Tuesday, December 8, 2015

Review: GAZ3 The Principalities of Glantri

Still spending a lot of time thinking about witches, wizards, schools of magic and witch queens.  So naturally my thoughts turn to +Bruce Heard's masterpiece, GAZ3 The Principalities of Glantri.
I have mentioned Glantri here a few times. It was the homeland for my characters back in my D&D/AD&D days.  I built up the country from the small bits of information from D&D Expert Set, Isle of Dread and Castle Amber.  It was not till much later I discovered the Gazetteer series and picked up Glantri that I discovered how really interesting and fun the place was.

GAZ3 The Principalities of Glantri
The pdf is 102 pages (the original book was 96 pages, a detached cover and large map of the country and Glantri City).  The PDF is a good quality scan and retains all the information found in the print book.   The cover art was done by the fantastic Clyde Caldwell.  While this book is a D&D "Basic" book, there is so much here of use that it can really be used with any D&D system.  This book really set the stage for all the other Gazetteers to follow.
The first part, Welcome to Glantri, gives a very brief overview of what the country is and what this book sets out to do.
Up next is the History of Glantri. I spent hours and hours reading this over and over.   I won't go into great detail, but linking Glantri to ancient Blackmoor was wonderful in my mind. Mostly because I loved the link but also I had done something similar for my own games.  What follows next is a time line from 3000 BC, The Rain of Fire* (Before Crowning of the first Emperor of Thyatis)  to 1000 AC (today) and even on to 1200 AC.  *I always wondered if the Rain of Fire that destroyed Blackmoor was related or even just the same spell that destroyed the Suel in the Greyhawk world.
Geography of Glantri is next.  Like much of Mystara, Glantri is a mix of all sorts of races and people, but Glantri also has it's fair share of "monsters" those will be detailed later.  Glantri's climate is also touched upon, making it one of the colder lands.
The is followed by The Glantrian Economy. I really enjoyed this section because it really breathes life into the people that live here.  Each of the Principalities is detailed here for the first time.  A quick read and one immediately recognizes analogues to Scotland, Italy, France, and even Transylvania. Glantri is very cosmopolitan.  We move into the Grand Army of Glantri and Politics and Rivalries of Glantri.  Glantri is the place to play out political intrigue where everyone is mage of some sort or has one on retainer.  Like the Economy section, this section breathes more life into the people of the land, in this case all the great houses.   I will admit once again that the interior art by Stephan Fabian links this to Ravenloft in my mind.  Not only are there humans here, but vampires, werewolves and liches ruling.  We will get to witches in a bit.
Guilds and Brotherhoods are also one of the more important features of this book and life in Glantri.  There are so many here that characters could each belong to many and none overlap.  Some are complimentary to each other and others at cross purposes.  Really good fodder for role-playing.
Glantri City by Night details what happens to the 39,000+ residents when the sun goes down. The book is like a what we now call Modern Supernatural.  So all sorts of "monsters" come out and mingle with everyday people.  It says "by Night" but really this an overview of the city itself and all it's sections.  It reminds me of a travel guide to London I once read, so I am rather fond of this section.
Living in Glantri City details life in the city including the laws, who is in charge, magic use and various holy/high days. There is no religion in Glantri, but there is a state philosophy. Of course it is tied in with magic.
The Great School of Magic.  Outside of Hogwarts or Professor Xavier's school has a school been so rich detailed. Though there is enough here to make me want more, a lot more.  This is followed by Creating Spells and Magical Items and The Secret of the Radiance. The source of Glantri's magical power.
Nest we get into The Seven Secret Crafts of Glantri.   If you only buy this book for this section then you will be well rewarded.  Think of these as schools or even colleges of magic. Each one ads something special to the Magic-User class, almost like a Prestige Class or Paragon class feature.  They include, Alchemy, Dragon magic, Elemental magic, Illusion, Necromancy, Rune magic, and of course, Witchcraft.
We wrap up with Adventures in Glantri.

The Gazetteer series were works of art and none more so than the Glantri book.

I mentioned before that this book would work fine with other versions of D&D.  Looking deeper into the Seven Secret Crafts of Glantri, one could EASILY replace the Arcane Tradition feature of the 5th Edition Wizard and replace those powers with the craft powers.  The 5e wizard gets 4 Arcane tradition powers/features and the Basic craft wizards get 5. They work out to about the same levels too.

So if you have not picked this up, do so. I highly recommend it.

I also recommend Bruce Heard's latest Calidar kickstarter Beyond the Skies.
https://www.kickstarter.com/projects/ambreville/calidar-beyond-the-skies

Calidar is a load of fun and this promises to be great.

Monday, December 7, 2015

DCC and 0-Level Characters

Busy day today.  I have Eighteen research design videos to edit.

But I thought I would throw out something I am playing with for my next campaign, either my "Second Campaign" or my War of the Witch Queens one.

I want to use the funnel idea from Dungeon Crawl Classics to figure out which characters will go through the adventures.  I would run them through an 0-level adventure and then allow them to choose their classes.

Could be a lot of fun.

What are your experiences with this?

Saturday, December 5, 2015

Zatannurday: Justice League Movie

In case you have been living in a bunker in Mojave, here is the trailer for the newest movie in the DC Cinematic Universe.

I think it looks great.  First up the sneak peek.



I am going to say....dream sequence or Bruce worrying about a future where Superman has gone rogue, but not something that actually happens.

Now the trailer.  There is more than just a little bit of fan service in this.


So I am going to call it. Ben Affleck is going to rock as Batman.  He already seems to have Bruce Wayne down and his voice is not Christian Bale's gargling with battery acid and gravel voice.

But seriously.  Let's take a moment and marvel how FREAKING AWESOME Gal Gadot is looking as Wonder Woman.   I am even enjoying Jesse Eisenberg as Lex.  I LOVE Bruce's reaction when he says "Lex"...he has nothing but contempt for him.

