Wednesday, December 5, 2012

Day of the Triffids

One of my favorite movies is the 1962 Day of the Triffids, based on the book of the same name.

More so than zombies Triffids are the worse mass-enemy you can face.  Sure they are slow, but unlike zombies they are intelligent and totally alien.  They are walking killer plants.  The book and movie differ, but one of the things I remember the most is the sound the Triffids made as they moved.  Scared the hell out of me.

No reason why I should suffer alone.

I am going to keep the extra-terrestrial origin since that makes them seem more, excuse to turn of phase, alien.  It also gives us a reason to find these things on Earth in any age or other planets.

General Description
A Triffid is a plant creature that stands roughly 7ft to 8ft tall (2.2 to 2.5 meters).  The base of the creature has three large roots  that it can pull up and use to for locomotion. Moving two legs forward followed by the other. They don't move quickly, but consistently.  The base is crowned with a long thin body (the "trunk") with the flowering "head".  The flowering part can eject a long 10ft/3meter tendril that injects a deadly poison into the victim.  The triffid then consumes the poisoned animal.  If that animal happens to be a human, then so be it.
The triffid also has small appendages near it's root base where the trunk portion grows.  It beats these in a constant droning clicking.  It generally believed that these are used as echolocation  communication or the attracting of mates.
Triffids are not susceptible to blood loss (no blood). Fire and extreme cold do double damage. Water based attacks or ones the replicate sunlight or UV radiation cause the triffid to regenerate loss health due to damage. Triffids take normal damage from electricity. Triffids are immune to sleep, charm, and hold magics or psionics. They can't become undead nor be raised from the dead.  Triffids can be killed with salt water since they are plants.
Unless burned or soaked in salt water a triffid will regenerate all lost health even if seemingly dead (0 hp).

Triffids reproduce via spores in the air which land on other triffids.  They produce a large white seed pod.  On Earth the seed pod is infertile 95% of the time. On their own home worlds the seeds are only 50% infertile.

Stats for some of my new favorite games.


Triffids (Amazing Adventures, Castles & Crusades)
NO. ENCOUNTERED: 2-12 (2d6) small groups,  300-1800 (3d6x100) worldwide
SIZE: Medium
HD: 3d8 (13)
MOVE: 20 ft.
AC: 11
ATTACKS: Slam (1d8) or stinger (1d4/poison)
SPECIAL: Blend, Darkvision 60 ft., Feed, Regeneration 3/6, Slow, Twilight Vision,
SANITY: 1d6/1d8
SAVES: P
INT: Low-Average
ALIGNMENT: Neutral
TYPE: Plant
XP: 30+3


Regeneration: Triffids regenerate 3 hp per round under normal circumstances even if reduced to below 0.  The regenerate 6 hp per round if they have access to water or sunlight (or uv).

Triffids (Starships & Spacemen, Mutant Future, Labyrinth LordThe Witch)
Encountered: 2-12 (2d6) small groups,  300-1800 (3d6x100) worldwide
Alignment: Neutral
Movement: 180' (60')
Intelligence: Low-Average
Psionic Potential: none
Hits: 3d8
Armor: 8
Combat Skill/Save: I3
Save: L3
Attacks: Slam (1d8) or stinger (1d4/poison)
Damage: 1d8/1d4 Poison
Morale: 12
Hoard Class: None
XP: 35



Tuesday, December 4, 2012

Review: Amazing Adventures

Amazing Adventures RPG

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

I am woefully behind on reviews.  So I want to do one I picked up at Gen Con and it has been sitting on my desk, taunting me to review it.

First off some disclaimers.
* I do know the author Jason Vey and we have worked on projects together before.  This is not one of those projects.
* I did read a playtest version of this game some time ago.  This review is on the published version of the book.
* I did not get a free copy of this. I pledged in Troll Lords pre-order program and picked it up at Gen Con.

Ok.  All of that is out of the way.

Amazing Adventures (hereafter AA) is a new Pulp Action RPG based on the same SIEGE Engine that runs Castles & Crusades.  Unlike other SIEGE games, this one is 100% compatible with C&C.  So much so that I plan on using them together, but I'll get to that.  Right now let's talk about what the book has.

Upfront we get our OGL declaration including a lot of Open content.  This will make it easy to make "Pulp d20" supplements or use this for other sorts of games.

We move right into an introduction to what Pulp Roleplaying is.  I know Jason, I know he knows Pulp quite well.  Reading this then is like reading Steven Kenson on Supers Roleplaying; I know he gets it at a level above me.  In this case yes, but Jason still brings it down to the peasants like myself to understand.  For me I am constantly defining Pulp by old movies or, more to the point, what it isn't.  It isn't Victorian, it isn't 50's Atomic Sci-Fi (yet) or Ultra Modern.
There is a brief introduction on the use of magic.  Something I'll get to again in a bit.

Book One deals with Characters. Note, there are not multiple books, but divided withing the physical book.
If you have played, oh, ANYTHING in the last 40 years then you know what this is.  The same 6 attributes of all d20 games and C&C.  They are described with a little more information given to languages.

There are Classes. This is based on Castles & Crusades afterall.  The Arcanist (who reminds of the Harry Dresden covers), are our magic users.  What I like about them is that they choose how their magic works.  So a "wizard" may memorize spells and choose Intelligence as their Spell-casting Attribute. Or Wisdom if it is deep understanding or Charisma if it is force of character.  I like this. A lot.  The Arcanist is a bit tougher than your d20 wizard with d6 HD.  More emphasis is given to cantrips/0-level spells and less on really high level ones.  Makes sense really.
The Gadgeteer is used to make all sorts of high tech gadgets.  Your Howard Hughes-like characters.  You hard-boiled detectives are well represented by the Gumshoe.  The Hooligan is your all purpose neer-do-well, from street urchins to thieves and generally all purpose bad guys.  But that doesn't mean your character is bad, no he/she could have a heart of gold and be down on their luck. ;)  The Mentalist is a great addition given the fascination that the time had with Mentalism/Spiritualism. If the Arcanist is a "magical" character then the Mentalist is the "pyschic" one.  I also want to point out here that the Mentalist is a PERFECT class to port over to C&C if you want to do psychic/psionic powers there.  The Pugilist is your bare knucks fighter. We have these chaps in the Victorian era games too, but these have some nice features.  There is the Raider for your big game hunters or Indiana Jones types. Finally the Socialite.
There are some good rules on multiclassing as well, which is great for this Socialite/Hooligan I want to make.

