Thursday, December 13, 2012

The Witch is now in Print!

For those of you waiting till the Witch appears in print.  Well wait no longer!!
http://rpg.drivethrustuff.com/product/107132/The-Witch%3A-A-sourcebook-for-Basic-Edition-fantasy-games?affiliate_id=10748

My proof copies, your softcover copies will be, well, softcover.

The softcover version of the witch is now ready to go.  For $25.00 you can get it along with the PDF, or just   the physical book.

These make FANTASTIC Christmas gifts (though I am not sure if you will get them in time for Christmas or not).  These make FANTASTIC New Years Gifts for the that special gamer in your life.  Or for yourself.

Wednesday, December 12, 2012

White Dwarf Wednesday #43

White Dwarf #43 comes to us from the long ago time of July 1983.  I was 14 and getting ready to go to High School.  White Dwarf gives us this Celtic themed cover. What's inside?
Well we start off with an editorial from Ian Livingstone continuing the same thoughts he had in Issue 41. He notes that some companies have shut down and others are focusing on computer games.  Next verse, same as the first I guess.  Of course what we didn't know in 1983 was how some of the social aspects of TTRPGs would work their way into computer games, in particular online ones and MMORPG (look, RPG is right there).  Still though I think the Ian of 1983 would be happy to converse with the Ian of 2012 and see the changes that have been made, but also how people are still getting around a table to roll dice.

Marcus Rowland is up first with three (that's 3!) mini scenarios for last issue's Cthulhu Now.

Open Box is up with the game changer game for White Dwarf; Warhammer.   At this point in time Warhammer is being produced by Citadel Minatures and only gets an 8/10 from reviewer Joe Denver.   Questworld for RuneQuest is next. It gets an overall 6/10 from Oliver Dickinson, who is not impressed.
Lastly we have 9/10 review for a Play-by-Mail game, The Tribes of Crane.  Kids ask your grandpa about play by mail.

A bunch of new sci-fi books as well as some on disproving psychic phenomena (in particular Uri Geller) feature in this month's Critical Mass.

Lew Pulsipher is up with buying and selling magic items and why the "magic shop" concept is a ridiculous idea.

Oliver Dickinson is back with some Griselda fiction.   Andy Slack has vehicle combat for Traveller in this issue's Starbase.

The highlight for me is the second part of Irilian. The time the Northwest corner. We get six pages , dozens of locations and NPCs.

In the Letters section a letter complaining about having to read about Lew Pulsipher all the time was sent in by  Lew Pulsipher.  More debate over Don Turnbull and his point of view on the Necromancer class.

Thomas Price is up with Starport Design in Traveller.  Though there is not much here that couldn't be easily converted over to Star Frontiers,  in fact that is exactly what I did.

Oliver Dickinson is back, again, in RuneRites, discussing damage absorption in RuneQuest.

Fiend Factory has a collection of monsters that appear to be riding something.  We get Bug Riders (who ride on bugs), The Lich King (who is riding a Nightmare) and the Vanith-Vadiren, or heavenly elves that ride on pegasi.

Treasure Chest covers the martial art Bujutsu for AD&D monks.

At the bottom of the page we get another milestone in the publication of White Dwarf.
The first strip of the comic Gobbledigook  by "Bil" aka Bil Sedgewick.  The adventures of Gobbledigook the Goblin will appear off and on till about issue #100.

Classifieds and ads end this issue.  TSR has a new add featuring all it's Sci-Fi properties; Gamma World, Star Frontiers. Ares magazine and some minigames.

Pretty solid issue. I remember when I first got it I was hoping for something more Celtic themed inside, but not this issue. The cover art is cool all the same.

Tuesday, December 11, 2012

S&W Witch?

I have been rereading the Sword & Wizardry rules since Thanksgiving.

http://timbrannan.blogspot.com/2012/11/second-chance-weekend.html

And I am discovering I rather like it.  It's not perfect, and there are some things that I am still not sure why they did what they did.  But it is pretty solid.

The question I now have for all of you is this?  Should I spend any time doing a S&W version of the Witch?
Not the entire book, just the class.  I would focus on making is a core class and stripping it down to it's essentials.  Maybe just 1 tradition with some occult powers. It would be a new tradition though, something not in The Witch or Eldritch Witchery.

I am not sure yet. And if I do, whether it should be free, for sale or what. I would naturally want to include some new material.

Would anyone be interested in such a thing?




Monday, December 10, 2012

Reminder: Adventures Dark and Deep

Just a reminder that there is only just about a week left for the Adventures Dark & Deep Kickstarter.

http://www.kickstarter.com/projects/623939691/adventures-dark-and-deep-players-manual

This is the best thing to a no-brainer Kickstarter.  The book is already done and the author is looking for some art to improve it.

So please stop by and support this really cool "What if" project.

Selling my Soul to Google

I am very active on Blogger.  All my RPG related email goes to my Gmail account.  I use Google Analytics to track trends on my blog.  I own an Android phone and tablet.  So I am pretty sold on this Google idea.

Well this weekend I found the one thing my gaming life needs more than anything else.
I discovered the new Chrome Book.

It runs the new Chromium OS and uses all the same tools I use now for my RPG work.
Not only that, but last week I began a new RPG book.  No surprise there.  But this deal is that this is the first time since 1989 that I have started one on something other than Microsoft Word.
I was an early adopter of MS Word. The first copy I ever bought was Word 1.1 for Windows, I quickly upgraded to 2.0.  I have tried other software.  I had used many others before this; PC Write was a big one for me. I spent untold hours in front of a screen using WordStar. I even, briefly, tried WordPErfect (and hated it).  I would guess that in the last 23 years I have spent about 30,000 hours using Word.  That's about 5-6 hours a day. Work really adds to this number since everything I do there is in Word.

Last week I started a new RPG book in Google Docs.  I have used Docs before for other things and even have written a number of things for work or pleasure in it.  But I usually started them in Word.  So this is a big deal for me.

This new Chrome Book would give me all the tools I am using now.  Sure I have a laptop and a computer.  The computer is in my office and not portable.  The laptop is for work.  My tablet is great, but not great to write with.

I like the idea of having a separate RPG computer to hold all my PDFs and works-in-progress.
Now if I can only get one for Christmas!




Sunday, December 9, 2012

Google+ Communities

Google+ Communities are here.
They are like the groups on Facebook, but only newer.

Given that many have been making the exodus to G+ from Blogger in one form or another I think we will see more action around these Communities than the Facebook Groups.

