Showing posts with label HSO. Show all posts
Showing posts with label HSO. Show all posts

Tuesday, July 25, 2023

Mail Call: Enter the Creative Commons Era

 To recover from their massive PR screw-up involving the OGL, Wizards of the Coast swang the completely other direction and released the D&D 5 SRD under the Creative Commons License. 

I know much less about this license than I do about the OGL. I am pretty competent in the OGL and have been part of the Open Gaming Foundation since its beginning. So yeah, I have had nearly 23 years of practice with it. 

I got my copy of the new Swords & Wizardry Complete Revised via their Kickstarter recently and it looks fantastic.  It uses the CC 4.0 By Attribution license.  So I thought I'd grab some more Creative Commons books and see how they are made.

Creative Common books

Not a bad collection, really.

The Arcanum 30th Anniversary Edition is an update to the venerable Arcanum and Compleat books from the 1980s.  I always have had a soft spot in my heart for this series. The 30th Anniversary Edition also does a good job of updating these rules and provides a nice history.  

It has been released under the CC BY-SA - Creative Commons Share Alike license. Sadly, Zila Games seems to be either defunct or at least lost their website. 

In a move I think surprises no one, Basic Fantasy RPG Core Rules 4thEd from Chris Gonnerman also has gone Creative Commons. This one was also released under the CC BY-SA - Creative Commons Share Alike license.

All three are worthy updates to their original versions. If somewhat thicker.

Creative Commons and Originals

The rules have not really changed all that much. The presentation of all three is also better, with Swords & Wizardry inching out as the best-looking update.

This might be just what I needed to help get over my creative hump on my High Witchcraft book I have been playing around with for years.

Thursday, October 27, 2022

The Simbul, Witch Queen of Aglarond

The Simbul, Witch Queen of Aglarond
The Simbul, Witch Queen of Aglarond
I have been asked in the past why I have not stated up one of the greatest spellcasters in D&D lore before and the answer I have always given is this, I wanted to do it right.

That is partially true. The other part is that a character like The Simbul, Alassra Shentrantra Silverhand, Witch Queen of Aglarond has to be done with care and reverence.  Doing my review of The Seven Sisters has only raised this sense in me.  While at the same time filling me with excitement over the prospect of doing it.

I have known since the beginning of my War of the Witch Queens that The Simbul would be involved, and even for a brief time, I considered her to be the Witch Queen that was murdered to set this whole thing in motion. But in truth, I could not do that, even if this is my multiverse's Alassra I just couldn't. The love Ed Greenwood has for this character shines so brightly through every word he commits to paper about her that I just couldn't.  He loves her and made me love her as well.

So she will meet some other fate. In DR 1479 it is said she dies to save Elminster (cough*refrigerators*cough) BUT my Realms game is taking place in DR 1387 or so (using the 3rd ed book as my base which starts in 1372). So she is not dead and may not die.

Also in my Realms. She is a proper witch.

Putting the Witch back into Witch Queen

I always knew I was going to be. But it was Ed's own note in the Seven Sisters that gave me "permission:"

The entries on each Sister detail powerful characters that can easily be renamed and fiddled with for use in other campaigns, and that provide most importantly character motivations and aims for such NPCs of might.

                                                                                                      - The Seven Sisters, page 4

Going back to the 3rd Edition Forgotten Realms Campaign Guide renewed my interest in the Realms and gave me some other insight.

But the final bit of information was reading through Ed's own writings in the pages of Dragon Magazine. In many cases, he clearly is using the word "witch" and meaning it to be the Witch NPC class from Dragon, in particular the one for issue #114.  This gives me all the cover I need really.

Ok. So. Let's say the Simbul is an actual witch, not a mage or wizard. We know (thanks to the Seven Sisters book) she trained with the Witches of Rashemen, so what Tradition would she be? A Rashemen Witch? A Chosen Witch?  I mean Mystra is very much her Patron she owes more of her magic to her involvement than the study of tomes.

I thought that a Chosen of Mystara might be right, but that is more of her birthright than a Trad. Also, there are other Chosen who are not witches. She still has access to wizard spells, so I think she would have to be one in my new High Witchcraft Tradition. This is my homage to a lot of the witches in D&D.

What about her level? Well, in my Basic Witch book the Queen of Witches is Level 36. Does The Simbul go this high? According to her official stats in 2nd ed, she is a Wizard 30 and Fighter 6, and in 3rd ed, she is Sorcerer 20/Archmage 2/Wizard 10.  So 36 and 32 total levels respectively. So yes,  I think 36th level is fine.

The High Witchcraft Tradition

The Simbul is the Witch Queen of the High Witchcraft Tradition.  This is the same tradition that is taught in the Magic School of Glantri, but as a Chosen, she comes on it naturally. Her familiar in this case is her connection to the Weave and the spirits of Magic. So much like a Sorcerer in D&D 3e she comes on her magic naturally, but she also has learned magic.  Witches of the High Witchcraft Tradition are also called The Secret Order and they can learn Arcane/Wizard spells as well. They gain them as other witches gain Ritual magic. 

