Tuesday, June 2, 2015

Witch Adventures

I have been looking for some published adventures to use with my Witch class book.  Surprisingly most of the adventures I have been working on don't really feature my witch class.  So here are some I have bought over the years.
Note: I wrote these reviews while watching "Blood Sabbath" from 1972, featuring a really young Anthony Geary prior to his "Luke and Laura" days.  Maybe I can use Alotta, Queen of Witches, from this.



No Salvation for Witches
I picked up this Lamentations of the Flame Princess adventure based partly on the name, how could I refuse? I also bought it because I am a fan of +Rafael Chandler and his Teratic Tome.  While this adventure uses the LotFP rules, it can be easily adapted to just about any OSR/Old School game. It is also set in +James Raggi's pseudo European setting which also makes it easy to convert to just about anything if you don't mind ignoring some of the history presented.
As the title implies, NSFW is not for everyone.  It is no worse or no better in terms of art than anything else in the Lamentations catalog or TT.  I will give Raggi credit, he springs for some quality art.
The adventure itself is weird, bloody and full of body horror.  It is also a race against the clock.  IF you go with the idea that Woolcott is a witch (and not a LotFP magic-user) and evil then the PCs have something to work for.  Otherwise I can't see how the world they create in the end is all that bad?  I am kidding, a little.  For me I think it would be interesting that if in their goodwill to recreate a better world they made it more horrible.
The adventure is a combination of Eurotrash occult horror, Lovecraftian style outsiders and creepy history.  There is also a splash of 80s slasher flick in this.  It is a heady brew of horror tropes in the guise of an adventure. The Tract of Teratology featured in this adventure is almost worth the cover price.   The listed monsters are also really cool and unique.  There is just so much I could do with this.
It can be hard to judge power level of this adventure.  But I am going to say high level at least.
The book is 68 pages with covers, maps and OGL.  It is also full color.
Does it work with The Witch? Yes, but some changes have to be made.  Woolcott is obviously a witch, but is she a Witch?  I think I would have to think about it in terms of how I want to run it and who or what the Primogenitor really is.

Dungeon Crawl Classics: Saga of the Witch Queen
This is a meaty module.  84 pages, covers, maps and OGL still leave a lot of pages for material.
First off, if you are not familiar with Dungeon Crawl Classics modules they are meant to emulate a certain feel of early 80s play.  They went on to create the game Dungeon Crawl Classics, but the adventures are still largely OSR compatible. Actually I didn't see a single thing in this adventure screamed is should be used for one system or the other.
This adventure is actually 3 adventures in one.  Legacy of the Savage Kings, The Lost Passage of the Drow, and War of the Witch Queen.  Each one is a different part of the Witch Queen's plan.
Reading through this adventure is one part excitement for the new and one part excitement for the nostalgia.  For the new, I wanted to learn more about Kyleth (the eponymous Witch Queen) and the tome Ars Maleficus.  The nostalgia comes from many little easter eggs through out the pages that call back to adventures of the TSR-days.  I am convinced the Mad Hermit here is the same as the one in the Keep on the Borderland for example.  There are also hints of influences from Vault of the Drow, Ravenloft, and even the rest of the GDQ series.  In fact the second adventure, "The Lost Passage of the Drow" could be slotted into the D series and no one would be the wiser.   Replace Baba Yazoth with the proper Baba Yaga and have one of the many adventures she features in as a side trek.
There are a number of named characters that would work well as witches, Maeve, Baba Yazoth and of course Kyleth herself.   While using the title of "Witch Queen" Kyleth is only an 8th level Magic-user.  Make her a 9th or 10th level witch and then you have something really scary.
Does it work with The WitchYes, absolutely.  There are number of great items and story points in this adventure for any witch character.  In fact I would say that any good witch would want to see Kyleth taken out on general principle.  Plus there are a number of encounters and NPCs that would benefit from the rules in the Witch.  Night Hags get more spell casting powers for example and the medusa can also have some levels of witch.
Of course there is the one issue of Kyleth being one of The Thirteen. The Thirteen most evil wizards, witches and necromancers in the world.  She was the newest member, who are the other 12 and what are their plans?  Anyone up for an adventure against the Legion of Doom?  I might have to come back to this idea. I can see witches, vivamancers, blood mages, evil wizards, and necromancers part of this evil cabal. Each providing something different.
Seriously, there is so much fun stuff here I can't wait to try it out.

