Thursday, June 28, 2018

Willow & Tara: Survive This! Dark Places & Demogorgons

Yesterday I took the entire Buffyverse and dropped them into 1984 Ohio and found it works rather well.  Today I want to continue that thought but also do a deep dive into the three witch classes that DP&D has to offer.  And I know of no better way to do this.


So for reasons that work for the game, I am going with Dark Places & Demogorgons: Player Options & GM Guide for the witch classes. A White Witch for Willow and a Nature Witch for Tara.  So far I have no reason to assume that Willow will need a Black Witch.  The two realities are connected, but also different.

Willow D. Rosenberg
In 1984's Sunny Valley Willow is a mathematical genius who is the only person, quite likely in the whole town, that knows how to use a computer for more than just video games.  She has been best friends with Alex Harris since kindergarten and has been friends with Daniel "Oz" Osbourne since Junior High.  Oz is obviously rather fond of Willow, but he suspects there is something holding her back.


During her summer job at the local library, Willow discovered a locked room.  Normally one to follow every rule, this room called to her.  One day she found a key (after several weeks of searching she would later admit) and opened the door.  Inside books on the occult, summoning demons and more importantly magic.  She has been reading them and trying to master them.  Though she has help from a fellow witch and honest to the goddess wiccan in Tara.

Willow Rosenberg
Class: White Witch  Level: 5
Alignment: Good
Languages: English, Hebrew, Latin, Greek
Age: 14

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

AC: 10     HP: 19    Attack Bonus +0

Courage: 6 +3
Critical: 5
Death: 5
Mental: 4
Poison: 3

Background
Parents are rarely at home.

Class Abilities
+1 to saves involving magic, +3 to courage saves, healing touch 8/day, heal at double rate, summon light, seen in darkness, advantage on saves, immune to fear, talk to animals and plants, create potions

Skills
Computers +5, Art +1, Math +5, Science +5, Knowledge (Magic) +5, Paranormal +4, Botany +3, Electronics +4

Possessions
Bike, Home Computer,

Money: $40

Spells
Minor (4), Major (1)
Charm, Glammerd Appearance, Magical Insight, Burning Ash hands,
Firebolt

Tara A. Maclay
Tara attends Sunny Valley Community High School on the southside of town.  She lives in a trailer with her father and brother.  Her mother Megan died from cancer just last year.  Having a rough time with that and struggling with being the "known gay" in school she was picked on quite a bit.  It was not till the arrival of Faith did things change.  Faith protected Tara because she felt something of a connection to her.  When Elizabeth Summers died north of town Faith became the new Slayer. Elizabeth came back (thanks to Alex) and soon Tara and Faith joined the Northsiders on their nightly fight against vampires, zombies and other undead menaces.  While Faith has been drawn more and more to Elizabeth and their shared mystery. Tara has been getting much closer to Willow.


Tara and her best friend Faith

Tara Maclay
Class: White Witch  Level: 4
Alignment: Good
Languages: English, French, Latin
Age: 15

Attributes
STR: 12 +0
INT: 16 +2
WIS: 18 +3
DEX: 9 +0
CON: 12 +0
CHA: 16 +2
SUR: 12 +0

AC: 10     HP: 16    Attack Bonus +0

Courage: 5
Critical: 4
Death: 3
Mental: 5
Poison: 3 +4

Background
Mother is dead, Father is super-strict

Class Abilities
Toughness: Nature/Weather +4, Empathic w/ Animals, Create Potions, Control Animals.

Skills
Botany +4, First Aid, Knowledge (magic) +4, Outdoorsmanship +2, Paranormal +4, DAnce +3, Horsemanship +4,

Possessions
Bike,

Money: $40

Spells
Minor (3)
Blind, Charm, Magical Insight

If this were an 80s show then Willow and Tara would have had (implied) sex but then Tara would have been killed and Willow sent on an "evil lesbian" rampage only end the show crying in the arms of some man.  Really, who wants to see some shitty after-school special cliché like that?

