Showing posts with label Traveller Envy. Show all posts
Showing posts with label Traveller Envy. Show all posts

Wednesday, May 12, 2021

Review: Star Frontiers, Alpha Dawn and Knight Hawks

Star Frontiers, First Edition
Gamma World might have been TSR's first big entry into sci-fi gaming (Warriors of Mars and Metamorphasis Alpha non-withstanding), but it was not their biggest.  While I don't have any hard numbers in front of me, I am going to have to say that Star Frontiers edges out the later Alternity in terms of popularity.  It was certainly built at the height of TSR's fame with the first edition, simply Star Frontiers, published in 1982 with the new edition and trade-dress Star Frontiers: Alpha Dawn and Star Frontiers: Knight Hawks.

Certainly, in terms of fans, Star Frontiers has Alternity beat.  But more on that soon.

For this review, I am considering the PDFs and Print on Demand versions of both Star Frontiers: Alpha Dawn and Star Frontiers: Knight Hawks. I am also going to go with my recollections of playing the game when it first came out.

The Alpha Dawn book is designed by "TSR Staff Writers" but we know ow that a huge bulk of the work was done by David "Zeb" Cook and Lawrence Schick.  Knight Hawks was designed primarily by Douglas Niles.  The cover art in both cases was done by Larry Elmore with interior art by Elmore and Jim Holloway with contributions by Jeff Easley, Tim Truman, and even some Dave Trampier.  Keith Parkinson would go on to do some other covers in line as well.  

While originally boxed sets (gotta love the early 1980s for that!) the PDFs break all the components down into separate files. Handy when you go to print the counters or the maps.  The Print on Demand versions put all the files together into an attractive soft-cover book for each game.  The maps are published in the back, but you will want to print them out for use. 

Star Frontiers, Print on Demand

Both books are easy to read and really nice.  They have been some of my favorite Print on Demand purchases ever.

Let's look into both games.

Star Frontiers: Alpha Dawn
Star Frontiers: Alpha Dawn

Alpha Dawn is the original Star Frontiers game.  The box game with two books, a Basic and Expanded game rules, some maps, counters, and two 10-sided dice.  The rules indicate that one is "dark" and the other "light" to help when rolling percentages, but mine were red and blue.  Go figure.

The Basic Game is a 16-page book/pdf that gives you the very basics of character creation.  There are four stat pairs, Strength/Stamina, Dexterity/Reaction Speed, Intelligence/Logic, and Personality/Leadership.  These are scored on a 0 to 100 scale, but the PCs will fall between 30 and 70.  Higher is better. These can be adjusted by species and each individual score can also be changed or shifted. 

The four species are humans, the insect-like Vrusk, the morphic Dralasites, and the ape-like Yazirian. Each species of course has its own specialties and quirks.  I rather liked the Dralasites (whom I always pronounced as "Drasalites") because they seemed the oddest and they had a weird sense of humor. 

We are also introduced to the worm-like Sathar. These guys are the enemies of the UPF (United Planetary Federation) and are not player-characters. 

The basics of combat, movement, and some equipment are given.  There is enough here to keep you going for bit honestly, but certainly, you will want to do more.  We move on then to the Expanded rules.

The Expanded Rules cover the same ground but now we get more details on our four species and the Sathar.  Simple ability checks are covered, roll d% against an ability and match it or roll under.

Characters also have a wide variety of skills that can be suited to any species, though some are better than others, Vrusk for example are a logical race and gain a bonus for that.  Skills are attached to abilities so now you roll against an ability/skill to accomplish something.  Skills are broken down into broad categories or careers; Military, Tech, and Bio/Social. 

Movement is covered and I am happy to say that even in 1982 SF had the good sense to go metric here. 

There are two combat sections, personal and vehicle.  These are not starships, not yet anyway, and were a lot of hovercars and gyro-jet guns. 

There is a section on creatures and how to make creatures. I am afraid I took that section a little too close to heart and most of my SF games ended up being "D&D in Space" with the planets being used as large dungeons.

The background material in the Frontier Society though is great stuff. I immediately got a good just of what was going on here and what this part of the galaxy was like.  While Earth was never mentioned, you could almost imagine it was out there somewhere. Either as the center of UPF (Star Trek) or far away, waiting to be found (Battlestar Galactica).  

This book also includes the adventure SF-0: Crash on Volturnus.

When it comes to sci-fi some of the rules have not aged as well. Computers still feel very limited, but the idea that as we approach the speed of light we can enter The Void has its appeal.  

Star Frontiers: Knight Hawks
Star Frontiers: Knight Hawks

Ah. Now this game.  Star Frontiers was great, but this game felt like something different. Something "not D&D" to me.

In fact I have often wondered if Knight Hawks had not been a separate game in development by Douglas Niles that they later brought into the Star Frontiers line. I also think that TSR was also suffering a little bit of what I call "Traveller Envy" since this can be used as an expansion, a standalone RPG, and as a board game!

Like Alpha Dawn, this game is split into four sections.  There is a "Basic" game, and "Advanced" or "Expansion" rules (and the bulk of the book), an adventure, "The Warriors of White Light", and all the counters and maps.

As far as maps go, that hex map of empty space is still one of my favorites and fills me with anticipation of worlds to come. 

The PDF version splits all this into four files for ease of printing or reading.  The Print on Demand book is gorgeous really.  Yes...the art is still largely black and white and the maps and counters are pretty much useless save as references, but still. I flip through the book and I want to fire up the engines of my characters' stolen Corvette, the FTL Lightspeed Lucifer. Complete with the onboard computer they named Frodo.

The Basic rules cover things like ship movement, acceleration, and turning, along with ship-to-ship combat.  By itself, you have the rules for a good ship combat board game. It works fine as long as you don't mind keeping your frame of reference limited to two-dimensional space. 

The Expanded rules tie this all a little closer to the Alpha Dawn rules, but I still get the feeling that this may have started out as a different sort of game that was later brought into the fold of Star Frontiers.  

Ships are largely built and there is a character creation feel to this.  Their 80's roots are showing, no not like that, but in that, the best engines you can get for a starship are atomic fission.  Of course, no one just gets a starship, you have to buy it and that often means taking out a loan or doing a bunch of odd jobs to raise the credits. Often both.  I don't think I ever actually bought a ship. The Lucifer was stolen.