I have not figured out all of the Occult Powers of this Tradition yet, so this is a work in progress. I am grabbing spells from all my witch books for her, but the base character build is based mostly on The Witch

The Seven Sisters and the Witch


The Simbul, Alassra Shentrantra Silverhand
Witch Queen of Aglarond
The Simbul, Alassra Shentrantra Silverhand Witch Queen of Aglarond
36th level Witch, High Witchcraft Tradition
Human Female, Neutral (Chaotic Neutral)

Strength 14
Intelligence 17
Wisdom 15
Dexterity 18
Constitution 16
Charisma 18

Saving Throws (Base)
Death Ray/Poison 2
Magic Wands 2
Paralysis, Polymorph 2 
Dragon Breath 2
Rods, Staffs, Spells 2

Height: 5' 10"
Hair: Silver 
Eyes: Gray

Hit Points: 87
AC: -2
(Bracers of Protection +3, Cord of Protection +2, Ring of Protection +3, Dex 18 -3)

Base THAC0: 6
(I know, THAC0 was not used in Basic D&D. You know what this means)

Occult Powers*
Lesser: Familiar (Familiar Spirit)
Minor: Witch Vision (see magic, invisible) 
Medial: Drawing Down the Moon
Greater: Witch's Blessing
Major: Craft Permanent Magic
Superior: Longevity/Timeless Body
(*these are not all well-defined yet)

Spells
Cantrips (6): Arcane Mark, Acid Splash, Daze, Mote of Light, Object Reading, Open,
1st (9+2): Analgesia, Bar the Way, Burning Hands, Burning Gaze, Charm Person, Comprehend Languages, Eldritch Fire (Silverfire), Glamour, Mend Minor Wounds, Pace Without Trace
2nd (9+2): Arcane Disruption, Agony, Alter Self, Burning Gaze, Continual Flame, Detect Charm, Dweomerfire, ESP, Evil Eye, Haunting Mists, Mind Obscure, Web 
3rd (9+2): Astral Sense, Bestow Curse, Clairsentience, Control Winds, Danger Sense, Dispel Magic, Expand Senses, Fly, Immunity to Normal Weapons, Lightning Bolt, Protection from Fire
4th (9+1): Analyze Magic, Ball Lightning, Cauldron of Rage, Charm Monster, Divination, Forest of Deception, Masque, Polymorph Others, Polymorph Self, Remove Curse
5th (9): Break Enchantment, Decimate, Enslave, Maelstrom, Nightmare, Private Sanctum, Sending, Telekinesis, Ward of Magic
6th (9): Analyze Dweomer, Animate Shadows, Cackle of the Winter Crone, Cloak of Dreams, Greater Scry, Heroes' Feast, Mass Suggestion, Mislead,  Rain of Fire, 
7th (9): Astral Spell, Breath of the Goddess, Chain Lightning, Greater Teleport, Limited Wish, Regenerate, Spell Turning, Wave of Mutilation, Wind Walk
8th (9): Demand, Eye of the Storm, I Am The Fire, Mass Charm, Permanency, Protection of the Goddess, Storm of Vengeance, Stormbolts, Vanquish

These are only some of the spells she has access to. She has a lot of "named" spells, but I have to find rough analogs in my own books for those. Besides, this should keep her with plenty of arcane firepower. 

While I say that witches of the High Witchcraft Tradition can learn Wizard Spells, the spells above are all witch spells. Some are cross-listed with Wizard, but they can be learned by other witches too. 

Larina seeks advice from The Simbul
Larina seeks advice fromThe Simbul on a magical problem.

Links

Fellow Witch Queens

Forgotten Realms Links


Tuesday, January 5, 2021

Character Creation Challenge: Advanced Dungeons & Dragons, 1st Edition

AD&D Players Manual
Up until 2000 if you said "D&D" most people thought of Advanced Dungeons & Dragons 1st Edition.   Indeed it was AD&D that dominated the later part of the 1970s, 1980s, and with 2nd Edition the 90s. Though that is for tomorrow's post.

Today I take on the game that I played the most and the one that dominates the imagination of so many still today.

The Game: Advanced Dungeons & Dragons

A lot of ink, both real and virtual, has been spilled on the whats, whys, and hows of the differences between Basic D&D and Advanced D&D, so I see no need to spill more here.  Suffice to say that they are different games, though we freely mixed them back in the day. 

The evolution of D&D from Original to 5th edition sees it's first divergence here. 

In the AD&D 1st Ed years there was no official witch class.  There were however many unofficial and semi-official witch classes.  I talked about the Dragon Magazine #43 witch yesterday but I used it for Basic D&D.  The class was famously, or maybe infamously, updated in 1986 for AD&D in the pages of Dragon #114.  It was, and maybe still is, one of the most popular versions of the witch ever made for D&D.

