Wednesday, November 13, 2013

I am not afraid: Disney's Maleficent Official Teaser Trailer

The new Teaser Trailer for Maleficent is now up.


Many thanks to +Joseph Bloch for getting this link to me!  We both will need to stat her up with our respective witch classes.

It looks fantastic.

White Dwarf Wednesday #87

White Dwarf Wednesday takes us to issue number 87 from March 1987.
Again we are graced with another rather "Heavy Metal"-esque style cover. It is another Frank Brunner cover, this time from 1982.

Mike Brunton tells us that there are more changes coming to WD in the future. Including a 16 page adventure format that was introduced previously with the RuneQuest adventure.

Open Box covers the new and cheaper RuneQuest rules. The rules do not have a "proper" GM section according to the reviewer Peter Green.  The change would be regarded as a "money grab" in today's circles. But other games seemed to be immune to the edition wars that plague D&D and it's clones.  
Green and Pleasant Land is the long awaited British source book for England and Great Britain.  
The other interesting tidbit here are the reviews for the AD&D adventure modules "Day of Al'Akbar" and "Ravenloft: House on Gryphon Hill" two adventures I went through then and have run since.  The reviewer, Carl Sargent, makes note of Jeff Easley's cover of DaAA, calling sexploitation and "soft core". er. ok. Frankly my biggest issue with the image was would harem girls have 80s hair?  He also thinks Gryphon Hill is a worth successor to the original Ravenloft.  It is fun, but not quite up to the same quality in my mind.

Open Box X-tra goes into detail on Warhammer Fantasy.  Similar to what they did last time with the Dragonlance modules.  The article would have been more interesting if it hadn't been full of "this is the way D&D does it and its wrong! we do it like this!"  Yeah, ok, it is not as bad as that and comparisons are inevitable, but the game should stand on it's own.

The comics are next, the new acquisition, Derek the Troll and Thrud the Barbarian.

The highlight for me is the treatise on Zombies in Call of Cthulhu.  A bunch of different zombie types are covered including the common one found in D&D, the "voodoo" zombie and parasitic infection.  We are still few years out yet from GURPS Voodoo or Eden's "All Flesh Must Be Eaten" but this works very well.

We get three adventures up next.
Night of Blood for Warhammer Fantasy, Taurefanto for MERP and Happiness is Laser Shaped for Paranoia.  All in all a lot of pages devoted to adventures.

We wrap it all up with letters, ads and some coming attractions in the various Warhammer lines.

The Call of Cthulhu bit on Zombies is neat and there are still a number of games still be supported, but the issue itself leaves me feeling a bit flat to be honest.

Tuesday, November 12, 2013

You know I am going to see this...



It's been a good time for witches on TV lately, movies look like they are not too far behind.

Review: XL1 Quest for the Heartstone (D&D Expert Set)

Module XL1 Quest for the Heartstone is an adventure for the D&D Expert set, Mentzer/BECMI version.



Let's be honest and upfront right away.  This is not a great module.   The adventure is widely described as being akin to everyone's first module.  The adventure is your basic "retrieve an item at the end of a dungeon crawl" fare.

The real reason behind this module are the toys.  Specifically the LJN/AD&D toy line.


In fact you can pretty find an entry for every monster in the toy line, save for Tiamat herself.

Now I am not sure if the module was designed to sell toys (not likely since the markets seemed different to me) or rather as way to bridge the lines.  There are references in the module n which toy to use for the encounter and to tell you the truth, it sounds kind of fun.

Reviewing the module again in this light, as an excuse to use the toy line, it actually dawns on me that it would be a blast with the right group.

It should also be said that this module includes the stats for many of the favorite npcs/figures such as Warduke, Kalek and Strongheart, plus a few I didn't even know about.

So viewing the module in this light, is could be quite fun despite it's short comings.

Monday, November 11, 2013

Monday Link roundup

I have a bunch of links for you all today.

Cartoon Action Hour 3 is out.
Click here to buy it with a Veteran's Day Discount (this link will add it directly to your cart)
http://rpg.drivethrustuff.com/index.php?discount=86656&affiliate_id=10748

A couple of Vampire-realted Kickstarters to talk about.