There is also quite a bit on the planets of the UPF, Frontier Space, and the worlds of the Sathar.  It really had kind of a "Wild West" meets the "Age of Sail" feel to it. 

The last part of the POD book is the adventure "The Warriors of White Light" with its various scenarios. 

Minus two d10s everything is here for an unlimited number of adventures in Frontier Space.  Rereading it now after so many years I can't help but dream up various new adventures. I also can't help to want to use the Sathar in some of my other Sci-fi games.  They have such untapped potential.

The price for these books is perfect.  Grab the PDF and POD combo.  Get some d10s, load your gyrojet gun and get ready to make the jump to the Void. There are new planets to discover!

Parts of Star Frontiers, in particular the species, would find new life in D20 Future, part of the D20 Modern line.

Both games are fun, but suffer from and/or benefit from the design principles of the time. Newer players might find some of the game elements dated. Older players of the games will find them nostalgic.  Personally reading through them now some 40 years after first reading them I get a lot more enjoyment from the rules.  Back then I was really too D&D focused to really enjoy what I had in front of me. Today, well I can't wait to stat up a character or two and a starship.

Star Frontiers on the Web

There are many places where Star Frontiers is alive and well. There used to be more, but my understanding is a predatory grab for the trademark by another RPG company caused Hasbro/WotC to exercise their legal rights and bring the game back in-house. While that did screw over the amazing work done by the fan sites, there are still many up and providing new material for the game.  

For these fans and sites, Star Frontiers never went away.

Thursday, May 6, 2021

This Old Dragon: Issue #20

Dragon Magazine #20
This issue has been on my want list for a very long time, well this weekend I finally got a copy and I could not be happier.  My copy is a little worse for the wear, but still I am happy. So let's get right to it!

This issue comes to us from November 1978, exactly one year before I would discover D&D.  The cover is a Halloween-inspired one, and frankly, I think it is great. It has a Ravenloft feel to it, five years early.  It's one of those that rewards you the more you look into it. I can't tell who did it though. I want to say Tom Wham. 

I also should point out that this isn't "Dragon #20" this is "The Dragon #20".  

We learn from Tim Kask's editorial that the price of The Dragon has gone up to $2.00 per issue. Plus they are going to a new printer for color, things look better, but there is a cost.  Out on a Limb is coming back and I guess it was "controversial."  

Up first Marc Miller talks about his game Imperium, described as "1977's Game of the Year."  He gives us a bit of history of how the game was created and it completely invokes all my Traveller Envy.  Marc follows this up with some rules addendums. 

Some reprinted editorials from Gygax; Dragon Rumbles #19. Largely about Gen Con and Origins. Gen Con is expanding and having growing pains. 

Speaking of expanding, TSR is looking for a new assistant to Gary Gygax.  You need to have good typing, spelling, and proofreading skills.  I wonder who got the job?  I have my guesses.

Job ad, be Gary's assistant.

Mike Crane has a nice random table of various Eyes and Amulets for Empire of the Petal Throne. Easily adaptable to D&D of course, if I knew what any of them actually did. 

Nice big ad for Star Trek minis, 75mm versions at $10.95 each. 

Jerome Arkenberg is up with a great one, The Mythos of Polynesia for Dungeons & Dragons.  The format is similar to what we find in "Gods, Demigods, and Heroes."  It is detailed enough for me to do a One Man's God for it but I know so little about these myths. The gods themselves are an interesting lot. Of them all, I knew Pele and Tangoroa the best. 

Wormy is next and in full color. 

Ah. Here is the reason why I bought this issue. 

Another Look at Witches and Witchcraft in D&D by Ronald Pehr.  This article is a sequel to the article from Dragon #5, and the prequel to the ones in Dragons #43 and #114. This one is more detailed than the one found in TD#5.  This one still has the disclaimer of an "NPC Class" but offers it as a potential PC class for some DM's games.   This one also makes the connection that witches are to magic-users as druids are to clerics. The author does point out that a witch is typically neutral although individuals can be good or evil as they please.  They are not Satan/Devil worshipers even if they can summon supernatural assistance. The author points out that Cleric, Druids, and Magic-users can summon the same sort of aid.   He also dismisses the stereotype that all witches are solitary old hags indicating they need to be to work with others and in harmony with nature so a Charisma of 9 is needed at the minimum.

Presented here are 18 levels in OD&D format. They have saves and attack rolls like that of the Magic-user but require more XP, 3,000 points needed for level 2 and it scales on from there.  This witch gains several powers per level as well.  Why making a Bag of Holding comes before the more stereotypical Brew Love Potion I don't know, I do know that even I think this witch is pretty damn powerful.  

This witch also has spells up to the 8th level.  This has always felt right to me as being between the Cleric and the Magic-user.  Even in modern games where every spellcasting class has access to 9th level spells I still like the idea that Wizards/Magic-users have access to greater magics, even above my beloved witches.  She may be limited to "only" 8th level spells here, but some of these spells...damn.  "Destroy Life Level." "Wither," "Circle of Distegreation."  I don't recall if all of these made it forward to issues #45 or #114, but they are some pretty powerful spells. 

The first part covers two pages then it is continued on for a quarter page later in the magazine.  What strikes me the most is not how really overpowered this class is (it was toned down in #45 and #114), or the casual sexism in the presentation ("it provides a very viable character for ladies," it was 1978 after all), but the fact that this was the headlining article and there is no art associated with it. 

This version of the witch is the one I have typically associated with Holme's Basic set. Mostly because they share a publication time. This fits since the witch from The Dragon #5 is very obviously an OD&D witch and the one from Dragon #45 is connected to the Moldvay Basic game. Also because of the time of publication and because Tom Moldvay did a bit of the editing on that version.  This leaves the obvious connection of Dragon #114 with AD&D 1st ed.

I suppose my collection of Dragon MAgazine witches is complete, more or less. I do not have a copy of The Dragon #5, the first witch, but I do have the reprint in Best of the Dragon Vol. 1 which is identical to what was in #5.

Dragon Magazine covers featuring the witch class.