AD&D Players Manual, 4 versions

The Character: Rhiannon

Ah. If I had a dime for every Rhiannon I have run into over the years. 

Not that I can blame anyone. The Golden Age of AD&D was the early 80s and the Queen of the music charts was Stevie Nicks. "Rhiannon" by Fleetwood Mac was released in 1975 on the album Fleetwood Mac. The second Fleetwood Mac album to feature this title, and their tenth overall, but the first with new couple Stevie Nicks and Lindsey Buckingham.  But in the 1980s it wasn't this album or even the insanely good and popular Rumours or Tusk that grabbed me and my imagination. No it was Stevie's solo efforts Belladonna and (especially) The Wild Heart that began my deep, deep love affair with witches.

Rhiannon would be an old witch in my games today. Likely a relative or even a spiritual Goddess-mother to Larina.  But today she is the young Maiden who "rings like a bell through the night" and looks for a lover.  I can't help think of her as anything but the famous art Elmore drew in the Dragon #114 piece.  If she looks a little like Stevie, well, maybe Stevie looks like her.

Rhiannon
1st level Witch, Sisters of the Moon coven, High Secret Order
Chaotic Good

STR: 11
INT: 16
WIS: 13
DEX: 13
CON: 11
CHA: 15

AC: 9
HP: 3

Saving Throws
Witches use the best of Cleric & Magic-user Saves.

Poison or Death: 10
Petrification or Polymorph: 13
Rod, Staff, or Wands: 11
Breath Weapon: 15
Spell: 12

Saves +2 against other witch magic

Spells
1st (1+3):  Darkness, Mending, Seduction, Sleep

Equipment
Dagger, backpack, iron rations, water, 50' rope, staff.

AD&D Players Manuals and Dragon #114
Everything you need for a witch character in 1986

I think an updated, and more mature, Rhiannon will need to grace my War of the Witch Queens games sometime.

Rhiannon rings like a bell through the night
And wouldn't you love to love her?
Takes to the sky like a bird in flight
And who will be her lover?

Character Creation Challenge

Tardis Captain is the originator of this idea and he is keeping a list of places participating.  When posting to Social Media don't forget the #CharacterCreationChallenge hashtag. 

RPG Blog Carnival

This month's RPG Blog Carnival is being hosted by Plastic Polyhedra. They are doing Characters, Stories, and Worlds, so that fits right in with everything we are posting this month.

Check out all the posts going on this month at both of these sources.

Tuesday, November 10, 2020

Current Works In Progress: Basic Bestiary & High Witchcraft

Work has me really busy right now, so I have been slow on getting new material out.  Either in book form or for this blog (except for Halloween).  But I wanted to give an update on what I am working on now.

I recently went through all my research notes, books, and files.  This has been a good thing and something I like to do every so often to keep me grounded in what sort of game I want.  It is far, far too easy in game design to drift away from your core principles into something else.  One example of this power-creep in games, though there are other reasons for power-creep too.  The other is scope-creep and that is when a project gets too unwieldy and becomes much larger than intended. 

Both types have hit my latest two works in progress, so I have been taking a step back to see what I really have.

Basic Bestiary

This is the "Big" project that has my focus now.  The project began with collecting all the monsters from all my witch books, plus all the monsters for Monstrous Mondays, and additional ones I have but have not published.  Once I pull them all together I had over 220 pages with 300 or so monsters with no art (yet).  For me that felt like a "good size" but I got to thinking.  Even if I edit them all and standardize them all, which is no small amount of work, these are all essentially "re-runs" material people have already seen and in some cases paid for.   That didn't feel right to me.  So I started adding more (power and scope creep!) and that is where the issues began.

For starters, I publish most for Basic-era (B/X, BECMI, OSE, LL) and Swords & Wizardry games.  Add in all the other games I post about here I have monsters in six to seven different but still largely compatible systems.  I needed to standardize my monster stat block.  You have seen it's evolution here on my blog. The current and most stable version can be seen in yesterday's Fenodyree.  Essentially a Labyrinth Lord stat block with some other information thrown in that I like to use in my games.   If you go back and look at something like the Wendigo then you can see that there are three different, similar but not the same, stat blocks.   So there is that process now going on.  Some stat blocks like S&W and OSE are great, but far too minimal for me. 

Also since the hardcover of The Craft of the Wise went over so well I decided that the Basic Bestiary needed softcover (Basic) and hardcover (Advanced) options.  Here are the covers as they sit now.  These very likely will change again.

Basic Bestiary cover, version 1 Basic Bestiary cover, version 2

For these covers, I made two changes.  First I switched to Goya's "The Witches' Sabbath" to reflect the feel that this book is mostly witch related monsters.  It also fits better with the quote I use in the Preface, "El sueño de la razón produce monstruos." or "The sleep of reason produces monsters."

I am also going with my own compatibility logos on these since they really have gone beyond one system or the other.  They are still largely "Basic" in nature, but as you can see from my stat blocks they have a little bit of everything in the OGC. 

