Showing posts with label world building. Show all posts
Showing posts with label world building. Show all posts

Monday, July 2, 2012

Gods of the New Game

I still don't have a name yet for my new Realms based 4e game, but things are coming together really nice.

Now back when I said I didn't know anything about the Realms. Well that wasn't true.  I don't know much about the lands or the peoples.  I have no idea where Elminster is from, but I could pick him out in a police line up.   But one thing I do know about is the gods of the Realms.
Back when I was working on my first Witch netbook I picked up what was at that time my only Realms specific book, Faiths & Avatars.  I wanted some more info on various gods, various 2nd ed Kits and the human deities. Later I picked up Powers & Pantheons and Demihuman Deities.

So Gods, I know.
I have been playing around with the plots lines of the Spellplague and the events in HPE modules.
And I have decided that I have killed of a number of the Gods.

Here is who is living and who is dead and why.

Bahamut has taken on Tyr's and Torm's portfolios. Torm was killed by Asmodeus. Is now a greater power.

Bane - Dead. Why? can't stand him.  Plus I need Asmodeus as a greater threat. He killed Bane and absorbed all his power and portfolio.  Part of his Reckoning of Hell.  Asmodeus is still keeping Tharizdun chained up deep in Hell.

Kelemvor - Was killed by Orcus in the demon lord's attempt to regain his godhood.  In my games Orcus was not a human that rose up through the ranks of demon-hood, but rather he was Death Primordial/Titan that had the powers of a god.  He had been denounced and banished to the Abyss.  He is searching for an artifact to give him ultimate power.

Mystra is dead, as per the book.  But she won't stay that way for long.

The Raven Queen - from the D&D core and not the Realms I know.  She is alive, but she has not come into her power at all.  In fact she is currently in the guise of a teenage girl ala Death from the Endless.  She is the vessel of Kelemvor's power.

Sehanine, Selûne and Shar are much as they are in the books. However in my world there is also a heresy and a cult dedicated to the "Triune Goddess" or the "Triple Moon Goddess" who believe that all three deities are merely part of the same greater goddess.  They are respectively the Maiden, Mother and Crone.
The mother, Selûne,  is pregnant with the infant Mystra.   Since Kelemvor is dead, Shar is pulling double duties till the young Raven Queen is ready.

Others will appear (or die) as needed.

Friday, June 29, 2012

Tomorrow it Begins!

Tomorrow I start my* new D&D group.  

So far where is what we know.

  • We are playing D&D 4th Edition with the plan of going from 1st to 30th level
  • I will have *7* players aged 8 to 12 1/2
  • We are playing in the Forgotten Realms as it is in the 4th Ed books.
  • We are going to do the H-P-E Modules starting with "The Keep On the Shadowfell"

Two of the kids are mine. Three are the sons of my friend Greg and two are friends of my oldest son.  The two new kids have never played anything before.

Greg's kids have played a lot of games, mine have played a variety of D&D games, most notably our 3.x Dragon Slayers game.

We are going with the Orcus wants to become the God of Death plot line.  The differences will be that it's Kelemvor that has died due to the Spellplauge and the Raven Queen is only a Godling, her power untapped. This makes her a more likely target to Orcus than the mature Raven Queen.  I'll admit there are some things from Amber Benson's "Death's Daughter" that I want to try out too.   I am still doing many of the ideas from this post back in 2010, except these characters are not the descendants of the 3.x characters and I am going to smash a world into this one.  

Honestly I think it is going to be great.  4e has it's detractors, but we still had fun with it.  Plus my son plays in a Castles & Crusades game with 3 of the other kids listed above and my two boys are still finishing up their 3.x game where I used all the old 1st Ed modules.  We get to do all sorts of schools here.

(*really my son's)

Friday, June 22, 2012

New Game, New World

I am gearing up for my new game.  I posted about it already a couple days back.  Since then I have picked up another new player.

What I have been considering for this game is moving it away from my normal world of Mystoerth to something new. Or at least new for me. I am considering, very seriously, the Forgotten Realms.