The second reason I wanted this issue, Demonology made easy; or, How To Deal With Orcus For Fun and Profit by Gregory Rihn.  This article also calls back to The Dragon #5, in particular the article on Spell Research in D&D (also in the Best of Vol. 1).  The editor reminds us that the author, Gregory Rihn also gave us a great article on lycanthropy (again, in the Best of Vol. 1) so they feel this is a worthwhile article.  This article is good. It covers the reasons why a magic-user might want to summon a demon in D&D and then how to do it!  Take a moment to breathe that one in. The Satanic Panic was just about to happen.

There is a lot of detail here and a lot of really awesome role-playability.  I mean really if your wizard or witch hasn't tried summoning some evil from the deeper dark are they REALLY living?  There are even guidelines to what needs to be in the rituals (new vestments, items, even sacrifices) and what sort of tasks of the demon can be demanded.   

This article, plus the witchcraft one, when combined can be used to add a lot of flavor to the Warlocks of D&D 5.  

Halfway, we get some photos of the various winners of awards for 1977 at Gen Con XI. Pictures of John Holmes, his son Chris as well as awards presented by Elise Gygax to Marc Miller and Tim Kask among others.

See Africa and Die! Or, Mr. Stanley, Meet Dr. Livingstone comes to us from none other than Gary Gygax himself providing a review of the game Source of the Nile.  IT is not only a pretty detailed review but also suggests some rule corrections.  The review does make the game sound fun but this is the problem in reading 40-year-old+ game magazines. All the great stuff is long out of print and expensive as hell to find. 

William B. Fawcett gives us a Traveller variant/addition in The Asimov Cluster.  Traveller! Why must you haunt my every step! But seriously, this is the exact sort of thing I would read back in the day and make Traveller feel like this epic sweeping Space Opera.  I am sure it is. I am sure there are people (and I have read their blogs) that are just obsessed with Traveller as I am with D&D who would read the D&D articles and wistfully say "someday. someday I'll play that game and it will be as epic as I imagined."   I did play some Traveller, but mine never got epic.  I don't even know which Traveller system to start with now if I wanted to get back into it.  This is my "Sci-Fi" month. I should figure this one out.

Anyway, this article provides details on the Asimov Cluster with a lot of planets here to provide points of interest for your Traveller game.

A really cool ad for the D Series modules from TSR.  I bet these will be cool.  Followed by a preview of the Ralph Bakshi "Lord of the Rings" movie.

The Drow series and Lord of the Rings

Lyle Fitzgerald gives us a breakdown of character death in It's a Good Day to Die (Death Statistics of D&D Players).  I should note that these are statistics only from his local gaming group. And it is not Players that are dead but rather Characters.  Though props for using this as a title 10 years before Worf would utter the same words.  Though like most things it is better in the original Klingon.   It's an interesting read and might even be a good snapshot of the times.  Maybe I'll create a poll one day to get some more data.  Not that I honestly care much about character death, I just like statistics.

Allen Hammack, a very prolific Dragon writer back in the day, has a rule variant for hidden movement in the War of the Ring game.

Finieous Fingers is up. People talk about being able to judge the generations of games by their feelings on Tracy Hickman. I also say you can make the same judgment on the generations just prior to that on their opinion of FF.  It's fun, but does not fill me with nostalgia.

The Convention Schedule fills a quarter of a page. In a couple of years, it will expand to several pages.

Our last article is about Demonic Possession in the Dungeon from Charles Sagui, a name I don't think I have seen before.  It's a good guide and, as the author points out, something not used enough in games with demons. This article presents demonic possession as sort of a trap to be found in dungeons (well, that is the title after all) and a good use of it. Reading this it is easy to expand on it a little more and get your Regan and Captain Howdy types. 

A nice big ad for the new Advanced Dungeons & Dragons Player's Handbook.

Back cover is an add for the Space Gamer magazine. 

Ad for the Player's HandbookAd for the Space Gamer

Counting covers a total of 36 pages, but a lot has been packed into these pages.

It is interesting to read a Dragon from this time period when I was imprinted on Dragon from the Kim Mohan/80s period.  This one feels a little more like a White Dwarf magazine to me.  If you are curious, White Dwarf #9 was published around the same time.  

Also there is a feeling of embracing more games here.  It feels like gamers were far more open about trying out other games than with what some of the older gamers today would lead you to believe.  This is also consistent with how we all played back then.

So yeah. I paid a lot of money for this issue and I don't regret it at all really.  I still have my Dragon CD-ROM with all the PDF files, but having this in my collection is still worthwhile in my mind.

Thursday, February 18, 2021

TSR Minigames as Moldvay-era Adventure Modules

TSR's minigames
TSR's minigames
Last week I discussed how I saw Warlocks & Warriors as something of a "larger" minigame and thematically fitting in with Holmes Basic.   Today I want to fast forward to 1980-81 and talk a little bit about TSR's minigames.

I do not own all of these games, nor am I planning to hunt them all down. My FLGS has a few of them but I have other things on my list to find and buy first.  That being said having them all would be kind of fun.

There were eight total games and I own the first four, the same four that appeared in the 1981 Gateway to Adventure catalog.  The links below take you to their Board Game Geek pages.

Vampyre, my first one. This is for 2-6 players. Players hunt the minions of Dracula in an attempt to find and destroy his coffins.  There is a "wilderness" map and a map of Castle Dracula. Designed by Philip A. Shreffler. Art by Erol Otus.

Revolt on Antares. This game is for 2-4 players and is a "Sword and Planet" style adventure with three modes of play. Typical this boils down to the Terran Empire being the antagonists, protagonists, or neutral. Designed by Tom Moldvay and art by Bill Willingham and Erol Otus. Black Dougal makes an appearance here as well. Also listed for art are Jeff Dee (cover), David LaForce, and Jim Roslof

They've Invaded Pleasantville. For 2 players, a "Town" player and an "Alien" player.  Aliens have invaded Pleasantville as part of their global takeover plan. The town player must either stop or kill the alien sub-commander "Zebu-Lon" (wait a minute...) or get more than half of the townsfolk back to normal.  Designed by Michael Price with art by Erol Otus, Jeff Dee, David LaForce, Jim Roslof, and Bill Willingham.