Switching from Fuseli to Goya also was an outward sign of another issue.   I had WAY too many demons.  Not just demons, but devils and all sorts of fiends.  I also had my own demonic families of Baalserph, Lilim, Eodemons, Calabim, and Shedim.  I mean you can't do as much reading, researching, and writing about witches like I do and not collect some demons.    There really was only one solution.

Split them into two books. 

This actually works well since in my discussions with people there are decidedly two camps. The ones that use demons in basic-era games and those who don't.   This gives both groups buying options.

Basic Bestiary II, Basic coverBasic Bestiary II, Advanced cover

Regardless of whether you buy the "Basic" softcover or the "Advanced" hardcover, the material inside will be the same.  The Basic Bestiary I will be heavy on undead, vampires, fey, hags, and other witch-related monsters.   The Basic Bestiary II will cover demons, devils, and all sorts of fiends.

Right now there is no projected publication dates.  BUT I want to get BBI out and follow up with BBII maybe three or six months later.

Between those two I will also publish my "Last Witch Book,"  The High Secret Order Witchcraft book.


Going back to Rosetti for this one, a perennial favorite of mine.  The piece is "Astarte Syriaca" which harkens back to the first witch coven I ever wrote, the Coven of AstártÄ“ Queen of Heaven.

All three books (five covers) will be under my "Basic-Era Compatible" banner to indicate greater compatibility with each other and my desire to use what I consider the best or best of all the systems along with my own additions. Compatibility is key, but innovation is the driving goal here. 

The weakest link right now is The Secret Order book.  I have a ton of material and none of it put together the way I want yet.

Personally, I am really excited about all of these. 

Tuesday, September 29, 2020

New Page: Appendix O and the Purpose of Research

I just published a new Page and you can see the link above. It is my version of the classic "Appendix N."  But mine comes after it and it is more about the occult, witches, vampires, and other horror related topics.

So I am calling it Appendix O.

Just a small portion of my library.

If you are interested in seeing the sites on the web that I found useful or have good witch content then check out my other page Witch Links.

If you want to know what movies I have been influenced by to write witch, vampire, and other horror-related content then check out my October Horror Movie Challange.

And occasionally I do make an Appendix N post. 

Nothing in the citations will tell you how to play a better game of D&D, Ghosts of Albion, NIGHT SHIFT, or any other RPG.

Nor will they allow you rebuild one of my books or classes from just the content they have.  They all however have lead me to a place where those books could be written. 

Current research pile.

Also, this is not scholarly-level research here. I did not come up with a thesis statement, a research question, or anything like that and then carried out a systematic literature review.  This is 100% books that were within my grasp at the time (eg growing up in a small midwest town with a larger than average personal and public libraries), then access to one of the largest open shelve university libraries in the state, and of course then the internet.  These are titles that captured my attention at the time and then left a mark on my RPG writing. 

As with all my Pages here, I'll update this one periodically. In fact looking at the pictures above I see there are a few entries that I missed.

The Purpose of Research

Back when I was getting my Ph.D. in Ed. Psych my advisor was going over my records and my Master's Thesis and asked me why I did not go into Cognitive Psychology, which is what my academic life had been up to that point.  I told him I was (and am) more interested in how people learn.  We talked about my Master's Thesis where I showed that it takes about 550 ms to activate a memory from long-term memory when it had been properly primed by a queue. It was situated in the current Information Processing theories of the time.  My advisor, who was one of the nicest people you could ever meet, looked at me and said "so what?"  I was floored. So what? I spent months working on that theory, and then more weeks writing the software to test it, weeks testing undergrads, weeks of eating nothing but popcorn and pineapple while writing a 180-page thesis.  So what??  And, he was right.  I was in an Ed. Psych program now, not Cog Psych. My research had to mean something. If I could not tell that Fourth Grade teacher at CPS what my research meant to her then why should I do it?

This page came about not because I kept getting asked for it. That is true and a good enough reason, but the real reason is I am constantly going back and re-examining my own work and research.

I love to research for research's sake. But that is not the degree I ended up with. Research is fun, but it needs a goal.  Appendix O started out without a goal in mind.  But that doesn't mean I can't have one now.

Presently I am working on two books for my "Basic-era Games" banner; "The Basic Bestiary" and "The High Witchcraft" books.  I wanted at least one of these to be ready by Halloween.  That's not going to happen.  The Basic Bestiary is moving along well, but not as fast as I would like.  High Witchcraft...that's another matter.

I have been calling High Witchcraft my last book on Witches.  I want that to mean something.  But I think I am setting up too many mental roadblocks for myself. So I am going back to my first assumptions. Back to my first "research questions" as it were.  It might take me a little longer, but I want something really good. Something that is worthy of being called my "last witch book."


Basic Bestiary is moving along fine.  I have a ton of material, I just need to edit it.