The Evil of Witches Fen
This adventure is really more of hex-sandbox.  It is two pages and the central conceit is the characters are stranded here till the next boat arrives so they might as well figure out why the place is dying.  There are some suggested quests and some points of interest.  There are a couple of witches mentioned.  The Gray Lady is the spectre of an old witch. She is also a quest. Dispatch her to help bring the area back from extinction.   There is also the remains of a witch cult.  They are not described in any detail.
This is a pay what you want product, then by all mean plop down a buck for it.  At two pages (no title page or ogl) there is a still a lot here.  You can find out more at the author's website: http://games.taskboy.com/#tbg-b
Does it work with The WitchYes. Only in teh respect that the adventure has so little detail that it works with anything.  Now for some people this is perfect. Indeed I can see a number of sessions based on these two pages alone.  You can drop it into any game as a break from the regular campaign.  But if you want more meat to your module then this might not be for you.

The Witch of the Tarriswoods
A 24 page OSR adventure (2 covers, toc, ogl, 3 maps).  It's a good adventure of the "there is something strange going on in the woods, let's investigate!" type.  The hazards make this more of a challenge for 3-7 level characters instead of say 1-3.  That is fine really. I would use this to lull seasoned players into a false sense of security and then show them there are still dangers to be had in simple settings.  This is the perfect adventure for say a lazy afternoon. You can drop it nearly anywhere in your world.  Our main bad guygal is Llorona, Witch of the Tarriswoods.  She is a 5th level magic-user.
There are also some new monsters in this that are a lot of fun.
Does it work with The WitchYes. I say change Llorona to a 5th or 6th level witch and give her some more spells. Given her name, dress her in blue and white gowns and focus on water-based spells.  change the "wizard staff" to a trident or tined fork.  This would make her much more of a threat.

The Ruins of Ramat (S&W)
This one is for Swords & Wizardry, but can be played in any OSR game really.
14 pages, 2 mapes, cover, ogl.  This is the S&W conversion of the Castles & Crusades adventure.
The adventure is a good introductory adventure for players and low level characters.  It is a simple two level dungeon that used to be the home of an evil cult. So there are a lot of undead and some demonic powers here.  The catacombs are supposed to be filled with treasure according to legends.
Given that this all takes place on "Witch Hill" I would want to expand its history a bit to say more about the cults that were there.  I would make the cult a coven of witches.
What I think works best about this module is not only can it be located anywhere, but it can even be located under anything in another adventure.  A little tinkering and suddenly I have "The Ruins on Witch Hill".
Does it work with The Witch? Well. There are no witches in this.  So unless I want to make an active cult there (and that is really a good idea) then there is not much to add from my book.  Save for some magic items and scrolls with ancient spells.

Witches Court Marshes (1982)
When I first got this years ago, but long after I had moved away from AD&D 2nd ed, I was not that impressed. Now looking back at it, it has a certain charm and it does better than my memory of it. The Witch class is a sub-class of Magic-User, but the experience for each level is much lower that I have seen for other witches. There are plenty of new spells and in true old-school fashion some classes and monsters are completely immune to the witch's power/spells.
In addition to all of this there is a marsh that is the home to many evil witches. Given how JG used to write the adventures it can be converted to a lot of systems with ease.
Does it work with The Witch? For the most part yes. While this book was not an influence on my writing of the witch class it does have similar DNA.  That is to say the feel of this book and the time it was published was something I sought to emulate in my own witch.  The classes themselves are not really compatible save that the witch in most cases is compatible with a wizard.
The adventure is certainly usable by today's OSR games.

The Manor, Issue #6
Ah.  Now this one is an interesting case. It does have an adventure and specifically designed to use my witch.  "Witches of the Dark Moon" is a great little one-shot written by +Tim Shorts himself using a lot of elements he had at his disposal. This includes using my own Witch Class for the witches. You don't need my book to play this, but it does add a little extra to the mix.
Does it work with The WitchCompletely.