I talked about this a while back. I picked up the Player's Guide then, and just got the Campaign Guide.
I own some Realms books as PDFs. They were one of the things I grabbed in the mad dash before DriveThru took them all down.

I mentioned before that I was never a fan of the Realms. I considered it to be a pretender to Greyhawk and not a very worthy one at that.  In fact one of the first examples of my own Nerd Rage was how Anti-Realms I used to be because it took the spotlight away from my beloved Greyhawk.

I picked up the 3.0 Realms Guide when it came out and I admit I liked it. I felt it was a good book and all it really was missing was monsters. The new 4e campaign books are a good model too. Though this time I feel I have enough monsters.

But what I like the most about the 4e Realms book is how completely gonzo it is. Smash two planets together to get one world! I love that! Spell plagues? Bring it on!  Races from Abeir now showing up? Fantastic!

I will be honest.  I know next to nothing about the Realms.  Nada. Zip.
Never read the novels, never played in the Realms EVER.

In fact most of what I know comes not from books or games, but from Wikipedia and the Forgotten Realms Wiki.

Normally I think this would be an issue. But since I am using the 4e material and it is about 100 years after all the events in 3e, not to mention world-changing events at that, that it is ok if that the players know nothing.  All I need to worry about is their local part of the world.
The iconic NPCs are never going to show up, nor in fact will my sons' characters from our 3.x game.
I want this story to be about these characters right now.

I am also still planning to use the HPE modules for these characters to fight Orcus.   Since it is the Realms I am going to add some of the materials from the old H-series, The Bloodstone Wars.

So here are my questions to those of you far more familiar with the Realms than me.

  • Should I read over any of the older material?
  • Where is a good place to start the characters?  IE.  What is "The Village of Hommlet" for the Realms?
  • Anything I should about running the Realms say as opposed to running Greyhawk?

Thanks!  
I am feeling really excited about this and want it to work out well.



Friday, June 1, 2012

Mary Pickford Blogathon

Today I am participating in the Mary Pickford blogathon hosted over at Classic Movies.


http://www.aclassicmovieblog.com/2012/04/mary-pickford-blogathon-announcement.html
Please stop by all the bloggers participating and see what they have to say about this Hollywood Legend.

Today I want to talk about the ONLY Mary Pickford movie I have ever seen.  This movie though has had such a profound impact on my gaming and later writing that I would be remiss if I didn't talk about it at least once here.

Sparrows (1926)
I saw this movie back when I was in Junior High School.  One of the great things about growing in my family is we are all movie buffs and we (dad, mom and my brothers and sisters) all have different tastes.  Sparrows is one from my Dad's collection (though I am sure my brother Daniel has seen it too). Now I don't recall if I saw it on tape or on one of those Classic Movie channels back in the early days of cable TV.  But I have very distinct memories of this movie.

First, and this might run me afoul of my blogging cohorts today, I don't like Mary Pickford.  OR rather, I should say I didn't like her in this. What I think was supposed to be a quiet reserve of faith and strength to me became a weak and ineffectual character.   But I am getting ahead of myself.

Sparrows was to me a horror movie.  That is how I was introduced to it, and those were the eyes I viewed it.  It was not though horror as I was expecting.  You can read up on the plot on Wikipedia, I want to talk about what I saw and the effect it had on me.


I guess I like and hate this movie for all the wrong reasons.  Molly (Pickford) was to me weak and spent too much time looking to God to solve her problems when I felt she should have been trying to solve them on her own.  In fact the only time she and the children in the movie are safe is when she gets up and moves them on her own.   I have (maybe because I am an atheist) always been fascinated by the "strong, silent faithful" type. I like it when they succeed, but most often I expect them to fail.   I wanted the kids to escape, but Molly seemed like a poor candidate to help them.