The Secret Order is a call back to the witches of Dragon Magazine (but not setting them up the same way, I gotta do my own thing) and to that very strange time between 1981 and 1983 when we freely mixed in both Basic and Advanced D&D concepts.  I am publishing it with my "Basic-Era Compatible" logo as opposed to "Labyrinth Lord" or "Old-School Essentials" (and either of those would be fine) because I do want a lot more freedom to express my witch how I want. 

For the cover art, I am a huge fan of the Pre-Raphaelites. So there was really only one choice for the high Witchcraft book and that was "Astarte Syriaca" by Dante Gabriel Rossetti.  Astarte was one of the Goddesses I researched the most in those early days of my first witch.  I even made my first version of Larina a worshipper of Astarte, and not the more obvious Hecate.

For the Basic Bestiary I wanted a Pre-Raphaelite, but "The Nightmare" by Henry Fuseli was calling to me. I always loved that painting. 

Back to the books!

Monday, August 10, 2020

#RPGaDAY 2020: Day 10 Want

When it comes to RPGs I really don't have a lot of "Wants."

I have been successful in my career so many daily needs of home, food, and health are all covered.  
I certainly don't *need* any books or games. I have enough here to last me the rest of my life and then some.

Though I do think back to a time when a combination of my low income, lack of access and lack of choice produced some Wants in my RPG life.  

The biggest examples of these are my various witch books.  

I have often said that the main drive behind everything I write and publish is a reflection of the wants I had of growing up in the 80s. 
I write the books I wanted to buy back then, but couldn't.  Sometimes that couldn't was because I could not afford it or didn't have access to a good Local Game Store. But most often it was because the books I wanted didn't even exist. 

So really nearly all my "wants" are in the form of "I want to write this book." or "I want to run this game."
And there are a lot of those.

I am currently working on two separate projects (well...more than two, but these are the two I am talking about today).  I have alluded to them both in passing, but I guess today is a good day to make them official.

First, and since today is Monstrous Monday it is good to mention it, is my book on monsters.

The Basic Bestiary: Monsters from the Other Side is my homage to the Fiend Folio and the source of many of those monsters, The Fiend Factory from White Dwarf magazine. 

This book takes monsters that have appeared in my various witch books and monsters that have been featured on Monstrous Mondays.  So very much like the Fiend Folio.  I have even retained the alliteration of the original monster books.  Like the Fiend Folio I am including some new, never before seen monsters as well.  Also like the Fiend Folio/Fiend Factory relationship not all the Monstrous Mondays monsters will go into this book. I am going to leave some of the sillier or snarkier monsters out.

It was the original Monster Manual that got me into D&D all the way back in the 70s.  This also stands as my homage to that.

Presently the book is 220+ with 300+ monsters and no art yet.  So far on par with the original monster books.  The final art for the cover is not yet set and there will be a soft-cover version for fans of "Basic-era" D&D and a hard-cover for fans of "Advanced-era" D&D. While I love the Fuseli art, it predates my beloved Pre-Raphaelite Brotherhood art by about 80 years.  But, given the source material, it is quite apropos.  Though I might look for something that works better as a full cover. I am just loathed to not use this somehow.  Unless I can find something from say, Hieronymus Bosch. but he is even further outside my Pre-Raphaelite time period.

Second I have what I have been calling my "Last Witch Book."

The High Secret Order: The High Witchcraft Tradition is going to be the culmination of everything I have written about the witch to date.

Every witch book under the Basic-era Games banner I have written was designed to capture a particular Zeitgeist of playing.  Daughters of Darkness captured the witch as an evil temptress vibe.  The Children of the Gods: The Classical Witch captured that Fall/Winter of 1979 when I was heavy into mythology and picked up the Monster Manual for the first time and my experimentations with the Holmes Basic book.  The Basic Witch: The Pumpkin Spice Witch was not going for any particular time save for the fun of Halloween.  The Craft of the Wise: The Pagan Witch was made to capture the time playing Moldvay/Cook & Marsh B/X D&D game and my times discovering both Norse and Celtic myth as an alternative to Greek myths.

As the last Basic-era Witch book this book covers the time of me moving away from Basic-era D&D towards Advanced D&D. Though it is less about a "time" and more about a "process."  I can go with the process of moving from Holmes Basic (and their promise of a witch class) to AD&D.  I can go with the Greyhawk supplement for OD&D as the first real springboard towards what would become AD&D. Or I can go with my own process of moving from B/X Basic to AD&D and a time when we all mixed all the above freely and without concern that we were "doing it right."

Such things might not matter to you, or they might. I just want to capture that time/feeling and make it solid just for a little bit. My gift to that young teen in the middle of the mid-west who could not get his hands on the books he wanted. Let alone books with witches and demons in it in the 80s in an extremely White-Christian small town.  My book is the book form of the Santana song "Hold On" which consequently is from the same time period.