So far here are the ones I have joined.
OSR, https://plus.google.com/u/0/communities/118190724629075727878
Tenkar's 2k Coppers, https://plus.google.com/u/0/communities/115059664568026915110
Original OD&D, https://plus.google.com/u/0/communities/114326032631828731549
AD&D, https://plus.google.com/u/0/communities/109964829231860013841
Pen and Paper RPG Bloggers, https://plus.google.com/u/0/communities/101959010193271962180
RPG, https://plus.google.com/u/0/communities/106022701838596878185
D&D (Unofficial), https://plus.google.com/u/0/communities/114959286898953661246
D&D Fans, https://plus.google.com/u/0/communities/112562269238493905636
Pathfinder, https://plus.google.com/u/0/communities/109371885284435835324
Swords & Wizardry, https://plus.google.com/u/0/communities/105496313464716843665
World of Mystara, https://plus.google.com/u/0/communities/105389729506439568188
RPGs for Kids, https://plus.google.com/u/0/communities/100097872501511896713
Mutants & Masterminds, https://plus.google.com/u/0/communities/104627906123814220434
Role-playing Games, https://plus.google.com/u/0/communities/115336206234034239085
G+ RPG Hangouts, https://plus.google.com/u/0/communities/101466247068767710475
G+ Tabletop Roleplaying Games, https://plus.google.com/u/0/communities/107422815813208456454

And one I have created, The Victorian Gamers Association. https://plus.google.com/u/0/communities/102108261281878174664

Come by and say hello!


Saturday, December 8, 2012

Zatannurday: the Amazing Adventures of Zatara!

I have been spending the week with Amazing Adventures the new Pulp Game from Troll Lords.
The cool thing about the "Pulp Era" is it more or less coincided with the "Golden Age of Comics".  There are a lot of reasons for that which I will leave to others more knowledgeable than me.  There is one thing I do know pretty well that covers both the Pulp and Golden Age of Comics and this blog.
Giovanni "John" Zatara.

Giovanni Zatara is the father of Zatanna Zatara.  I have talked about and stated him up before, but this might be my favorite  version.  It seems to fit rather nicely.  Again, I started with his M&M3 stats as a base line.  I also wanted to make him a CHA based Arcanist since I felt that it worked best, given his career as a stage magician wold have mostly been about illusion.  I also felt the description of a CHA-based Arcanist fit my idea of who Zatara, and Zatanna, are.

Giovanni "John" Zatara
Arcanist (CHA) 12
Human* Male, Lawful Good
hp: 50
MEP: 120
AC: 14 (dex, ring of protection)
Move: 30'

STR: 12 (0)
DEX: 16 (+2)
CON: 10 (0)
INT: 16 (+2)
WIS: 14 (+1)
CHA: 19 (+4)

*Zatara is a member of the Home Magi race. He gains a +1 to CHA and a -1 to CON.
Zatara, as a quirk of his own style of magic, must speak all his spells backwards in order to wrok.

Languages: Italian, English, Latin, Greek (native language is Italian)
Background: Entertainer (Actor) +4,
Traits: Spellgifted (transmutation), Spellgifted (illusion)
Skill: Knowledge (Arcana)

Gear: Top hat, cane (magical focus +2), tux

Spells 9/5/5/4/3/2/1
0: Arcane Mark, Detect Illusion, Detect Magic, Influence, Light, Mage Hand, Message, Prestidigitation, Stun
1: Change Self, Charm Person, Daze, Obscuring Mist, Sleep, Silent Image
2: Alter Self, Blur, Detect Thoughts, Hypnotic Pattern, Misdirection, Pyrotechnics
3: Blink, Clairvoyance/Clairaudience, Hallucinatory Terrain, Major Image, Suggestion
4: Confusion, Dispel Magic, Mirage Arcana
5: Major Creation, True Seeing
6: Mass Suggestion

I am very, very pleased with this.  So pleased in fact that if I ever get a chance to play AA I want to play Zatara.

Links for Amazing Adventures

http://www.trolllord.com/store/product_info.php?cPath=22&products_id=211
http://rpg.drivethrustuff.com/product/106153/Amazing-Adventures%21?affiliate_id=10748

Friday, December 7, 2012

Willow and Tara: Amazing Adventures

Amazing Adventures is a fun game.  When I first got my hands on the playtest copy the first thing I noticed (granted I was looking for it) was the Arcanist class.  What I enjoy about it is how flexible it is in concept.  It's not just a wizard, cleric or witch.  It is one class that can do all of that.

So of course I wanted to test it out.  I grabbed my binder of witches and thought about who would be good for a Pulp Age witch.  Or more to the point, which three since I wanted to try this out using the three types of "builds" the Arcanist can use, INT, WIS and CHA based.  My choices really though were made for me.

The great thing about using Willow and Tara is it does give me the chance to try out the INT and WIS based Arcanists.  Also they are characters I know quite well so stating them up usually is only as slow as my familiarity or unfamiliarity with the system.
Plus I have stated them up for d20 before, so I had a base idea of what they needed to look like.  For these builds I used my base Modern d20 and little bit of my Macho Women with Guns d20 one.

The hard part isn't that, but it is deciding on how it is they could be in a Pulp World, 50 years before they were born.  For this I go back to the Uber concept.  Last month I posted the Call of Cthulhu versions of the girls.  In many ways the AA versions are the same as the CoC versions, but these AA versions cleave a little closer to my own Dragon and the Phoenix canon.

I have to admit the idea of a Pulp-ish Willow and Tara came to me from the strangest of places.  I was watching "If These Walls Could Talk 2" and there was an older lesbian couple in the first sequence.  While older in 1961, they could have been the adventuresses of the early Pulp Era.  In the 1920s and early 30s they would have been in their late 20, early 30s.  So why not.
I guess think of these stats as the continuation of the CoC ones from the early 1920s.

Willow and Tara in Amazing Adventures
Willow and Tara in the 1930s are just out of college.  They discovered each other from their shared use of magic and now they much adventure across the world search for more arcane secrets, stopping the forces of evil in both human and nonhuman form all while being perused by cultist and Nazis.