First is an adventure for old-school gaming.
AD&D 1e Module: The Hanging Coffins of the Vampire Queen
It looks fun and I am sure I will put in some cash for it.
I have been working on my own "Vampire Queen" adventure.  I am just not very good at making publishing quality maps.

The other is Vampire-like game
Feed, the Vampire Mythos RPG
Don't know about this one yet.  Again I have a ton of games. Heck I have a ton of "vampire" games. So I have no need for this one, but if it looks cool I might pick it up.
I will give the creator Kris Newton an "A" for effort.  Thew PDF will be free and released under the Creative Commons License. He also has videos up about designing the game.  That is more original content on one page than in the entire line of some other vampire games.

Gavin Norman over at The City of Iron is looking for some crowd sourced ideas for his Vivimancer class supplement.  The Vivimancer made his appearance in his Theorems & Thaumaturgy book, another fun old-school style magic users book.
Check out what he is doing and contribute something.
http://the-city-of-iron.blogspot.com/2013/11/open-call-for-content-vivimancer.html

The  Original Edition Dungeons & Dragons reprint is out and Jason Vey has a review up.
http://wastedlandsfantasy.blogspot.com/2013/11/review-original-dungeons-dragons.html

DriveThruRPG is starting up their Teach Your Kids to Game week.
All sorts of sales on kid-friendly games.

Swords & Wizardry Complete

Frog God Games has announced that it is giving away Swords & Wizardry Complete.
Not a no-art version or even limited version, but the entire game free of charge.

You can go to their website and grab a free PDF (print still costs you).
http://froggodgames.org/swords-wizardry-complete-rulebook
or you can also get it here (from my downloads).

You can also get copies of their other rule sets based on it for free as well.


While not my go-to game, it is a lot of fun and great set of rules for old-school gaming.

Though I do have to admit that Erol Otis cover is rather cool.

If you have The Witch or Eldritch Witchery then you can download my S&W conversion guide to play a Swords & Wizardry Witch.

Saturday, November 9, 2013

Review: Cartoon Action Hour: Season 3

I just got my pdf of Cartoon Action Hour: Season 3 thanks to pledging in their Kickstarter.

This one was a no-brainer for me.  I loved CAH:S2 and have really enjoyed all of Spectrum Games products to date.

How does CAH:S3 stack up?  In an 80's word, Awesome!

CAH:S3 takes us back to the 80s Saturday morning (and week day afternoon) cartoons AND the toys that were so linked to them.   But I am getting ahead of myself.

And while I am still ahead of myself this game has the most awesome character sheet EVER!

Cartoon Action Hour: Season 3 (CAH:S3) is a game about cartoon and toy emulation. Specially 80s cartoons and toy emulation.  So there are some things that a given out of the box.  You won't see any deaths. Violence happens in terms of gun fire, explosions and maybe a fist fight, but you won't see people getting hurt.  There is a moral or message to every "episode"  and the bad guy is going to get away in the end only to be back next time like nothing happened.

The book, like Season 2, is divided into "Channels".  Channel 1 is the intro material, Channel 2 is the game system, Channel 3 is series creation (potentially more important than the characters themselves), Channel 4 is all about the Players, Channel 5 is the Game Master's section and finally we have an Appendix.

Channel 1 is the simple introductory material, but more over there is a great overview of how these cartoons (and this game) worked. There is a logic at work here in these and to get the most out of this game it is one you should follow.  The best feature of this Channel is of course the overview of the 80s cartoons.  It's not a laundry list of every toon, but a selective "bibliography" and must see TV.  

Channel 2 covers the game system itself.  In many games this is the Character creation chapter, but since character creation and series creation are so closely tied together we will discuss the system first.   The game is made up of a Series (the game), Seasons (a campaign), Episodes and Scenes.  Characters are PCs and GMC (Game Master Characters).  A Season for example is made up of 6 Episodes.  I might stick with my more familiar 12 and allow a mid-season break.  Why is this important? At season breaks is when you can improve your character or change it all together.