The same Alignment system is in play as C&C.  Personally I would have liked something different. The nice thing is that it is completely optional.  I think for anything other than a D&D/C&C game I would drop it.

Next up are Fate Points.  These work like Drama or Hero Points.  The characters gain them at a level increase, but chances are they will spend them faster.  I have ported this over to C&C and other d20 games and they work great.  There is a lot you can do with these above and beyond normal "points" and they really add to the Pulpy feel of the game in my mind.  The main character doesn't die in Chapter 1 or Reel 1, and he doesn't die at Level 1 either.  Fate points are the "To Be Continued!" of the game.

The book on Characters ends with some equipment from the Pulp age including when they were introduced (good) and pricing for the times.

Book 2 is Advanced Character Customization
AA is not just about leveling up characters, there are other ways to advnace and customize your Pulp Hero.
Characters can have Abilities (like Ace), Backgrounds (like Scientist), Skills, and Traits.  Traits are bit like Feats and a bit like Qualities and Drawbacks in other games.

Since there is Arcana and this Pulp there is a chance the characters will run into something that will break their little minds.  So we have a section on Sanity.  These rules are simple and solid really.  There is not too much detail to read like the latest DSM but enough for a game.

There is also a section on Wealth which is dealt with not as money, but rating based on class.

Book 3 deals with the Paranormal
In particular this chapter details the differences between psionics and magic.  Again, this would be great to port over to C&C.   The basic mechanics behind using psionics and magic are also detailed.  Frankly I am really, really glad that Psionics are different from Magic.  They should be and they should feel different. One of my disapointments with D&D3x (and 4e) was Psionics were treated just like another form of magic and they shouldn't be.

Spellcasting is based on Mana points which is a good change really, and fits with the Pulp period more in my mind.   Spells are largely treated the same way as other d20 products so adding new spells is actually pretty easy.

What is interesting about both the magic spells and psionic powers is they both have associated Ability scores.  So a spell might require Intelligence or Charisma.

Book 4: Rules of the Game is next.
It is what you would expect it to be.  Maybe a little more information on non-lethal and unarmed and two-fisted fighting.  There are some more gadgets here, in particular modes of transportation.

Book 5 covers the Bestiary
In pulp literature there were still unknown lands to discover and many of those lands had never been seen by man before so who knows what sorts of beasts would dwell there?  Well not really dinosaurs or giant apes, but in your game you can.  We get a nice mix of classical monsters, atomic-horror giants, undead creatures and aliens.  It's crazy. But crazy in a good way.  Since the monsters are standard format you can even pull out any monster book for C&C (or d20) and use those monsters too.

Book 6 Running a Pulp Game is next.
Details the pulp 4-act adventure (for contrast I typically run 3-act adventures for Buffy and 5-act ones for Ghosts of Albion).  For your benefit a sample adventure is included.

We end the book with a Character Sheet.

There are plenty of support files from the author:

This is the errata for the first printing (dark cover): http://www.grey-elf.com/candc/aaerrata.pdf

A Character sheet: http://www.grey-elf.com/candc/aacharactersheet.pdf
And expanded Firearms.  These are in addition to what is found in the books: http://www.grey-elf.com/candc/aafirearms.pdf

Ok. Judgement time.

Science Fiction Double Feature
I like this book a lot.  I am not sure I would ever play in a pulp setting, but I think it is a great update/replacement for Modern d20.  Truthfully while reading this what I REALLY want to do with this is something along the lines of 50's and 60's monster movies.  So aliens attacking the earth, giant insects and kaiju.  "This Island Earth", "Forbidden Planet", "Them", "Day of the Triffids" and the like.  I know this is not what the book was designed to do.  But it sure works great for it to be honest.  Actually better than great.

I have a lot of Pulpish, 2-fisted  adventure, games.  This one is great for Pulp, but to ignore the flexibility in this game would be a crime.  Plus the 50s are an under-represented time in RPG games.

Stand and Deliver!
Another thing that this game is PERFECT for is as a supplement to Castles & Crusades.  Not only do you get an updated Arcane class, you get a perfectly workable Psionic class with powers.   Even if you don't use that try using the Fate Point system with C&C.

One of the nice features of this game is the use of just using a +5 for Primes.  Instead of a TN or 12 or 18 like C&C, AA gives you a plus to your roll.  We housed ruled this for C&C a while back and I understand it is fairly common.  I like it better than the core C&C rules and will use this instead.

There is something else that this game would be perfect for.  I have had this desire to do a game based in 16th to 17th Century England where I could cover such topics as Queen Elizabeth, The Stuart Kings and Queens, Shakespeare, Sir Francis Drake, Guy Fawkes, John Dee, Highway Men, sail and conquest.  This plus C&C minus many of the D&D trappings would be perfect.

I am thinking of modding the vehicle combat rules for Highwaymen on horse back and coaches-in-four.  Stand and deliver indeed!

Missing
What is missing from the book that I think would have been nice are some Archetypes/1st level NPCs.
Also a supporting cast might also be good.  What level and class is Police Officer O'Hara at Precinct 9 where you get all your good tips?

A couple of adventures from the publisher would also be nice.  You could put a few of them into one book.

Also missing, but something that I can easily find, is a map of the World circa 1930 with so travel times and costs. I would have liked some more information on the world too.  I guess that is the one thing that this book lacks.  Granted, these things are typically covered in a Game Masters' book or a Campaign book.   I ignored it up to this point because I was so drawn in by all the things I want to do with this that I never considered missing.  I am hesitant to count off for it since a.) I only noticed it now despite having had and played around with this game for a while and b.) I was not then and am not now likely to even use it.