And....Doomsday.

Yeah.

Is it 2016 yet?

Friday, December 4, 2015

Friday Night Videos: Conceptual Continuity

Welcome to the Friday Night Videos salute to Frank Zappa.

Earlier today I posted some people and things from Frank Zappa's Conceptual Continuity.

Here are the songs and videos that inspired them.
Note: Not all of these are part of Zappa's actual Conceptual Continuity, but they are good for this.

My python boot's too tight.  "Stinkfoot" appears on the 1974 FZ album Apostrophe ('), which is now usually sold as a combo CD with Over-Nite Sensation.   Stinkfoot is very much part of the Conceptual Continuity. I also think it might have been the first Zappa song I ever heard.  I am sure that my brother Mike was the one that introduced me to it.




One the same album St. Alphonzo and Father O'Blivion can be heard on "St. Alphonzo's Pancake Breakfast" and "Father O'Blivion" respectively.    Funny thing, the next song on that side "Cosmik Debris" was one of "inspirations" for the Aquarian Tradition of Witchcraft.






Speaking of the Aquarians.  Over-Nite Sensation from 1973 introduced us to The Short Forest in "Camarillo Brillo" a tale of a magic mama that could throw a mean tarot.    I decided that the woman in Camarillo Brillo was the same as the Witch of The Short Forrest and likely Dinah-Moe Humm from the same album.  Camarillo Brillo, by the way is not the witch's name, it describes her hair.




The idea of her sister drowning comes from Zappa's 1982 album Ship Arriving Too Late to Save a Drowning Witch.  This is the album that gave the world "Valley Girl".




"Goblin Girl", is not really a goblin, but gobbling or gobbl'en.  What she is gobbling...well you listen and decide.  But it is one of the best songs on the completely fantastic You Are What You Is from 1981.  For me she looks like Gren Razortooth from YAFGC.




Her suicidal behavior comes from the same album in the form of "Suicide Chump" and "Jumbo Go Away".






Going all the way back to 1968 we have the classic Frank Zappa and the Mothers of Invention album We're Only In It For The Money.  One of my favorite songs on this album  is "Absolutely Free" which teaches us that "discorporate means to leave your body."




We go back to Over-Nite Sensation and end with Zomby Woof, which should be self-explanatory.

Conceptual Continuity: The World that Frank Zappa Built

Today is sad day. 22 years ago one of the greatest performers in music died.  Frank Zappa.
ETA: We also just learned that form leader singer of Stone Temple Pilots, Scott Weiland has also died today.


I love Zappa's music after being introduced to it by both a friend and my older brother Mike.  Zappa was a genius and I could spend the next dozen posts talking about him, his music and his contributions.  But instead in a move that might amuse Frank himself I am going for the cheap (but well thought out) gag.

Here are some Zappa inspired items, people, places and things for your game.

Oh I can't explain Conceptual Continuity. It is something that has to be experienced.

Barking Pumpkin
This looks like a normal jack-o-lantern, but once lit it acts an alarm ward. Anyone approaching withing 10' of this pumpkin will cause it to starting barking like a large dog.   Only the command "Sit, Fido, sit." followed by "good dog" will stop it from barking.



Python Boot (magic item)
These boots look like they are made of a skin of a large python.  They give the wearer a +2 on any roll that might involve Charisma (though not magical rolls).  It is assumed that anyone wearing such a boot must be interesting to talk to.

Python Boot, Stinkfoot (cursed)
This cursed version of the Python Boot gives the same powers as a regular python boot.  Though the wearer will not be able to remove them.  Once they try the boot will begin to emit an order like a Stinking Cloud spell.  All Charisma based rolls are now at a -4.

St. Alphonzo (and his Pancake Breakfast)
Saint Alphonzo was one a kindly friar that believed that breakfast was the most important meal of the day.   Special pancakes blessed by the saint keep adventures full and warm till nightfall when consumed in the morning.
St. Alphonzo's is currently run by portly cleric by name of Father O'Blivion, who may or may not be plagued by leprechauns.

Camarillo Brillo by farlo
The Witch of The Short Forest
13th level Witch, Aquarian Tradition, Female (Neutral)

Strength: 10
Dexterity: 14
Constitution: 12
Intelligence: 13
Wisdom: 10
Charisma: 18

Saves
Death Ray or Poison:  9
Magic wand or devices: 10
Paralysis, Polymorph or Turn to Stone: 9
Dragon Breath: 12
Rods, Staffs and Spells: 11

Hit Points: 41
Alignment: Neutral
AC: 5 (Ponch [equal to Leather Armor], Amulet of Protection +2 )

Occult Powers
Familiar:  Snake
Herb use
Lesser: Astromancy
Minor: Moon Blessing

Spells
Cantrips: Chill, Daze, Detect Curse, Object Reading, Open, Sound
First: Cause Fear, Charm Person, Chill Touch, Sickly
Second: Agony, Evil Eye, Levitate, Rose Garden
Third: Bestow Curse, Bewitch III, Dispel Magic
Fourth: Animal Growth, Emotion, Withering Touch
Fifth: Baleful Polymorph, Bull of Heaven
Sixth: Eye Bite, True Seeing
Seventh: Wave of Mutilation

The witch of The Short Forest is notable for many reasons. First are her looks. Her hair is bright red and curled. Her skin is gray-green and all she seems to wear is an old poncho and an amulet.  She is also sometimes seen with her snake.  She will attempt to read your fortune with a deck of old tarot cards.  Or she will try to seduce any male, particularly adventurers but especially Bards (she loves the guys in the band).  If asked she will play a pair of castanets.
She lives in a small two story hut in the valley in the middle of the Short Forest. She will tell you she was born there and that makes her a valley girl.
She had a sister that drowned and doesn't want to talk about it. She will mention many times that she doesn't want to talk about it. (Ship Arriving Too Late to Save a Drowning Witch).