I think these classes work great, to be honest.  I would like to reorganize their powers a bit to fit my concepts of these characters. Normally I would let Willow have access to some Dark spells and Tara should be the one to heal by touch.

This also brings up an interesting dilemma. Should Willow be a multiclassed Kid Scientist 1/Witch 4?  DP&D, like a lot of OSR games, has no Multiclassing rules.  To me though I like the idea of a multiclassed Willow.  She starts off as a Kid scientist and then moves to White Witch and maybe Black Witch IF we follow the original series.  Tara can start as a Nature Witch then move to White after a bit.

These are great.  This really captures what I wanted from this game quite well.

Wednesday, June 27, 2018

Plays Wells With Others: Dark Places & Demogorgons and Buffy the Vampire Slayer

Reading over Dark Places & Demogorgons I could not help but make comparisons to another game of strange things going on with high school kids fighting monsters.   Of course, I am talking about the Buffy the Vampire Slayer RPG.


Both games deal with fighting the unknown, both games deal high school students and both games are steeped in 80s clichés and pop-culture.  Where Buffy attempted to subvert those clichés, Dark Places & Demogorgons embraces them.

I am just throwing this out here, I have a lot of issues with Joss Whedon.  I think he is an asshole.
But I am damn proud of the work I did on the Buffy the Vampire Slayer RPG.

Reading through the core of DP&D and all the supplements it became very, very obvious what game I need to run.

Welcome to Sunny Valley, OH
"I am certain that whoever named this place Sunny Valley was having a joke on us. The winters are long, cold and dark. It rains in the spring and fall. I think they named the place in the three days of the summer we do get sun.  Not to mention the werewolves, the vampires and oh yeah the Hellmouth just outside of town.  Welcome to Sunny Valley Ohio California girl. Bet you can't wait to leave."
- Alexander "Alex" Harris to Elizabeth "Buffy" Summers.

I decided to take the entire "Buffy Package" and drop it wholesale to the Midwest and set it all in 1984.  There are some changes that need to be made.

In this new setting Elizabeth Anne "Buffy" Summers moved from sunny California to the ironically named Sunny Valley, Ohio.  As a nod to my friend and co-author on many of the Buffy books, Thom Marrion, who was going to do a series of Buffy books set in Cleveland, I wanted to do this in Ohio.  Cleveland is the "big city", but I never detail how far it is.

There is a Hellmouth, but is more indistinct.  No one is sure where it is, but they all know it's there.  There are two high schools, Sunny Valley Prep (the "good" school, where we start) and Sunny Valley Community High (the "bad" school).

Elizabeth Anne "Buffy" Summers
Class: Monster Hunter (vampires)  Level: 5
Alignment: Good
Languages: English, French
Age: 15

Attributes
STR: 18 +3
INT: 12 +0
WIS: 12 +0
DEX: 18 +3
CON: 18 +3
CHA: 16 +2
SUR: 18 +3

AC: 15     HP: 35    Attack Bonus +4 / +7 (vs. vampires)

Courage: 6 (additional +3 vs. vampires)
Critical: 5
Death: 6
Mental: 4
Poison: 5

Background
Mother is rarely at home.
Annoying little sister.

Class Abilities
+3 to hit, track, dmg to Vampires
+1 Toughness

Skills
Outdoorsmanship +4, Paranormal +5, Knowledge (Historical) +2, Brawling, Persuasion +2, Basic Athletics +3, Stealth +2

Possessions
Leather jacket, pants, stakes

Money: $30

This version of Buffy is actually named Elizabeth. She is a former California girl and now lives here with her mom and weird little sister. She is a Slayer, but she has no idea how or why.  There are no Watchers here in Sunny Valley, no Giles.  Elizabeth just knows she is strong, fast and she can sense vampires.
At the end of Series 1 she dies, but only for a little bit.  This gives us Faith Lehanne, a wild girl from Sunny Valley Community High.