So where do end this?
Well I really like this book.  Even if I never play it as intended there is just too much good stuff in it to ignore.

Buy this if...
...you like Jason's other books.  This is his style through and through.
...you like two-fisted pulp action adventure.
...you like Castles & Crusades and are looking to turn it up a notch or add Psionics or a Fate Point system.
...you want a flexible modern system built on a system that is tried and tested for years.
...you want easy to use vehicle combat rules.

My imagination is really grabbed by this system.  I think there is a lot of potential here and a lot I want to do with this game.

What's It Worth to You?

Or to me for that matter.

Stumbled on on a website that calculates the worth of other websites.
http://www.worthofweb.com/website-value/

Where does the Other Side rank?

timbrannan.blogspot.com website worth badge
http://www.worthofweb.com/website-value/http://timbrannan.blogspot.com/

The whole thing is worth $1,971 (at the time of this post).

That's a little depressing.  I would have hoped for more.
Well that's just money, I am sure the Other Side is worth far more XP!

So go there and see what you are worth on the web.

Beginnings Blogfest

I am going to be participating in L.G. Keltner's "The Beginnings Blogfest".


Go to her blog at Writing Off the Edge to learn more and to sign up.
http://lgkeltner.blogspot.com/2012/12/announcing-beginnings-blogfest.html

I am going to be writing about how and why I started this blog with some history and insights to the projects that prompted me to do it.

There are a lot of blogs that I read everyday and I would love to know what got you all going.  Some might have started with an idea already formed and started with a bang.  Others, like me, might have posted a few "hey I guess I am blogging!" posts.

So share your stories with the world.  Blogfests are a fun way to learn more about blogging, others inside and outside your local community and help give you new writing prompts.

So thank you L.G. for getting this started!  I love how I have a whole month+ to get ready for it.
Looking forward to it.

Monday, December 3, 2012

The Witch Print Edition Update

Just got the word from Elf Lair Games that the files for The Witch Print version are loaded.

You can read the details here:
http://elflairgames.blogspot.com/2012/12/spellcraft-swordplay-bundle-and-witch.html and
http://wastedlandsfantasy.blogspot.com/2012/12/elf-lair-games-developments.html

You can also pick up a bundled version of Spellcraft & Swordplay.

So looking forward to getting this out to everyone.

Teach Your Kids to Game Week

DriveThruRPG is running a special all this week.

Teach Your Kids to Game Week.

Lots of kid and family friendly games that are easy to learn and fun to play.
While my boys are beyond this stage now (thy jump back and forth between 3e, 4e and AD&D1) there are a lot of great games here.

My favorites on the list include:


Be sure to check these out.

Starships & Spacemen 2e

Just picked up Starships & Spacemen 2e.



So far I like it.  I like that it is compatible with Labyrinth Lord and Mutant Future and I like that it specifically has a cool Star Trek vibe about it.
Love to try it out sometime.




Sunday, December 2, 2012

The Return of the OSRIC Player's Guide

Last year you might remember the drama concerning the OSRIC Player's Guides.

http://timbrannan.blogspot.com/2011/10/other-osric-players-guide.html
http://timbrannan.blogspot.com/2011/10/more-osric-players-guide-woes.html

Well one of them is now back.

This is the OSRIC Player's Guide that was the stripped down and edited version of OSRIC just for players.
It was/is edited by Steve Robertson (formerly of the Bree Yark blog)  and features a bunch of art from him as well.

You can get the PDF fro free at his website or pick up a soft or hard cover at Lulu.
http://www.vanquishingleviathan.com/ and you can see some pics of it over at RPG.Net:
http://forum.rpg.net/showthread.php?665558-OSRIC-Player-s-Guide-is-up-for-sale!

Of the two Player's Guides, this one was the better of the two.  This one does feature a lot of new art from the editor (he does not call himself the author which is good) and it was edited.
The other was just a copy-and-paste job with some art found on the internet.

It is worth checking out.

Saturday, December 1, 2012

Zatannurday: Zatanna Covers

Recently the Justice League Detroit Blog recently did a post  on the top 20 Zatanna covers.  It is worth checking out.
http://justiceleaguedetroit.blogspot.com/2012/11/the-top-20-zatanna-covers.html

While I liked the covers that were picked I didn't always like the reasons or the order.
So here are some of my favorite covers and why.  I am not putting them in any particular order.


Up first a Catwoman cover from Catwoman 50.  I like how you know this is a Catwoman book but Zee is larger  than life.  Plus it is a great bit of art and sets up the story well.


Zatanna #1 of the legendary Paul Dini run.  MUST reading for any Dini or Zatanna fan.


Not the first Justice League Dark cover, but I like how Zee is front and center here.   Surrounded by magic and featuring her new costume.  Love the look on her face. 


I rather like this one. It has all the things we expect to see in a Zatanna cover except for maybe her top hat.


 Fishnet on the arms didn't start in JLC.  I love how her eye seems to be glowing.


Love this cover too.  I like the black/dark blue lipstick.


 Everyday Magic is just a great collection I love the title.  I also love this cover.  Zee is not hyper-sexualized, but still attractive and feminine in her tux.  Plus I dig the boots.



More stars and more "Cute" Zee.  I like Adam Hughes art and I think he does a particularily good job of drawing women that look like women.  Like Frank mentions on Justice League Detroit. This reminds that Zee can be sweet, but she is no stranger to the dark.  Speaking of which...


I am on record as not being a big fan of Identity Crisis.  But it is/was such a pivotal moment in the history of the character I would be remiss if I didn't include it.  Plus this cover has other things going on.  First it features Zee in her "Supers" costume.  Not often seen anymore.  Also she is once again front and center here.  She is the focus, not the Gods standing around her.


An iconic cover.  More of the fishnet gloves too.


I like this cover. It has a lot of the iconic Zatanna imagery.  Her hat, fish nets, magic.  It has been said that among the supers a woman in a tux, top hat, tails and fishnets looks sorta...well dull.  I don't think so.  They have messed with her style before and this really is the one that works the best.