She created the Barking Pumpkin and has a many of them outside her home.  She also has a cat (not a familiar) that speaks fluent Chinese (a language she does not know).

The witch's real name is Dinah, but she never answers to that.

Goblin Girl
Armor Class: 14 (5)
Hit Dice: 1 (6 hp)
No. of Attacks: 1 weapon (dagger)
Damage: 1d6
Movement: 20' Unarmored 30'
No. Appearing: 1
Save As: Fighter: 1
Morale: 8
Treasure Type: R
XP: 12

Goblin Girl is a short, kind of pretty little goblin lass. She isn't evil, per se, but she does tend to get into a lot of mischief.  She is very fond of ale, and for a sip she will help out adventurers.  She is also overly amorous and will adopt a "boyfriend" in the party very early.  She will get upset and even suicidal if affection is not returned.  She won't actually kill herself, but she loves the attention.
She wears a green dress and a black witch hat.  She isn't really a witch, she just likes the hat.  It also covers up her head, which is flat on top.

She is friends with the Witch but has been kicked out of St. Alphonzo's many times for stealing margarine.  She has a boyfriend that is a hobgoblin, but she will claim they "are not serious".

Discorporate (Absolutely Free) (spell)
Level: Witch 5, Wizard 5
Duration: 1 hour + 10 mins per level
Range: Touch

By means of this spell the witch can leave her body and project herself anywhere on the current plane she is inhabiting.  She can not affect objects or people unless they are also astral, ethereal or in spirit form.  She can pass through walls and travel great distances, but she must return to her own body before the duration ends or be lost.
The witchcan bring the astral forms of five other willing creatures, provided all subjects are linked in a circle at the time of the casting. These fellow travelers are dependent upon the caster and must accompany her at all times. If something happens to the caster during the journey, her companions are stranded.
Like the Astral Spell, a physical body is left behind attached by a silver cord.
Material Component: A bit of velvet.

Zomby Woof
Armor Class: 15 (4)
Hit Dice: 4+1 (20 hp)
No. of Attacks: 1 bite
Damage: 2d6
Movement: 20'
No. Appearing: 1d6
Save As: Fighter: 4
Morale: 12
Treasure Type: None
XP: 270

This is a large werewolf zombie stuck in mid-transformation. It is very ungainly and moves slow. It's right foot is larger than the left one and only one paw has claws.
It is a mindless monster that attacks anything in The Short Forest.
A Zomby Woof is turned as a ghoul.

Thursday, December 3, 2015

DIY D&D

One of the great things about the whole self-publish, self-produce, osr movements is the ability to  not only have games we loved in no forms, or books we never had (B/X Companion and Adventures Dark and Deep) but it has allowed us unprecedented access to all sorts of material both new and old.

My fondness for PDFs is pretty well known.  But I love books, first and foremost. Hardcovers especially.  Thankfully I grew up in a town that had a book bindery so I managed to get this done:


It's not great, but it is a hard cover of the old Realms of Horror "super module" of the S series.
The nice thing is it has lasted me nearly 30 years.  So I guess I should not complain.

Today we have Lulu.com and DriveThruRPG/PRGNow (and I assume others) for our PDF or physical book needs.  We just have to provide the digital files.

Since I already was providing the files for the print copies of The Witch and Eldritch Witchery, I thought I would make my own hardcovers as well.


I like the hardcover a lot.  I generally like the hardcover Witch better than the softcover one, but prefer the softcover Eldritch Witchery to the hardcover.

Since I was at I thought why not round out the whole collection.


I am not selling these.  You can still find my old netbooks online somewhere. But these were for my own collections.

You might see where I am going here.

So what am I supposed to do when I have this:


But my Rules Cyclopedia looks like this:


Sad. I know.

Well. I love the RC, but cover never really struck me as being "D&D" enough.  But you know what is D&D enough? Uriah Heep's "Demons & Wizards".  So some scanning. Some work late night when I couldn't sleep and I have this:



I will freely admit I am unsure of the legality of this.  I mean I will never sell it (I have my name in it now anyway).  It looks like if I own the PDF I can print it for my own use. Of course I don't own that cover art.  This would be a "table copy".
That aside I think it looks pretty sweet.


It has been a nice little challenge to put together versions of book I have physical copies and pdfs into something new.

My favorites are this combined Basic and Expert hardcover and a combined World of Greyhawk one.


Again, just my own private use at the game table.  But I think they are pretty nice.

I have done something similar to some print outs I made of the Basic and Expert PDFs, which can see here: I Cut up My B/X books!   I think I am going to have to print out the B/X Companion as well and stuff it into this binder.

Now we just need Wizards of the Coast to start giving us more POD options for classic D&D books.

Wednesday, December 2, 2015

Class Struggles: The Wizard, Part 1 Customizing Options


Posting about the Dresden Files yesterday and talking about psychics, witches and other classes has got me thinking about Wizards and Magic Users today. In truth you can't read, write and think about witches as much as do and not have wizards come up every so often.

In many fantasy genres wizards and witches are very nearly the same thing (and let's not get into what is a warlock today). While I can see the subtle differences as huge gaps I do appreciate that this might really just be my own biases.

When I first began to play D&D (Holmes and then Moldvay/Cook/Marsh B/X) I saw the "Magic-User" class. I always wondered about that. Why was it called "Magic User" and not "Magician" or "Wizard"? I will be honest and say it was not till years later that I fully appreciated what Gary was doing with the "Magic User". It really was meant to be ANY type of magic user. While I can really see the utility of this sort of class it still doesn't give me the customization that I really wanted in a magic-user/wizard class. For starters the biggest and best means of customization for any magic using class is the spell list. Build a magic user, take a bunch of necromantic spells and bingo you have a necromancer, take illusions and you have an illusionist. This is certainly implicit in the rules, if not explicit in some older Dragon magazine articles.