Faith Lehanne
Class: Monster Hunter (vampires)  Level: 5
Alignment: Neutral
Languages: English
Age: 14

Attributes
STR: 17 +2
INT: 12 +0
WIS: 10 +0
DEX: 18 +3
CON: 18 +3
CHA: 17 +2
SUR: 18 +3

AC: 15     HP: 32    Attack Bonus +3 / +6 (vs. vampires)

Courage: 5 (additional +2 vs. Vampires)
Critical: 5
Death: 4
Mental: 3
Poison: 4

Background
Parents are dead, lives with Aunt
Dirt poor

Class Abilities
+2 to hit, track, dmg to Vampires
+1 Toughness

Skills
Outdoorsmanship +4, Paranormal +4, Knowledge (local ) +1, Brawling, Intimidation +4, Street Smarts +4, Stealth +2

Possessions
Leather jacket, pants, stakes

Money: $0

Faith shows up in Series 2 from SVCHS where she makes an impression by killing two vamps right away.  She introduces us to her friend Tara, and she and Willow start to spend a lot of time together.



Both Buffy and Faith are built using the Monster Hunter class from DP&D: Player Options & GM Guide.  In truth I could build a "Slayer" class, but I didn't really want to do that.  I wanted to try them out Rules As Written.

In general the cast would be much younger than the TV show.  Anywhere from 2 to 3 years younger. This fits perfectly with DP&D but changes the dynamic a little.   For starters, I would downplay the sexual tension to almost nothing, or at least a slow burn.  A 200+-year-old vampire prey on a 17-year-old sounds bad.  Preying on a 14-15-year-old sounds worse for some reason.  I am also going to give Faith the benefit of the doubt here.   During my Buffy game Season of the Witch, I pointed out that what the show writers had done to her essentially was so contradictory that the character was broken beyond repair.  So what if I took a potential "Bad Girl" and instead gave her a friend.  Maybe someone she saved from some bullies.  Enter Tara.  In this world Faith saved Tara from being picked on because of her poor family and the open secret that she is gay; something that was still very hard to deal with in the 80s.  Both girls help each other out till they meet the cast.

Dawn Summers
Class: Telekinetic  Level: 1
Alignment: Good
Languages: English
Age: 11

Attributes
STR: 10 +0
INT: 12 +0
WIS: 16 +2
DEX: 12 +0
CON: 14 +1
CHA: 12 +0
SUR: 16 +2

AC: 10     HP: 4    Attack Bonus +0

Courage: 3
Critical: 2
Death: 3
Mental: 4
Poison: 2

Background
Mother is rarely at home.

Class Abilities
Telekinesis, Psionic Attack, Psionic Push

Skills
Paranormal +1, Investigation +1, Knowledge (local) +1, Stealth +1, Video Games +1
Psionic Attack +1

Possessions
Bike, Backpack, Journal describing how she used her powers in secret.

Money: $10

In my games, Dawn developed psychic powers.  Maybe not Jean Grey levels, but certainly Carrie ones.  I thought it would be fun if the "Annoying Kid Sister" trope was subverted by making her Powered.  She was built with the optional Psionic classes in the Core Rule book.

I also did Cordelia Chase (basically an archetype "Princess"), Alexander "Alex" Harris (a "Geek" due to his Star Trek obsession), Oz (Metalhead turned Werewolf) and Angel (Teen Heartthrob turned Vampire).

What can DP&D Players get from Buffy?
The Buffy RPG is a great game that focuses a lot on the high school experience and how fighting monsters can be a metaphor for life in High School. Personally, I think EVERY player and GM of DP&D needs to read Chapter 7: Episodes, Seasons and Drama. It is hands down the best chapter written about running anytime of modern supernatural game or a game set around High School age kids.  The mechanics on Drama Points and their use would also be useful.
And of course all the monsters, vampires and demons the book has would be helpful to any DP&D GM.