Going back a bit here.  This is the collection of the earliest Zatanna stories.  The cover is newer than that rest of the book, but that is cool.  I think it also very evocative of what Zatanna is all about.

There are others to be sure.  But these are the ones I most wanted to talk about.

Friday, November 30, 2012

TBBYANR: Two "new" blogs

Well they are new to me.

D20 Dark Ages
http://d20darkages.blogspot.com/

D20 Dark Ages is run by Stelios a writer and historian.  The blog mostly focuses on his one gaming exploits from the time period of 1989 to now.  There is a strong old-school vibe to his blog and details on what really were the Dark Ages in my mind as well, the period of the death of TSR but before 3.0.

Interesting site and I hope to see a lot more.

Comiccritique
http://comiccritiqueblog.wordpress.com/

Coniccritique was turned on to me by an old friend.  It's not an RPG blog, but as the name suggests, a comic review blog.  There is quite a bit of good critical insight.  It is a work in progress, but the writing is good.
I enjoyed his reviews of Batwoman and Justice League Dark and honestly he reminded me why I was reading two of the best New52 comics.

So go out read them, follow them.  I am expecting them both to get bigger and better.

Thursday, November 29, 2012

Kickstarter Pros and Cons

If you have not read it yet please go over to Tenkar's Tavern and read his posts on Kickstarter.

If you are considering supporting one you should read it.  If you are considering starting one then you certainly need to read it.

http://www.tenkarstavern.com/search/label/kickstarter

Here is the point I am getting in all of this.  Unless your game is close to being done I am not likely to suport the Kickstarter.   I gladly supported Eden Studios on their ConX and AFMBE kickstarters because I knew where they were on things.  I was a play tester, I had seen the doc files, I had even seen some concept art.  I knew they were well on the way.

This is also why I am confident in backing Adventures Dark & Deep.
http://www.kickstarter.com/projects/623939691/adventures-dark-and-deep-players-manual

Joe has a lot of the work done. He has said on the page things are written and he is looking for some art.  That is cool with me.  Art is expensive.  I am certain that a Hardbound copy of AD&D will be on my shelves in the future.

I am not going to support projects though that still need to be written or developed.  To much of a risk.
By my count I am still owed about $150 worth of RPG products that I might never see. So my next $5 is going to come a lot slower.


Playing with Earth

One of the things I love to do in gaming is also learn something.  One of the things I like to learn is geography.  While knowing the ins and outs the City of Greyhawk or Glantri is fun, it rarely has a use in real life.  Walking the streets of London in my games though has some out-side-of-the-game utility.

But sometimes I like something for the pure fantasy sake. So I like to use maps of the Earth in different times.

Long time gamers already know of the Paleomap Map project of Earth History.  It has many maps of the different stages of Earth history and potential future maps.  I will admit when I first saw maps of the really old Earth it was disquieting to me.  I love maps and throughout all of human history the Earth has been the same. Not so throughout ALL history and prehistory.

If you ever played in the Known World of Mystara you know this map:


Did you also know about this one?

(image from here, http://www.scotese.com/earth.htm)

That is the Late Jurasic of the Earth, 150+ Million Years Ago.

I was on the site and I also noticed this one:
(image from here, http://www.scotese.com/earth.htm)

That is the Earth in 150 Million Years.  Take a look at Africa-Eurasia.  Remind you of anything?  It did me.  How about if I rotate it about 40 degrees.


Now compare that with this:


Not perfect, but a good fit for Robert E. Howards Hyboria.  Yes, I know. The Hyborian Age was in the mythical past.  And my "North" is really more North East.  Well...uh..pole shift!  Worked for Mystara!

Going even further into the future we have this little gem.

(image from here, http://www.scotese.com/earth.htm)

Earth in 250 Million years.  The new continent is called "Pangea Ultima".  I call it "Zothique".


Also not quite-perfect, but they are the same thing.  Pangea Ultima is the future when all the continents have merged back to one.  Zothique is more or less the same thing.  If the Hyborian age is some post-post apocalyptic world, then Zothique is the Dying Earth of Jack Vance, Clark Ashton Smith and others.  Scientists are equally grim on the chance of life on Pangea Ultima.

There are other maps of the ancient Earth there.  The Permian looks like it would be fun to use sometime too, or even the Eocene for something that is similar but yet alien.

Jason Vey has been tinkering on his home campaign of "The Wasted Lands" for a number of years.  Here is a maps of the Paelocene and the Eocene,


Here is Jason's map


Not exactly the same, but very close.  I like how it is a nice blend of REH's Hyboria and HPL's work.  Plus it has Atlantic, Mu and Lemuria which I really like.

There is so much that can be done with the world we already have.  So much adventure.
I know there were no humans around in the Eocene, but doesn't this look exciting? I mean even the name of the time is exciting; Eocene, the Dawn Epoch.  

Maps speak to me. They always have. That one freaking sings.  More than that, it is a Rock Opera.  It's The Wall meets Tommy meets Operation Mindcrime and maybe just a little bit of Kilroy Was Here to keep the masses happy.

What maps get you excited?

Wednesday, November 28, 2012

White Dwarf Wednesday #41

May 1983 may very have been the beginning of the end of the so called "Golden Era" of RPGs, but it was also part of the era that would see a dramatic rise in the popularity in the public consciousness of RPGs.  It could be retrospect, rose-colored glasses or even bad memory, but Issue #41 seems to reflect this.
The stylistic changes that began that the end of 82 have hit their peak now.  Issue 41 is like picking up an old Judas Priest tape.  Not album. Not CD. Not any freaking 8-Track.  Those were the artifacts of different eras.  Judas Priest on Cassette and White Dwarf #41.

What do we have in this one?  Well lets admire that cover for a bit. Lone spaceship. Betcha that also means lone spaceship pilot. Flying over some distant planet.One man vs. the Universe.  Man that image is a freaking metaphor of the 80s.  I am sure he is listing to Judas Priest on a cassette in that thing.  No CDs or MP3s or data-tapes for that guy.  I am equally sure it is a "he" too.  Moving on.