During the work on my witch class I began creating a lot of custom classes. These include some I have mentioned before: The Necromancer/Mara, the Sun Priest, and the Healer. These all kind of rotate around an axis related to the cleric. While working on them I really could not help but notice what powers and spells I was giving them vs. what the magic-user already had. Also I could not help but recognize the disparity in XP per level. It takes a lot to be a magic-user. The argument has always been that it pays off in then end, if you survive.
This disparity was also noticed by others.

Dragon Magazine #109 from May 1986 gave us Paul Montgomery Crabaugh's "Customized Classes" article for the D&D (not AD&D) game. The idea was that the D&D game supported this sort of flexibility. I used this for the first set of XP values per level for my witch, but altered them to something I liked better for the publication of The Witch. Others have picked up on this article as well.

The Dragon article goes into a lot of great detail and my hat is off to Paul Crabaugh for going through all this effort. He made it really easy to add everything to a spreadsheet and auto calculate XP values.
His analysis of the magic-user is quite telling.

Magic User XP per level, per Dragon Magazine #109

Current Level XP Points needed Next Level
1
1,840
2
2
3,680
3
3
7,360
4
4
14,720
5
5
29,440
6
6
58,880
7
7
115,000
8
8
230,000
9
9
345,000
10
10
485,000
11
11
606,250
12
12
727,500
13
13
848,750
14
14+
+121,250
per level

Magic-users, when analyzed come up really short.

Erin Smale over at Breeyark.org took the original Dragon values and worked out a spreadsheet of his own in Building the Perfect Class. His numbers track a lot better than Crabaugh's do, but the magic-user still comes up very short. He provides both a PDF and an Excel file to help in building. My biggest peeve though he no where acknowledges the work done by Crabaugh in this even though there are distinct parallels. He does address this though in his update, Building a More Perfect Class.

A while back Perdustin over at Thoul's Paradise posted a reflection on the Crabaugh article and got me thinking about the custom classes I had made then. Later he posted a little on his analysis of the classes with his tweaks. Here are his posts:
Customized Classes (part I) and
Customized Classes (part II)

He challenged me to look at my witch class as well.

In this case as the previous ones, the Magic-User comes up a little short.

Thoul's Paradise analysis

For me the solution is obvious since it also addresses the issue I have with magic-users in classic D&D games. It's not that their XP is too high, it's that there is so little for them to do in the beginning.

Think about every wizard stereotype; an old man, with white hair, beard, pointy hat and robes. Just page through any pre-1985 D&D book and see if you can find something different. Ok. Now what can these old guys do? Cast magic missile once per day. Honestly that doesn't make much sense to me. If these guys have been training at wizard school since they were young they should have learned more magic by now. Hell, Hermione knew more magic on the train to Hogwarts before school ever started than what your average 1st level magic-user knows.

I know classic D&D is about "resource management" and that struggle upwards. I am not suggesting that we play O/B/AD&D magic-users like D&D4 wizards (but I am going to talk about them next week). I do think the wizard needs a little more punch.

Using the same rules in my Witch book I give Wizards (a sub-class or type of Magic User) the ability to cast cantrips (up to 6 at 1st level, 3 + Int mod), the ability to cast Read Magic once per day, that ability to identify magic items (only that they are magic, not what they do). They may also cast a Find Familiar spell. Remember, in 3rd Edition D&D wizards got a familiar for free at 1st level and no reduction in spells.

Find Familiar (Spell)
Level: Wizard (Magic-user) 1
Range: 1-mile radius per caster level
Duration: See below
Magic-users of higher level often summon familiars to assist them with various tasks. Indeed, a familiar can also be of considerable benefit to a lower level magic-user (even increasing others’ estimation of his or her power), but the risks inherent in losing a familiar can be daunting to a weaker spell caster. To summon a familiar, the magic-user must intone the words of the spell over a well-stocked fire source, sprinkling the flames with expensive incense and powders (100 gp in total value). The caster must maintain his or her casting for as long as necessary (2d12 hours) until a familiar arrives (or the casting time expires without success).
The spell may be attempted only once per year, and the caster has no control over the type of animal that will respond. When it arrives, the familiar is a faithful servant and ally to the caster.
Normal familiars have 1d3+1 hit points, AC 7, and are as intelligent as a lower-than-average human. When the familiar is within 120 feet of the magic-user, the magic-user gains additional hit points equal to the familiar’s. However, if the familiar is ever killed, the magic-user permanently loses twice the familiar’s hit points.

For me the Read Magic and the identifying of magic items (based on an Int + Level check) sets the magic-user apart from not only other classes, but the witch as well. I decided that this was part of their training and experiences in school. I should also detail some of my ideas for a magic school but that would have to be for another time.

Next week a deep look at wizards and magic users with these customizations and XP values in mind.

Tuesday, December 1, 2015

Dear Harry, It's Not You, it's Me...

No. Actually. It's You.

I LOVE modern supernatural and horror games.  Just love them.  Even ones I don't get to play often I still enjoy reading.  Heck I have not played Mage in close to 10 years and I still want that giant Mage 20th anniversary book.

So why can't I get myself to love, or even like, The Dresden Files?

I am talking about the Fate-powered RPG, but I'll talk a bit about the books too.

I got these books for Christmas after they first came out in 2010.  Dresden Files (the books) were all the rage and that Summer my group had been playing a Chicago-based Ghosts of Albion/Angel/WitchCraft game.  It had some Dresden-esque elements, but mostly it was White Wolf's World of Darkness' Mage, Vampire and Werewolf as the backdrop.
I had started reading the books that September. I was commuting to work everyday for about an hour in and hour back not to mention doing a lot of flying, so I had plenty of time for audiobooks.   I devoured them.  It was especially fun when I was driving around Chicago hearing about Harry driving around Chicago.  Though I have to admit it is always amusing hearing/reading a non-Chicago native talk about the city in ways no native ever would. It's the Kennedy, not the JFK, and no one can get from the Loop to O'Hare in a few minutes. Ever. Jim Butcher has gotten better with this.