Willow Daniel Rosenberg
Gagdeteer 1/ Arcanist(INT) 12
Human Female, Lawful Neutral (Good),
hp: 45
MEP: 114
AC: 12 (locket of protection)/ 15 (when in physical contact with Tara)
Move: 30'

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

Languages: English, Latin, Hebrew, French* (extra language)
Background: Scientist +4 (+2 initial, improved at 5th, 10th level), Mathematician +2
Traits: Spellgifted (offensive), Reckless
Skill: Knowledge (Arcana)


Spells per Level

9/6/6/5/3/2/1
0: Arcane Mark, Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Message, Open/Close, Prestidigitation
1: Arcane Bolt, Burning Hands, Identify, read Magic, shocking Grasp, Sleep
2: Bullet Proof, Darkness, Enhance Attribute, Invisibility Scare, Shatter
3: Blink, Clairaudience/Clairvoyance, Fly, Lightning Bolt, Magic Circle
4: Confusion, Locate Creature, Scrying,
5: Telekinesis, Telepathic Bond
6: Chain Lightning


Tara Ann Maclay


Arcanist (WIS) 11
Human Female, Lawful Good
hp: 42
MEP: 100
AC: 12 (locket of protection)/ 15 (when in physical contact with Willow)
Move: 30'

STR: 12 (0)
DEX: 9 (0)
CON: 12 (0)
INT: 16 (+2)
WIS: 18 (+3)
CHA: 16 (+2)

Languages: English, Latin, Greek* (picked this one up along the way)
Background: Historian +4 (+2 initial, improved at 5th, 10th level), Artist +2
Traits: Spellgifted (defensive), Polite
Skill: Knowledge (myth and legend)

Spells per Level

9/6/6/5/3/2
0: Blinding Flash, Detect evil, Detect magic, First Aid, Know Direction, Light, Purify Food & Drink, Message, Prestidigitation
1: Animal Friendship, Command, cure Light Wounds, Protection from Evil, Remove Fear, Shield of Faith
2: Aid, Darkness, Delay Poison, Hold Person, Lesser Restoration, Speak with Animals
3: Cure Serious Wounds, Dispel Magic, Magic Circle against Evil, Remove curse, Spiritual Weapon
4: Dismissal, Restoration, Wall of Force
5: Dispel Evil, Scrying

I like how they turned out and am looking forward to trying out some of this flexibility.

Links for Amazing Adventures

http://www.trolllord.com/store/product_info.php?cPath=22&products_id=211
http://rpg.drivethrustuff.com/product/106153/Amazing-Adventures%21?affiliate_id=10748

I am all social and stuff

I am looking to expand my social presence some more so I have started using my Twitter account more.
Many times I "tweet" links to this blog, but I also use it to do some simple broadcasts that might be outside of this blog's realm.

If you want to follow me here is the link.
https://twitter.com/timsbrannan

I am now also on Tumblr.  I am not exactly sure what Tumblr does for me that Blogger doesn't, but it seems easier to upload pictures.  So I might be using that to upload various pics.
You can find me at http://timsbrannan.tumblr.com/.

I am still on Google+, Facebook and LinkedIn.

Now I just need something to say!

Thursday, December 6, 2012

Run Booster! Run Blue!

Ok. So I got sucked into this contest.

The contest is take this photo of cosplayers Jettie Monday and Katy Mor:


And make them run from something scary.

My photoshop skills are only ok.  But my thoughts went immediately to what would be the scariest thing they could be running from?  Ron Jeremy.  Atomic Ron Jeremy dress as Mario.



How's that for horror!  I should have made his eyes glow.

I should stat him up for Mutant Future to be honest.  12' tall Atomic Ron Jeremy.

No idea if I won the contest or not.

Amazing Adventures: Day of the Worm


Amazing Adventures: Day of the Worm

It was can only be called expert timing, the first adventure for Amazing Adventures comes out the same week I am dedicating a week to playing around with and reviewing AA.  Seriously, I had no idea that they were going to do this and I also had nothing for AA planned for today thanks to work.

From the Core Rules book author, Jason Vey, this adventure is a delightful little romp with everything you would expect in an Pulp Adventure.  Or at least everything I expect; square jawed heroes, Nazis, secret cults, ancient forgotten beings, exotic locales in far away lands (Egypt no less!), a femme fatale, and a mysterious treasure.  Really what more could you want?

The 4 Act Adventure process detailed in the core book is brought to life here with plenty of guideline on how to alter it to suit your's or your player's needs.  It is also a good guide on how to create your own adventures.

14 total pages, 12+2 covers.

What Troll Lords REALLY needs to do is make an Amazing Adventures Box set.  Rule book, this adventure (maybe one more), dice, a map of the world circa 1938 or so and a bunch of character sheets that look like passports.  THAT would be an awesome set.

Wednesday, December 5, 2012

White Dwarf Wednesday #42

White Dwarf #42 was an elusive one for me.  I didn't buy it when it first came out but once I picked up WD 43 I really wanted it for the Part 1 of the city.  I finally got a copy years later.  So let's go back to that time in June of 1983 when this was on the stands.

Ian Livingstone is up first with the editorial on the changes in WD.  He mentions getting hate mail over the changes, but some were positive.  Most mail concerned the changng of the White Dwarf header title and the silhouetting of the White Dwarf.  Well the editorial page is compromise. The title remains and the white dwarf is broadly silhouetted, but filled in as well.

Marcus Rowland gives us a very interesting article on "Cthulhu Now!"  not the book that would later appear, but ideas and skills for moving CoC to 1980s England.  The art for this article is a classic one for me.  While I didn't see it at the time, when I later picked this up it fit my conceptions of England by-way-of The Young Ones and MTV; a smoking out of work punk rocker about to get grabbed by a tentacled monster.  This article seemed so odd to me.  I had Chill for modern day play CoC was for the 20s!  Still though I loved it.

Graham Staplehurst presents, in what I think is his first WD article, Anti-thieving tech in Traveller.  According to this article we have gone up at least 1-2 Tech Levels (TL) since it was printed!

We get some fiction from Oliver Dickinson, "Shamus Gets a Case".

Open Box is up with some more reviews. Soloquest 3: The Snow King's Bride from Chaosium is reviewed by Oliver Dickinson. It is for RuneQuest and he says he found varied and enjoyable, giving it 8/10.
The Citadel of Chaos & The Forest of Doom Solo RPG reviewed by Marcus L. Rowland is next.  They are "sequels" to Warlock of Firetop Mountain, but I'll admit I am not as familiar with these.  Which is too bad really because Rowland loves them giving them a 9/10 and 10/10 respectively.
Ther Grav-Ball board-game from FASA is then reviewed by Ian Waddelow. He does not like it, saying it delivers so little and gives it a 4/10.  Lastly we have the classic The Morrow Project & an adventure/scenario Liberation at Riverston reviewed by Phil Masters.  Morrow Project was one of those games that locally were played by the "serious RPGers".  I was just a a kid (ok 13-14) and I was "still" playing AD&D.  The REAL role-players were playing Morrow Project and CoC.  CoC I got, this one? Not as much.  Neither did Masters apparently.  He gave them a 5/10 and 6/10 respectively.

