Tuesday, April 1, 2014

A to Z of Witches. A

A is for Aradia

You can't study witches and witch lore without running into Aradia.
Conceived or discovered by (depending on your point of view) Charles Godfrey Leland, Aradia is something of a witch Messiah.  A promised one to lead witches (and pagans in the old sense of the word) to understanding.  Her coming was detailed in Aradia or the Gospel of the Witches, which you can read as a scanned image or as HTML text.

Aradia is a wholly interesting figure. The daughter (reportedly) of Lucifer and the goddess Diana she was raised as human, was the first witch who taught others the secrets of witchcraft. She rose to be the Queen of Witches and then went on to become something akin to a Goddess herself.

Various Witchcraft Traditions even use Aradia as the name for their Goddess or even as the Moon Goddess.

When I began my own research back in the 80s the discovery of Aradia was very interesting to me.  It seemed like there was some sort of link between pagan practices of the modern times (including the sensationalism of the 70s occult revival) and ancient times.  But it didn't take me too long to start picking apart the arguments and see that the scholarship here is not really up to scrutiny.

But that doesn't mean I can't use it for my own worlds!

Here she is for the Pathfinder RPG.

Aradia

Titles: The Goddess of Witches, The Queen of Witches
Alignment:  Neutral
Portfolio: Magic, Women
Worshipers: Witches, pagans
Cleric Alignments
LG NG CG
LN N CN
LE NE CE
Domains: Magic, Knowledge, Protection, Moon
Favored Weapon: Quarterstaff

Aradia is the goddess of witches, witchcraft, the moon and magic.  To a lesser degree she is also the godess of hags, fae and other supernatural creatures.

History
Aradia is believed to be the daughter of the Goddess of the Hunt and Moon and the Prince of Devils. She lived, not as a Goddess, but as a human for her life and was a teacher to the first witches. She later became the first Queen of Witches and held the first witch courts.

Relationships
Aradia is often considered to be a pretender god or worse a false goddess.  Her time spent on among humans has given her a "taint" among the other gods.  She gets along favorably enough other gods of magic but her best relationships are with gods and goddesses of the harvest, growing and natural cycles. She is also on very friendly terms with gods and goddesses of the moon.

Her dogma also makes her appear less in the eyes of the other gods. She focuses primarily on her witches and any that reach to her.  She is disliked by any god or goddess with very strong ethos (LG, CG, LE, CE).  Gods of Sun, Law, Justice also tend to dislike Aradia.

Appearance and Emissaries
Aradia appears as a peasant woman in simple garb. Her facial appearance fluctuates so one is never sure if she is a young or old woman.  In all of her forms Aradia appears wearing a crown with a crescent moon horns turned upward.

Servants

Herodias - a human servant of Aradia.  She was Aradia's first student and some claim she could even be her own daughter. The number of stories of the two are so confounded that one is often mistaken for the other.

Holda/Huldra/Frau Holt - Holda is a the Patron of all Hags. She is less their Goddess and more the most powerful representative of their race.  She appears as a frightening woman or hag, nude and riding a giant goose.

Nicnevin - Queen of the Faerie Witches. She appears as a stately Elven woman in regal dress bearing a crown. She is the patron of Elvish Witches (Kuruni), faeries and nymphs.

Church of Aradia
Aradia has no formal religion outside that of her witches.

Worshipers and Clergy
Aradia is worshiped primarily by witches but also by like minded clerics and wizards.  A number of folk magic practitioners also also count themselves among her worshippers.

Temples and Shrines
Temples of Aradia are commonly known as "Sky-thatched temples" in that they are held outside under the sky in natural settings. Worshippers congregate "skyclad" or while nude.

Holy Texts
As witches the worshippers of Aradia hold their own Books of Shadows as their holy texts, but a few are are considered to be great scholarly works of Aradia.

