, given his career as a stage magician wold have mostly been about illusion.  I also felt the description of a CHA-based Arcanist fit my idea of who Zatara, and Zatanna, are.

Giovanni "John" Zatara
Arcanist (CHA) 12
Human* Male, Lawful Good
hp: 50
MEP: 120
AC: 14 (dex, ring of protection)
Move: 30'

STR: 12 (0)
DEX: 16 (+2)
CON: 10 (0)
INT: 16 (+2)
WIS: 14 (+1)
CHA: 19 (+4)

*Zatara is a member of the Home Magi race. He gains a +1 to CHA and a -1 to CON.
Zatara, as a quirk of his own style of magic, must speak all his spells backwards in order to wrok.

Languages: Italian, English, Latin, Greek (native language is Italian)
Background: Entertainer (Actor) +4,
Traits: Spellgifted (transmutation), Spellgifted (illusion)
Skill: Knowledge (Arcana)

Gear: Top hat, cane (magical focus +2), tux

Spells 9/5/5/4/3/2/1
0: Arcane Mark, Detect Illusion, Detect Magic, Influence, Light, Mage Hand, Message, Prestidigitation, Stun
1: Change Self, Charm Person, Daze, Obscuring Mist, Sleep, Silent Image
2: Alter Self, Blur, Detect Thoughts, Hypnotic Pattern, Misdirection, Pyrotechnics
3: Blink, Clairvoyance/Clairaudience, Hallucinatory Terrain, Major Image, Suggestion
4: Confusion, Dispel Magic, Mirage Arcana
5: Major Creation, True Seeing
6: Mass Suggestion

I am very, very pleased with this.  So pleased in fact that if I ever get a chance to play AA I want to play Zatara.

Links for Amazing Adventures

http://www.trolllord.com/store/product_info.php?cPath=22&products_id=211
http://rpg.drivethrustuff.com/product/106153/Amazing-Adventures%21?affiliate_id=10748

Friday, December 7, 2012

Willow and Tara: Amazing Adventures

Amazing Adventures is a fun game.  When I first got my hands on the playtest copy the first thing I noticed (granted I was looking for it) was the Arcanist class.  What I enjoy about it is how flexible it is in concept.  It's not just a wizard, cleric or witch.  It is one class that can do all of that.

So of course I wanted to test it out.  I grabbed my binder of witches and thought about who would be good for a Pulp Age witch.  Or more to the point, which three since I wanted to try this out using the three types of "builds" the Arcanist can use, INT, WIS and CHA based.  My choices really though were made for me.

The great thing about using Willow and Tara is it does give me the chance to try out the INT and WIS based Arcanists.  Also they are characters I know quite well so stating them up usually is only as slow as my familiarity or unfamiliarity with the system.
Plus I have stated them up for d20 before, so I had a base idea of what they needed to look like.  For these builds I used my base Modern d20 and little bit of my Macho Women with Guns d20 one.

The hard part isn't that, but it is deciding on how it is they could be in a Pulp World, 50 years before they were born.  For this I go back to the Uber concept.  Last month I posted the Call of Cthulhu versions of the girls.  In many ways the AA versions are the same as the CoC versions, but these AA versions cleave a little closer to my own Dragon and the Phoenix canon.

I have to admit the idea of a Pulp-ish Willow and Tara came to me from the strangest of places.  I was watching "If These Walls Could Talk 2" and there was an older lesbian couple in the first sequence.  While older in 1961, they could have been the adventuresses of the early Pulp Era.  In the 1920s and early 30s they would have been in their late 20, early 30s.  So why not.
I guess think of these stats as the continuation of the CoC ones from the early 1920s.

Willow and Tara in Amazing Adventures
Willow and Tara in the 1930s are just out of college.  They discovered each other from their shared use of magic and now they much adventure across the world search for more arcane secrets, stopping the forces of evil in both human and nonhuman form all while being perused by cultist and Nazis.

Willow Daniel Rosenberg
Gagdeteer 1/ Arcanist(INT) 12
Human Female, Lawful Neutral (Good),
hp: 45
MEP: 114
AC: 12 (locket of protection)/ 15 (when in physical contact with Tara)
Move: 30'

STR: 9 (0)
DEX: 11 (0)
CON: 11 (0)
INT: 18 (+3)
WIS: 16 (+2)
CHA: 17 (+2)

Languages: English, Latin, Hebrew, French* (extra language)
Background: Scientist +4 (+2 initial, improved at 5th, 10th level), Mathematician +2
Traits: Spellgifted (offensive), Reckless
Skill: Knowledge (Arcana)


Spells per Level

9/6/6/5/3/2/1
0: Arcane Mark, Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Message, Open/Close, Prestidigitation
1: Arcane Bolt, Burning Hands, Identify, read Magic, shocking Grasp, Sleep
2: Bullet Proof, Darkness, Enhance Attribute, Invisibility Scare, Shatter
3: Blink, Clairaudience/Clairvoyance, Fly, Lightning Bolt, Magic Circle
4: Confusion, Locate Creature, Scrying,
5: Telekinesis, Telepathic Bond
6: Chain Lightning


Tara Ann Maclay


Arcanist (WIS) 11
Human Female, Lawful Good
hp: 42
MEP: 100
AC: 12 (locket of protection)/ 15 (when in physical contact with Willow)
Move: 30'

STR: 12 (0)
DEX: 9 (0)
CON: 12 (0)
INT: 16 (+2)
WIS: 18 (+3)
CHA: 16 (+2)

Languages: English, Latin, Greek* (picked this one up along the way)
Background: Historian +4 (+2 initial, improved at 5th, 10th level), Artist +2
Traits: Spellgifted (defensive), Polite
Skill: Knowledge (myth and legend)

Spells per Level

9/6/6/5/3/2
0: Blinding Flash, Detect evil, Detect magic, First Aid, Know Direction, Light, Purify Food & Drink, Message, Prestidigitation
1: Animal Friendship, Command, cure Light Wounds, Protection from Evil, Remove Fear, Shield of Faith
2: Aid, Darkness, Delay Poison, Hold Person, Lesser Restoration, Speak with Animals
3: Cure Serious Wounds, Dispel Magic, Magic Circle against Evil, Remove curse, Spiritual Weapon
4: Dismissal, Restoration, Wall of Force
5: Dispel Evil, Scrying

I like how they turned out and am looking forward to trying out some of this flexibility.

Links for Amazing Adventures

http://www.trolllord.com/store/product_info.php?cPath=22&products_id=211
http://rpg.drivethrustuff.com/product/106153/Amazing-Adventures%21?affiliate_id=10748