The editorial is an interesting one.  Ian Livingstone can only be describing the beginning of the end!  Or at least as it might have looked back then.  He talks about some companies going out of business and the first great RPG boom is over.  Now I have read some reports that this boom was bigger than the d20 one nearly 17 years later, but I don't remember this time as being anything else but a boom time, but not one that was all consuming.  The warning though is clear.  No more mediocre games.

First up is Battleplan for Dungeon Master General.  This covers non-human armies such as dwarves, elves, kobolds and orcs. It is an interesting read.  The Dwarves and Elves are pretty much what you would expect. The kobolds are more aggressive and war like here, using numbers to make up for their size.  While in this post Tucker's Kobolds age we tend to see Kolbods more a little skirmishers that hit fast and run for cover.  The picture of the orcs tends to be more bleaker, that the orcs are basically cowardly, lazy bullies.  Since then we have had Orkworld and the Lord of the Rrngs movies where orcs look more like an organized, fearless military.

Critical Mass covers the British SF Association awards for 1982 and the Nebula Awards for the US for 82. Next month they will announce the winners. If you can wait you can go here to see the winners and nominees of the SF award and the Nebula.

Open Box has an interesting mix in Traveller Supplement 10: The Solomani Rim by GDW.  Andy Slack, Traveller savant in residence, gives it a rather mixed review saying it is great for novices but terrible for experts (9/10 and 2/10 respectively).  He does mention that this is how Spinward Marches should have been done.  I have not read either supplement in over 20 years, but I tend to agree.
One game I was always curious about, but never got my hands on was Man, Myth & Magic by Yaquinto.  Three products are reviewed here, Man, Myth & Magic RPG, Adventure 1, Episode 5 - Death to Setanta and Adventure 1, Episode 6 - The Kingdom of the Sidhe. Marcus Rowland did not care for how the game was set up feeling it was too hard to find the material you needed thanks to the design of the game.  You read the rule book and adventure as you learn.  This game was never popular around my area and I didn't even know about it really till I was researching the old Man, Myth and Magic encyclopedia.  I am not sure if they are related or not. Anyway Rowland gives the RPG and adventures 5/10, 4/10 and 6/10 respectively.
Finally Star Explorer boardgame by FGU was reviewed by Alan E. Paull.  He gives it 9/10.

"A Tasty Morsel" is a bit of RuneQuest fiction featuring Griselda.  I am no judge of gaming fiction really.  So I have no idea if this is a good RuneQuest tale or not.

Phil Hine has a bit on Sorcerous Symbols, or how to use sigils in AD&D.  Interesting little article that I don't recall reading in the past.

Don Turnbull is back in the Letters section defending his point of view in the whole Necromancer affair. Oddly enough he is being coy about knowing about the Anti-Paladin.  Maybe I am giving him too much credit or overstating the effect of Dragon Mag, but I thought for sure that everyone had seen the Anti-Paladin article by 83.

Andy Slack is back with a Traveller short Scenario, the Snowbird Mystery. I do remember this one. In fact I think it might even was the last Traveller Adventure that I was ever going to go through.  I didn't, part of my odd relationship with Traveller, but I knew that this was the one that was going to be used.  We played AD&D instead.

RuneRites has Unarmed combat for RuneQuest. Or rather part II to the article that appeared all the way back in WD 30.

Up next is something very interesting, a mini-Scenario for Car Wars!  It looks fun, but I never played Car Wars to be a good judge of this.


Fiend Factory has more Inhuman Gods, Deities for Non-Human Races: Part III.   Kraada (Frostmen), Zrunta Mountainheart (Mountain Giants), Carratriatuh (Greenmen from WD 27), Klagg (Grimlocks) and for the  Lava Children, two gods Halnass (Fire-Father) and Quorggg (Stone-Mother).   They are all in Deities and Demigods format. Of the lot, I think I would like to use Klagg, and given my association of Grimlocks with Charmed, I would make him a demon.

Starbase is back for it's bi-monthly publication of readers' ideas for Traveller.  This time it is Andy Slack (his name might be familiar) covering the same Covert Survey Bureau that was featured in the Snowbird adventure.

Treasure Chest has all sorts of discs as weapons.  Hmmm. When was Tron out again?   They include the Vorpal Disc, Disc of Shock, Torus, Crystal Disc, Disc of Eyes, Disc of Dismissal, Anti-Magic Disc and the Sonic Disc.  Between this and the Man, Myth and Magic RPG you could do Xena!  I will admit I had a character that used the Vorpal Disc.  I remember it well too, he had to get it from a greater Air Elemental.  Played it one day in Jr. High.

We end with some ads.

All in all I think this was a great issue.  Nothing jumps out at me and screams "use me" but everything was quality and I enjoyed reading it again.

Grognardia Book Shelf Meme, Part 2

Part of James's meme is not just book porn (it is that as well) but what books do you go back to for reading, playing and writing.

Well the truth is I buy a lot of PDFs.  I will go as far as to say I was an early adopter of the whole RPG books on PDF.  I love being able to access all my books anywhere thanks to PDFs or carry them aroung on a flash drive or my laptop or tablet.

So here is my "other" set of shelves.


Being a long time playtester and reviewer has it's advantages.  Yes those are batch files in the folder too, and yes the 'Palm' folder was for my old Palm Pilot.  I pretty much wrote Ghosts of Albion on my Handspring Visor.

And yes. I have multiple backups.

Tuesday, November 27, 2012

Grognardia Book Shelf Meme

James over at Grognardia wants to start a bookshelf meme.  What the hell.  Here are the books in my shelves that I go to most often.


Victorian Age games.


One of my D&D shelves; core rules from 0e to 4e, plus Pathfinder. Circa July, 2012.
Below are binders of characters, bottom right is my son's shelf.


More Character sheets.  Though the tabbed binder in backwards contains various OSR PDFs that I printed.


Various horror anthologies with witch minis.


Another view of the horror short stories, you can also see various d20 horror games I am reading currently below.  The White Box is the special Edition of Spellcraft and Swordplay.