The Gospel of the Witches - The primary text of stories and practices of Aradia.  This book is 1/3 historical prose and 2/3 spell book.  The book is a collection of the writings of a number of different authors handed down through the years, presumably starting with Aradia herself.

The Vangelo - Possibly an older version of The Gospel of the Witches, the Vangelo (the Gospels) are more liturgical in nature. The differences in these books are minor, save for age, but are points of contention among the different sects.

Holidays

As witches the followers of Aradia celebrate on the 8 Sabbat days of the year; the 4 seasonal days (Autumn Equinox, Winter Solstice, Spring Equinox, Summer Solstice) and the 4 cross-quarter days (Samhain, Imbolc, Beltane, Lammas).

Witches of Aradia also celebrate the phases of the moon, the crescent moon in particular and the crescent moon just before dawn and just after sunset most of all.

A to Z Challenge 2014

Monday, March 31, 2014

April A to Z Challenge Starts Tomorrow

Tomorrow is April 1st.  To many that mean jokes, pranks or the sobering reminder that taxes are due in two week.

For me and many others (at least 2000) it means the start of the April A to Z Blogging Challenge.


This next month I am going to posting the A to Z of Witches.  Not a stretch for me I know, but I am planning on making it special really. I am going to go deeper into the subjects I normally talk about here.

So please join me tomorrow for the A to Z Challenge.

http://www.a-to-zchallenge.com/
https://www.facebook.com/atozchallenge



New Blog on the Block: Traveling Spellbook

James Michael Spahn is not a new name to the OSR scene.  His company Barrel Rider Games has been producing material for Labyrinth Lord now for a couple of years.

Well he is entering the blog arena now with Traveling Spellbook and he is doing some reviews of his favorite Labyrinth Lord/Basic Era compatible products.

http://travelingspellbook.blogspot.com/

In fact one of his first reviews is on my Witch book!
http://travelingspellbook.blogspot.com/2014/03/review-witch.html

James is huge Tolkien fan so I am hoping to see some posts on that as well.

So go to his blog, add it to your RSS reader or watch list.
I am expecting some really great things from him.

Saturday, March 29, 2014

David Trampier

Many of you by now have heard about Dave Trampier's death.

I am really at a loss of what to say here.

So I guess instead I will leave this here as my testament to a person I never knew, but whose art had a profound impact on my life.

Friday, March 28, 2014

Kickstart Your Weekend!

So next week I am getting my Kickstarter for Strange Brew: The Ultimate Witch and Warlock up and running again.




But there are couple of other Kickstarters I'd like to draw your attention to first.

City State of the Invincible Overlord
https://www.kickstarter.com/projects/judgesguild/city-state-of-the-invincible-overlord?ref=card

Judges Guild is back with the book that made them the most famous.  Ah the times I spent adventuring here in the early 80s.  It also became "the evil empire" in my AD&D games.  So looking forward to seeing this one hit the shelves.

Crone: A Tabletop Roleplaying Card Game
https://www.kickstarter.com/projects/erikthebearik/crone-a-tabletop-roleplaying-card-game

A new one from +Erik Bernhardt and it looks great. I mean serious how could I not love this?
There is a lot going on in this game and I really want to try it out.

Is it a bad idea to promote other people's Kickstarters and potentially take away bakers to my own?  No idea, but in truth I like these projects and I would like to see them do well.


Thursday, March 27, 2014

Review: Witch Girls Adventures: The Director's Cut

Witch Girls Adventures: The Director's Cut

A lot of what said about Witch Girls is still true from my original review. Here it is, with edits to reflect this newer version.

We now have 2, soon to be 3, versions of Witch Girls Adventures.
WGA = Witch Girls Adventures (1st ed)
WGA-DC = the Director's Cut, this version. 1.5 Edition.
WGA-BoS = Witch Girls Adventures: Book of Shadows, 2nd Edition. Out sometime in the future.