Then there is Mr. Grimes.  Not since the Baron and Baroness Bomburst of Vulgaria in Chitty Chitty Bang Bang had I seen a character more evil in his disregard of children (my mom ran a Day Care, in my mind the most evil thing was to hate or harm a child).  He left a lasting impression to be sure.  So lasting that to this day I have an evil necromancer character who lives in a swap (like Grimes) who hates children.

In my mind the dichotomous battle was set. Old, evil, Grimes versus the young, pure Molly.  And so help me if I didn't like Grimes better.  I really wanted the kids to rise up and just beat the living shit out that guy and his wife.  But they never did, worse, Molly keeps looking up to the sky like she is getting some private communique. Like that is going to help.

I think about this movie fairly often to be honest.  Many things I wrote after I watched it will bubble back up in things I write today.  I still used swamps as my ultimate hideout of evil (but that could also be in part to the Legion of Doom).

Reflecting back now I would like to see this again, if for no other reason than to give this film it's due with more mature eyes and sensibilities.

Though the metaphorical descendants of  Grimes (his own children if you will) will live on in my games for some more years.

Of course in the movie good triumphs over evil, but not because good was smarter/better but because evil was dumb.  I can't help but think how this movie would have been handled by Jonathan Demme and if Grimes had been more like Hannibal Lector.  Grimes was "Jr. High evil" not "world evil" to paraphrase Kim Possible (who also makes Molly look bad).  There is a movie for you.  "Sparrows 2000", the bad guy is a Lecter/Buffalo Bill like evil and the hero is a fiery red-head Kim Possible type.   Nah.  It looses a lot in the translation.  As much as Sparrows fails to measure up by my jaded standards today,  it was quite effective when it came out and when I first saw it.

So to the movie I remember I do owe a creative debt.

Tuesday, May 1, 2012

Oh the Places You'll Go!

I love maps. Old maps, new maps, maps that never were.

Here are few that catch my fancies, and fantasies.

I'd love to plan a game sometime for the far future of Earth.  Maybe something along the lines of Dying Earth or Clark Ashton Smith's Zothique cycle.

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

Given my love for the roots of D&D, Victorian adventure and weird SciFi I have also had a desire to play on a Mars that Never Was, a Mars with oceans.




Likely using some of the Warriors of Mars ideas from Jason Vey's site.

The Places I Could Go, indeed.

Thursday, April 26, 2012

Question for you all

I was digging through the depths of my hard drive tonight and I found the remains of one of my oldest documents.

"The Urban Survival Guide" was going to be a guide book for living in and running adventures in cities.

I never finished it but it got me thinking.
Have you all ever used cities as a main adventure area?  In a D&D like game?

I have Vornheim and it is awesome, but any city is fine for this discussion.

Wednesday, February 29, 2012

Old Maps

I love old maps.  Especially ones from the dawn of discovery when map makers had equal parts of skill, imagination and daring.  Sure I would not want one in my GPS car system, but for my game table?  Yes Please!

Here is one I was reading today while waiting for something else.


That's Taprobana.  An island in the Indian Ocean.
Sure we have an island there now anyway, Sri Lanka, but Taprobana is cool.  It is an island of wizards, fakirs and shamans.  A place to go to learn the highest magics, the most ancient of all arcane secrets.

They also have tea.  Which is a plus.
I just need to find a place for it in my own world.

Tuesday, August 30, 2011

Oh Hell!

There are some new posts over at The Land of Nod about Hell:
Going to #&!!
Ruminations on the Netherworld

I like what he has so far.
I have been going on a similar path myself:
Going (Up) to Hell? Cosmology
Post 666

Let's be honest here.  Hell is interesting.  It is the ultimate mega dungeon  Everything there can be killed and not only that, it is a good thing to do!

What I have been struggling with though is cosmology.
IF there is a multiverse in my game (and there is) then does each world have it's own Hell?  Or do all Hells connect to each other.
Obviously one answer is that in the core of my world there is my Hell and in the core of the Land of Nod there is another Hell and so on...  Another is they are all the same place, just different points of view and different access points.