SAGA. For 2-6 players. Players amass treasure, lands, and glory. The one that has the most glory at the end of 20 rounds wins. Designed by Steve Marsh with art by Erol Otus, Jeff Dee, David LaForce, Jim Roslof, and Bill Willingham.  Willingham's cover is one of the best and this also features some great Erol Otus art. 

Other minigames include Attack Force, Icebergs, Remember the Alamo and Viking Gods. I don't own these games, but their production values seem a touch higher than the first four. 

Minigames, the Gateway to Adventure!
Minigames, the Gateway to Adventure!

All the games feature a 16-page booklet with black and white art and a fold-out map.  Sometimes full color (Saga, Pleasantville, Antares) or two-color (Vampyre).  Vampyre is also the only one with the maps printed on both sides.  Each game also came with counters and two d6s. 

Vampyre minigame in clamshell, with dice, counters and map

They are all certainly playable and fun on their own.  I had a lot of fun with Vampyre back in the day. But that is not why we are here today.  No today I am going to dip a toe a little bit into my Traveller Envy and mix these with my current D&D games.   Let me start out with my old favorite and one I have used as an adventure in the past.

Minigames as B/X Adventures

There is a lot to love about these little games.  The Souvenir font really hits that nostalgia button hard for fans of the Moldvay/Cook Basic and Expert sets. Not to mention some of the best-looking Erol Otus art.   This troll not only belongs in D&D, but he is BEGGING to be in D&D.

Erol Otus Troll from SAGA
Erol Otus Troll from SAGA

Maybe it is the font, maybe it is the art but when I got these games the first thing I wanted to do was play them as part of my D&D games.  Of course, back then that meant Basic and Expert D&D.  Some of it also came from the desire to get the most out of my purchase with my limited paper route money.

Vampyre

My first minigame.  Now I am a HUGE Dracula and vampire fan so when I got the Cook/Marsh Expert Set and saw that there were vampires in it my first thoughts went to vampire hunts.  My first character was a cleric for this very reason.  The game Vampyre is set during the events of the novel Dracula with the same (or rather similar) characters.  So set in the 1890s. Since Ravenloft Masque of the Red Death was still a decade and a half away, I converted this to a simple Expert D&D monster hunt.   If I were to redo it I'd up the threat of Dracula.  In Expert, I made him a Greater Vampire

Vampire chic, circa 1981
Vampire chic, circa 1981

The dual map, a "wilderness" and a "dungeon" again BEG to be used in the Expert game. The parallels between this game and the Ravenloft adventure. No surprise since both draw from the exact same source materials.  The trick the next time I use this is to make it less like Ravenloft.

SAGA

This is the next piece of "low hanging fruit."  Like Dungeon! the connections to D&D are obvious here.  SAGA has heroes fighting monsters, exploring, gaining treasure. Sounds D&D like to me! There is a nice little Risk-like map of the Viking world. This includes all of England, Denmark, and some of Sweden, Norway, and Ireland.  The map also had "Thule" about in the place where Iceland would be expected (and to the map's odd scale).  The map is also just great to look at. 

Outside of the troll featured above the monsters include Dragons, Drow (not just dark elves), Ghosts, Giants, and Witches!  I am happy to see that witches are the next more dangerous creature after dragons.  The game has some fun spells and magical runes with simple effects and some named magical swords. 

While there are no dungeons in this game it is full of ideas. 

This got me thinking about how Vampyre and SAGA could work together.  In SAGA you travel from mainland Europe to England for treasure and glory.  In Dracula, the last act is the heroes traveling from England back to mainland Europe to hunt the monster.   Maybe with something like Draugr & Draculas as the connective tissue the mini-campaign can be changed from one of just glory to one of monster hunting across the continent to stop the master vampire. Call it Vampyre Saga.  Hmm. That sounds a little bit like a supernatural teen show on the CW.  I'll play with it a bit.

The next two are a little hard to fit in.

They Invaded Pleasantville

The premise of this game is great and recalls 50s alien invasion movies. But as Carl Sagan pointed out in The Demon-Haunted World today's alien abductions were yesteryear's demon possessions.  So swap out the aliens for demons and now this sleepy Midwestern town is a village in the Realms where demons are running rampant.  Stop the Alien Sub-CommanderDemonic Lord.

Revolt on Antares

This game is a fun Sword & Planet game, but remove it from it's setting it is a fairly generic "Us vs. Them" game of rebellion and oppressors.  Sure there are a lot of ways I could use this, but it gets it further and further away from its basic premise.  Maybe it would make for a good Star Frontiers game.

Party like it is 1981!

In any case, there is a lot more fun to be had here. 

Tuesday, February 9, 2021

Warlocks & Warriors (1977)

Warlocks & Warriors Box cover
The weekend before last I was at my FLGS and in their "glass case" there was a game that I have been wanting since I opened my first "Gateway to Adventure."  That game is Warlocks & Warriors.

While the game has some serious nostalgia value to it (details in a bit) the game itself is so simple it makes Dungeon! look like RuneQuest or Champions.

Choose to be a warrior or a warlock and move your pawn on the board.  Run into another player? Duel, which has the effect of pushing them back. 

The goal is to get the blonde princess back to her castle so her daddy the King can give you half his kingdom and supposedly the princess too. Hey, it was 1977.  Given the cover, I thought maybe the blonde was also a playable character.  I really should have known better, but I had hoped.

But there are a few things going for it.  First and foremost this game was designed by Gardner Fox.  Yes THAT Gardner Fox.  So I was hoping for a little more to be honest.  The guy that gave us Zatanna and Doctor Fate (among others) should have had cooler warlocks.

It is also an "Introductory Fantasy Game" so it would be fun as an introduction to old-school D&D tropes for younger kids.  Though the lack of anything like fantasy monsters (as moving pieces) or treasure limit the use of this for that.  The playing pieces are basic, but not really for 1977 standards.

The cover similarities between this and Holmes Basic can't be ignored.

Holmes Basic D&D with Warlocks & Warriors Boxes

It really seems to be the same "Warlock" and "Warrior" on both covers.  Both were done by David Sutherland and both boxed sets came out the same year.