Current research books for The Witch.  4e below that and various demon and devil minis above.


Another organization of my upper D&D shelves.

And of course...


My Eden/Horror shelves.  I have other horror games, but these are the ones I am playing/reading now.


And my witches meeting up in the Charmed Ones' attic in San Fran.  Zatanna is showing off by floating.

The large red book came from an AD&D Action figure, I thought it had belonged to Kelek, but I can't seem to find it online.

I don't have any pictures of my Sci-Fi/Doctor Who/Star Trek shelves.  You might recall from this post that all my superhero games have been sent to the lower shelves along with BESM, White Wolf games and other modern and non-horror games.

Well I did it after all (and other updates)

I picked up a copy of Dungeon Crawl Classics.

I picked it up because I am a fan of Goodman Games and they have always had a quality product in the past.  It is also on sale now at DriveThruRPG.

I seriously doubt I will play this game and if I do it won't be with d7s or anything like that.
But I am enjoying the read so far and maybe there is something in this for my AD&D1 game.

There is a lot to get through.

In other news...
I picked up my Kickstarter Supporter PDF copy of the Adventurer Conqueror King System Player's Companion.

There is a lot of great stuff in this book as well.  I am going to hold off on a proper review till it is released on DriveThruRPG as well.  But I will say this, I am pleased with the Witch and Warlock classes (so expect to hear some more about those) and the Class Construction rules look very interesting.

I finished reading through the Swords and Wizardry Complete Rulebook from Frog God Games.  Again, some neat ideas, but I am not sure if I'll every play it or run it.  But it is a great toolbox for a near Editionless D&D.  More on it and my third in-depth dive into Lamentations of the Flame Princess in another post.


Monday, November 26, 2012

Edition Neutral? Curiouser and curiouser...

There is another new product that appeared on Amazon's list of upcoming products for D&D.
Called "Storm Over Baldur's Gate" it is being touted by some as "Edition Neutral".
http://www.amazon.com/Storm-Over-Baldurs-Gate-Sundering/dp/0786964634/

I don't see it in the list of upcoming products over at WotC's site, http://www.wizards.com/dnd/catalog.aspx?sort=date-desc, so it is hard to know what it is just yet.

If so this is another interesting shift in the future of WotC's handling of the D&D brand.

Dragonfolk for the Advanced Era

Like his dad, my oldest son enjoys all versions of D&D.  He plays a 3e game with me and his brother, a 4e game with some friends and a Pathfinder game with some other friends.   He has also had the chance to play Castles & Crusades, ACKS and Basic Era D&D.  But so far his favorite has to be 1st Ed AD&D.

He also loves dragons.  Always has.  So it was a natural then that he would want to make his own dragon book and have some going back and forth we decided that an OSRIC or Labyrinth Lord Advanced compatible book would be the best.

Of course in what can only be called a bit of Generational Rebellion, according to my son there are no know Dragonfolk witches. 

So for your enjoyment here is a new player character race he has been working on for some time. 
The Dragonfolk.

All text below is considered OPEN for the Open Gaming License. It is copyright 2012 Liam and Timothy Brannan.

Dragonfolk
It is well known that dragons can often take the guise of humans, elves or other humanoid species.  It has been through this magic that the dragons have come into direct contact and congress with these younger species.  For years these various dragon-blooded and half-dragons roamed the world often ignorant of their own heritages.  It was not till the great hero Marduk, himself rumored to be the spawn of a human mother and Ea the Dawn Dragon, gathered all the dragon blooded to one one land now known as the Dragon Isles. He then became their first King.

Thousands of years later the Dragon Empires have waned, but the Dragonfolk have survived as a species in their own right.  They rarely leave their Dragon Isles and are thus rare or even legend in other parts of the world.

There are two type of Dragonfolk recognized, Imperial and non-Imperial.  Imperial Dragonfolk hale from the Isles of the Dragon Empire.  The Empire has waned in the 700+ generations since Marduk first united the Dragonfolk into a single people, but the Imperial Dragonfolk are still just as proud as they ever were.

Non-Imperial Dragonfolk are born from the union of a humanoid (typically human, elf or dwarf) and a dragon.  They are of the same general sort of their humanoid parent with the scales, coloration and temperament of their dragon parent.  Non-Imperial Dragonfolk are often shunned in human committees. Any non-Imperial Dragonfolk can claim to be an Imperial Dragonfolk only if they make a pilgrimage to the Temple of Dragons on the Dragon Isle and there renounce their ties to their humanoid relatives.

Description
Dragonfolk appear as dragonlike humanoids.  They share qualities with both of their parent stock.  They stand taller than humans typically 6 to 7 feet in height with males and females being roughly the same height.  They are warm blooded despite their reptilian appearance, though they are not as comfortable in extreme climates as are humans.   Dragonfolk lay eggs like dragons, but also produce milk like a mammal.  Typically only 1 to 2 eggs are laid in a clutch.  The eggs develop partially inside the female and then are kept warm by the male and female once laid.  Twins resulting from one egg is considered an ill omen.

Imperial Dragonfolk can claim human, elf, dwarf as well as a variety of draconic parentage.  Imperial Dragonfolk are only fertile with other Dragonfolk. Non-Imperial are fertile with other Dragon-folk and their members of their humanoid parent's race (and races cross fertile with them such as orcs, trolls, goblins).

Dragonfolk can come from any combination of dragon and humanoid parentage.  For Imperial Dragonfolk, ones that live or come from the Dragon Isles, this is not determination of potential alignment or powers. For non-Imperial Dragonfolk parentage can have an affect on coloration, powers and potential alignment.  
Dragonfolk only recognize the difference between Imperial and non-Imperial Dragonfolk, with Imperial Dragonfolk claiming superiority to the non-Imperial individuals.  Non-Imperial Dragonfolk can produce offspring with strong Dragonfolk traits. These straits remain strong even through many generations.

There is some questionable scholarly work claiming that Kobolds are non-Imperial crosses with gnomes or halflings.  While is this largely dismissed even the most conservative scholars do believe that Kobolds may be the result of non-Imperial pairings of dragons and goblins.