The other issue I still have is how to get Hell and the Abyss to work together.  Sur eI could make the same place and have the demons be the thralls of the devils, but that robs them of some of their chaotic power.

I should figure this out soon.  The Dragonslayers are about to get a copy of the Demonomicon and I want to do an whole arc where they fight Orcus.

Could the Antechamber of Hell/Limbo also be the Abyss?  Is it big enough to support all the demons I need? The Earth currently is home to almost 7 billion people.  How many demons then are there?   According to many of the myths of the time there is anywhere from 6,666 to 133 million demons, with up to 72 demonic leaders.

According to the 4th ed Manual of the Planes Hell is a planet that is 7,000 in diameter. If my world is roughly the same size as Earth then Hell can be inside the Earth with 460 some odd miles between the the two surfaces.   The deepest part of the Earth is under 7 miles deep and I recall reading somewhere that the deepest we have ever dug is 2 miles.  So plenty of room for demons, devils and all sorts of beasties.
Even if the Underdark is 10 miles deep that is still a lot of room.


So I think I have enough room.  Now where to put them all.

Other useful links:
http://www.wizards.com/dnd/Article.aspx?x=dnd/dra/400ninehells
http://kotgl.blogspot.com/2010/01/kill-planes-abyss.html
http://en.wikipedia.org/wiki/Inferno_(Dante)
http://en.wikipedia.org/wiki/Paradise_Lost
http://en.wikipedia.org/wiki/Hell


Tuesday, May 24, 2011

Post 666

I have reached a momentous milestone here at the Other Side.  This is my 666th post.  I feel compelled (by the Power of Satan!) to post about something devilish.

I have talked about Hell before and some of it's inhabitants and some potential inhabitants.  If I follow this logic then devils would be the ultimate foe for the elves.  Not that I don't mind this idea at all. But I think I might focus it a bit more.   Combine the story of Dante's Inferno, Milton's Paradise Lost and Lolth's shunning/betrayal and I can paint a pretty detailed idea of what Hell is in my world.

Hell is the ultimate prison for the fallen.  Gods, Angels and other powers are cast out and into hell.

Let's start with a couple of Goddess that give me some problems.

Tiamat is a Goddess and Queen of all evil dragons.  She has always been listed as having a domain on the first level of Hell.  I have never really liked that to be honest.  Tiamat is in Babylonian myth primal Chaos.  If anything she should be in the Abyss.  Using the new 4e cosmology that would place her in the Elemental Chaos, which is really the perfect place for her.  In Dragonlance her home was always called "the Abyss".  In my games I always called her realm Tehom, which means Abyss in Hebrew and is associated with the mythical Tiamat.  So she really has no place in Hell.  Who should replace her?

Lolth on the other hand is better fit.  Her story is more in line with the casting out of the Angels into Hell.  Though I am not sure I want her in Hell proper, maybe more of the Ante-chamber to Hell, near the Underdark. This would be similar to the first level of Hell that Dante claimed the Pagans went too.  So I am trading a giant dragon for a giant spider.   For a bit of tongue in cheek continuity I would make Tiamat and Lolth allies.  They have different goals and motivations, but I see them as felling they have a common history so if it benefits them to share an alliance, then they would. Lolth's realm is still called the Demonweb and she still has a number of demons in her employ.

Devils in my Game
Demons are easy.  They are evil, chaotic outsiders bent on destruction of everything.  Devils are much more complicated.  I say in my game Devils are only Fallen Angels.  That means there are a finite number of them and once they are gone, that is it.  There are a lot of creatures that are called devils, but most of them are demons pressed into service.  Since they have been forced into service by the Devils they have changed, they can evolve into greater forms.  Pit Fiends are those fiends that have reason up in ranks.  The True Devils still look down on them.

Since I started this post, Dreams of the Lich House posted a bit about using Satan/The Tempter in your games.  It is a good read.  It also ties in nicely with the Milton/Dante-ish cosmology I want to use for Hell.  I would keep the 9 layers.  The top most being the "Ante-Chamber of Hell" and the rest each ruled by an Arch Duke.  Also each Arch Duke is responsible for one of the Seven Deadly sins.