Around about the middle of the series I felt it was getting stale, but then it picked up with the new "Outsider" threat.  I will admit I have not read the last one yet and I have not been itching to do so.

The game on the other hand surprised me with it's production values and how nice it looked.  I loved the "hunter's notebook" feel to it.  Though to be 100% fair other games had done that long before.

But I never really ever got Fate.


Sure I had played around with Fudge in the past and I enjoyed the free-form it gave me.  I have even played around with Fate and many good starts.  But in the end the system falls flat for me.  Maybe. Maybe there is something good there I could use, but it's been 5 years, or 6+ if you count my experimentations with Fudge.

The Dresden Files RPG is the most complicated "simple" game I have ever read or played.  Seriously, 407 pages for a "simple" ruleset?  I know the Fate Core books are much smaller so a lot of this is setting and world-specific rules, but I can't help but feel it is overwrought.

It's not the mechanics. Mechanics are easy and in Fate ridiculously so.
It's not the aspects.  Though how the aspects could be used is certainly an issue for me.  Let's take Wolverine for example. He could easily have an aspect "Best at What I Do".  Will he get a re-roll or a +1 for "everything"?  No. I know this, but in the hands of a less deft game master this becomes little more than a ruleless game of pretend.

I know to people in the in-crowds of Fate I will be completely dismissed as an "old-school gamer" but the truth is I play a lot of games. Hell, Castle Falkenstein is one of my favorite games and it is hard to go more free-form than that.  I could also just as easily dismiss them for their smugness, but that does not make either of us correct.

Sitting net to my desk at home is a folder. It is full of character sheets for various systems.  I try them out, pick at them and sometimes those efforts show up here.  So far I have never been happy with my creations for Fate.  I picked up the new 3rd Edition of Chill and had characters in minutes. Fate is more of a collective role-playing experience.  That is great, if you want that or have a stable group.  I have a stable group, but I want "organic" characters.  Characters that feel and act like individuals, not part of a collective.

Fate tries to model a story. Either a book, movie or what have you.  Where the larger outcome is usually known.  I am not done reading this book but I am sure the protagonist survives.   Role-playing games are not books Their story telling techniques are different.

I think Fate works with the right groups, but it does require a degree of "playing well with others" that I don't often see in games.   I like the idea, I dislike the execution.  Which is interesting, because some of the die hard Fate players I have met at Cons are such ass-hats. Sorry if that is over generalization, but it has been remarkably and painfully consistent for me over the last 5 years. Yet in the same period of time I have played dozens of other games with various groups that have been great.

There are also pragmatic concerns for me.  Not to invoke the "douche" rule, but really what can I do with Fate that I can't do with Unisystem?  What can I do with the Dresden Files that I haven't already done with Ghosts of Albion?   Hell. I remember Fred Hicks back in the day on the old Eden boards talking about the Dresden Files and how WitchCraft 95% of what he wanted to do with it.  I'll contend that the other 5% can be found in Cinematic Unisystem.

I want to give Dresden Files one more chance, but in truth I know it is over.  We are done.
Don't know if I am going to sell off my Dresden Files game yet. I have one other "last fling" to do with it, but my Fate books are now gone.

Not looking for a reason to keep it, I am pretty sure it will end up on the auction block in the spring.
Better luck in your next home Harry.

Monday, November 30, 2015

Playing In Hyperborea

I have been wanting to run a campaign using Astonishing Swordsmen & Sorcerers of Hyperborea for some time now.

+Eric Fabiaschi over at "Swords & Stitchery - Old Time Sewing & Table Top Rpg Blog" has been doing a great set of Retro-Reviews of what I have been dubbing my "Second Campaign"

N1 Against the Cult of the Reptile God
U1 Sinister Secret of Saltmarsh
U2 Danger At Dunwater
U3 The Final Enemy
C1 The Hidden Shrine of Tamoachan

Now I just need some adventures for levels 7-12/13 (I like the idea of going to 13).

Originally I had a bunch of desert themed adventures, but they really never felt right to me to be honest.  Maybe I should be looking towards some of the newer OSR adventures like The Islands of Purple-Haunted Putrescence to fill out the other levels.

I like the idea of some stygian cult. Something that was a cross between Lovecraft, Howard and Clark Ashton Smith.  I think it might be fun if this cult was a Demogorgon cult too, just because.

He also reviewed some adventures I have already run or used under different systems.

B1 In Search of the Unknown
B3 Palace of the Silver Princess
B4 The Lost City
X1 Ilse of Dread
X2 Castle Amber
S4 The Lost Caverns of Tsojcanth

If you get a chance, stop by his blog and read the reviews.

Edited to Add: U3

Buried Alive!

Well sort of.

I have about a week's worth of email to get caught up on and a ton of blog postings to read.

Back when I can!

Saturday, November 28, 2015

Zatannurday: Legends of Tomorrow

The newest trailer for DC's Legends of Tomorrow is now out.

It looks fantastic!




Rip Hunter, the Atom, Firstorm, Hawkgirl, White Canary?  Yeah sign me the hell up!
Damn even Captain Cold is great in this.

How cool would it be to see 1940s Zatara and 1960s Zatanna?

Here is a longer one.



Seriously sweet time to be a DC fan.

Friday, November 27, 2015

Friday Night Videos: Paint it Black

In "honor" of Black Friday here are some of my favorite songs/videos about black.


At least make an effort to stop at your FLGS this weekend.




"Paint it Black" by the Rolling Stones takes us all the way back to 1966.  I will contend that this is the first "Goth" song recorded.