Adventure Path/Campaign: War of the Witch Queens?
I wonder if I have enough here to make an adventure path/campaign to go after the evil witches in the world, while at the same time protecting the good witches? (hey, I have my biases).  Plus there are an inordinate number of marsh and swamp related locales here.
  • Witches of the Dark Moon (The Manor #6): Low level
  • Ruins of Remat: Low level
  • The Evil in Witches Fen: 4th to 7th
  • Dungeon Crawl Classics: Saga of the Witch Queen
    • Legacy of the Savage Kings: 4th to 6th
    • The Lost Passage of the Drow: 6th to 8th
    • War of the Witch Queen: 7th to 9th
  • Witches Court Marshes: High Level
  • No Salvation for Witches: Finale
I am thinking that running these under B/X D&DAdventurer Conqueror King or Astonishing Swordsmen & Sorcerers of Hyperborea and capping the levels at 13.


Could be a lot of fun.

Monday, June 1, 2015

Magic Girls Monday

A couple of products came up on my radar. Since I had some credits burning a hole in my pocket over at RPGNow I figured I'd pick them up.

These games are all of the "magical girl" type in one way or another. So if you like stories like W.I.T.C.H., Sailor Moon, or even Steven Universe then these are good choices.  The systems under the hood is different in each case, but there are some familiar names here.

Star Sailors: The Magical Girl Supplement for White Star RPG
Oh, this one is a fun.  This little book (11 pages, including cover and OGL) is packed full of great material.  Basically this presents a Magical Girl class, the Star Sailors.  Each level the Star Sailor gains a "Heart Power" of a different color. Very cool.  They also get a "Starlight Blast" that is blasted out of her "Star Sailor Starlight Wand".  I know this all sounds silly, but trust me, this is exactly the sort of thing you would see in a Magical Girl show or book.  I also love how each power has a catchphrase.  I would totally make my players say these to activate each attack.
The powers are described, with effects. Also some background on the Starlight Entity.  The sailors also can have mascots, aka pets.
There is also a great monster/big bad for the sailors to fight, the appropriately named "Gloom".
While the book is overtly for White Star it includes some ideas for Modern Times and S&W.
Really, really fun.  The art also really fun and appropriate.
Don't like Magical Girls?  You could, with minor tweaking, turn this into a Green Lantern like organization.

Witch Girls Magical Minutia: Crossover
This book for Witch Girls Adventures previews a bit of the rules we will see in WGA 2.0 and the upcoming super hero games from Channel M. WE are introduced to Nemsis Earth, an Earth populated by superheroes and some differences in history.  Chapter 1 covers the details of this new Earth and it's features, both magical and tech.
The book is presented from the point of view of a Witch Girl travelling across the dimensions.
There are plenty of new equipment for Witch Girl stars and even a new heritage (Half-Metahuman).
Chapter 3 covers Channel M's new "Youthquake" team of superpowered teens.
The general feel of this "Crisis on Two Earths" and honestly I really like that. I wish I had had this back when I was working on Season 3 of my Willow & Tara game where I crossed over to a super powered Earth that resembled the Earth int he DC universe.  While reading this I was also wishing I had an Icons version of this.  Same ideas, characters and text, but Icons as the rules.  They would mesh together rather nice I think.
If you are a fan of supers and Witch Girls Adventures then this is a good buy.
One issue. I hate to bring this up, really. I love Malcolm's work but he should really hire a good proofreader and editor to help clean up his work.  That leaves him to focus on the big ideas and let others do the editorial work.

Sparks of Light
At 110 pages this is the largest of the books I have picked today. No surprise, this is a complete system-sort of.
Sparks is a light hearted game of Magical Girls. I uses the Fate system, but it can be used as a guide for any magical girl game regardless of system.
I think the most important thing about this book is how do the characters relate to each other and too the NPCs.  This is the key feature of any magical girl story whether or not it is Sailor Moon, W.I.T.C.H., Cardcaptor Sakura or even Charmed.  It is the relationships that define the character.  Take someone like Tuxedo Mask from Sailor Moon, he is (let's be honest) useless. But he does have relationships to the rest of the cast and that makes for drama.  Would it make for a good game? No, maybe not, but consider Angel in the first season of Buffy. He was basically Tuxedo Mask.
I also really liked the Hope Points mechanic.  Magic Girls rarely see last death or injury (Sailor Uranus and Sailor Neptune not withstanding), so hit points don't really make a lot of sense.  Plus the Darkness is not about killing really. It's about snuffing out the light or hope of the heroes.
In this respect it might make it a better game for little kids.  Don't get me wrong, I have played D&D with grade-schoolers and they are a vicious, blood thirsty lot. But they don't have to be.
If you like Fate then is a good game to try out, especially given the price.
If you like Magical Girls then this is a must buy (even if some of this is covered in other books as well).