Again. Like Basic Bestiary above the art is not 100% final. I like Daniel Gardner's painting, but again he is outside of myPre-Raphaelite time period. The "compatible with" designation is not on yet since I am not 100% sure which game I want to make this compatible with.  I have a few choices, but the idea is to capture the proper feel of the time and I need to look to a clone ruleset that does the time in mind well.  Just like Children of the Gods was my time with Holmes, Blueholme Rules was a perfect fit. Basic Bestiary will go with Labyrinth Lord

So far my research into my last witch book is moving ahead, but not a lot of writing yet.

I keep saying "last witch book" because there are other things I want to do. I'd love to write some 5e material and I even have a good idea for a 5e series.

I have a Blue Rose book coming out soon which I am pretty happy with and I have had a desire to write some more for BESM4 after picking it up earlier this summer.

So there is a lot I want to do.

Thursday, May 4, 2017

This Old Dragon: Issue #114

It is not an exaggeration to say that Dragon #114 was a watershed issue for me.  But before I get into all of that I want to quickly restate what I am doing here since I have gotten a few new readers.
So the background here is I had purchased a couple of large gaming collections over the last couple of years. My brother also gave me a box of Dragons in really bad shape.  After combining, keeping some, selling off others and tossing (yeah, had too) ones that were in terrible shape I was left with about 100 or so Dragons that were in pretty bad shape.  Most were missing covers, many are missing pages and maybe one or two are fully intact.  In This Old Dragon, I am grabbing issue out at random and reviewing them.  I can only review what I have, so if it is missing I won't talk about it.  The only exception I make is the covers.  If I feel too much is missing or something important is missing I'll check my Dragon-Magazine CD-ROM.  Cool?

So,  Let's get into this issue!
Speaking of covers let's have a look at this rather infamous cover from David Martin. In future letters sections, there were plenty of complaints of the "Playboy" like cover. It is also one of the few covers I would love to have an art-print of in my game room.  I loved it then and I still do. I have never seen an art print of it though. A little more than a year later the cover was reused (with permission as I understand) for the cover of Angel Dust's "To Dust You Will Decay" album.

The Letters section covers questions about spending more than $100 on the next version of AD&D (2nd Edition).  Some things never change I guess. Some letters on Psionic in combat too.

Editor Roger Moore talks about someone impersonating him at Gen Con 19.  Don't know if the guy was ever caught.

Ok.  Let's jump in.
The Witch is the main feature of this issue.  And by main I mean I don't think I ever read anything else in the issue for many years.  I think it was 1990 before I ever looked at the Ecology article.  This article dominated the issue and the minds of many.  I know many of you reading this either knew of this article, read it or had a witch from it.   Chances are if you ran into someone playing a witch anytime after 1986 then they were using this class.  Interesting that it was designed as an NPC class.
It was another update to the venerable witch from Dragon Mags #5, #20 and #43.  While issue #43 had a great deal of information, Dragon #114 is known for the art. There was the controversial cover and also the use of Larry Elmore art as one of the witches.   It was this issue that set the desire in my mind to have Elmore art in one of my books one day.  I had made a witch class prior to this, back in July of 86.  But I remember exactly where I was and what I was doing when I first made a character using this witch.  It was in study hall, October 25, 1986.  I was a senior in High school. I was in the larger study hall because the teacher I normally had study hall with had just died. I was set to play Dr. Seward in my High School's production of Dracula.  I pulled out a sheet and rolled up my first witch.


Yes. That is my iconic witch Larina.  That binder is full of different versions of her for different games, but this is the first.

Moving into the article and class.  This witch is WAY overpowered.  It is easy to see that now, but back then I didn't care. Bonus spells, powers at nearly every level, High Secret Order Spells? Yikes. But yet I do love this witch so.  10 pages, lots of new spells.  That Elmore art.  Totally fell in love.  Limiting the witch to 8th level spells seems like a natural thing to me now.  Back then I never gave much thought.  These days I give WAY too much thought.  I have a huge Excel file filled with spells and levels to some up with the optimal levels of every spell and placement. It has informed all my writing for years.  8th level feels right.


I see the seeds of nearly every witch I have played in these pages.  Certainly, my own Witch class has been inspired by it.

After that everything else in the magazine is a little weak.  It's isn't, but it sure feels like it.

Grave Encounters is full of great random tables for monsters.  I made a copy of it and stuck into my Ravenloft boxed set.

Not to be outdone by Bill Muhlhausen, Chris Booth is up with The Elven Cavalier. In my mind, I always thought that there is someone out there that read this article and got the same joy out of it that I got from the Witch article.  It is a good article and when I finally sat down to read it in earnest I became convinced that this was someone's favorite article and class.  So much so that it later affected things I did with Larina.  At one point she became romantically involved with an elven cavalier and thus my other iconic witch Taryn, the half-elf was born.
I created a group of Elven Cavaliers called the "Moon Knights" (it was the 80s. I am allowed).

Were you that person out there that loved the Elven Cavalier?  I'd love to hear about it.

The Ecology of the Remorhaz took me till 1990 or so before I read it.  Not that it is a bad article, far from it, it always got eclipsed by the witch.