What can Buffy Players get from DP&D?
The Buffy RPG is a mature game.  Not just in content, but shelf-life.  I know people that are still playing the game 15+ years later.   For me, DP&D has given me a breath of fresh air and has re-energized my Buffy-related experiences.  Hell, this is the first honest to goodness Buffy campaign idea since Season of the Witch and that was more than 12 years ago.
The "Back to Basics" feel of DP&D cannot be ignored or understated.  It really helped me think of this game in a different way.


Tuesday, June 26, 2018

Review: Survive This! Dark Places & Demogorgons Companions

Today I spend even more quality time with Dark Places & Demogorgons.  There are a number of great supplements now out for PD&D and more on the horizon.  Right now I am going to focus on these four since they will focus on my new campaign idea I'll talk more about tomorrow.
In all cases, I am reviewing the physical copies and PDFs.



Dark Places & Demogorgons: Jeffersontown Setting Guide
140 pages, color covers, black & white interiors.
This book covers the Jeffersontown setting introduced in the core rulebook.  I have to admit, I was not going to buy this book.  I was not really that interested in the J'town setting; I had my own setting, settings really, to try out and this one did not grab me.
That would have been a mistake. This book is really freaking awesome.
Reading through this book you begin to realize that all small towns are the same.  I read through this and was mentally replacing J'Town details with my own old hometown Jacksonville (J'Ville, no really that is what we called it).  There are a ton of great ideas here for any type of campaign.
So who should buy this?
Well if grew up in the 80s then you know this already. You lived it.  But this book is a wonderful trip down memory lane.  It's someone else's memory lane, but it looks like yours; it looks a lot like mine too.
If you didn't grow up in the 80s then this book is a must-have.  Really sets the tone and tenor of the game perfectly.
This makes this book a must buy, I am glad I picked it up.

Dark Places & Demogorgons: Player Options & GM Guide
124 pages, color covers, black & white interiors.
Now this book.  I knew I needed this one the moment I read the table of contents.  This book expands the game in a number of really awesome ways. Now all classes can go to 7th level and all the core classes get a boost.  That is great, and we get 13 new classes. They are Equestrian Show Rider, Equestrian Rider, Monster Hunter, Party Animal, The Performer, Phantasmagon, ROTC Cadet, Soviet Spy, Spy in Training, Street Tough, Survivalist, Teen Ninja, and the Telepath.   We also get five new Magic classes! Black Witch, Mechano-Mage, Nature Witch, Voodoo Practitioner, and White Witch.  All with a bunch of new spells! So yes, I am quite excited about these.  Worth the price on the cover alone for me.
Additionally, we get a bunch of new skills.

The last half of the book is everything 80s.  I have seen a lot of 80s guides in games before, but this one is very comprehensive.  These sections include 80's Crushes/ Idols, Your Songs of the 80's, Your Movies of the 80's, Random 80's Movie Quote Table, and Your TV of the 80's.  And just listing these does not do this lists justice at all.  I consider myself an 80s aficionado and there are things here I had forgotten or even never knew.  I am little surprised there isn't a Dark Places & Demogorgons 80s mix list on Spotify.
Really glad I got this book and I consider it a must-have for fans of this games.

Dark Places & Demogorgons: Vampire Sourcebook
36 pages, color covers, black & white interiors.
With the Vampire Sourcebook, we move DP&D a little further away from "Stranger Things" and "X-Files" territory and more into the realms of "Fright Night", "Lost Boys", and "Buffy the Vampire Slayer".  The cover in fact is very reminicent of all the above.
We start off with an introduction to basic vampire pop-culture lore and quickly move to a list of vampire movies of the 1980s.  It's a solid list, I knew all the titles so it feels complete, but I am sure there a couple Euro flicks missing.  Not a big deal since that is not the focus of this book.
We get stats for a variety of vampires and plot hooks/backgrounds for all of them.
The book is designed for DP&D, but it really can be used with any OSR game.
For more 80s fun combine it with some New Wave Requiem from the World of Darkness game.
If you want to play a vampire then I suggest The Blood is the Life - Basic Vampires as a mostly compatible solution.
It is a thin book and I would have liked to see more varieties, in truth this probably the perfect size. Vampires are series-ending "Big Bads" not just your monster of the week.  So characters are only likely to see one or maybe two their entire game life.