Personally I think Sparks of Life makes for a great addition to Star Sailors.  Get both books and use them together. Star Sailors for the basic game and ideas and then Sparks of Life to expand on them.

Sunday, May 31, 2015

Witches & Witchcraft Reading Challenge: May Reviews

Here are the reviews for May for the Witches & Witchcraft Reading Challenge.

Lots of books this month!

Harry Potter and the Order of the Phoenix
One of my favorite of the Harry Potter books in what is arguably Harry's worst year ever.  This is the book that gives us the evil, awful Dolores Umbridge.  This book drips with so much teen agnst. It is also the book that when I first read it I realized the J.K. Rowling was no ordinary author and I moved her right into "Genius" territory.  She captures the feelings of these 15 year olds so perfect that she made it look like it was effortless on her part.  The magic went to wayside and the focus was on Good vs. Evil.   The scenes of the DADA courses vs. the Dumbledore's Army ones are pure genius.
We are also introduced to the character of Luna Lovegood.  Honestly I forget we only knew her in less than half the books, but she became such an integral part of not just the Harry Potter universe but also the tale themselves. Was this JKR's plan? Introduce a character so well loved (Luna) in the same novel as one so universally hated (Umbridge)?  I think so.
I will also add this.  This book improves with the second reading.
Witch Count: Hundreds

Harry Potter and the Half-Blood Prince
Also another favorite.  I think this book has the most deviations from the movie.  I had forgotten about how much Harry had thought about Ginny in this one. They ended up together for the last month of the book as well.  I think this book is such an integral one because it is almost Shakespearean in tone.  Harry's best year ever at Hogwarts crashes down on him in the worst possible way.  He is treated more like an adult in this one too, only to have face all his issues as an adult.
Even though I know how the tale ends I still can't help but hating Snape in this.  I remember the first time I read it I was screaming at the book, shouting "I knew it! I knew Snape was a traitor."  It is the sign of a true craftswoman that JKR can still get such thoughts from me now.
Can't believe I only have one book left!
Witch Count: Hundreds

Weiser Field Guide to Witches, The: From Hexes to Hermione Granger, From Salem to the Land of Oz (Weiser Field Guides) by Judika Illes
A fun book that discusses all sorts of witches.  The mythical, the historical, the new age region to Harry Potter and Charmed.
Each section covers something a little different.  Say Witches in Literature (Harry and Hermione are here), Movies and TV (find the Charmed Ones here).  Even historical witches like Agrippa, Marie Laveau and Merlin (is he historical?).  Doesn't go in depth into any topic, but it says time and again that it can't. But it does cover a lot of topics.
Witch Count: Hundreds




Witch of Death by Chrys Fey
Great short story introducing Liberty "Libby" Sawyer, police detective and witch.  When murders with no means of explanation begin to happen it is up to Libby and her new partner Det. Reid Sanders to figure out who or what is causing them.
I will have some more from Libby and +Chrys Fey next month!
Witch Count: Two



Books read: 14
Current Level: Mother, Read 11 – 15 Witchy Books

Saturday, May 30, 2015

Zatannurday: Supergirl Pilot

It is quickly becoming "Supergirl Saturday" here at the Other Side! I can't help it I am quite excited about this new show.

I have seen the Supergirl pilot, as I am sure I was supposed to.  I am quite certain this was leaked to build up buzz.  Well I am adding to the buzz then!

Not linking the pilot, but it is out there if you care to look.  Also I am going to be as spoiler free as possible.

I guess the biggest issue to address up front is that is a pilot. There is a lot of back story to cover. Who is Kara/Supergirl? How is she related to Superman?  Why is she here? Who are the Danvers? Cat Grant? Is that Jimmy Olsen? Wait was that Hank Henshaw?