This is also not the only time we see the "Princess" we next see her in the AD&D Player's Handbook looking over the collected treasure loot. 

The W&W Princess becomes her own hero!

Maybe she told the Warrior and the Warlock (and her dad)  to go get bent and she became an adventurer herself.  I mean she is eyeing that magic sword.

Zenopus Archives (the authority on all things Holmes) comments on how the map from this game would make for a good Holmes Basic "Hex Crawl".

Warlocks & Warriors Wilderness Map

The box itself is surprisingly light.  But I am judging it by today's standards.

Warlocks & Warriors box and pawns

Warlocks & Warriors instructionsEarly TSR catalog

Warlock & Warriors credits

Would this game satisfy my "Traveller Envy?"  I am not sure.  I think I could work it into a game somehow.  Maybe as the previously mentioned Hex Crawl for Holmes (or Basic Era between levels 1 and 3).  I could come up with a whole adventure for it to be honest.  Warlock holding a princess captive, hex crawl to find her.  But that is WAY too clichéd. 

Still. I can't help think there is a way to add this to the Holmes Experience.  Potentially add it to the Monster Manual for the full 1977 experience!  Or maybe the Ancient Ruins on the map are the dungeon from the Dungeon! board game. 

Elise Gygax, D&D, Dungeon! and Warlocks & Warriors. Party like it is 1977!

The game itself is really just a larger "mini-game" not much more complex than the mini-games that TSR would later release in 1981.  I'll even go on a limb here and say the relationship between Warlocks & Warriors to Holmes is not significantly different than the relationship between the 1981 mini-games and Moldvay Basic.

TSRs Mini-games

More on these mini-games at a future date!

Reviews

Wednesday, October 28, 2020

Witch Week Review: Kids on Brooms

Let's go with one I have had since the Summer.  I love the concept and can't wait to see what I do with it.

Kids on Brooms

Before I get too far into this review I want to start off by saying how much I love the art by Heather Vaughan.  It just fits, or more importantly sets, the tone of this book.  This could have been a cheap "Harry Potter" knock off, but Vaughan's art makes it feel darker and more dangerous.  The kids in her art have power, but they also have fear, and even a little hope. So kudos to Vaughan for really setting this book up for success from the cover and into the book.

Again for this review, I am considering the PDF from DriveThruRPG and the physical copy I picked up at my FLGS.

The game is 96 pages, roughly digest-sized. The art is full color and used to great effect.  The layout is crisp and clean and very easy to read.

Kids on Brooms (KoB) is a new (newish) game from the same team that gave us Kids on Bikes. Authors Doug Levandowski and Jonathan Gilmour with artist Heather Vaughan. New to the team is author Spenser Starke.  If Kids on Bikes was "Stranger Things" inspired then the obvious inspiration here for Kids on Brooms is Harry Potter.  If it were only a Harry Potter pastiche then there would be nothing to offer us.  

The game follows in the footsteps of many newer games in that narrative control is shared. The players help decide what is going on.  So our Session 0 for this game is to have the players come up with their school.  This can be just about anything to be honest, Harry Potter's Hogwarts is the obvious model, but I also got some solid Night School from Chilling Adventures of Sabrina as well. Also, I could see a Breakbills Academy easily being created here, though the characters in Magicians were older.  These students are very much of the 12+, highschool age, variety. 

The players create their school and even provide some background history and some rumors. It all looks rather fun to be honest.  This section starts with the first of many questionnaires to do your world-building.  None are very long, but they are rather helpful to have. I should point out that prior to this school building you are tasked with setting the boundaries of the gameplay. What is and what is not involved.  A LOT of people think this is a means to stifle creativity. It is not. It is a means to keep everyone at the table comfortable and playing what they want.  I mean a drug-fueled sex party prior to a big magical battle is not something you would find in Harry Potter, but it is the exact sort of thing that happens in Magicians or Sabrina.  

Something else that is a nice added touch is talking about the systems of power in the game world. So figuring out things like "This form of bigotry exists (or doesn't) in the game world and is different/same/better/worse than the real world."  To quote Magicians, "magic comes from pain." Happy people in that world are not spell-casters. Quentin, the star, was depressive and suicidal. The other characters had their own issues, or as Quentin would say "we are fucked in our own ways, as usual."  To ignore this page is to rob your game of something that makes your world fuller.

Character creation is equally a group effort, though the mechanic's piece of it is largely up to the player. The player selects one of the Tropes from the end of the book, these are only starting points and are more flexible than say a D&D Class. You introduce your character (after all they are young and this is the first day of class) and then you answer some questions about your character to build up the relationships.

Mechanics wise your six abilities, Brains, Brawn, Fight, Flight, Charm, and Grit are all given a die type; d4 to d20, with d10 being average.  You roll on these dice for these abilities to get above a target number set by the Game Master. 

As expected there are ways to modify your rolls and even sometimes get a reroll (a "Lucky Break").  The "classes" (not D&D, but academic levels) also gain some benefits.  You also gain some strengths and flaws. So if it sounds like there are a lot of ways to describe your character then yes! There is. 

There is a chapter on Magic and this game follows a streamlined version of the Mage-like (as opposed to D&D-like, or WitchCraftRPG-like) magic system.  You describe the magic effect and the GM adjudicated how it might work.  Say my witch Taryn wants to move a heavy object. Well that would be a Brawn roll, but I say that since her Brawn is lower and instead I think her Grit should come into play.  So that is how it works. Rather nice really.

At this point, I should say that you are not limited to playing students. You can also play younger faculty members too.

 Filling out the details of your character involves answering some questions and getting creative with other ideas. You also fill out your class schedule, since there are mechanical benefits to taking some classes.


The mechanics as mentioned are simple.  Roll higher than the difficulty. Difficulty levels are given on page 45, but range from 1 to 2 all the way up to 20 or more. Rolls and difficulties can be modified by almost anything. The first game might involve the looking up of mods and numbers for a bit, but it gets very natural very quickly.  As expected there are benefits to success above and beyond the target difficulty numbers and consequences for falling short of the numbers. 

Some threats are covered and there is a GM section.  But since a lot of the heavy lifting on this game is in the laps of the players the GM section is not long.

There is also a Free Edition of Kids on Brooms if you want to see what the game is about.  It has enough to get you going right away.