Dark Places & Demogorgons: Werewolf Sourcebook
36 pages, color covers, black & white interiors.
Same size, but a step up from the Vampire book to be honest.  There feels like there is more material here and I will admit I was surprised to see the page count was really the same. 
We get a little background on werewolves as a horror trope. Different means of causing lycanthropy are also covered.  There is also a section of infecting humans and how it alters their stats, including Player Characters.  Now I would say that being a werewolf runs counter to what a GM might normally want to do with a DP&D game, I can see it coming up.  Good for drama really.
Now anyone that knows me well knows I am "the Witch guy" and before that I was "the Vampire guy".  So I was totally expecting this to be my least favorite book, but no chance of that!  This is a great book and even better than the Vampire book.
There plot hooks, NPCs, monsters AND a complete adventure.  The book is packed. Well worth the money spent.
IF you can only afford one of these books, Vampire or Werewolf, then I would put my money on the werewolf one. Plus it has some fantastic Jacob Blackmon cover art, so what could be better?


Monday, June 25, 2018

Monstrous Mondays: Scarecrow for Dark Places & Demogorgons

"Rain on the Scarecrow.  Blood on the plow.
Blood on the scarecrow. Blood on the plow" 

- John Mellencamp, Scarecrow



Is there anything more ubiquitous to the midwest than the cornfield?  How about that lone scarecrow in that field.  Standing silent vigil throughout the summer and into the fall.  Are you sure he is not watching you?

Scarecrow
Scarecrows are basic guardians similar to golems, but not nearly as powerful. Like typical scarecrows, their bodies are made of straw and cloth. The stumble about their assigned area poorly and attack most anything that wanders through it. Some Scarecrows are bound to a post. A Scarecrow can use their paralyzing gaze to imprison any trespassers (save vs. Courage, fail means victim remains rooted to the spot).
Scarecrows are assigned to protect a particular area. They never leave the area, even when chasing an intruder. They will attack anything, humanoid or animal-like in appearance that walks into its territory unless otherwise instructed by their creator.
A scarecrow is immune to mind-influencing effects, poison, disease, and similar effects. They are not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage.
Fire Vulnerability: Because of their straw bodies, Scarecrows are extremely vulnerable to attacks from fire. They take triple damage from all fire attacks.

Armor Class: 10
Hit Dice: 3 + 1
Move: 12
Attacks: 1
Attack Damage: Slam 1d4+4 or Slap 1d4+1
Special:  Paralyzing Gaze.  Courage roll required if victim meets the gaze of a Scarecrow. They can't move for one moment.
Bonuses: +1 to hit, +4 to hide in corn or soy fields.
Terror: 8
HDE: 4

Review: Survive This! Dark Places & Demogorgons

I'll start off my week-long look at Survive This! Dark Places & Demogorgons with the core rulebook.   A little bit of background thought first.  I love the 80s in the way a true child of the 80s only can.  Everything about the decade still fascinates me, fills me nostalgia and is a creative well I keep going back to.  In truth, I had better decades.  The 90s were particularly good to me and the 2010s are also really nice, but the 80s hold my interest more, especially when it comes to gaming.

Dark Places & Demogorgons (DP&D) taps into all of this in such a deep and profound way that it pisses me off me to no end.  Pisses me off, because I wish I had come up it myself!