Report of the Hugos is up in Critical Mass.

Lewis Pulsipher should be required reading for anyone serious about D&D as a craft.   He is up with Castles in the Air or "Why Dungeons Exist".  It gives us a "natural" rationale for dungeons under castles in a world where humans can fly, teleport and become invisible. He challenges to think about the effects of magic in the world and how it changes things.

Marcus L. Rowland is back in Microview with a BASIC program for Careers in Traveller.  Man I loved these things. I spent hours typing these programs into my TRS-80 Color Computer 2. Course I had to change things since the version of BASIC licensed from Microsoft in the TRS-80 CoCo was different than the Z80 or ZX81 (Zilog 80) BASIC here (and even different from the Z80 BASIC in the regular TRS-80).  But I didn't care.  Computers were the future and knew that then too.

Ah. Irilian. I LOVED Irilian.  Daniel Collerton gives us a complete AD&D city in multiple parts.  I searched for this issue for ever just for this article.  I still get all stupid sentimental about it.  I even started what would be my first house rule book, the Urban Survival Guide because of the fun I had with this.  I really should xerox these pages and put them in a binder to use in my new AD&D game.

Up next are more letters discussing (if I can use that word) the content of the last couple of issues.

Fiend Factory is back. This time is the last of the non-human Gods.  We the Gods of Norkers, Ogrillons, Pebble Gnomes, Shadow Goblins, Skulks, Svirfneblin, Trolls and Xvarts.  Like the last batch I might re-use these as demons or devils.  Just because that seems to work for me.

RuneRites covers Horses for RuneQuest. More detail on various breeds than I would ever need.

Treasure Chest has some new Spells for AD&D.

We end with some ads.

Again a solid issue made golden for me thanks to me thinking it had so much more and searching for it for a while.  But not to understate it at all, the first part of Irilian was and still is the main source of worth for me in this issue.



Day of the Triffids

One of my favorite movies is the 1962 Day of the Triffids, based on the book of the same name.

More so than zombies Triffids are the worse mass-enemy you can face.  Sure they are slow, but unlike zombies they are intelligent and totally alien.  They are walking killer plants.  The book and movie differ, but one of the things I remember the most is the sound the Triffids made as they moved.  Scared the hell out of me.

No reason why I should suffer alone.

I am going to keep the extra-terrestrial origin since that makes them seem more, excuse to turn of phase, alien.  It also gives us a reason to find these things on Earth in any age or other planets.

General Description
A Triffid is a plant creature that stands roughly 7ft to 8ft tall (2.2 to 2.5 meters).  The base of the creature has three large roots  that it can pull up and use to for locomotion. Moving two legs forward followed by the other. They don't move quickly, but consistently.  The base is crowned with a long thin body (the "trunk") with the flowering "head".  The flowering part can eject a long 10ft/3meter tendril that injects a deadly poison into the victim.  The triffid then consumes the poisoned animal.  If that animal happens to be a human, then so be it.
The triffid also has small appendages near it's root base where the trunk portion grows.  It beats these in a constant droning clicking.  It generally believed that these are used as echolocation  communication or the attracting of mates.
Triffids are not susceptible to blood loss (no blood). Fire and extreme cold do double damage. Water based attacks or ones the replicate sunlight or UV radiation cause the triffid to regenerate loss health due to damage. Triffids take normal damage from electricity. Triffids are immune to sleep, charm, and hold magics or psionics. They can't become undead nor be raised from the dead.  Triffids can be killed with salt water since they are plants.
Unless burned or soaked in salt water a triffid will regenerate all lost health even if seemingly dead (0 hp).

Triffids reproduce via spores in the air which land on other triffids.  They produce a large white seed pod.  On Earth the seed pod is infertile 95% of the time. On their own home worlds the seeds are only 50% infertile.

Stats for some of my new favorite games.


Triffids (Amazing Adventures, Castles & Crusades)
NO. ENCOUNTERED: 2-12 (2d6) small groups,  300-1800 (3d6x100) worldwide
SIZE: Medium
HD: 3d8 (13)
MOVE: 20 ft.
AC: 11
ATTACKS: Slam (1d8) or stinger (1d4/poison)
SPECIAL: Blend, Darkvision 60 ft., Feed, Regeneration 3/6, Slow, Twilight Vision,
SANITY: 1d6/1d8
SAVES: P
INT: Low-Average
ALIGNMENT: Neutral
TYPE: Plant
XP: 30+3


Regeneration: Triffids regenerate 3 hp per round under normal circumstances even if reduced to below 0.  The regenerate 6 hp per round if they have access to water or sunlight (or uv).

Triffids (Starships & Spacemen, Mutant Future, Labyrinth LordThe Witch)
Encountered: 2-12 (2d6) small groups,  300-1800 (3d6x100) worldwide
Alignment: Neutral
Movement: 180' (60')
Intelligence: Low-Average
Psionic Potential: none
Hits: 3d8
Armor: 8
Combat Skill/Save: I3
Save: L3
Attacks: Slam (1d8) or stinger (1d4/poison)
Damage: 1d8/1d4 Poison
Morale: 12
Hoard Class: None
XP: 35



Tuesday, December 4, 2012

Review: Amazing Adventures

Amazing Adventures RPG

http://www.trolllord.com/store/product_info.php?cPath=22&products_id=211
http://rpg.drivethrustuff.com/product/106153/Amazing-Adventures%21?affiliate_id=10748

I am woefully behind on reviews.  So I want to do one I picked up at Gen Con and it has been sitting on my desk, taunting me to review it.

First off some disclaimers.
* I do know the author Jason Vey and we have worked on projects together before.  This is not one of those projects.
* I did read a playtest version of this game some time ago.  This review is on the published version of the book.
* I did not get a free copy of this. I pledged in Troll Lords pre-order program and picked it up at Gen Con.

Ok.  All of that is out of the way.

Amazing Adventures (hereafter AA) is a new Pulp Action RPG based on the same SIEGE Engine that runs Castles & Crusades.  Unlike other SIEGE games, this one is 100% compatible with C&C.  So much so that I plan on using them together, but I'll get to that.  Right now let's talk about what the book has.

Upfront we get our OGL declaration including a lot of Open content.  This will make it easy to make "Pulp d20" supplements or use this for other sorts of games.