This game is really quite fantastic and there is so much going on in it. Personally, I plan on using it as a supplement to my own Generation HEX game from NIGHT SHIFT.  

Plays Well With Others, Generation HEX, and my Traveller Envy

I am SO glad I read this after I had already submitted my own ms in for Generation HEX in NIGHT SHIFT.

Thankfully I can see a game where I would use both systems to help expand my universe more.  The questionnaires here for both the school and the characters would also work well for a Generation HEX game.  In this case though everyone knows about magic and the school is AMPA.  OR Use the background of the hidden school like in KoB and then add in some GenHEX ideas.


So let me take another character today, Taryn, Larina's daughter.  Taryn is my "Teen Witch" and a bit of a rebel.  She was my "embrace the stereotype" witch, but has grown a little more since then.  Compared to her mother her magic came late (Larina was 6, Taryn was 12) so she feels like she has a lot to make up for. Her father is a Mundane and her half-sister has no magic at all.

Taryn is cocky, self-confident, but also a little reckless. Now that she has magic she is convinced it can solve all her problems.  She feels she has a lot to prove and is afraid there is some dark secret in her past (spoiler there is).

She spends her nights in an underground, illegal broom racing circuit.  She is very fast and has already made a lot of cash and a few enemies.  She is worried that one of her secrets, her red/green colorblindness, will affect her races. 

Her other weakness is guys on fast motorcycles. She is particularly fond of the Kawaski Ninja Carbon. Yeah, she judges people based on their bikes.  

Speed is her addiction of choice. Not the drug, the velocity.  Though that might be an issue in the future.


I find I am able to depict her rather well in Kids on Brooms, NIGHT SHIFT and Dark Places & Demogorgons.  I even gave her a try in the Great American Witch (she is Craft of Lilith).

This game has a bunch of solid potential and I am looking forward to seeing what I can do with it.

Tuesday, October 27, 2020

Witch Week Review: The Great American Witch

Let's start off the week with a game that is brand new.  How new? It was only two months ago that I was interviewing the author and designer, Christopher Grey, for the Kickstarter.

Last week or so I go my physical copy in the mail and codes for my DriveThruRPG downloads.  That was fast.  So such a speedy response deserves a review. 

The Great American Witch
by Christopher Grey

For this review, I am considering the hardcover, letter-sized book, and the PDF.  On DriveThruRPG you get two different layouts of the core book (1 and 2 page spreads), and several ancillary files for the covens and the crafts.  I was a Kickstart backer and got my products via that. Both the hardcover and the pdfs are available at DriveThruRPG.

The Great American Witch is 162 pages, all full color, with full color covers.  The art is by Minerva Fox and Tithi Luadthong. There are also some photos that I recognize from various stock art services, some I have even used myself.  This is not a criticism of the book; the art, all the art, is used effectively and sets the tone and mood of the book well.

The rule system is a Based on the Apocalypse World Engine variant.  Over the last couple of years I have had mixed, to mostly negative feelings about the Apocalypse World Engine.  Nothing to do with the system itself, but mainly due to how many designers have been using it.  I am happy to report that the version being used in TGAW is a stripped-down version that works better for me.

It is also published by Gallant Knight Games, who has a solid reputation.  So out of the gate and barely cracking open the book it has a lot of things going for it.

The Great American Witch is a cooperative, story-telling game of witches fighting against perceived injustices in the world.  I say "perceived" because of what injustices the witches fight against is going to largely depend on the witches (and the players) themselves. The framework of the game is built on Grey's earlier work, The Great American Novel.  TGAW is expanded from the earlier game.

Like many modern games, TGAW has a Session 0, for everyone to come together and talk about what the game should be about, what the social interaction rules are, and what the characters are.  The older I get the more of a fan of Session 0 I become. As a Game Master, I want to make sure everyone is invested in the game, I want to be sure everyone is going to have a good time. So yes. Session 0 all the way.  The first few pages detail what should be part of your Session 0.  It's actually pretty good material that can be adapted to other games. 

The game also wears its politics on its sleeve. Frankly, I rather like this. It helps that I also happen to agree with the author and game here. But besides that, there is something else here.  This game takes the idea, or even the realities and the mythologies of the witch persecutions and "Burning Times" and revisions them into the modern age.  It is not a bridge to far to see how the forces of the Patriarchy and anti-women legislation, politics, and religion of the 16th to 17th centuries can be recreated in the 21st century. After all, isn't "The Handmaids Tale" one of the most popular and awarded television programs right now? There is obviously something to this.


The main narrative of the game comes from the players themselves.  The Guide (GM) plays a lesser role here than in other games; often as one running the various injustices, NPCs, or other factions the players/characters/witches will run up against.  The system actually makes it easy for all players to have a character and rotate the guide duties as needed.

True to its roots games are broken down into"Stories" and  "Chapters" and who has the narrative control will depend on the type of chapter.  A "Story" is a game start to finish. Be that a one-shot or several different chapters over a long period of time.  A "Montage" chapter is controlled by the players. A "Menace" chapter is controlled by the Guide. A "Mundane" chapter is usually controlled by the player and the details of that chapter are for that character alone.  "Meeting" chapters involve the characters all together and are controlled by them. "Mission" chapters are the main plot focus that move the story forward. "Milestones" are what they sound like. This is where the witch would "level up."

The game uses three d6s for the rare dice resolution. Most times players use a 2d6 and try to roll a 7 or better. "Weal" and "Woe" conditions can augment this roll. The author makes it clear that you should roll only when the outcome is in doubt.  There are a lot of factors that can modify the rolls and the conflicts faced.  It is assumed that most conflicts will NOT be dealt with with a simple roll of 7 or better. The author has made it clear in the book and elsewhere that more times than average a conflict is not just going to go away like defeating a monster in D&D.  Conflicts are akin to running uphill, that can be accomplished, but they will take work and they will not be the only ones.