Dragonfolk develop from egg to hatchling in 6 months and are weaned after 6 months. They reach maturity at 13 years.  Imperial Dragonfolk are considered Citizens at 21 years of age.  Their average lifespan is 250 years.  A mated pair will usually mate first between 14 and 21 years old and they will stay together for life, though they may not not necessarily live with each other.

Honor and Caste
Dargonfolk have a strict code of honor. This and the Dragonfolk caste system will be detailed in the future.

Requirements: CON 9
Ability Modifiers: STR +1, CHA +1, DEX -1
Ability Min/Max: STR 4/19, DEX 2/17, CON 9/18, INT 3/18, WIS 3/18, CHA 4/19

Languages: Dragonfolk learn Draconic as their primary Language and can learn the common tongue and alignment language.  They may learn additional languages to these based on their Intelligence score. If Kobolds have a unique language then Dragonfolk will also know this language. 

Infravision: 30 ft
Low-light vision: 120ft

Naturally Dragonfolk are a highly magical race. They gain a +2 to all saves from Spells and Spell like devices.  The gain a +4 vs Dragon Breath saves.  

They can see Invisible creatures and items on a 1 on a 1d6.  They can find secret doors on a 1-2 on a 1d6 as well. 

Dragonfolk are naturally resistant to weapons due to their tough, scaly hides. They gain an additional -1 to their Armor Class. 

Permitted class options: Cleric, Fighter, Paladin, Magic-User*, Thief, Cleric/Fighter, Cleric/Paladin,  Fighter/Magic-User, Fighter/Thief.

Level Limits
Cleric: 9th 
Fighter: Unlimited
Paladin: 17th
Magic-User*: 11th
Thief: 8th

Dragonfolk have their own type of magic-user known as Dragon Mages.  These will detailed later.

Dragonfolk Thief Skill Adjustments
Pick Locks -5%
Find and Remove Traps +5%
Climb Walls -15%

Movement Rate: 120 ft

Breath Weapon
A holdover from their draconic heritage, Dragonfolk have a limited breath weapon.  Regardless of their coloration or alignment the individual Dragonfolk can choose among Acid, Cold, Gas, Electricity,  or Fire.  
Once per day a Dragonfolk can emit a powerful breath weapon attack.  This attack does 1d6 + 1hp/level damage. The damage type is chosen at character creation and can't be changed short of a Wish spell.

Dragonfolk and Kobolds
Dragonfolk and Kobolds share a relationship similar to that of Humans and Halflings or Dwarves and Gnomes. In areas where Dragonfolk are more common Kobolds will live on the outskirts of the Dragonfolk communities.  Kobolds will adjust their normal behaviors and alignments to suit that of their Dragonfolk cousins.  Indeed small communities of kobolds near good aligned Dragonfolk areas have been known to be good aligned as well.  

Religion
Dragonfolk follow a form of Ancestor worship where they honor the spirits of fallen warriors, kings and dragons.  They claim that many of the dragon "gods" that cultures around the world worship were in fact personages in their history.  Many times these gods were non-Imperial Dragonfolk that rose to great power and honor.   Such dragons and Dragonfolk are Aži Dahāka (The Destroyer), Druk (thunder dragon), Ea (Dawn Dragon), Jawzahr (Moon Dragon), Karkeu (Diamond Dragon), Marduk (Dragonfolk Hero and Emperor), Quetzalcoatl (Dragonfolk Lord of the Sky), Tiamat (Mother of Monsters), Yam (Son of Ea and Tiamat, dragon god of the Sea), Zirnitra (Dragon God of Sorcerery), and Zmey Gorynych (Darkness).


Section 15.
OSRIC. Copyright 2008 Stuart Marshall.
Advanced Edition Companion, Copyright 2009-2010, Daniel Proctor. Author Daniel Proctor.

"Dragonfolk for the Advanced Era" Copyright 2012, Timothy & Liam Brannan.

Saturday, November 24, 2012

Second Chance Weekend

Thanksgiving at my parents was great.  Got a chance to talk to the guy who was my fist AD&D DM.    I knew I was going to run into him so I took a copy of my Witch book.

I also grabbed my copies of Sword & Wizardry and Lamentations of the Flame Princess.
These are two games I gave passes on.  S&W because I was into Labyrinth Lord and Spell craft &Swordplay, and LotFP because, well frankly, I didn't see the point of it.

I am rereading them both now and getting slightly different points of view than before.

I'll keep you all posted.

Zatannuday: More Cosplay

In this Thanksgiving week I want to give thanks to the Cosplayers.

Thank you once again for raising the over social standing and average good looks of all comic book fan! ;)



Zatanna DC comics by ~KaitoEinsam on deviantART


Shine bright Zee by ~tommyish on deviantART


Dloc dniw wolb! by ~tommyish on deviantART


Go Go Homo Magi by ~tommyish on deviantART


Zatanna Cosplay 2 by *HoodedWoman on deviantART


Zatanna Mistress of Magic by *The-Cosplay-Scion on deviantART


Zatanna 1 by *neko-tin on deviantART


Zatanna by ~Itill-Sennen-Joo on deviantART


Zatanna Cosplay 3 by *HoodedWoman on deviantART


Zatanna by ~nadyasonika on deviantART


My name is Zatanna Zatara by *The-Cosplay-Scion on deviantART


Zatanna Cosplay by ~Panda-Valentine on deviantART


Zatanna Zatara 5 by *Insane-Pencil on deviantART


DC band by *Ryoko-demon on deviantART

Friday, November 23, 2012

The Witch Appendix N

I have used many books in researching this class and all of it's related topics. Here are some of those books that I have found most helpful. I have used these books to get more at the witch of myth and history, rather than the modern witch of today.

Keep in mind that these books have nothing to do with RPGs, they are books of belief. Witchcraft is a real religion and people take their religious beliefs seriously and personally.


These books have been helpful for a variety of reasons. If for nothing else to get me to think about witches differently than other game authors have.