Characters are made up of Traits and Qualities.  Traits are something definitive about the character like "Strongest Man in World" or "Sneaky Thief" or "Leader of the Decipti-bots".  Stuff like that.  Qualities are more quantifiable and are measured based on how powerful your series is.  Characters can also be ranked in terms of their Star Power.  Stars (and PCs) have the highest at 3, your nameless, faceless goon has 1.  If there is only one star, then they are Star Power 4.

Oomph is the power-, hero- or drama point mechanic.  Collect "Proofs of Purchase" to get more Oomph!
It is equal to your Star Power but changes through out the game.

The basic mechanic of the game is the Check.
Traits and Qualities (and Oomph) add to the dice rolls on a Check.

Characters may not die, but they can loose an important scene.  For that there are Setback Tokens.  These Crucial Checks are usually the ones right before a commercial break or even worse, the ones at the end of an episode and continued next time (granted there were not a lot of those, but GI Joe first season comes to mind).  Gain more Setbacks than your Star Power and you are out of the scene.

Season 3 has something new in it, or at least something I don't recall from Season 2. Gestalts.  This allows you to combine powers, bodies or whatever into something greater.  Think Voltron or some Transformers.

I think one of the rules I like the most here is "The Movie" which allows you, within the game, to throw out some of conceits of the game.  So in this characters can die! Bad guys hit their targets!  Mechanically you get more Oomph and damage and Setback tokens are not removed as often (no commercials after all) the risks are higher but characters that make it out gain experience and can be changed.  Think "The Transformers Movie" from 1986.

Channel 3 covers Series Creation. Wait, where is Character creation you ask? Well it's here too.  Series and Characters are created together.  You can't have GI Joe without the Joes or Transformers without the Autobots.  First this is create a Series guideline.  First figure out what your series in named and it's tagline.  So the example I used last time was The Hex Girls with the tagline "We'll put a spell on you!".   Next up figure out the details of the series. Tech level, twists, genre.  What is your elevator pitch on this.  "Modern Earth, magic is real, but no one believes in it. Characters are supernaturals and try to lead normal lives." Something like that, only more detail.   The newest feature of the series creation is the Dial. Dials tell you the levels of the game.  How comedic is it? How realistic? What's the violence?

Now we get into character creation.
Characters are ranked as either human, superhuman or cosmic.  The GM will decide, based on the series, on what traits can't be used, or limits on the traits and other details before the characters are made.   So as an example a series about wizard kids must all have a trait "Wizard" at 3 or better, but no technology-based traits.
After that character creation is a breeze.
There are some special abilities and then we discuss GMC (Game Master Characters). They are created much the same way, only less details.  Some templates such as goons and Master Villains are presented.
Playsets are where the action takes place and they are created in a similar way.

http://www.spectrum-games.com/uploads/1/2/3/7/12374018/cah_bio-file.pdf
How cool is this sheet?
Character advancement is handled next.  Among the obvious places for advancement you can also put in points to the playset to upgrade your base.  So something like in Season 2 getting a new super smart computer in the base or a new book of spells.

We end with 8 series ideas.

Channel 4 covers advice to the Players.  A game like CAH requires a lot of buy in from the players.  You can't go into it like you do other games.  This is not "Dungeons & Dragons" this is the "Dungeons & Dragons cartoon".  So the players have to go in with the right frame of mind.  You want your game to be like the first season of G.I. Joe where everyone worked together, not the seasons that featured (and were dominated by) Sgt. Slaughter.

Channel 5 has similar advice for the Game Master.  Again emphasis here is placed on cartoon logic, and creating a fun series and episode. Don't forget the "And Now You Know" messages at the end! That's not a bug, it's a feature of the game.

In the end what we have is a crazy fun game again.  If you were a kid in the 80s and watched any cartoons then there is something here for you.  It is also a great change of pace from all the other games I play. This game focuses on having fun as well as being fun.

There are no conversions for CAH:S2 here.  But the conversions look simple to be honest.  Enough that I feel fine moving characters from one to the next with little to no effort.

Character Creation is much improved in this edition and much more streamlined.  Series creation is about the same, but it was just right in the last version.

Looking forward to doing a lot more with this one!

Links