We move right into an introduction to what Pulp Roleplaying is.  I know Jason, I know he knows Pulp quite well.  Reading this then is like reading Steven Kenson on Supers Roleplaying; I know he gets it at a level above me.  In this case yes, but Jason still brings it down to the peasants like myself to understand.  For me I am constantly defining Pulp by old movies or, more to the point, what it isn't.  It isn't Victorian, it isn't 50's Atomic Sci-Fi (yet) or Ultra Modern.
There is a brief introduction on the use of magic.  Something I'll get to again in a bit.

Book One deals with Characters. Note, there are not multiple books, but divided withing the physical book.
If you have played, oh, ANYTHING in the last 40 years then you know what this is.  The same 6 attributes of all d20 games and C&C.  They are described with a little more information given to languages.

There are Classes. This is based on Castles & Crusades afterall.  The Arcanist (who reminds of the Harry Dresden covers), are our magic users.  What I like about them is that they choose how their magic works.  So a "wizard" may memorize spells and choose Intelligence as their Spell-casting Attribute. Or Wisdom if it is deep understanding or Charisma if it is force of character.  I like this. A lot.  The Arcanist is a bit tougher than your d20 wizard with d6 HD.  More emphasis is given to cantrips/0-level spells and less on really high level ones.  Makes sense really.
The Gadgeteer is used to make all sorts of high tech gadgets.  Your Howard Hughes-like characters.  You hard-boiled detectives are well represented by the Gumshoe.  The Hooligan is your all purpose neer-do-well, from street urchins to thieves and generally all purpose bad guys.  But that doesn't mean your character is bad, no he/she could have a heart of gold and be down on their luck. ;)  The Mentalist is a great addition given the fascination that the time had with Mentalism/Spiritualism. If the Arcanist is a "magical" character then the Mentalist is the "pyschic" one.  I also want to point out here that the Mentalist is a PERFECT class to port over to C&C if you want to do psychic/psionic powers there.  The Pugilist is your bare knucks fighter. We have these chaps in the Victorian era games too, but these have some nice features.  There is the Raider for your big game hunters or Indiana Jones types. Finally the Socialite.
There are some good rules on multiclassing as well, which is great for this Socialite/Hooligan I want to make.

The same Alignment system is in play as C&C.  Personally I would have liked something different. The nice thing is that it is completely optional.  I think for anything other than a D&D/C&C game I would drop it.

Next up are Fate Points.  These work like Drama or Hero Points.  The characters gain them at a level increase, but chances are they will spend them faster.  I have ported this over to C&C and other d20 games and they work great.  There is a lot you can do with these above and beyond normal "points" and they really add to the Pulpy feel of the game in my mind.  The main character doesn't die in Chapter 1 or Reel 1, and he doesn't die at Level 1 either.  Fate points are the "To Be Continued!" of the game.

The book on Characters ends with some equipment from the Pulp age including when they were introduced (good) and pricing for the times.

Book 2 is Advanced Character Customization
AA is not just about leveling up characters, there are other ways to advnace and customize your Pulp Hero.
Characters can have Abilities (like Ace), Backgrounds (like Scientist), Skills, and Traits.  Traits are bit like Feats and a bit like Qualities and Drawbacks in other games.

Since there is Arcana and this Pulp there is a chance the characters will run into something that will break their little minds.  So we have a section on Sanity.  These rules are simple and solid really.  There is not too much detail to read like the latest DSM but enough for a game.

There is also a section on Wealth which is dealt with not as money, but rating based on class.

Book 3 deals with the Paranormal
In particular this chapter details the differences between psionics and magic.  Again, this would be great to port over to C&C.   The basic mechanics behind using psionics and magic are also detailed.  Frankly I am really, really glad that Psionics are different from Magic.  They should be and they should feel different. One of my disapointments with D&D3x (and 4e) was Psionics were treated just like another form of magic and they shouldn't be.

Spellcasting is based on Mana points which is a good change really, and fits with the Pulp period more in my mind.   Spells are largely treated the same way as other d20 products so adding new spells is actually pretty easy.

What is interesting about both the magic spells and psionic powers is they both have associated Ability scores.  So a spell might require Intelligence or Charisma.

Book 4: Rules of the Game is next.
It is what you would expect it to be.  Maybe a little more information on non-lethal and unarmed and two-fisted fighting.  There are some more gadgets here, in particular modes of transportation.

Book 5 covers the Bestiary
In pulp literature there were still unknown lands to discover and many of those lands had never been seen by man before so who knows what sorts of beasts would dwell there?  Well not really dinosaurs or giant apes, but in your game you can.  We get a nice mix of classical monsters, atomic-horror giants, undead creatures and aliens.  It's crazy. But crazy in a good way.  Since the monsters are standard format you can even pull out any monster book for C&C (or d20) and use those monsters too.

Book 6 Running a Pulp Game is next.
Details the pulp 4-act adventure (for contrast I typically run 3-act adventures for Buffy and 5-act ones for Ghosts of Albion).  For your benefit a sample adventure is included.

We end the book with a Character Sheet.

There are plenty of support files from the author:

This is the errata for the first printing (dark cover): http://www.grey-elf.com/candc/aaerrata.pdf

A Character sheet: http://www.grey-elf.com/candc/aacharactersheet.pdf
And expanded Firearms.  These are in addition to what is found in the books: http://www.grey-elf.com/candc/aafirearms.pdf

Ok. Judgement time.

Science Fiction Double Feature
I like this book a lot.  I am not sure I would ever play in a pulp setting, but I think it is a great update/replacement for Modern d20.  Truthfully while reading this what I REALLY want to do with this is something along the lines of 50's and 60's monster movies.  So aliens attacking the earth, giant insects and kaiju.  "This Island Earth", "Forbidden Planet", "Them", "Day of the Triffids" and the like.  I know this is not what the book was designed to do.  But it sure works great for it to be honest.  Actually better than great.

I have a lot of Pulpish, 2-fisted  adventure, games.  This one is great for Pulp, but to ignore the flexibility in this game would be a crime.  Plus the 50s are an under-represented time in RPG games.

Stand and Deliver!
Another thing that this game is PERFECT for is as a supplement to Castles & Crusades.  Not only do you get an updated Arcane class, you get a perfectly workable Psionic class with powers.   Even if you don't use that try using the Fate Point system with C&C.

One of the nice features of this game is the use of just using a +5 for Primes.  Instead of a TN or 12 or 18 like C&C, AA gives you a plus to your roll.  We housed ruled this for C&C a while back and I understand it is fairly common.  I like it better than the core C&C rules and will use this instead.

There is something else that this game would be perfect for.  I have had this desire to do a game based in 16th to 17th Century England where I could cover such topics as Queen Elizabeth, The Stuart Kings and Queens, Shakespeare, Sir Francis Drake, Guy Fawkes, John Dee, Highway Men, sail and conquest.  This plus C&C minus many of the D&D trappings would be perfect.