Ok. Not really a dumb questions even if you are familiar in Supergirl lore.  In fact the more familiar you are the more likely you are going to ask "Which Supergirl?"



Ok. So this is Kara Zor-El. She is Superman's cousin. She was sent to be his babysitter since he was an infant and she was a pre-teen  But her own escape from Kryptonhad issues and she ended up on Earth several years after Superman had already been here as an adult. Superman sets her up with the Danvers with wonderful cameos by Dean Cain (Superman from the "Lois and Clark" show) and Helen Slater (Supergirl from the 1984 movie). The scenes of Krypton are closer to the Richard Donner "Superman" film than the Zack Snyder "Man of Steel" one, though Kara's eventual outfit is closer to the Man of Steel one.

There are a lot of nice nods to Supergirl/Superman lore here too.  Supergirl saves an airplane her first time out. Superman welcomes Kara's spacepod when it lands and helps her out. Even more, but spoilers.

Melissa Benoist is fantastic in this role. She mixes a great blend of youthful exuberance, panic, ennui and naiveté and yet still excitement. Really she is spot on. Supergirl has always been about enjoying her powers and just being super. She does a great job of this.  I liked her in Glee and I love her in this.  The scenes where she is trying on various versions of her costume, well for the long time Supergirl fan that is a treat.  How many elements from the above picture can you spot?

Like Greg Berlanti's other series, The Flash, it is great to see a super that enjoys being super so much.


Calista Flockhart as Cat Grant will be FANTASTIC.  Let's not forget that there was a time when Calista Flockhart and her on screen persona Ally McBeal were on top of the world. Millions of people (not just female people) tuned in to watch her.  Well what if everything Ally McBeal wanted professionally went her way, but her personal life tanked?  We might get her version of Cat Grant.  If you know the comics Cat was always there to be adversarial to Clark and Lois.  This Cat Grant will be Kara's.  But this is not an adversary she can punch or zap with her heat vision.  I see some great tension and story telling coming from this.  If you didn't like the "Devil Wears Prada" bits of the trailer, never fear; that was pretty much all of them in pilot.

You know.  I want to repeat this because I really believe it.
Calista Flockhart as Cat Grant will be FANTASTIC.

One of the original ideas behind Supergirl was to give Jimmy Olsen a super girlfriend.  Well they kind of elude to that here, but Kara's awkwardness around him has less to do with love but more to do with handsome man that happened to win a Pulitzer prize because he knows her cousin.  I like how Jimmy, or rather now James, seems to be the only one not scared of Cat.  In fact I like it a lot.
This does bring up a good point.  In the Man of Steel movie "Jimmy" is a woman.  Here James is a black man.  So obviously not the same universe.

In Kara's other life with Hank Hensaw. Director of the DEO.  Yeah that is all I want to say about that really.  I expect something big with him by season's end.

Alex Danvers is new.  She doesn't come from the comics, not even from Supergirl's weird history.  Frankly I like the fact that a super hero has a sibling. Especially an older one.  In a lesser writer's hand I could see Alex getting killed off. I do not expect that here.

I am also thinking we are going to see more of the Danvers and young Kara and Alex.  Flashbacks seem to be the in thing.  But totally worth it to see Helen Slater and Dean Cain in this universe again.

The pilot was exciting and fun.  We watched it as a family and we are excited. We can't wait for it to start in the fall.

Friday, May 29, 2015

Friday Night Videos: Flashback 1982

Welcome back to Friday Night Videos!

Tonight I want to pay homage to the years that really got me going D&D wise.  1980, 1981 and 1982!

So this morning I was reading Arlee Bird's blog Tossing it Out.
Lee is the brains behind so many great blog challenges including the April A to Z challenge.

This morning he was talking about music and it's relationship to people.  For me though music has always been about the times it was in or what was going on when I heard it.  The cue for me to switch gears tonight and focus on 1982 was his use of the fantastic Alan Parson's Project, Eye in the Sky.  The meaning of the song of the same name is debated; is it about 1984, security cameras or something else.  For me this song will ALWAYS be about the module B3 Palace of the Silver Princess.  The "Eye in the Sky" in this case is the evil creature/god Arik and his ruby eye.  This song was on constant rotation the entire time I bought and first ran this adventure.