Layer Name Arch-Duke Deadly Sin
1 Avernus none na
2 Dis Dispater Envy
3 Minauros Mammon Greed
4 Phlegethos Belial Sloth
5 Stygia Geryon Wrath
6 Malbolge Glayssa Lust
7 Maladomini Baalzebul/Beelzebub Gluttony
8 Cania Mephistopheles Pride
9 Nessus Asmodeus *

Glayssa was given Lust, Asmodeus' old sin since he is now in charge.  His though is the sin of betrayal.
In the 4e cosmology Asmodeus was the angel guarding the prison that Tharizdun was held in.  Tharizdûn corrupted him and Asmodues and his angels all fell.  I have decided that Tharizdun is still chained, but the greatest deceit is that he is not where all the gods think he is.  He is in fact buried deep in Hell where Asmodeus taps his power. This is how he has been elevated to near Godhood.  Of course this might be Tharizdun plan to to trap Asmodeus in his thrall even more.


Chances are good that the Dragonslayers will run into the cult of Tharizdun sometime soon.  I just need something to do with them.

I am not planning on the Dragonslayers going to Hell anytime soon, so this all might be for nothing.

Tuesday, May 17, 2011

Divine Intervention and the Nature of Dieties

How do you do divine intervention in your games?

Following up on the post about Clerics I have thought about how Gods interact with mortals.  Typically I give any character a base 1% chance to get divine intervention when they ask for it.  This is modified by how well they adhere to the tenets of their faith, the nature of their god, and even level (higher level characters can do more).  Of course nothing comes without a price.

In my 4e game coming up I am thinking that that the players will be visited often by the Raven Queen's avatar, in the form of a young girl ala Death from DC's Vertigo line and borrowing heavily from Amber Benson's "Death's Daughter" books.   I might even introduce her in the current adventure arc.

Presently the Dragonslayers are going after Tiamat. While they acknowledge that she is the "Goddess of Evil Dragons"  to them that just makes her bigger and more powerful to kill.  I am thinking I am ok with that for the most part.  It could be that Gods in my game are beings that just got really, really powerful.

If that is the case why do they need worshipers?  What purpose then is divine intervention for?

I had a character once who I took briefly into the Planescape setting.  Basically he was a jerk and didn't think that gods were anything special (sound familiar?), just powerful humans (or humanoids).  I later expanded his belief into an entire Plansescape faction, The Hermetic Order of Sigil, though he was not a member.

Interesting that all these years later I am still going back to the basic assumptions of my games and trying to figure out the underlying realities.

Wednesday, May 4, 2011

Hunting trolls should be like this...

Trolls are ubiquitous in FRPGs. Just go to Chapter 2 of The Hobbit and you will see why.
The trouble is they are so ubiquitous that they often get forgotten as a real threat.  Not surprising really.  When you live in a world of dragons, demons and other horrors, the simple troll can seem, well, quaint.

Well they shouldn't be.  Trolls were once the "demons" of the world.  They were the monsters.
To help us remember that there is a new film out of Norway (where Trolls still sleep) called "Troll Hunter"
http://www.trollhunterfilm.com/
http://monsterbrains.blogspot.com/2011/05/troll-hunter-directed-by-andre-vredal.html

And here is one of the trolls,


That's a troll worthy of your characters.

I have always preferred the the more Scandinavian Troll over the green rubbery one from the Monster Manual.  I like trolls that look like they are made out of rock and earth.  So for that, here is the Troll I have used in Basic Era format.