Witch Girls Adventures is a a "Drama Diaries" game, using the "Drama Dice" system from Malcolm Harris. This version, WGA-DC is using the first ed version of the Drama Dice system with some of the modifications of the upcoming 2nd Edition.

It is aimed at new players predominantly and girls in particular. The book begins with 10 pages of the Witch Girls Adventures comic to set the tone and mood of the game.

The book continues as it goes on to your typical introduction into what is a roleplaying game and is written for a young or teen girl audience ("just tell the geek (trust me; they are used to being called geeks) behind counter you need... ") cute. But too much of this would ruin the presentation of the game for me. Thankfully this is the only time, but it does establish one thing right away; this game is going for a different audience. The intro stuff continues with some terms both for the game and for RPGs.

It makes an odd left turn to give us optional rules (we haven't had any rules yet for these to be optional to) about how to run a "Harry Potter" like game with this. Eh. Nice, but this should have come last, not first. I still think this would have worked better as an appendix.

Chapter 2 gives us "Cliques" . So perfect. In another game these would be "Factions" or "Classes" or even "Traditions" or "Associations" or "Backgrounds", but given the Middle-school/High-school this is great. Cliques basically give your starting dice and what skills you are likely to have. The system is very easy. The dice system (The Drama Dice system as it is called) quickly reminds one of Cortex or Savage Worlds. Attributes are scored d2 to d12 for most types. The spread even looks the same as Cortex and Savage Worlds. Not surprisingly, afterall it is a logical progression. You have six attributes Body (which combines Strength, Agility and stamina), Mind (intelligence), Senses, Will, Social and Magic. Right away you see there is only one body type attribute but four mental ones. This is the way it should be really, WGA is not about beating people up, it is about the social aspects of the game and about magic, our last attribute. There are some secondary attributes that are derived. Rolls are made depending on the dice vs a difficulty table very similar to d20 or Unisystems' success levels. Cliques are detailed and they are your basic magical girl stereotypes (the Goth, the insider, the outsider…) . Plenty here to work with and if you are so inclined create your own (which is what the "Harry Potter" bit tries to do).

Chapter 3 moves onto skills. Each chapter has some fiction to introduce you to the Witch Girls world. It seems to be a cross between Charmed, Sabrina the Teenage Witch, Buffy and the Craft mixed in with anime magical girls. Skills. Unlike Cortex or Savage Worlds, skills are given a + score like Unisystem or d20. Roll the die associated with the attribute (each skill is connected to an attribute like d20) add the bonus the skill provides, check your success, or roll greater. There are 34 mundane skills and 10 magical skills. A little too much in my book, but I am willing to see how it works out here.

Chapter 4 Traits details traits, which are like Edges or Qualities. They are broken up into Talents (which you can get later in life) and Heritages (which are inborn and never change). Heritages have both a positive and negative aspect to them. Typical ones are there like "Beautiful" and others which have to be unique to this game like "Drama Queen".

Chapters 2, 3 and 4 are all well detailed and very straight forward.

Chapter 5 is Magic. Really this is what we came here for. There is a lot more here on what magic is and what it means to a witch. There are different types of magic (necromancy, mentalism, cybermancy…) which you can spend points on to improve your rank. This can provide a lot of variance between witches. Think of it as somewhere between Harry Potter's classes and Mage's spheres. As GM (a Director in WGA) I might limit some of these to NPCs (Guest Stars) and not to PCs (Stars). Spell casting is broken down into a lot of detail. More than maybe the seasoned gamer needs, but given the audience it might be about right. Effects are broken out into Magic Type Rank (MTR) and the overall feel is like a table you might see in Mage or Mutants & Masterminds with what MTR (read as Power level) you need to achieve a certain effect. Want to cast that spell across the world? Better have an MTR of 9.
There are rules for Signature Spells, which take less Zap (read: Mana, Essence), choose only one and from the "School" with your highest MTR (which makes sense really). I like the idea of the signature spell and might try it in my other games too.
This is all followed by 20+ pages of spells and these by no means seem to be all of them. Since your cast member (Star, remember) isn't going to be buying swords, guns or anything else that characters spend money or points on then this is a good thing.