I am thinking of modding the vehicle combat rules for Highwaymen on horse back and coaches-in-four.  Stand and deliver indeed!

Missing
What is missing from the book that I think would have been nice are some Archetypes/1st level NPCs.
Also a supporting cast might also be good.  What level and class is Police Officer O'Hara at Precinct 9 where you get all your good tips?

A couple of adventures from the publisher would also be nice.  You could put a few of them into one book.

Also missing, but something that I can easily find, is a map of the World circa 1930 with so travel times and costs. I would have liked some more information on the world too.  I guess that is the one thing that this book lacks.  Granted, these things are typically covered in a Game Masters' book or a Campaign book.   I ignored it up to this point because I was so drawn in by all the things I want to do with this that I never considered missing.  I am hesitant to count off for it since a.) I only noticed it now despite having had and played around with this game for a while and b.) I was not then and am not now likely to even use it.

So where do end this?
Well I really like this book.  Even if I never play it as intended there is just too much good stuff in it to ignore.

Buy this if...
...you like Jason's other books.  This is his style through and through.
...you like two-fisted pulp action adventure.
...you like Castles & Crusades and are looking to turn it up a notch or add Psionics or a Fate Point system.
...you want a flexible modern system built on a system that is tried and tested for years.
...you want easy to use vehicle combat rules.

My imagination is really grabbed by this system.  I think there is a lot of potential here and a lot I want to do with this game.

What's It Worth to You?

Or to me for that matter.

Stumbled on on a website that calculates the worth of other websites.
http://www.worthofweb.com/website-value/

Where does the Other Side rank?

timbrannan.blogspot.com website worth badge
http://www.worthofweb.com/website-value/http://timbrannan.blogspot.com/

The whole thing is worth $1,971 (at the time of this post).

That's a little depressing.  I would have hoped for more.
Well that's just money, I am sure the Other Side is worth far more XP!

So go there and see what you are worth on the web.

Beginnings Blogfest

I am going to be participating in L.G. Keltner's "The Beginnings Blogfest".


Go to her blog at Writing Off the Edge to learn more and to sign up.
http://lgkeltner.blogspot.com/2012/12/announcing-beginnings-blogfest.html

I am going to be writing about how and why I started this blog with some history and insights to the projects that prompted me to do it.

There are a lot of blogs that I read everyday and I would love to know what got you all going.  Some might have started with an idea already formed and started with a bang.  Others, like me, might have posted a few "hey I guess I am blogging!" posts.

So share your stories with the world.  Blogfests are a fun way to learn more about blogging, others inside and outside your local community and help give you new writing prompts.

So thank you L.G. for getting this started!  I love how I have a whole month+ to get ready for it.
Looking forward to it.

Monday, December 3, 2012

The Witch Print Edition Update

Just got the word from Elf Lair Games that the files for The Witch Print version are loaded.

You can read the details here:
http://elflairgames.blogspot.com/2012/12/spellcraft-swordplay-bundle-and-witch.html and
http://wastedlandsfantasy.blogspot.com/2012/12/elf-lair-games-developments.html

You can also pick up a bundled version of Spellcraft & Swordplay.

So looking forward to getting this out to everyone.

Teach Your Kids to Game Week

DriveThruRPG is running a special all this week.

Teach Your Kids to Game Week.

Lots of kid and family friendly games that are easy to learn and fun to play.
While my boys are beyond this stage now (thy jump back and forth between 3e, 4e and AD&D1) there are a lot of great games here.

My favorites on the list include:


Be sure to check these out.

Starships & Spacemen 2e

Just picked up Starships & Spacemen 2e.



So far I like it.  I like that it is compatible with Labyrinth Lord and Mutant Future and I like that it specifically has a cool Star Trek vibe about it.
Love to try it out sometime.




Sunday, December 2, 2012

The Return of the OSRIC Player's Guide

Last year you might remember the drama concerning the OSRIC Player's Guides.

http://timbrannan.blogspot.com/2011/10/other-osric-players-guide.html
http://timbrannan.blogspot.com/2011/10/more-osric-players-guide-woes.html

Well one of them is now back.

This is the OSRIC Player's Guide that was the stripped down and edited version of OSRIC just for players.
It was/is edited by Steve Robertson (formerly of the Bree Yark blog)  and features a bunch of art from him as well.

You can get the PDF fro free at his website or pick up a soft or hard cover at Lulu.
http://www.vanquishingleviathan.com/ and you can see some pics of it over at RPG.Net:
http://forum.rpg.net/showthread.php?665558-OSRIC-Player-s-Guide-is-up-for-sale!

Of the two Player's Guides, this one was the better of the two.  This one does feature a lot of new art from the editor (he does not call himself the author which is good) and it was edited.
The other was just a copy-and-paste job with some art found on the internet.

It is worth checking out.

Saturday, December 1, 2012

Zatannurday: Zatanna Covers

Recently the Justice League Detroit Blog recently did a post  on the top 20 Zatanna covers.  It is worth checking out.
http://justiceleaguedetroit.blogspot.com/2012/11/the-top-20-zatanna-covers.html

While I liked the covers that were picked I didn't always like the reasons or the order.
So here are some of my favorite covers and why.  I am not putting them in any particular order.


Up first a Catwoman cover from Catwoman 50.  I like how you know this is a Catwoman book but Zee is larger  than life.  Plus it is a great bit of art and sets up the story well.


Zatanna #1 of the legendary Paul Dini run.  MUST reading for any Dini or Zatanna fan.


Not the first Justice League Dark cover, but I like how Zee is front and center here.   Surrounded by magic and featuring her new costume.  Love the look on her face. 


I rather like this one. It has all the things we expect to see in a Zatanna cover except for maybe her top hat.


 Fishnet on the arms didn't start in JLC.  I love how her eye seems to be glowing.


Love this cover too.  I like the black/dark blue lipstick.


 Everyday Magic is just a great collection I love the title.  I also love this cover.  Zee is not hyper-sexualized, but still attractive and feminine in her tux.  Plus I dig the boots.



More stars and more "Cute" Zee.  I like Adam Hughes art and I think he does a particularily good job of drawing women that look like women.  Like Frank mentions on Justice League Detroit. This reminds that Zee can be sweet, but she is no stranger to the dark.  Speaking of which...


I am on record as not being a big fan of Identity Crisis.  But it is/was such a pivotal moment in the history of the character I would be remiss if I didn't include it.  Plus this cover has other things going on.  First it features Zee in her "Supers" costume.  Not often seen anymore.  Also she is once again front and center here.  She is the focus, not the Gods standing around her.