Earth Troll

Armor Class: -1 [20]
Hit Dice: 10d8* (50 hp)
No. of Attacks: 2 claws / 1 bite
Damage: 1d6 / 1d6 / 1d8+3
Special: Darkvision 90 ft., regeneration, vulnerability to sunlight
Movement: 30 ft., burrow 40 ft.
No. Appearing: 1 (1-3 in lair)
Saves: Fighter 10
Morale: 8
Treasure: None
Alignment: Chaotic
XP:

Earth Trolls are relatives of the normal troll and make their lairs deep within the subterranean realms of the earth or in dense forests where the sunlight is easily avoided. Most creatures avoid Earth Trolls, as they are completely malign and evil, attacking any living creature, especially when hungry. They are quite fond of humanoid flesh and usually stage raids upon surface dwellers every month. Because of this, they are often encountered in large surface caves in the sections well outside the reach of sunlight.
Earth Trolls are 10 feet tall and weigh about 1,200 pounds with females being slightly larger. They resemble their smaller relatives in most respects, but some accounts have them appearing as rather large and misshapen gnomes. The Earth Troll’s hide is stone gray or brown, its hair is black or brown, and its eyes are dull brown. Like its counterpart, the Earth Troll’s arms and legs are long and thin. Its arms end in sharpened talons, and its legs sport great three-toed feet. Earth trolls will attempt to dress or adorn themselves in whatever rags, hides and bits of clothing they can find.
Earth trolls are a little smarter that their more common cousins. While they still do not have concept of strategy, they are smart enough to speak and to use some simple weapons.
Earth trolls speak the language of all trolls, some have been known to speak orc or goblin as well.
Earth Trolls attack any living thing that enters their territory, usually doing so for food. They will band together for very simple ambush tactics but that is about the extent of their strategy and planning. Most of the time an earth troll will flail relentlessly at its foes with its powerful claws until either it or its opponent is dead, but some have been known to use a large club and others even a spear or sword.

Regeneration: An earth troll heals only if it is underground and touching dirt or earth. If in contact with the earth it heals  3 hit-points per round.  If contact is lost, say the troll is levitated or flying, then the healing stops.  Trolls turned to stone heal hit points (but not lost limbs).

Vulnerability to Sunlight: An earth troll exposed to natural sunlight (not merely a spell or magical item that replicates sunlight) is instantly turned to stone (as if by the flesh to stone spell) if it fails a Petrify save. This effect is permanent, but can be dispelled if the earth troll is removed from the sunlight and stone to flesh is cast on it.

--
Section 15 Copyright Notice

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Liber Mysterium: The Netbook of Witches and Warlocks is Copyright ©2003, Timothy S. Brannan and the Netbook of Witches Team.

Basic Fantasy Role-Playing Game Copyright © 2006-2008. Chris Gonnerman.

Labyrinth LordTM. Copyright © 2007, Daniel Proctor. Author Daniel Proctor.

"Earth Troll" Copyright ©2011, Timothy S. Brannan

Thursday, February 10, 2011

How I stat out characters

I post a lot of characters here.  Lots.

Usually I have something in mind or I want to try out a new system with something I already know or a combination of the two.  But how do I take a character like Zatanna, or Red Sonja, or Willow and Tara or anyone and figure out how they are supposed to "be" in a particular system.  I have a couple of things I like to do and it has usually worked pretty well for me.

I always start out with what the character can do and who is this character supposed to be in my mind.  If I am working on Dirty Nel then I have a good idea, "sassy street faerie prostitute. cute. smarter than anyone gives her credit for. Enjoys her creature comforts and knows how to get them."  Some of that doesn't translate into game stats. Well...most games anyway. But a lot of it does.  I know she has quite a bit of knowledge about the world, street life and the occult.  I know she has a bit of magic in her and I also have a good idea about what her fighting prowess is like.

Skills
In most systems there are skills.  I look for signature skills the character has, say being able to program computers or speaking 4 languages and figure out how these are represented in the system.   For someone like Willow I look for high numbers in computers, science but also occult knowledge.  I know this is going to suck up most of her points and want to get them figured out first.  Plus they are very iconic to the character.  If I am working on Batwoman then I want to be sure her acrobatics are good, if I have Robin Sena I know she is young and most of her skills are weak except for things like occult knowledge and maybe her languages.