Chapter 6. Your Star gets an allowance allowing her to buy things like magical computers, flying Vespas, and more brooms than found in Home Depot. There are familiars, clothes, wings and all sorts of magical equipment here as well. You could build an adventure on just shopping for these things cause I am sure getting them is not as easy as going to the mall. Lots of neat wands and I have to say the books for young witches are pretty funny ("Samantha's Guide to Merry Mortals" yeah that made me laugh). And a bunch of mundane stuff like DVD players and skateboards. The allowance system is nice, I like it better than the Modern d20 purchase DCs and easier than keeping track of cash.

Chapter 7 is some odds and ends. A character questionnaire (nice) and a filled out character sheet (also nice). Good detail on what things mean and if you are new to games a certain boon.

Chapter 8 is for Directors, so all the rules of the game. The system, some combat rules (yes this is the FIRST game I have seen where the rules for shopping are longer than the rules for combat. ;) )
Some nice background fluff and some ideas for different types of stories, basically you can do Buffy, Good vs. Evil, Charmed, and Magic School. The experience system is "interesting" (Voodollars), but it looks like it works.

Chapter 9 is the world background. Now this one is kind of neat. I details the various races (witches are a different race) and they are not alone. Some history, some magical places (Santa's Workshop, No joke and it looks cool!) The ruling council of Witches (I am yoinking this for my Unisystem games), Spelling Bees, groups and other schools. Even how the mundane world reacts to all of this.

Chapter 10 presents some creatures. But if the art is any indication most of these are not for combat purposes, but potential dates (well there is only one witch kissing a vampire…) Nearly every kind of creature is covered from fairies to Cthulhu like horrors. But no demons. Seems a bit odd, given it all. Some NPCs (Guest Stars) of note.

Chapter 11 details the Willow Mistt School. Lands, buildings, faculty, everything you would expect to find is here. Willow Mistt is not Hogwarts, but it is easy to make the comparisons. I actually found it closer to Claremont Academy from Mutants & Masterminds.

We close with a sample Episode, some plot ideas, a lexicon, and a list of Witch names (see how many you recognize!), and some NPCs with sheets.

The Good:
Harris obviously has a love for this genre and it shows. The rules are well crafted and while there is nothing earth shaking here, they are familiar mechanics done up in a very nice way. The point of view of the work is nice. This is anti-Grim-Dark. It's not all unicorns, princesses and kittens (though it does have all that), it's a fun game. The art is not D&D 4e, but it is good and more to the point very appropriate for this game.
For new players this is a great little game. More experienced players may want more, but that is not due to the game itself, but rather expectations. Do not expect this to be "WitchCraft: The Junior High Years" (though you can do that).
This Director's Cut has been update to mostly full color interiors. Especially the art.

The Bad:
I know Harris is basically a one man operation so I am willing to cut him some slack here. But there are a large number of typos that should be fixed and some terms that might have either been mistakes or from earlier versions (the Magic attribute is called "Zap" in one spot.) I am willing to overlook those IF they are corrected in the 2nd Edition. They should have been corrected in this edition to be honest, but I am going to cut him the slack here but none in the 2nd ed WGA-BoS.

The Ugly:
Well....WGA has something of a weird rep online. I am not sure it is entirely justified to be honest. Gamers can get really weird about the oddest things. Are some of the witches depicted here anti-social monsters? Yeah. The poster child, Princess Lucinda is exactly that, but it is presented in the same vein of cartoon violence.

So. Who is Witch Girls Adventures for?
Well , that sort of depends but here is what I see.