Once gameplay is covered we move into creating the player character witches. The book gives the player questions that should be answered or at least considered when creating a witch character. Character creation is a group effort, so the first thing you create is your group's Coven.  This also helps in determining the type of game this will be as different covens have different agendas.  There are nine different types of Covens; the Divine, Hearth, Inverted, Oracle, the Storm, Sleepers, the Town, the Veil, and Whispers. Each coven has different specialties and aspects. Also, each Coven has a worksheet to develop its own unique features, so one Coven of the Storm is not exactly the same as another Coven of the Storm from another city or even part of the city.  These are not the Traditions of Mage, the Covenants of the WitchCraftRPG, or even the Traditions of my witch books.  These are all very local and should be unique to themselves.  Once the coven is chosen then other details can be added. This includes things like how much resources does the coven have? Where does it get its money from? Legal status and so on. 


If Covens cover the group of witches, then each witch within the coven has their own Craft.  These are built of of archetypes of the Great Goddess.  They are Aje, the Hag (Calilleach), Hekate, Lilith, Mary (or Isis), Spider Grandmother, and Tara.  These are the Seven Crafts and they are the "sanctioned" and most widespread crafts, but there are others.  Each Craft, as you can imagine, gives certain bonuses and penalties to various aspects of the witch and her magic. Aje for example is not a good one if you want a high value in Mercy, but great if you want a high number in Severity and mixed on Wisdom.   All crafts are also subdivided into Maiden, Mother, and Crone aspects of the witch's life.   

Character creation is rather robust and by the end, you have a really good idea who your witch is and what they want.

The Game Master's, or Guide's, section covers how to run the game. Among other details, there is a section on threats. While there are a lot of potential threats the ones covered in the book are things like demons, vampires, other witches, the fey, the Illuminati, ghosts and other dead spirits, old gods and good old-fashioned mundane humans. 

The end of the book covers the worksheets for the various Covens and Crafts.  You use the appropriate Craft Sheets for a character.

The PDF version of the book makes printing these out very easy.  It would be good for every player to have the same Coven sheet, or a photocopy of the completed one, and then a Craft sheet for their witch.

While the game could be played with as little two players, a larger group is better, especially if means a variety of crafts can be represented.  Here the crafts can strengthen the coven, but also provide some inter-party conflict. Not in-fighting exactly, but differences on how to complete a Mission or deal with a threat.  After all, no one wants to watch a movie where the Avengers all agree on a course of action from the start and the plans go as though up and there are no complications.  That's not drama, that is a normal day at work.  These witches get together to change the world or their corner of it, but sometimes, oftentimes, the plans go sideways.  This game supports that type of play.

The Great American Witch works or fails based on the efforts of the players.  While the role of the GM/Guide may be reduced, the role and responsibilities of the players are increased.  It is also helpful to have players that are invested into their characters and have a bit of background knowledge on what they want their witch to be like.  To this end the questions at the start of the book are helpful.

That right group is the key. With it this is a fantastic game and one that would provide an endless amount of stories to tell.  I am very pleased I back this one.

Plays Well With Others, War of the Witch Queens and my Traveller Envy

I just can't leave well enough alone.  I have to take a perfectly good game and then figure out things to do with it above and beyond and outside of it's intended purposes.  SO from here on out any "shortcomings", I find are NOT of this game, but rather my obsessive desire to pound a square peg into a round hole.


Part 1: Plays Well With Others

The Great American Witch provides a fantastic framework to be not just a Session 0 to many of the games I already play, but also a means of providing more characterization to my characters of those games.

Whether my "base" game is WitchCraftRPG or Witch: Fated Souls, The Great American Witch could provide me with far more detail.  In particular, the character creation questions from The Great American Witch and Witch: Fated Souls could be combined for a more robust description of the character. 

Taking the example from WitchCraft, my character could be a Gifted Wicce.  Even in the WitchCraft rules there is a TON of variety implicit and implied in the Wicce.  Adding on a "layer" of TGAW gives my Wicce a lot more variety and helps focus their purpose.  While reading TGAW I thought about my last big WitchCraft game "Vacation in Vancouver."  Members of the supernatural community were going missing, the Cast had to go find out why.  The game was heavy on adult themes (there was an underground sex trafficking ring that catered to the supernatural community) and required a LOT of participation and cooperation to by the player to make it work. It was intense. At one point my witch character was slapped in an S&M parlor and I swear I felt it! But this is also the same sort of game that could be played with TGAW. Granted, today I WAY tone down the adult elements, but that was the game everyone then agreed to play.  The same rules in TGAW that allow for "safe play" also allow for this.  The only difference is that those rules are spelled out ahead of time in TGAW. 

Jumping back and forth between the systems, with the same characters and players, and a lot of agreement on what constitutes advancement across the systems would be a great experience.  

I could see a situation where I could even add in some ideas from Basic Witches from Drowning Moon Studios.  

Part 2: Traveller Envy

This plays well into my Traveller Envy, though this time these are all RPGs.  Expanding on the ideas above I could take a character, let's say for argument sake my iconic witch Larina, and see how she manifests in each game.  Each game giving me something different and a part of the whole.

Larina "Nix" Nichols
CJ Carrella's WitchCraft RPG:
Gifted Wicce
Mage: The Ascension: Verbena
Mage: The Awakening: Path Acanthus, Order Mysterium
Witch: Fated Souls: Heks
NIGHT SHIFT: Witch
The Great American Witch: The Craft of Lilith OR The Craft of Isis.*

Larina Nix
There is no "one to one" correspondence, nor would I wish there to be. In fact, some aspects of one Path/Order/Tradition/Fate/Craft will contradict another.  "The Craft of Lilith" in GAW is a good analog to WitchCraft's "Twilight Order" and the "Lich" in Witchcraft: Fated Souls.  But for my view of my character, this is how to best describe her. 

* Here I am already trying to break the system by coming up with a "Craft of Astarte" which would be the intersection of Lilith and Isis.  Don't try this one at home kids, I am what you call a professional.  

Part 3: War of the Witch Queens

Every 13 years the witch queens gather at the Tredecim to discuss what will be done over the next thirteen years for all witches. Here they elect a new Witch High Queen.

One of the building blocks of my War of the Witch Queens is to take in as much detail as I can from all the games I can.  This is going to be a magnum opus, a multiverse spanning campaign.