Robert Kelk is up with Combined Generation or another attempt to put all the tables needed for character generation in one place.  It's a good article in theory. In practice I can't say.  At the time I never needed it, by 86 I had been playing for 7 years and pretty much knew where everything was without thinking about it. Today, rereading it, I can't say since I am too far removed from those days.  I can say that if I ever play 1st ed again I will have these handy.

Class Struggles (yup, but let's be honest an obvious name) from Mark Kraatz details things characters can do between leveling up times.   Some good ideas here that can be easily ported over to any version of *D&D or OSR.

The next article was part of a rash of articles and products to "better define" D&D.  It's a hit-but where? by Alex Curylo is another hit-location article. There are lots of example creatures, including the Flumph, on random hit locations.  It's a level of detail I never cared for and when it came up in game we usually either hand waved it or decided where the hit must be depending on the damage caused.

Moving on to more modern games and sci-fi we have an article from Russell Droullard on creating adventures for Top Secret; A Recipe for Espionage.  I am sure it would for other spy games as well like James Bond.  Thomas Kane follows up with the legal process in Top Secret in Guilty as Charged.

The Marvel-Phile deals with some details that didn't quite make it into the Advanced version of the game and a DS al Coda of the Moon articles from Ares. The only hero I recognize here is Medusa.

Neat, full color ad for the Immortals set.

Role of Computers covers the game Wizard's Crown for the Apple II, Commodore 64 and Atari XL.  The screen shots look like the Atari version. It looks fun, in a retro sort of way.  I know by this time I Was feeling a left out on my little 16k Color Computer 2.  But no fear the 128k Color Computer 3 was coming out and I was going to be rocking!

Ad for the Palladium Fantasy RPG.  Really wanted to play that back in the day.

High-Tech Hijinks by Randal S, Doering covers adding technology to your FRPG and AD&D in particular.  I will be honest. I never read it. I don't mix tech and magic in my games. It's a thing.  Though rereading it now, I am sure I at least glanced at it. A lot of it feels familiar.

We end with Wormy (which was getting stranger all the time to me), Dragonmirth and SnarfQuest (which was totally about tech in D&D).

It is very difficult to classify this issue for me.  The Witch article drowns out everything else in my mind to the point that I think only of it.  Yet there is a lot of othr good things in this issue.
It is easily one of my top 5 issues. Maybe even my most favorite.

I know for a fact that while I would have done the witch class, I would not have been able to do it as well had it not been for this.  If nothing else it gave me ideas to use, ideas to avoid and something to playtest against to see how it all works.  The roots of my own game design are right here.

The fruits of 30 years:

The Witch: For Basic-era games The Warlock for Swords & Wizardry


Which one is next?



If this was a watershed issue of Dragon, White Dwarf was doing the samething in October of 1986.  Check out what I said about Issue #82 in White Dwarf Wednesday.

Tuesday, January 4, 2011

Tom Moldvay on Witches

When it comes to Basic D&D, the Basic set edited by (even created by I'd say) Tom Moldvay is my favorite.  Holmes has it's charm (and was my first exposure to D&D) and Mentzer has it's legions of fans (so the new D&D4 starter sets lead me to believe), but it is Moldvay's Basic (and the Cook/Marsh Expert) set that gets my geek-nostalgia into overdrive.  Most of it is because this was my first proper D&D game ever.  Also though, long before I knew of Arneson or really even Gygax, tom Moldvay was the "Name" for me.  His was the names on these boxes and on the adventure X1.  Later I would pick up Castle Amber and there he was again.  To me Moldvay is very much what D&D of 1980-1981 is.   I guess this is one of the reasons I was so geeked about the B/X Companion.


While I have been ruminating on playing a witch again in a B/X era game I could not but help recall somewhere in the deep dark parts of my memory an article that tom Moldvay had done on witches in D&D.  Sure enough, Dragon 43 from Nov. 1980 on page 8 had what I was looking for.

Tom Moldvay was a bit of scholar as well as a game designer.
Here are a few brief lists of his work.


He had a Master degree in Anthropology and was certainly acquainted with works of Margaret Murry.  Even if her ideas and theories have been discounted by modern anthropologists, they were still in vogue at the time Moldvay was in school and writing for TSR, and you can see this in his Dragon article about witches.

According to Moldvay a witch class should include the following:
1. The ability to use herbs for healing and magic.  2. The power of fascination, like a super-charm ability.  3. A combination of both Clerical and Magic-User abilities. 4. The ability to practice sympathetic magic.  5. Be worshipers, in secret, of a religion otherwise forbidden in a particular era. 6. Powers based on nature and the cycle of seasons, similar to Druidic* powers.

I want to look at each of these in turn.