"Black Dog" by Led Zeppelin




"Back in Black" by AC/DC




"Black Velvet" by Alannah Myles.  Alannah Myles was the hottest thing on MTV for a while. She still is.




"Black" by Pearl Jam. Pearl Jam was the biggest thing in the 90s. This is either one of their most iconic performances or one of their most self-indulgent.  Either way cool song.




"Black Sunshine" by White Zombie. I do enjoy some White Zombie.




"Black Hole Sun" by Soundgarden.




"Blue on Black" by Kenny Wayne Sheppard




And of course no discussion of black is complete without "Let's Make the Water Turn Black" by Frank Zappa & the Mothers of Invention


Kickstart Your Weekend: We have Movie (and Book) sign!

First off, I have to repost the MST3k Kickstarter.

Lots more information including the first host and first Mad Scientist.



Yup. That is Felicia Day as the new Mad.  I was not a fan of her's originally, but after seeing her in Supernatural I have come around.


In game-realted news.

Marc Miller of Traveller fame has a Kickstarter for his Traveller novel, Agent of the Imperium.


https://www.kickstarter.com/projects/traveller5/agent-of-the-imperium-marc-millers-traveller-novel

I would have sucked this up back in the day.  I hope it is a great success for him!

Thursday, November 26, 2015

Happy Thanksgiving!

In the US it is Thanksgiving.

Where we celebrate the day a bunch of starving refugees from another land came to a beautiful new country and systematically killed and enslave the indigenous population by stuffing ourselves to bursting and then spending money like fiends.

All snark aside wishing everyone a great day.
If you are not in the US then have a wonderful Thursday.  Those are still fun right?

Wednesday, November 25, 2015

Class Struggles: B/X Classes

The last few weeks I have been focussing on various classes and it dawns on me that I need something along the lines of a B/X Class Compendium for myself.  Not to publish or anything, but just my own use.   I also have to admit that I have been following (but commenting as much as I would like) +Jonathan Becker's analysis of the Holmes classes and subclasses.  If you have not read it, please do, it is great stuff.  Yeah it might be nostalgia and navel-gazing, but who cares, it is fun stuff.

Like Becker I am a fan of B/X, aka Moldvay/Cook/March era D&D.  So my class choices will be ones that are largely compatible with that.  It's also no big surprise that most of the classes I like also tend to be magic ones.

Lets see what I have.

Witch
Covered many times and many places here.  Yes, I am partial to my own witch, but I am also rather fond of the witches from other designers. While some have this class as a sub-class of the Magic-User but I have the Witch as her own thing.
Warlocks have always been problematic for me.  It was not till I started working on for Pathfinder. I looked a few of these as well.  I am still not 100% certain which is my favorite to be honest.  Maybe the one from Astonishing Swordsmen & Sorcerers of Hyperborea.
But if I am going to have witches and warlocks then I am going to need a witch hunter.  I looked at a few, but I think I will have to go with the one from Jonathan Becker's The Complete B/X Adventurer.

Fighters
I have maybe played two fighters, proper fighters, in the last 36 years.  But I really enjoy rangers and paladins.
Knights/Cavaliers.  I have not covered these guys yet, but I am rather fond of the Castle & Crusades Knights.
Beastmasters. I rather like these guys and my favorite is from The Complete B/X Adventurer.
If I am going to have a paladin then I am going to want an Anti-Paladin. My favorite is the one from the ACKS Player's Companion.

Rogue
Covered yesterday, the B/X Rouge could be a replacement for the normal thief class.  With this class I can make a thief, a bard, an arcane-trickster, or any other thief like class. There some templates though I can look at.
The Bard is of particular interest to me really.  A really good bard would be great.
The Occultist is a class from Fantastic Heroes & Witchery is another rogue-like class that I could build using the rogue.

Magic-Users
I would opt for the Wizard alternate I have in my Witch book.
For Illusionists I am going with the Basic Illusionist  from +Nathan Irving. I think it is the best choice.
For Necromancers there are so many choices, I might have to make my own.

Psionics
For psychic classes, +Richard LeBlanc has me covered with his Basic Psionics Handbook. That gives me a Mystic and a Monk.

Clerics
I have always been fond of clerics. They were the first class I ever played.  I would keep them as is, with the additional rule that they can use the same weapon as their god.
I will also keep Druids and add in a Healer class I made back in the early 80s.

Tuesday, November 24, 2015

Review: The B/X Rogue

I love new B/X classes. If I have demonstrated nothing else here it is that.  So when +Gavin Norman of the excellent City of Iron blog and Necrotic Gnome Productions came out with a new B/X class, well I had to get it.
Gavin has already given us some great classes in his Theorems & Thaumaturgy and The Complete Vivimancer. Now he takes on the thief archetype in The B/X Rogue.

I say archetype because what this book tries (and succeeds, but more on that in a bit) to do is create a Rogue class that encompasses all of the various "sub-classes" we have seen on the thief over the years.  How he does it is both very elegant and very, very basic, if not Basic.

Like the thief the rogue has a number of talents at his/her disposal.  Instead of a percentile (or d20) roll the rogue is assumed to be fully proficient in their talent.  The differences lie in the choice of talents and some of the talents themselves.  The example given is the iconic Remove Traps.  If a rogue has this at 1st level then they can remove or disable a trap 100% of the time.  However the types of traps are now changed.  The rogue can only disable small mechanical traps. Not huge pits in the floor.

The rogue class begins with 4 talents. This increases by 1 per level.  Some talents have prerequisites and can only be taken at 5th level (Expert Talents, love the split of Basic and Expert Talents here).  Outside of that the class it remarkably like the B/X thief.  

