Monday, August 19, 2019

#RPGaDAY2019: Scary

Today's topic is Scary.

It is said that everyone loves a good scare.  But I LOVE them.


Spend any amount of time here and you will learn that I love horror movies, horror RPGs and adding elements of horror to my otherwise non-horror games.

Horror was always my thing, even when I was really little.  My mom loved horror and used to tell us the way scary and certainly not appropriate for children stories when we were little and we loved them.   A lot of the horror-themed material you see here has there roots in some of those stories.

My current purely horror game is "Star Trek meets Cthulhu" game in Black Star.
Stephen King once said that horror needs to start with what you know.  To truly feel horror you have to begin in a place of safety and comfort.  For me that is Trek.  Then you add in the horrors.

Doing a proper horror game is not always easy.  Think about Gothic Horror for a moment.  The reason it is as effective as it is it that the hero, or most often, a heroine, is powerless against the forces that she is dealing with.  The same is true for Cosmic Horror, the forces against humanity are so vast and so powerful that we become insignificant in the scope of it all.

Trek represents humanity at their best, their most powerful, their peak. To turn that setting into horror I am going to need something very powerful.  So in a way, it is an experiment for me to see if I can merge two of my favorite things.

Hope to do some more here soon.

Sunday, August 18, 2019

#RPGaDAY2019: Plenty

Today's topic is Plenty.

We live in a new Golden Age of Plenty in RPGS.


I was thinking about what is commonly thought of as the Golden Age; the Early 80s.  Sure there was a lot going on and everything was bright and new and the vistas seemed endless.

But I also remember a time when finding some books was difficult and unless you were in the know then you not only didn't have access to the books, you didn't even know they existed.   Plus lots of news of new games, books or whatever was regional.

I lived near the pipeline between Chicago and Carbondale (two places I would later live in) that had a steady stream of material partially thanks due to Tim Kask and his connections at Southern Illinois University (SIU, go Salukis!).  So I came to later learn that even though I lived in a highly religious small town, we had some good access to D&D products.  With Mayfair in the Chicago burbs and the University of Illinois all the North, things were not too bad.

BUT there was still a lot of stuff I never saw.  I understand there was a vibrant scene in California and other places that produced completely different material.  Material that the local took for granted.

Today.  Today things are different. We have the Internet and easy access to several thousands of books of gaming material.

Blogs and boards produce a Dragon's magazine worth of material every week, if not every day.
Sure some of you might claim there is a lot of noise and useless information.  Well, guess what? That has always been true.

There are so many good games out now.  Yesterday I talked about One game, but today I am talking about all of them.  We don't have to choose one game for forever and forever.

It's a Golden Age and we should enjoy it.

Saturday, August 17, 2019

#RPGaDAY2019: One

Today's topic is One.

Every so often the topic comes up of what RPG would you choose if you could only choose one.

If I over-think it, it becomes hard. There are so many great RPGs out there.  So many that I love and have loved playing.  But if I could only choose one, forever, then the choice becomes clear and easy.

CJ Carella's WitchCraft RPG.


WitchCraft is, hands down, my favorite game.  Period.  Picking up a copy of this book back in 1999 was just like picking up a copy of the Monster Manual in 1979.  Everything I ever wanted in a game was right there.
Everything.

WitchCraft had such a profound effect on my gaming that I can draw a rather clean line between what came before and what came after it.  Granted a lot was going on in 1999/2000 both gaming-wise and personal that may have added to this effect, it was an effect all the same.

Back in 1999, I was really burned out on D&D.   I was working on my own Witch netbook and reading a bunch of different games when someone, I forget where, must have been the old RAVENLOFT-L that TSR/WotC used to run, told me I really need to check out WitchCraft.  At first, I balked.  I had tried Vampire a couple years ago and found I didn't like it (and I was very much out of my vampire phase then), but I was coming home from work and my FLGS was on the way, so I popped in and picked up a copy.  This must have been the early spring of 2000.

I can recall sitting in my office reading this book over and over. Everything was so new again, so different.  This was the world I had been trying, in vain, to create for D&D but never could.  The characters in this book were also all witches, something that pleased me to no end, it was more than just that.  Plus look at that fantastic cover art by George Vasilakos. That is one of my most favorite, is not my favorite, cover for a gamebook. I have it hanging in my game room now.