An iconic cover.  More of the fishnet gloves too.


I like this cover. It has a lot of the iconic Zatanna imagery.  Her hat, fish nets, magic.  It has been said that among the supers a woman in a tux, top hat, tails and fishnets looks sorta...well dull.  I don't think so.  They have messed with her style before and this really is the one that works the best.


Going back a bit here.  This is the collection of the earliest Zatanna stories.  The cover is newer than that rest of the book, but that is cool.  I think it also very evocative of what Zatanna is all about.

There are others to be sure.  But these are the ones I most wanted to talk about.

Friday, November 30, 2012

TBBYANR: Two "new" blogs

Well they are new to me.

D20 Dark Ages
http://d20darkages.blogspot.com/

D20 Dark Ages is run by Stelios a writer and historian.  The blog mostly focuses on his one gaming exploits from the time period of 1989 to now.  There is a strong old-school vibe to his blog and details on what really were the Dark Ages in my mind as well, the period of the death of TSR but before 3.0.

Interesting site and I hope to see a lot more.

Comiccritique
http://comiccritiqueblog.wordpress.com/

Coniccritique was turned on to me by an old friend.  It's not an RPG blog, but as the name suggests, a comic review blog.  There is quite a bit of good critical insight.  It is a work in progress, but the writing is good.
I enjoyed his reviews of Batwoman and Justice League Dark and honestly he reminded me why I was reading two of the best New52 comics.

So go out read them, follow them.  I am expecting them both to get bigger and better.

Thursday, November 29, 2012

Kickstarter Pros and Cons

If you have not read it yet please go over to Tenkar's Tavern and read his posts on Kickstarter.

If you are considering supporting one you should read it.  If you are considering starting one then you certainly need to read it.

http://www.tenkarstavern.com/search/label/kickstarter

Here is the point I am getting in all of this.  Unless your game is close to being done I am not likely to suport the Kickstarter.   I gladly supported Eden Studios on their ConX and AFMBE kickstarters because I knew where they were on things.  I was a play tester, I had seen the doc files, I had even seen some concept art.  I knew they were well on the way.

This is also why I am confident in backing Adventures Dark & Deep.
http://www.kickstarter.com/projects/623939691/adventures-dark-and-deep-players-manual

Joe has a lot of the work done. He has said on the page things are written and he is looking for some art.  That is cool with me.  Art is expensive.  I am certain that a Hardbound copy of AD&D will be on my shelves in the future.

I am not going to support projects though that still need to be written or developed.  To much of a risk.
By my count I am still owed about $150 worth of RPG products that I might never see. So my next $5 is going to come a lot slower.


Playing with Earth

One of the things I love to do in gaming is also learn something.  One of the things I like to learn is geography.  While knowing the ins and outs the City of Greyhawk or Glantri is fun, it rarely has a use in real life.  Walking the streets of London in my games though has some out-side-of-the-game utility.

But sometimes I like something for the pure fantasy sake. So I like to use maps of the Earth in different times.

Long time gamers already know of the Paleomap Map project of Earth History.  It has many maps of the different stages of Earth history and potential future maps.  I will admit when I first saw maps of the really old Earth it was disquieting to me.  I love maps and throughout all of human history the Earth has been the same. Not so throughout ALL history and prehistory.

If you ever played in the Known World of Mystara you know this map:


Did you also know about this one?

(image from here, http://www.scotese.com/earth.htm)

That is the Late Jurasic of the Earth, 150+ Million Years Ago.

I was on the site and I also noticed this one:
(image from here, http://www.scotese.com/earth.htm)

That is the Earth in 150 Million Years.  Take a look at Africa-Eurasia.  Remind you of anything?  It did me.  How about if I rotate it about 40 degrees.


Now compare that with this:


Not perfect, but a good fit for Robert E. Howards Hyboria.  Yes, I know. The Hyborian Age was in the mythical past.  And my "North" is really more North East.  Well...uh..pole shift!  Worked for Mystara!

Going even further into the future we have this little gem.

(image from here, http://www.scotese.com/earth.htm)

Earth in 250 Million years.  The new continent is called "Pangea Ultima".  I call it "Zothique".


Also not quite-perfect, but they are the same thing.  Pangea Ultima is the future when all the continents have merged back to one.  Zothique is more or less the same thing.  If the Hyborian age is some post-post apocalyptic world, then Zothique is the Dying Earth of Jack Vance, Clark Ashton Smith and others.  Scientists are equally grim on the chance of life on Pangea Ultima.

There are other maps of the ancient Earth there.  The Permian looks like it would be fun to use sometime too, or even the Eocene for something that is similar but yet alien.

Jason Vey has been tinkering on his home campaign of "The Wasted Lands" for a number of years.  Here is a maps of the Paelocene and the Eocene,


Here is Jason's map


Not exactly the same, but very close.  I like how it is a nice blend of REH's Hyboria and HPL's work.  Plus it has Atlantic, Mu and Lemuria which I really like.

There is so much that can be done with the world we already have.  So much adventure.
I know there were no humans around in the Eocene, but doesn't this look exciting? I mean even the name of the time is exciting; Eocene, the Dawn Epoch.  

Maps speak to me. They always have. That one freaking sings.  More than that, it is a Rock Opera.  It's The Wall meets Tommy meets Operation Mindcrime and maybe just a little bit of Kilroy Was Here to keep the masses happy.

What maps get you excited?

Wednesday, November 28, 2012

White Dwarf Wednesday #41

May 1983 may very have been the beginning of the end of the so called "Golden Era" of RPGs, but it was also part of the era that would see a dramatic rise in the popularity in the public consciousness of RPGs.  It could be retrospect, rose-colored glasses or even bad memory, but Issue #41 seems to reflect this.
The stylistic changes that began that the end of 82 have hit their peak now.  Issue 41 is like picking up an old Judas Priest tape.  Not album. Not CD. Not any freaking 8-Track.  Those were the artifacts of different eras.  Judas Priest on Cassette and White Dwarf #41.

What do we have in this one?  Well lets admire that cover for a bit. Lone spaceship. Betcha that also means lone spaceship pilot. Flying over some distant planet.One man vs. the Universe.  Man that image is a freaking metaphor of the 80s.  I am sure he is listing to Judas Priest on a cassette in that thing.  No CDs or MP3s or data-tapes for that guy.  I am equally sure it is a "he" too.  Moving on.