Encyclopedia of Witchcraft and Demonology by Russell Hope Robbins 
This book has been long out of print, and I got mine at a used book store, but it is the indespensible work on witches, the witch craze and demonology. The book takes a very pro-witch point of view as it frankly discusses the murder of women, children and even men in the name of god. Not to be missed, this book has been THE source for most of my writings. Several editions are out there, mine is the 1959 edition. I have seen them on Ebay as well.
http://www.amazon.com/exec/obidos/ASIN/0517362457/

The Encyclopedia of Witches and Witchcraft by Rosemary Ellen Guiley
It would be unfair to compare this book to the work above it, because this book is very good. More a modern spin, it still deals with a variety of topics that are of interest to the witch or occult scholar. I used this book a lot when writing Eldritch Witchery. This book also has the advantage of being much newer and still available. All around a good mix of topics, witch myth is mixed in with modern Wicca, making difficult for the unlearned to know what is what. But for those who know a bosom from a common broom, then you will enjoy this book. If you have your own Bosom, then you might even find this book a little simple, but I found things there I did not know about, so I enjoyed it!
http://www.amazon.com/exec/obidos/ASIN/081603849X/

The Witch Book: The Encyclopedia of Witchcraft, Wicca, and Neo-paganism by Raymond Buckland
Another encyclopedia  This one though covers less but goes deeper on it's topics.  I like Buckland's writing style more than some of the others listed here.  Gave me a lot of insight on various witch traditions.
http://www.amazon.com/Witch-Book-Encyclopedia-Witchcraft-Neo-paganism/dp/1578591147/

Encyclopedia of Wicca & Witchcraft by Raven Grimassi
Another encyclopedia of all things witchy. This one focuses on more modern practices, has a very large list of contacts, email and websites. Some overlap with Guiley's book. If you are interested in the nature of the religion of witches today, then this is your book. Or at least it is a good place to start.
http://www.amazon.com/exec/obidos/ASIN/1567182577/

Covencraft : Witchcraft for Three or More by Amber K
A nice a well written book for witches and lay-people (cowans) to understand what a coven is and does. This is not a primer to witches, witchcraft or wicca, this book assumes you know what you need to know and works on what you may not know. It is concise and intelligent and a good read, even for non-witches. Maybe especially for non-witches, so that others can finally learn what witches do. From Llewellyn Publications.
http://www.amazon.com/exec/obidos/ASIN/1567180183/

Witchcraft, Sorcery and Superstition by Jules Michelet, A. R. Allinson (Translator)
A good book that deals with the wicth craze of the middle ages. Discussion range from early "faerie stories" to pagan religions, to the church sanctioned murder of thousands. Sometime muddled, the book has a few rare gems. Plus it delves into the socilogy of fear, why these people did what they did. Gets as far as the Salem witch trials. Very little to do with modern witchcraft.
http://www.amazon.com/exec/obidos/ASIN/0806516860/


Cassell Dictionary of Witchcraft by David Pickering
Another in a series of encyclopedia/dictionaries about witchcraft. A very good beginners guide.
http://www.amazon.com/exec/obidos/ASIN/0304350982/

Witches by Erica Jong
More of a coffee table book than an indepth treatsie on witches or witchcraft. Heavy on the feminist side, but not man-bashing (it is an Eric "Fear of Flying" Jong book) it is visually stunning. An oversized book, so if you look for it in the library you might have to check the oversized selves. My local library cut out some of the more risque pages. So I bought my own copy.
http://www.amazon.com/exec/obidos/ASIN/0810981572/

The Modern Witch's Spellbook, Book II by Sarah Lyddon Morrison
I read this, along with Book I, years ago, towards the first drafts of my witch class. It has spells that can supposedly really cast. Never tried. But it is a good insight on how some witches view or can view magic. A picture of me reading this over the top of my glasses (Thomas Dolby style, there THAT's long ago it was!) made my High School newspaper!.
http://www.amazon.com/exec/obidos/ASIN/0806510153/

Man and His Symbols by Carl Gustav Jung
I alway's liked Jung. His psychoanalytic theory always sat better with me than Freud's. This book deals with many of the archetypes we deal thing at an uncounscious level, the witch is one of many type of female, or anima, archetypes. Jung is one of the greatest thinkers of the modern era, and this is one of his masterpieces (along with Synchronicity).
http://www.amazon.com/exec/obidos/ASIN/0440351839/

Drawing Down the Moon : Witches, Druids, Goddess-Worshipers, and Other Pagans in America Today by Margot Adler
This is the book on modern pagan practices. Since it deals with a real world religion i only used it as inspiration to the Witches Netbook I wrote. But if you want to know what is going on in the world of paganism today, then this is your first stop. It is very telling for the foresightedness of this book when you consider that it was first published in 1979!
http://www.amazon.com/exec/obidos/ASIN/014019536X/

To Ride a Silver Broomstick : New Generation Witchcraft by Silver Ravenwolf
Similar in nature to Adler's book above, this book deal with modern wicca and witchcraft. Ravenwolf is very much a witchcraft supporter and her point of view shows through in this book, for good and ill. A good place to start and then return to when you know a little more.  Generally speaking I am not a huge fan of Silver Ravenwolf, but at the same time I am not really her target audience, so my opinion should be taken with a grain of salt.
She has similar fare in her other books, To Stir a Magick Cauldron and To Light a Sacred Flame.
http://www.amazon.com/exec/obidos/ASIN/087542791X/

The Penguin Book of Witches & Warlocks : Tales of Black Magic, Old & New editied by Marvin Kaye

I have enjoyed the anthologies of Marvin Kaye for years. Ghosts, Vampires, Demons & Devils, and now witches. I found this in the library and had to get a copy from Ebay. It is a collection of short stories about witches, warlocks and witchcraft. The quality varies, but gems are true gems.
http://www.amazon.com/exec/obidos/ASIN/0140149910/

I will post more soon.

Thursday, November 22, 2012

Happy Thanksgiving

To all my American readers, Happy Thanksgiving!

And to the rest of the world, Happy Thursday!