From the same album is a song my younger brother and I loved, "Psychobable". To me the song was more about horror and nightmares and that certainly had a huge effect on the style of game I ran even back then.  This was only compounded when I got my first copy of Chill.
This video is an odd one but I really like it.  The creator re-edited an old Orson Welles student film to go with the song.  For me it just fits.




Few albums are more "D&D" than Blue Öyster Cult's Fire of Unkown Origin and few songs more so than "Veteran of the Psychic Wars".  Let's look at the song's pedigree for a moment.  It was co-written by Micheal Moorcock, author of the Eternal Champion series. It is about the greatest, or at least the most popular of all the Eternal Champions Elric of Melniboné.   The song also appeared in the movie Heavy Metal.  On the releases I saw this was during the Taarna sequences.  The song is an ode to any D&D character ever. It is practically a Grognard anthem.  I would revisit the imagery myself during the years I was running my "Willow & Tara" game, Episode 5: Veteran of the Psychic Wars.




Last week I talked about how much Stevie Nicks influenced, well, pretty much everything I have ever written.  "Leather and Lace" was another song from Bella Donna that I loved.  This one I also connect to B3.  In particular the love story of the Princess and the White Drake.  In the original version of the adventure (written by Jean Welles) he was the bad guy.  In the revised version (by Tom Moldvay, the hero of 1981!) they became lovers instead.  I have to admit I like his version better than hers.



In the opposite direction of the sentiment of Leather and Lace we have Greg Kihn, whom I always associate with the start of the "video age".  "The Breakup Song" was from Kihn's album Rockihnroll.  The truth is, just like the song says, they just don't write 'em like that anymore.




This is one is kind of a cheat. I loved this song back in the day, but never associated it with gaming till much, much later.  Donnie Iris' "Ah! Leah!" from Back on the Streets.  Though it was out in 1980 I am sure I never heard it till 81.  Like Veteran of the Psychic Wars this song became part of the "soundtrack" of music I listened to when working on the Buffy RPG and then later Ghosts of Albion.  "Leah" was immortalized in my game universe as the name of the woman that married Tara's brother Donny in "Strange Sort of Homecoming" (which itself is named for a Sting song).




"Let me be the one to say when I've had enough..."

Sum songs capture an age perfectly.  Others only capture the feeling, and in retrospect are perfect.  Santana's "Hold On" is that sort of song.  It's too Latin sounding to be really part of the early 80s. But yet here we are and this song is perfect at describing the time.  The first track released from 1981's Shangó.



Got to concentrate, file away
Every last detail
Don't want to lose what's going down
I want to remember everything I'm feeling
Should time try fading or stealing something away.

What are your favorite memories from 1981 and 1982?

What Are You Good at GM's Challenge

A new GMs Challenge has been issued by the blog Barking Alien.  I figure I will join in.

What genres, settings, or games in general do you GM best? Which ones do you think you  totally rock? 

My Top Five:
1. Cinematic Unisystem
2. Dungeons & Dragons (circa 1980s is my best)
3. Horror games
4. Convention games. I have had many people tell me my Gen Con games rock.
5. Games for kids

Which games could you use to work on? That is, if your group wants to play one of these games, you yourself would probably recommend a different GM.

Tougher one. I am usually always the one in the GMs seat.

My Bottom Three:
1. World of Darkness
2. Anything historical, but not Victorian. (I do Victorian well).
3. anything Palladium

What elements of Gamemastering do you do best? What aspects do you nail more often than not?

My Top Five:
1. Engaging plots
2. memorable NPCs
3. Flexibility.  Years of teaching have taught me to stay light on my toes.
4. Fairness.
5. Fun.  Keep it fun.

Which elements are still a work in progress? Name some things that you don't do as well as you'd like.

My Bottom Three:
1. Newer D&D.  Don't quite have the rules mastery I would like.
2. Time management. Games tend to run over the time I have alotted and I never get as far as I would like.
3. Knowing when to shut up and let the players do their thing.  I get excited and want to gabber on, and on (and on).  I need to take more of the "Dave Arneson" style and let the players do the talking and work.


How about you?




Thursday, May 28, 2015

More Mail Call

I also got this.


It was a total spur of the moment thing, but I am so glad I got it. I have a lot of ideas for this one.
The PDF is nice, but this looks better on my game table.