WitchCraft uses what is now called the "Classic" Unisystem system.  So there are 6 basic attributes, some secondary attributes (derived), skills and qualities and drawbacks.  Skills and attributes can be mixed and matched to suit a particular need.

WitchCraft uses a Point-Buy Metaphysics magic system, unlike Ghosts of Albion's levels of magic and spells system.  Think of each magical effect as a skill that must be learned and you have to learn easier skills before the harder ones first.    In D&D, for example, it is possible to learn Fireball and never have learned Produce Flame.  In WitchCraft you could not do that.  WitchCraft though is not about throwing around "vulgar magics".  WitchCraft is a survival game where the Gifted protect humanity from all sorts of nasty things, from forgotten Pagan gods, to demons, fallen angels and the Mad Gods; Cthulhoid like horrors from beyond.  WitchCraft takes nearly everything from horror and puts all together and makes it work.

The Eden Studios version was the Second Edition, I was later to find out.  The first one was from Myrmidon Press. I managed to find a copy of that one too and it was like reading the same book, from an alternate universe.  I prefer the Eden Edition far more for a number of reasons, but I am still happy to have both editions.

The central idea behind WitchCraft is the same as most other Modern Supernatural Horror games.  The world is like ours, but there are dark secrets, magic is real, monsters are real. You know the drill.  But WitchCraft is different.  There is a Reckoning coming, everyone feels it, but no one knows what it is.  Characters then take on the roles of various magic-using humans, supernaturals or even mundane humans and they fight the threats.  Another conceit of the game (and one I use a lot) is that supernatural occurrences are greater now than ever before.  Something's coming.  (dogs and cats living together, mass hysteria).

It is most often compared to World of Darkness, but there are things WitchCraft does that I just like better.  Unlike (old) Mage there is no war between the (good) Mages and the (evil) Technocracy.  There is a war certainly, but nothing so cut and dry.  Unlike new Mage, there are rarely clean divisions between the factions.  Yes, yes Mage players, I am being overly simple, but that is the point, on the simple levels new Mage dives everything into 5 because that is how the designers want it.  There are factions (Associations) and there are different metaphysics for each, but also overlap, and sometimes no clear and defined lines are to be found or given.  It feels very organic.

In my opinion, C. J. Carella may be one of the best game designers out there.  WitchCraft is a magnum opus that few achieve.  I took that game and I ran with it.  For 2000 - 2003 it was my game of choice above and beyond anything.  The Buffy RPG, built on the Cinematic Unisystem took over until I wrote Ghosts of Albion, which also use the Cinematic Unisystem.  I mix and match the systems as I need, but WitchCraft is still my favorite.

WitchCraft, in fact, is what got me into professional game design.

Back in the Spring/Summer of 2001, I started up a new game.  I had just purchased the WitchCraft RPG book about 16 months prior and I was looking for something new.  That something came to me in the guise of Willow and Tara.  I had been watching Buffy for a bit and I really enjoyed the character of Willow.  When she got together with fellow witch Tara I thought they were perfect.  I had become very involved in the online Willow/Tara fandom so I created a game, focusing on just them.

The game would focus on just these two, no one else from the show (which I would soon become an ex-fan of, but that is a different story).  Plus it gave me something to try out in a modern setting, something I have not done since my days with the Chill RPG.

The trickiest part of developing game stats of any fictional character that belongs to someone else is knowing how to strike a balance between the game's rules and the fictional portrayal. A lot of "artistic" license needs to be used in order to get a good fit. For example, how do you determine what some one's strength is when there is little to no on-screen evidence? What spells would the girls have?

In the end, I decided to play it a little loose, but I love where their stats ended up.  In many ways, this is who Willow and Tara are to me, not the characters on TV or comics, but the ones that were my characters since that day back in May 2001 that I decided they needed their own chance to shine.

After this, I went on to work on the Buffy the Vampire Slayer RPG.  It should be no surprise then that the Willow and Tara stats that appear there are not that much different than my own.  I can be quite vocal in playtests.  That got me the chance to write the Ghosts of Albion RPG. This also allowed me to meet, work with and remain friends with Christopher Golden and Amber Benson.

WitchCraft paved the way for so many other games for me, not just in terms of playing but in writing.  If it were not for WitchCraft then we would not have had Buffy, Angel or Army of Darkness.  Conspiracy X would have remained in its original system. There would be no Terra Primate or All Flesh Must Be Eaten and certainly, there would be no Ghosts of Albion.  The game means that much to me.