What then can the Great American Witch do for me here?  That is easy.  Using the coven creation rules I am planning to create the "coven" of the five main witch queen NPCs.  While the coven creation rules are player-focused, these will be hidden from the players since the witches are all NPCs.  They are based on existing characters, so I do have some external insight into what is going on with each one, but the choices will be mine alone really. 

Looking at these witches and the covens in TGAW they fit the Coven of the Hearth the best.

Coven of the Hearth, also known as the Witches' Tea Circle (tea is very important to witches).  
Five members, representing the most powerful witches in each of the worlds the Witch Queens operate in.
Oath: To work within witchcraft to provide widespread (multiverse!) protection for witches
Holy Day: Autumnal Equinox. Day of Atonement: Sumer Solstice. Which was their day of formal formation as well.
Hearth: A secured build in an Urban setting.
Sanctuary: Lots of great stuff here, and all of it fits well.
Connections & Resources: Organization charged with finding those in need.

Going to the Coven Worksheet:

Resources: Wealthy coven (they are Queens)
Makes money? A shop.  Let's say that the "Home, Heart & Hearth" stores from my own Pumpkin Spice Witch book are the means to keep this operation funded.
Distribution: Distributed based on need.
Status: Mainstream.  They ARE the mainstream.
Importance? Witches need to come together.
Mundanes? Mundanes are important. but not for the reasons listed. Mundanes are the greatest threat.
Influence: Extraordinary.
Members: Five or six local, but millions in the multiverse.
Authority: Through legacy and reputation

Wow. That worked great, to be honest.

Here's hoping for something really big to come from this.

Monday, October 26, 2020

Witch Week Reviews

I am going to do some reviews of some non-D&D witch books this week as well.  I am going to talk about what I plan to get out of each game and if they help contribute to more of my "Traveller Envy" (spoilers, they do).

For all these reviews I am going to review the PDFs and the physical books.

I'll spend some time reviewing the game on their own merits and then also looking at what I am planning to do with them.  Keep in mind that my plans might extend beyond the design goals of the various authors and designers and any short-comings they have at that point are not due to the design or the game itself, merely my implementation of them.


The games are:

Kids on Brooms: Core Rulebook

The Great American Witch

Charm Roleplaying Game

and one add on for D&D 5e, Witch+Craft, a 5e crafting supplemental

Looking forward to them all!


Wednesday, October 14, 2020

What is "Traveller Envy" and why do I have it?

My memory is hazy, but my second RPG was either Traveller or Chill.  I like to say it was Chill since it gives me Horror RPG cred.  But in truth, I think it was Traveller.  No shame in that, I was a huge Sci-fi fan back then, even if I rarely got to play Sci-Fi games.

Who's Number 2? Sadly I can't recall.

While this month is dedicated to nothing but horror, I have been itching to get back into some sci-fi gaming and I have been reflecting a lot on something I call "Traveller Envy."

Growing up in the middle of Illinois had some advantages.  We were is what has been referred to as the RPG or even D&D pipeline.  We were situated between Chicago/Lake Geneva and Carbondale, IL where Tim Kask's (and my) Alma Mater SIU is.  We were also close enough to the University of Illinois.  It is only within the last couple of decades that I have come to learn how good I had it then.  Meaning, we had access to RPG products that most of the country lacked.  Judges Guild was just on the opposite side of Springfield from me.  Pacesetter was far North of us, but soon Mayfair would move into the Chicago burbs.  I regularly ordered games I could not otherwise find from The Dungeon Hobby shop/Mail Order Hobby Shop in Lake Geneva or Games Plus in Mount Prospect.


I would usually go to the AD&D/D&D material first, but it would not be long before I'd hit the other games, in particular Traveller.

D&D was great and had many worlds. Traveller had the whole universe. Literally.  

What struck me the most was not just all the RPG products Traveller had, but all the board games and other related games that all seemed to live inside the same in-game Universe.   I imagined campaigns (which always looked like a cross between Star Trek and Blake's 7) where you could role-play your characters and then turn around and have massive space battles using one of the many Traveller related board games

It was full immersion into a world universe that I just couldn't get with D&D.   Oh sure. I had the Dungeon! board game and I loved (love) it.  But a Dungeon! character is not the same as a D&D character. Even back in those earliest days.

I still love Dungeon!

I thought we might get a little closer in D&D4 with the various Dungeon & Dragon board games. But even they were both too close and too different at the same time.  Also I never really could get into those board games. I picked a couple up to try, but in the end I just ended up cannibalizing them for the minis.  IF and this is a big if, I ever rerun Ravenloft as a campaign I might pull that on in.

This feeling of wanting to expand my universe more with more varieties of games is something I have dubbed "Traveller Envy."

I suppose I could have also called this "Star Fleet Battles Envy" since they do something similar, but that doesn't roll off the tongue as easy.

Now it could be that my Traveller Envy is built on something that doesn't even exist.  The dawn of it was reading over Game Catalogs and maybe seeing stronger connections that were not really there.  I have learned that some of the board games take place in the RPG's "past." Even then if the connection is less than I suspect, it is still strong.

I have wanted to do something like this for a long, long time.  I have some ideas on how to do it and what to do, but I am nowhere near close to figuring it all out.

"Travelling" with the Witches

My goal would be to use some board games (as many as I can) in my War of the Witch Queens campaign.  While my Come Endless Darkness campaign is multi-versal that is not something the characters know until much, much later.  In War of the Witch Queens, they learn this early on.

So it makes sense to give it a multi-versal, multi-media feel.


None of these board games are even remotely compatible with my old-school D&D game.  They are also largely incompatible with each other.  Only Affliction and Witch Hunt work by covering the same historical event. But I have to give it a try.

In one respect at least Cauldron Bubble and Boil has the advantage of featuring my iconic witch Larina in it as the "Arcanist" witch. 


I have talked Wizard's QuestWitch's Caldron, and Witchcraft Ritual Kit before.  Not all of them are going to work. Not all of them will even work well, but I think I owe it to that 13-year-old version of me to at least give it a try.

Maybe I could have picked an easier batch.  Again my BlackStar game could work with StarFleet Battles (any version) and even some Cthulhu related games.  But this is where my love is.  Besides, there is no challenge in climbing hills, only mountains. 

Are there games you look at and think "man, I need to try that in my game"?