A few things upfront.  DP&D owes a great deal to Stranger Things (which in turns owes a lot to D&D), but as fantastic as that is, that is not enough to sustain a game.  DP&D draws on deep 80s culture as well.  And deep I do mean shallow!  Nothing here about the Cold War, or USA for Africa, or the 84 Olympics, or the home computer revolution.  This is about what was going on in YOUR small town USA and how it felt like it was the strangest place on the planet.  All that "important stuff" is just background noise to what is really important; what are we doing Friday night and who's going to drive around cruising?  That of course until your friends start to disappear.

Dark Places & Demogorgons (DP&D) is a 200 page 5"x9" book with color covers and black & white interiors.  The art is a mix of new art, some art purchased from collections and (my personal favorite) some photos of the authors and friends from some 80's high school yearbooks.  I am reviewing both the physical book and PDF.  Both of which were purchased by me so no books were contributed for review.

The book is divided into an 80 page Player's Section which includes the Classes and Basic rules, and a 120 Page Game Master Section.

The Players section introduces the concept of a Role-playing game and what you can do.  We also get a little background on the town this all takes place in, Jeffersontown KY.
We go right into building a character. Now while the book tells us that this is a version of the same game played in 1974, there are more 21st Century rules here.  The rules feel like a Swords & Wizardry variant with some Basic (Holmes in particular) thrown in.  There are multiple types of saving throws (ala OD&D, Basic, an on up) and ascending AC (S&W, 3e).   In short though if you have played any sort of OSR game in the last few years you will pick this up fast.  If you have never played before, well you will still pick this up fast.

Unlike its progenitors, this game has Seven Abilities.  The new one is Survival.  At first, I was not a fan of it, but now I see how it works in the game it makes more sense to me.  Much like how another seventh ability, "Luck", works in The Heroes' Journey.
I mentioned there are new saving throws too, Courage, Critical, Death, Mental, and Poison.  Courage works a lot like a Fear/San test and there is even a terror table.

Where DP&D takes off though are ways you use to describe your characters.  We start off with Backgrounds.  You can roll randomly here in true 80s style, or choose.  Rolling seems better.  These include things like "Parents are never home" or "Bratty Kid Sister" and they have in-game effects.  Not having your parents home makes for your house to become the natural HQ of your monster surviving endeavors, but having to watch your "Strawberry Shortcake" obsessed little sister is going to slow you down.

After that, you can decide on what your Class is going to be. Classes work here like everywhere else really.  They decide your skills, they let you know where you fit in the world and they provide a role-playing guide.  The classes in this book are largely based on 80s High School stereotypes.  There are five main classes with three subclasses each (similar to how 5e does it) You have The Brain (Kid Scientist, The Nerd, The Geek), The Athlete (The Jock, Extreme Athlete, The Karate Kid), The Outsider (Break Dancer, Goth, Metal Head), The Popular Kid (Preppy, The Princess, Teen Heart Throb), and The Rebel (Bully, The Hood, the Punk Rocker). That pretty much covers everyone in a small high school.
Each class gets 5 levels and new abilities and/or skills each level.  So the Karate kid gets new moves and martial arts, the Princess can affect others and so on.

Skills cover the things you can do.  You can get some via your class or be improved by your class.  Others you can pick.  Combat is a skill and if you want to be better at it then you need to take the skill otherwise you are just a kid with a +0 to hit.

Character creation then is largely rolling up Abilities, picking a Background, a Class, some skills, determining your saving throws and finding out how much cash you have in your pocket.  Then you are set!

I recommend a Session 0 for character creation and concept.  Sure it is not in the rules and certainly not old school, but it better than everyone showing up for the game playing all playing "The Bully" or "The Nerd".

Lastly, you come up with your age, Alignment and various combat-related stats (AC, attack bonus).  DP&D is not a combat focused game.  You are kids and the monsters are, well, monsters.  You might score a hit or two, but that is it.  Otherwise, run!
XP and Leveling are a little "easier" then and there are other ways to gain levels.

We end this section with some sample characters, examples of play and a quick breakdown of the 1980s vs. Today.