But you don't have to take my word for it, Eden Studios will let you have it, sans some art, for free.
http://www.drivethrurpg.com/product_info.php?products_id=692&it=1&affiliate_id=10748

Download it.  If you have never played anything else other than D&D then you OWE it yourself to try this game out.

My thing is I wish it was more popular than it is.  I love the game. If I was told I could only play one game for the rest of my life then WitchCraft would be it.

Friday, August 16, 2019

Kickstart Your Weekend: The Lost City of Gaxmoor 5E

This one is easy to back.

The Lost City of Gaxmoor 5E


https://www.kickstarter.com/projects/676918054/the-lost-city-of-gaxmoor-5e?ref=theotherside

From the Kickstarter Page:

The Lost City of Gaxmoor 5E is a sandbox adventure we are converting to the 5th Edition of the world's most popular role playing game. Designed for characters that range from 1st to 10th level. It is the brain child of and written by Ernie and Luke Gygax, the sons of the legendary co-creator of Dungeons & Dragons Gary Gygax. If this campaign is successful, The Lost City of Gaxmoor 5E will be released in a Full Color, 128+ page book that includes a fold out map of the city that retails for $39.99.
I will admit I don't know the history behind Gaxmoor save that Ernie and Luke created it and it was one of the few times Gary was a player.  This, added to the long friendship between Gary and the Chenault brothers, gives this much more than a whiff of credibility.  This is the closest to something from the Old Master himself.

There is a lot going on in this Kickstarter.  Not sure what level I will pledge yet, but I know I will!

#RPGaDAY2019: Dream

Today's topic is Dream.

Dreams have been an important part of my RPG journey as a world creator.


I have detailed in the past my recurring nightmare of the "Very Haunted House".

The house was an old Victorian manor complete with spooky attic and sub-basements.
It was haunted by the ghost of an evil old woman that used to torture kids.

This house was based on a few things in real life.  The biggest was "Maplecrest Apartments" in my old home town.  It used to be an old tuberculosis hospital turned into low-income housing. I delivered newspapers back then and that was on my route.  Scary place.  The house took more form when I went with my dad to see the Dana Thomas House in Springfield, IL.   These nightmares plagued me forever, to be honest, and they were not the "whew that was a weird dream" nightmares these were the "oh my god I am going to die in this dream" sort where you wake up afraid and still full of terror.  I added details to dream with every movie I saw or book I read including a bathtub full of black water with a rotting corpse that I am sure I got from "Silence of the Lambs".

Oddly enough they stopped about 15 years ago. I had the dream and in it, my wife was standing in the dark attic only now it was bright. She held a mop and had her hair tied up, she looked at me and said "What? I cleaned it."  Cheesy as it sounds I think she helped get over whatever fears it represented.

I have since used this house in other adventures I have written.  I first used "Cotton Crest" in my Buffy RPG adventure "Under a Cajun Moon".  Years later "Oakcrest" made it's debut in "The Haunting of Oakcrest Manor" in the Guidebook to the Duchy of Valnwall Special Edition.
I am considering also doing it again, only this time Willow Crest.  Cotton Crest was haunted by demons, Oak Crest by ghosts and other undead.  Willow Crest?  Extra-dimensional aliens.  Sounds like a good Dark Places & Demogorgons adventure.

Other dreams have given me some great monsters and some other game ideas.

Looking forward to see what I dream up next.

Thursday, August 15, 2019

#RPGaDAY2019: Door

Today's topic is Door.

There are a lot of doors in D&D.  Which reminds of that old saying and my response to it.


D&D taught me that closed doors are supposed to be kicked open.

I feel the same way about "Gatekeepers".  This is a topic that has been coming up a lot lately.

Some groups are claiming that other groups are gatekeeping and those groups are claiming they are not.  I can't speak to any groups really, save my own.

Take the lessons we all learned in D&D. If you see a door, or a gate, kick it the fuck open.

Or better yet, say fuck you to those groups and do your own thing.  Someone says you can't play their way, kick in the door and take their shit.


I don't normally call out groups but I do want to mention what is going on in my back yard.