The editorial is an interesting one.  Ian Livingstone can only be describing the beginning of the end!  Or at least as it might have looked back then.  He talks about some companies going out of business and the first great RPG boom is over.  Now I have read some reports that this boom was bigger than the d20 one nearly 17 years later, but I don't remember this time as being anything else but a boom time, but not one that was all consuming.  The warning though is clear.  No more mediocre games.

First up is Battleplan for Dungeon Master General.  This covers non-human armies such as dwarves, elves, kobolds and orcs. It is an interesting read.  The Dwarves and Elves are pretty much what you would expect. The kobolds are more aggressive and war like here, using numbers to make up for their size.  While in this post Tucker's Kobolds age we tend to see Kolbods more a little skirmishers that hit fast and run for cover.  The picture of the orcs tends to be more bleaker, that the orcs are basically cowardly, lazy bullies.  Since then we have had Orkworld and the Lord of the Rrngs movies where orcs look more like an organized, fearless military.

Critical Mass covers the British SF Association awards for 1982 and the Nebula Awards for the US for 82. Next month they will announce the winners. If you can wait you can go here to see the winners and nominees of the SF award and the Nebula.

Open Box has an interesting mix in Traveller Supplement 10: The Solomani Rim by GDW.  Andy Slack, Traveller savant in residence, gives it a rather mixed review saying it is great for novices but terrible for experts (9/10 and 2/10 respectively).  He does mention that this is how Spinward Marches should have been done.  I have not read either supplement in over 20 years, but I tend to agree.
One game I was always curious about, but never got my hands on was Man, Myth & Magic by Yaquinto.  Three products are reviewed here, Man, Myth & Magic RPG, Adventure 1, Episode 5 - Death to Setanta and Adventure 1, Episode 6 - The Kingdom of the Sidhe. Marcus Rowland did not care for how the game was set up feeling it was too hard to find the material you needed thanks to the design of the game.  You read the rule book and adventure as you learn.  This game was never popular around my area and I didn't even know about it really till I was researching the old Man, Myth and Magic encyclopedia.  I am not sure if they are related or not. Anyway Rowland gives the RPG and adventures 5/10, 4/10 and 6/10 respectively.
Finally Star Explorer boardgame by FGU was reviewed by Alan E. Paull.  He gives it 9/10.

"A Tasty Morsel" is a bit of RuneQuest fiction featuring Griselda.  I am no judge of gaming fiction really.  So I have no idea if this is a good RuneQuest tale or not.

Phil Hine has a bit on Sorcerous Symbols, or how to use sigils in AD&D.  Interesting little article that I don't recall reading in the past.

Don Turnbull is back in the Letters section defending his point of view in the whole Necromancer affair. Oddly enough he is being coy about knowing about the Anti-Paladin.  Maybe I am giving him too much credit or overstating the effect of Dragon Mag, but I thought for sure that everyone had seen the Anti-Paladin article by 83.

Andy Slack is back with a Traveller short Scenario, the Snowbird Mystery. I do remember this one. In fact I think it might even was the last Traveller Adventure that I was ever going to go through.  I didn't, part of my odd relationship with Traveller, but I knew that this was the one that was going to be used.  We played AD&D instead.

RuneRites has Unarmed combat for RuneQuest. Or rather part II to the article that appeared all the way back in WD 30.

Up next is something very interesting, a mini-Scenario for Car Wars!  It looks fun, but I never played Car Wars to be a good judge of this.


Fiend Factory has more Inhuman Gods, Deities for Non-Human Races: Part III.   Kraada (Frostmen), Zrunta Mountainheart (Mountain Giants), Carratriatuh (Greenmen from WD 27), Klagg (Grimlocks) and for the  Lava Children, two gods Halnass (Fire-Father) and Quorggg (Stone-Mother).   They are all in Deities and Demigods format. Of the lot, I think I would like to use Klagg, and given my association of Grimlocks with Charmed, I would make him a demon.

Starbase is back for it's bi-monthly publication of readers' ideas for Traveller.  This time it is Andy Slack (his name might be familiar) covering the same Covert Survey Bureau that was featured in the Snowbird adventure.

Treasure Chest has all sorts of discs as weapons.  Hmmm. When was Tron out again?   They include the Vorpal Disc, Disc of Shock, Torus, Crystal Disc, Disc of Eyes, Disc of Dismissal, Anti-Magic Disc and the Sonic Disc.  Between this and the Man, Myth and Magic RPG you could do Xena!  I will admit I had a character that used the Vorpal Disc.  I remember it well too, he had to get it from a greater Air Elemental.  Played it one day in Jr. High.

We end with some ads.

All in all I think this was a great issue.  Nothing jumps out at me and screams "use me" but everything was quality and I enjoyed reading it again.

Grognardia Book Shelf Meme, Part 2

Part of James's meme is not just book porn (it is that as well) but what books do you go back to for reading, playing and writing.

Well the truth is I buy a lot of PDFs.  I will go as far as to say I was an early adopter of the whole RPG books on PDF.  I love being able to access all my books anywhere thanks to PDFs or carry them aroung on a flash drive or my laptop or tablet.

So here is my "other" set of shelves.


Being a long time playtester and reviewer has it's advantages.  Yes those are batch files in the folder too, and yes the 'Palm' folder was for my old Palm Pilot.  I pretty much wrote Ghosts of Albion on my Handspring Visor.

And yes. I have multiple backups.

Tuesday, November 27, 2012

Grognardia Book Shelf Meme

James over at Grognardia wants to start a bookshelf meme.  What the hell.  Here are the books in my shelves that I go to most often.


Victorian Age games.


One of my D&D shelves; core rules from 0e to 4e, plus Pathfinder. Circa July, 2012.
Below are binders of characters, bottom right is my son's shelf.


More Character sheets.  Though the tabbed binder in backwards contains various OSR PDFs that I printed.


Various horror anthologies with witch minis.


Another view of the horror short stories, you can also see various d20 horror games I am reading currently below.  The White Box is the special Edition of Spellcraft and Swordplay.


Current research books for The Witch.  4e below that and various demon and devil minis above.


Another organization of my upper D&D shelves.

And of course...


My Eden/Horror shelves.  I have other horror games, but these are the ones I am playing/reading now.


And my witches meeting up in the Charmed Ones' attic in San Fran.  Zatanna is showing off by floating.

The large red book came from an AD&D Action figure, I thought it had belonged to Kelek, but I can't seem to find it online.

I don't have any pictures of my Sci-Fi/Doctor Who/Star Trek shelves.  You might recall from this post that all my superhero games have been sent to the lower shelves along with BESM, White Wolf games and other modern and non-horror games.