1. Ability to use herbs.  Well to me this reads like a skill, but certainly at the time it was meant to be a class-feature.  How would a witch do this in game?  I would say herbal healing is a natural ability.  The witch would need to find the herbs and then prepare them in a way to heal, say 1-4 hp +1 hp every other level.  She could have some healing balms prepared ahead of time, say no more than 3 plus her INT or WIS modifier (4 to 6 for most PCs).   I would argue that these balms are also of a nature that they can spoil if not used.  So no matter how many are made the witch can only start the game with this number, never more.  When these are exhausted she could look for herbs in the wild (requiring an INT check) and prepare them (requiring a WIS) check  Game mechanics wise we don't want to rob what is a central element of the Cleric class, the ability to heal.  Herbal healing needs to be non-magical; so great for wounds, not great for magical afflictions.  Witches can take cure and healing type spells for that, but not so much to negate the need for a cleric.
I would extend this to include brewing of potions too and other forms of alchemy.

2. The power of fascination, like a super-charm ability. Again, this could be a spell, but it is worded like a class ability. If the ability is greater than the spell Charm, then it also needs to be a spell.  The witch should be able to add her Charisma modifier to any charm-like spell.  If this is a class ability then it behooves the witch to have a high Charisma.

3. A combination of both Clerical and Magic-User abilities. Again, not so much to make either class obsolete.  The Basic Magic-User is as much Morganne le Fey and Circe as it is Merlin and Gandalf. The trick is not to give the witch powers that the Magic-User already has, but to highlight how they can be similar and still different.  If you can be a class that can throw magical spells around and still heal like a cleric then why be a magic-user?  The trick is to have enough overlap, but not too much.  They will all have some spell in common, but keep some signature ones to themselves.  Which I think is a good tie in to point 4.

4. The ability to practice sympathetic magic.  Witches need to have something to make their magic more "witchy" and what is better than "Wool of bat" and "eye of newt"?  Witches, regardless of what magic-users might be doing, HAVE to use material components.  This can even be a good in-game difference.  Clerics need their faith, Wizards rely on their intellect, but a witch needs something, either a small piece of the object she wants to affect or something that was in contact with it or somehow related to it.  She wants it to rain? She needs to pour out a little bit of water to stimulate the elements to do her bidding.  So control dolls, fetishes, strange and sometimes hard to some by items are needed by the witch to make her magic work.  You can imagine that Clerics and Wizards look down on the witch and her "low magic" for needing such "props".  I think that regardless of what is used as a spell component this will make the casting time of any witch spell longer than a similar wizard or cleric spell.

5. Be worshipers, in secret, of a religion otherwise forbidden in a particular era.  This one is harder to pull off as it is written. Think about it, the D&D worlds are FULL of gods. Good ones, bad ones, greater ones, lesser ones, new gods, old gods, gods everywhere.  One faith's cleric is another's witch if you get right down to it.  So who are the witches worshiping?  They need to go with things that are not gods.  Demons, devils, ancient primordials, titans,  even lords and ladies of the Fey courts, or maybe they believe in one Goddess and one God and all others gods and goddesses are only aspects of this great pair.  This is what makes the witch different than a cleric.  Clerics are granted power because they serve their deities purposes in the world.  Witches are granted power, though not the same way, because they serve their patrons directly.  While the origin of these power may be extra-planular or even divine, witches are essentially arcane spellcasters.  They just don't learn this in mage schools.
This is something I tried to do in the 3rd Ed version of my witch class and what WotC does fairly well with their 4th Ed version Warlock.  I called them Patrons, they call them Pacts.  Pacts with Patrons.  Works, more or less, but the idea is the same.  You are giving up something of yourself to serve a "higher" power in exchange for magical power.

6. Powers based on nature and the cycle of seasons, similar to Druidic* powers.  Now here is a tricky one.  What Druid is Moldvay talking about?  Do we mean the popular neo-pagan druids that most people think of when the word "druid" is mentioned?  Does he mean the AD&D Druid with it's animal shape abilities? Or the semi-historical druid of legend that we still only know a little about?  I have seen it mentioned that Druids are male and Witches are female, which is fine if one only is thinking of the neo-pagan versions of each.  This would preclude archetypes like the Bandrui and Warlock.  Plus when you look at it, the AD&D druid had some elemental focused spells, but nothing really on the cycle of seasons.  I would conclude though from this that like the druid the witch would never have access to a Raise Dead spell, but only Reincarnate.  Raise Dead would break the cycle of Life-Death-Rebirth and thus be an taboo.   I would argue undead are the same way, but witches of Orcus would have little to do.

I think this is a good list and certainly one to consider if ever building a Witch class for any version of the game.  But there are couple I think I would like to add.

7. Covens.  While some witches have appeared by themselves there are others that have always appeared together. The weird sisters of Macbeth, the Stygian Witches all the way up to Piper, Phoebe and Paige, witches work together in a coven.  Usually three, sometime more.  A game mechanic needs to be in place to allow this to happen.   It can even be as simple as some spells requiring three or more witches in order to work, or other spells that work better if more than one witch is casting.  Not quite the Ritual Magic of d20 or even Ghosts of Albion, but something.

8. Ritual Magic. I think this is also a must.

I'll be posting more thoughts soon.