So a while back there was this new movement started to counter what they thought were some of the more regressive elements of the OSR scene.  They called their movement #SwordDream and I personally think they have some interesting ideas.  I am not 100% sure what they are doing will last, but I don't know.  I can't say though I could name a product that has been made yet under the SwordDream banner, BUT that has more to do with mether

Should the OSR be worried? No. In fact, they should be thrilled this is happening.  Competition should bring out the best in everyone and if one group wants to do things one way and another wants to do another thing then we should all be happy right?

Well...there is that whole gatekeeping thing.  SwordDream has mostly been met with derision among some old school stomping grounds and outright hostility in others.  Yeah I know, I have read the posts.  These are also the same people that will claim NOT to gatekeep. 

See the problem is that gatekeeping is not just telling people they can't play it's also telling them their way of play is wrong.  Or thinking their way of wanting to do things is wrong, or lesser, or stupid, or whatever.

Is the OSR full of regressive types? Full? maybe not. Are there a bunch of old fucks that don't want people to sit at their table? Yeah there is.  Are there good people in the OSR too?  Of course! Lots really.  I kinda wish that the critics of the OSR would see those people too.

What are you the new young gamer supposed to do?  Kick in their door.  Or better yet tell them you don't want to sit with them anyway.

Kick in that door. Do your thing. Do you.

Wednesday, August 14, 2019

OMG: Cthulhu Mythos

I am fresh off of Gen Con 2019 where I got the chance to play a lot of Cthulhu; Call of Cthulhu and Cthulhu Tech. We even checked out Cthulhu Wars.  I figure it is a good time to talk about the Cthulhu Mythos as they appear in the Deities & Demigods.


Of course, there are a few points that need to be cleared up.  Or rather, should be clear already.

There is a lot of talk about how TSR didn't have the rights to the Cthulhu myths and that Chaosium threatened lawsuits.

Well, here are the words right from the author, Jim Ward.


Ok that out of the way. Let's talk about the mythos in D&D.

It is not an exaggeration to say that for many gamers their first exposure to the Cthulhu mythos were the entries in the Deities & Demigods, published in 1980.  The Call of Cthulhu RPG came out in 1981.  Zenopus Archives has a nice rundown of what was going in D&D and TSR at the time.

One of the main purposes of One Man's God is to fit the gods and monsters into the likes of AD&D style demons.  It would be easy to do this with the various Cthulhu monsters.

I absolutely do not plan to do this.

The biggest thing about the Cthulhu mythos and Lovecraft's purpose is diametrically opposed to this. "This" meaning to lump the Cthulhu Mythos into the likes of demons, devils, werewolves, and vampires. 

In fact, D&D would later change to accommodate the Mythos with the addition of the Far Realm.

The Far Realm was introduced in the pages of the 2nd Edtion adventure The Gates of Firestorm Peak and later expanded in 3rd Edition's Manual of the Planes.  It is a bit of a Lovecraftian pastiche, but it still works nicely. It was expanded even more under 4th Edition where it became part of the core cosmology and in-game history.

Outside of the Deities & Demigods and the books mentioned above, Cthulhu and Friends would go on to make more appearances in D&D.

If 3rd Edition is still your jam, then you have the Call of Cthulhu d20 rules, the Pathfinder Bestiary 4 for monster stats, and Sandy Petersen's Cthulhu Mythos - Pathfinder, plus the aforementioned Manual of the Planes.

For the OSR crowd, we have Realms of Crawling Chaos and Astonishing Swordsmen & Sorcerers of Hyperborea

This only a fraction of the 2300+ entries on DriveThruRPG and even more elsewhere.



Of Gods and Monsters
Back to the present discourse, what does the D&DG have for us in terms of Cthulhu mythos?

In D&D terms we have our Gods: Cthulhu, Azathoth, Cthuga, Hastur, Ithaqua, Nyarlathotep, Shub-Niggurath, and Yog-Sothoth. All of these gods are "Greater Gods" with the maximum 400 hp, save for Nyarlathotep who is a "Lesser God" at 200 hp and Ithaqua a "Demigod" at 250 hp.

The monsters include Byakhee, Cthuga's Flame Creature, Deep Ones, the Great Race, Mi-Go, Primordial Ones, and Shoggoths.

Most of these are not even what we could, or should, consider demonic.  Sure they are monstrous and even some are evil, but mostly they are another kind of life that is not really interested in humans.

With that, we will leave the Cthulhu myths and head on to other gods.