The bulk of the book describe the 36 talents a rogue might take.  This allows for near infinite (or close enough for the amount of character sheets I'll print out) rogue types.  There are even magical talents for the Bards and Arcane Tricksters out there. Of course I immediately went to the magic section and quickly figured out an Occult Scholar, a rogue that raids tombs and libraries for bits of arcane knowledge and some spells to help them out. Won't help you when you need an orc killed, unless he has a scroll for it.

There is also a very useful table to help you with your archetypes.  Want an assassin? Great, take back-stab, hide, garotte, move quietly at 1st level.  There are 10 of these, so a d10 will also get you up and going fast.  Don't want a magic-one? Easy. Roll a d8 instead.

The PDF itself is 26 pages; a front cover, a back cover and two page OGL, all for a $1.50.  Not a bad deal at all really, especially when consider how flexible this class is now.

If you are a fan of the thief class, B/X or Gavin's other classes then this is a must buy.

Plays Well With Others
With the options of adding magic to the Rogue to come up with other classes (Bards, Dabbler's and Arcane Tricksters) you can add other powers to make even more classes.

Grab +Richard LeBlanc's Basic Psionics Handbook and use some of the wild talents for rogue talents to create a Psychic Dabbler or a Charlantan with some actual clairvoyance.

Take the Arcanve Dabbler and replace the magic-user spell at 1st level with a witch spell and then a minor or least occult power at 5th level and now you have a Hedge Witch.

I could go on and on, but for cheaper than a 20 oz Mt. Dew at the gas station you can have this book and make up your own!

I can see this replacing the thief in my B/X games easily.

Monday, November 23, 2015

Megadungeon Itch

I recently have been thinking about trying something I have never really done.  I am talking about Megadungeons.  I was reading this posting on megadungeons recently, and it got me thinking.

I have never really been a huge fan of Megadungeons.  The idea sort strikes me as being, well odd, but it is also such an iconic idea in D&D.
After a while I am I am wondering  how is it that these creatures don't kill each other? Or just freaking leave.

But on the other-hand I enjoy the Dungeon! board game a lot and that is essentially a mega-dungeon in board game form.

Now back in the day I did run the "comical" Castle Greyhawk module.  I will admit I had a lot of fun doing it, it was totally a tongue-in-cheek humor and fine for the time I ran it, it is not something I would ever pick up to run again. In the retrospect of the mega-dungeon article above and the now near mythical dungeons under Castle Greyhawk, it is really lacking.

So my curiosity is up and I am thinking of giving is a go.  Create some characters and have as a "it's rainy/cold out side, the kids want to play and I have nothing ready yet".   I like the idea of using something more akin to Basic/Expert.  So limiting it to 121t-14th level. Limit the dungeon itself to 13 levels too.   Plus something else in the article struck me as interesting.  People would come and go from the adventure when Gary was running it.  So if the boys have friends over they could drop in from one of the thousands of portals and then leave when needed.  I would imagine that dozens of groups of adventures would be there to clean out the dungeon or discover it's secrets.

Rules Systems
Looking for something with a real old-school vibe to it.
I like the idea of Dungeon Crawl Classics, to start out at 0-level, then move on. But I want something that feels more like the D&D of old.
Adventurer Conqueror King System is a great choice and some of the megadungeons use these rules.
This would also be a fun thing to do with Astonishing Swordsmen & Sorcerers of Hyperborea.

Which Dungeon?
A very good question to be honest.  There are a lot of different ones out there but really I only have three contenders.
Top of my list is Castle of the Mad Archmage.  It might be as close as I will ever get to Castle Greyhawk and it is very complete.
Next is Dwimmermount which comes in Labyrinth Lord and Adventurer Conqueror King.
Finally Barrowmaze is another good contender.

Maybe this will be my new project for Christmas break with my kids.

Sunday, November 22, 2015

Mythic Russia

There are tons and tons of great mythic stories in the world.  One of the ones I have always found to be interesting, though I know very little about them, are the Russian myths and fairy tales.  In particular Baba Yaga and Koschei the Immortal.  I found these pictures online from Amok Amokov.
https://www.instagram.com/amokrus/
https://www.facebook.com/amokanet

These pictures really capture what I think the Russian fairy tales should look like, or at least how they should be in my world.

Baba Yaga

Vasilisa the Beautiful

Vasilisa the Wise

Koschei the Immortal

Ilya Muromets

Alyonushka and Ivanushka
Elena the Fair
I certainly like this version of Elena the Fair, certainly worthy of the title Queen of Summer.

Saturday, November 21, 2015

Zatannurday: The Cypher Friends

+Mark Craddock over at the excellent Cross Planes blog has been doing a lot of stats for the Cypher System lately.

His series, which has the great name "Cypher Friends", has been about all sorts of superheroes in a post-apocalyptic setting.  It is pretty cool.

Here is his Zatanna,
http://crossplanes.blogspot.com/2015/11/cypher-friends-zatanna-for-cypher-system.html

and Raven, http://crossplanes.blogspot.com/2015/11/cypher-friends-raven-for-cypher-system.html

They are really awesome and you should check out the whole series.

Thanks Mark!

Friday, November 20, 2015

Friday Night Videos: Women Rock!

Growing up I had a friend that knew every actress' name, movie she was in all these details about their lives.  In college I had another friend who did the same thing with all these supermodels.

When asked who I found attractive or "liked" I would always say names like Stevie Nicks, Deborah Harry or Joan Jett.  For me it was always about the rock girls.

It is also no surprise that most of the female PCs and NPCs I have or have had were based on the women whose albums, tapes and CDs I would buy.

So with the new Supergirl show on now and Jessica Jones on tonight in the US here are some of my favorite ass-kicking superheroines.

This should not be a surprise to anyone I have already featured great performers like Shirley Manson of Garbage, Stevie Nicks,  So here are a just a very few of my favorites.