The Game Master Section is next and this is where the fun is!
Here the advice of not making this a combat heavy game is repeated.  This is a game of mystery, investigation, and deduction.   From the book:

This game draws inspiration from movies like The Goonies, ET and The Lost Boys and T.V. shows like Stranger Things, Eerie Indiana and Scooby Doo.
Talk about hitting me where I live!

The rules might say 1974 on the tin, but they are much easier than that.  Nearly every rule is simplified and straightforward in a way we never would have tried in the 80s.  Among the "new" rules are Difficulty Classes (circa 3e) and Advantage/Disadvantage rules (circa 5e).  It makes for a very fast-paced game and the rules will fall into the background.

We get some weapons and explosives, but not a lot.

There is a nice section on magic and the occult which include some really nice Psychic classes.  In case you want to dial your game up to 11 (see what I did there!).

The fun part of the book are the Adventure Seeds.  Some are familiar to anyone that watched movies or TV in the 80s.  But others...well I can only conclude that these must be local legends and myths from the author's own home.  Which reminds me how much all these little towns are really the same, just the details differ.


Replace the Pope Lick Monster with the Mobil Monster and they could have been talking about my old hometown of Jacksonville, IL.  We even had giant cats, giant birds and bigfoot.  But if you know what is good for you stay away from Magical Mystery Lane (if you could find it) or the glowing "things" out by Lake Jacksonville.

The book also has a bunch of monsters in Swords & Wizardry format (more or less).  You could add more, but be careful.   Just because I have the stats for a Manticore in a S&W book that would work with this there had better be a good reason to include it.

There are stats for animals and various types of NPCs.  There is even a table of random monster generation.  Delving into more game specific tables there is a table (1d100) of basic adventure hooks.

We also get a small guide to the setting, Jeffersontown, or J'Town (I grew up in J'ville. AND we used to call it a "Sinkhole of Evil" YEARS before anyone ever said the words "hell mouth").
The guide is great, not just for use in the game but for the sheer nostalgia.  It read like someone had taken a fictionalized version of my old hometown.  I think that it is also flexible enough that an lot of people reading it will feel the same way.

We end with a nice solid appendix (the PDF is not hyper-linked here) and their own "Appendix N" of movies, television, and music.  Music was too important in the 80s for there not to be a list like this.

We end with a copy of the character sheet.

Wow.  Where to begin.

Ok first of this game is very nearly perfect and I hate it so much.  That's not true. I hate that I didn't come up with it and publish it sooner.  But in truth, I am not sure if I would have done the same quality job as Eric Bloat and Josh Palmer.  Plus the inclusion of their yearbook pictures and own background made this book for me.  I LOVED reading J'Town because I could see and feel my own J'Ville in it.  I would not have been able to do that if I had written it myself, so much kudos to them.
This is a work of art and I love it.

Everything feels right about this game, to be honest.  I even have a potential "Series" in mind for it.

Can't wait to do more with it!  I would love to get some of my old gamer friends from the 80s and have them play versions of themeselves in a "Stranger Jacksonville" or more to the point the Jacksonville we all WISHED it was.

Next time I look at the supplements.

Sunday, June 24, 2018

Survive This! Dark Places & Demogorgons Week

I am going to spend some quality time this week with Bloat GamesDark Places & Demogorgons.


The game is set in the 1980s and uses the same basic rules as 1970's era D&D. The game owes more than just a little to Stranger Things, but also to just the glorious weird times that was the 1980s.
The same cauldron that gave us the Satanic Panic would later set the groundwork for shows like The X Files and Buffy the Vampire Slayer.  This alchemical brew would also fuel so many of my games from then til now.

This game hits all my nostalgia buttons in one nice tight little package. Spending the week with it is going to be a real treat. Weird little towns, vampires, werewolves, ghosts and maybe the best soundtrack ever.



So load up your favorite 80s mixtape, put on your Member's Only jacket and pull out your Trapper Keepers full of graph paper dungeons and let's explore some Dark Places!

Thursday, June 21, 2018