New players and Game Master get a lot with this book. I see them having a great time.
People that enjoy the more social aspects of a game (and of gaming) rather than a bunch of combats.
Anyone that is a fan of Magical Girl Anime, Witches or even high school based games.
Anyone that has ever wished for a Harry Potter RPG.
Anyone that looks at the setting and resists the urge to make it "darker". WGA is not about being dark. You can be evil sure, and as a witch the entire world is after you, but the setting does not need the WoD feel at all.

Last Words
This is a fun game. Take it as it is, not as you want it to be, and you will have fun too. If you are an old pro, use this game to introduce younger people to the hobby. I hope that Malcolm Harris is successful and ends up getting a lot of new people, boys and girls, to our hobby.

The Director's cut adds a few more pages and most of the interior is now full color. There are some new pieces of art and some of the older b/w art is now in color. Whether or not this is worth 10 bucks is up to you. I enjoyed the 1st ed so much I wanted to get this.

I have two hopes for Witch Girls now.
1. That the final copy of 2nd edition, WGA-BoS, is out soon.
2. That Malcolm Harris gets someone to help with the editing. It is a shame to mar a great and fun game with some easily fixed typos.

Wednesday, March 26, 2014

PWWO: Doctor Who, Hitchhiker's Guide and Pokémon

With the publication of Doctor Who: Adventures in Time and Space Limited Edition Hardcover Edition I have been wanting to do more with this game.  I have already run a classic AD&D module with it but the applications for this game seem endless.  So starting with Doctor Who here are the two mashups based on ideas from both of my kids.  So for this edition of Plays Well with Others I have two game ideas based around Doctor Who.

Hitchhiker's Guide to the Doctor Who Universe
My oldest son has been reading Hitchhiker's Guide to the Galaxy and he had to do a school report on Douglas Adams.  Fans of Adams know of his long association with Doctor Who during the classic Tom Baker years. So for me this has been a great little trip to 1983 when I was doing something very similar in school.  Though unlike my kids I did not have Doctor Who on BluRay anytime I wanted it.

Well this morning I was thinking about Arthur Dent, or more specifically, Martin Freeman.  To date he has pretty much played every important English "everyman" I can think of after only one cup of coffee; Arthur Dent, Bilbo Baggins and John Watson.  The Watson connection got me thinking again about doing a Hitchhiker's Guide to the Galaxy game using the Doctor Who rules.  I touched on this last year but I think I need to look into it more.

No need to worry about who plays the Time Lord since everyone, including the aliens, are just regular people.  Ok sometimes regular people with two heads and three arms, but that is the galaxy we live in.

Junior Timelord Academy
I was having a conversation with my youngest son back in the winter about how Pokéballs must be Timelord science. Afterall they are bigger on the inside.  Also Pokémon evolution looks more like Timelord regeneration.   Many others have pointed this out. Even the Pokémon character "Looker" is supposed to look like/be the 10th Doctor.  There are dozens of other examples (not to mention all the "Time" powered Pokémon) so I'll leave it as a given.

What can we do with this idea?  Simple, if in the HHGTG game there are no Timelords in an Pokémon one everyone is a Timelord, or at least they will be when they grow up.

Junior Timelord Academy then focuses on young Timelords in training, or even more generically, young Gallifreyians.  They have pets, like most kids do, except in stead of accidentally peeing on the floor these pets summon up elemental powers to do battle.  We know that in the Dark Times on Gallifrey gladiatorial fights were held in the Death Zone till Rassilon put a stop to them.  That legacy lives on in the children's games of fighting with their genetically engineered pets.

So a mix of Doctor Who, Pokémon, some ideas from WitchGirls Adventures, and a little bit of BESM: Cute and Fuzzy Seizure Monsters.  Big Eyes, Small Mouth 3rd Ed though might work better with Doctor Who in terms of system conversion.  This isn't High School drama like Smallville or Byron Falls, the target age here is pre-Teens.

So the characters move across Gallifrey battling their cute pet killing machines against each other knowing that soon they will enter the great Time Lord academies.

Also there is no reason I can't mix both.