I have always loved Joan Jett.  She is just so goddammed cool and can rock with the best of them.  She has SOOO many great songs, but this one always gets me going.  Plus it is the "theme song" for the Grazzt/Iggwilv love affair.  That's their dirty little secret...they actually love each other.




Ever hear a song and thought "man I need to do something with that!",  Pat Benatar's "Shadows of the Night" from 1982's Get Nervous was always that song to me. It is very, very likely that the "Midnight Angel" later became Nox.  I always loved her and yes I did have a witch character that looked like her in the 80s.   I never liked the video for it to be honest.  If had been thinking about this I should have made my own video with footage of her on Charmed.  Yes. She was on Charmed for an episode.




Speaking of Nox. "Because the Night" was written by Patti Smith and Bruce Springsteen thanks to the manipulations of Jimmy Iovine (who is immortalized in my games as well).   Patti Smith is such a powerful singer that most people can't do this song justice.  Bruce can.  Natalie Merchant did a good job, so did Shirley Manson.  But they can't compare to her version.   This is one of my favorite songs.




I was once asked if I thought Siouxsie Sioux was attractive. I said yes without hesitation and then I showed them the video for "Kiss Them For Me".  It's not the most iconic Banshees' song, but I really like it.




One of my favorite bard characters looks just like Aimee Mann. What can I say, she is so damn cute and more talented than a truckload of pop-princesses.




Even Darth Vader loves Blondie.  "The Tide is High" is not really related to any gaming, but damn. Deborah Harry in her prime.




What do a Gateway 486, an HP Desk Jet and Hormonally Yours all have in common?  They were the essential ingredients to the first time I sat down to collect all my notes for the Witch class.  I mention the printer because I still have that printout with a couple hundred hand written notes.
Hormonally Yours was the second album from Shakespears Sister featuring former Bananarama singer Siobhán Fahey.  "Stay" was a big hit with me in 92. I thought she was so hot back then, still do in fact.




Very, very, very few people (not just singers) have left such a mark on my psyche as Sinéad O'Connor.  Seriously. I can divide time into two very distinct and very different points. The time before I heard The Lion and The Cobra and the time after.  I have talked about Sinéad before, but the amount I have talked about her doesn't reflect what her music has meant to me.  "Troy" is not my favorite song on this album, but it is damn close.



I think this a good place to stop.  I can do a part 2 later!

Thursday, November 19, 2015

Grimalkin, The Witch-Assassin

Gimalkin is the assassin of the Malkin witch-clan and is the best one they have ever had.
She is tall, thin but muscled and covered in leather straps and daggers.
In addition to being a powerful witch she is a peerless assassin and always chooses to make her own weapons.
Her weapon of choice is a razor sharp pair of scissors that she uses to snip off the thumbs of her victims.  While she is deadly and cruel, she also has a sense of honor. She will not fight against people much weaker than herself and she never, ever lies.

You can read more about her here:
http://thespooksapprentice.wikia.com/wiki/Grimalkin

Grimalkin the Witch-Assassin
Female Human Assassin 4/Rogue (Rake) 1/Witch (bone-witch) 5
LE Medium humanoid (human)
Init +3; Senses Perception +11

Defense

AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 53 (5d8+5d6)
Fort +2, Ref +8, Will +6; +2 vs. poison
Defensive Abilities uncanny dodge

Offense

Speed 30 ft.
Melee dagger +4 (1d4+3/19-20) and
   dagger +0 (1d4+1/19-20) (x13)
Special Attacks bravado's blade, death attack (DC 18), hexes (coven, disguise, healing), sneak attack +3d6, true death (DC 19)
Witch Spells Prepared (CL 5th; concentration +11):
3rd—arcane sight, bestow curse (DC 17)
2nd—alter self, darkness, hold person (DC 16)
1st—cause fear (DC 15), charm person (DC 15), command (DC 15), infernal healing
0 (at will)—daze (DC 14), mending, message, read magic

Statistics

Str 16, Dex 17, Con 11, Int 18, Wis 12, Cha 9
Base Atk +5; CMB +8; CMD 21
Feats Acrobatic, Agile Maneuvers, Alertness, Blind-Fight, Endurance, Quick Draw
Traits focused mind, killer
Skills Acrobatics +13, Bluff +3, Craft (weapons) +15, Diplomacy +3, Disguise +7, Escape Artist +12, Fly +5, Heal +5, Intimidate +8, Knowledge (arcana) +17, Knowledge (planes) +14, Knowledge (religion) +10, Perception +11, Sense Motive +9, Stealth +14, Survival +7, Swim +7, Use Magic Device +10
Languages Abyssal, Common, Daemonic, Dark Folk, Infernal
SQ hidden weapons, patron spells (bone magic), poison use
Other Gear leather armor, dagger x 13

Special Abilities

Agile Maneuvers Use DEX instead of STR for CMB
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Blind-Fight Re-roll misses because of concealment, other benefits.
Bravado's Blade (Ex) On sneak attack, forgo damage dice for free Intimidate with +5 bonus/dice reduced.
Coven (Ex) Count as a hag to form covens, and aid another can increase coven witch's CL.
Death Attack (DC 18) (Ex) You can kill or paralyze for 1d6+4 rds with a prepared sneak attack.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Disguise (5 hours/day) (Su) Can change own appearance, as disguise self but with longer duration.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Focused Mind +2 to Concentration checks
Healing (2d8+5) (Su) Use cure moderate wounds once per day/person.
Hidden Weapons +4 (Ex) You gain +4 to Sleight of Hand checks made to hide weapons on your person.
Killer Add weapon's critical modifier to its critical bonus damage.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
True Death (DC 19) (Su) Casting Raise Dead on a victim of your death attack requires a successful DC 19 caster level check.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Familiar (Bone Witch)
Grimalkin uses bones as her familiar. In particular the thumb bones of other powerful people, witches or creatures.  Right now she has in her possession the head the of Fiend, she can use that as a familiar as well.