I like to stay within the rules as much as I can.  This helps me define the character in terms of that world's reality. If a Unisystem character gets 25 points for skills then I need to have good reasons for going to 35.  If I am using PL 9 as a base for Tarot and PL 11 for Tara in Mutants and Masterminds then I want their skills to comparable to those realities.

Skills are good Rosetta Stone really.  Most systems have them and there are lot of good translations.  Knowledge (Supernatural) could be the same thing as Occultism or Occult Knowledge.

Magic
Since I tend to make a lot of magic using characters using magic as another yardstick is good.   For D&D and d20-like games I know they need a certain spell and they need to be a certain level to cast that.  That is how I came up with Willow and Tara's levels in d20 Mod, a combination of spells and skills.
In a game like Ghosts of Albion the same is true, but then I can decide on how many levels of magic they might need.
For something like d20, this is pretty easy to work backwards from.  Find the spells, find the levels that can cast those spells, fill in the details.
For a point buy system like Ghosts, it is only part of the equation.

Combat
A lot of games feature combat or fighting.  To ignore this does the character an injustice.  Even in Call of Cthulhu or Doctor Who the character might need to stop running or talking and fight it out.  Thinking about combat like a skill then is a good way to figure out a character.  In M&M I know Tarot for example is a better fighter than Willow or Zatanna, but she can't match either of them (or even come close) in magic.  That doesn't mean she can go toe to toe with the likes of Red Sonja either.  It means that there is a good balance to be had.  Where that balance is sometimes is up for debate.  My Red Sonja may be different that someone else's based on the same PL (to use an Mutants and Masterminds example).

Feel
This is less "quantitative" really.  I'll start with a premise, "Willow is the most powerful witch in my game" then I work down from her.  I think what would it take to get the character to this level, what would it take to get a different character to a similar level.
For characters like the Hex Girls I want to make them total novices at magic.  So in Unisystem they have Magic 1 or 2 tops.  But still give the points where they would be better than average, music and showmanship.   I usually feel pretty confident in my builds, but each one usually takes longer than say just stating up John or Jane Doe Character.

Sometimes I have such strong idea for a character concept, like Justice, that I also just like to see the character in different systems too.  In the case of Willow and Tara I am also seeing if I can stat them up in as many systems as I can.

Tuesday, February 8, 2011

Orcs of Mystoerth

I have been wanting to write more on the creatures that inhabit my game-world of Mystoerth.  I thought maybe I'd go with the classic nemesis, the Orc.

I have talked about the Desert Orcs of the Zakhara Desert and their allies the Desert Elves.  I also plan to use Harvard's more bestial Orcs of Blackmoor for my Blackmoor area (north pole).

Sure my Orcs have a lot in common with Tolkien's Orcs, but I also borrow a lot from Shadowrun, Orkworld and other games.  I also like to think of orcs as some sort of human predecessor/off-shot. Almost like the gods were trying to make humans (or maybe the elves were) and the orcs were their disastrous first draft.  That would put more emphasis on the human-orc wars than the orc-elven ones. Unless there are some good reasons for the elves to be involved.

My write-up on Goblins can be read here, in case you were curious.

History of the Orcs

Orcs began as one of the first experiments of creating life by the elves.  It is said that the greatest sin is that of hubris. In this hubris, feeling they were equal to the gods that had made them, the first elves, nearly immortal beings of great power, created the first orc through their magic.  They wished to instill the sturdiness of the dwarves (a race created at the same time as the elves), the tenacity of the goblins and the adaptability of this new race known as human.  Though to their horror what they created were the Orcs; a word that means "horror" in the elf tongue.  The elves did not know what to do with there creations, so they hid them away in dark mountains, and underground and anywhere where the clime was harsh hoping that nature could do what they could not, kill their creations.  But nature didn't instead she took iron of the Orcs and tempered it into steel.  The orcs flourished and when the other races discovered what had been done it was too late to stop the orcs.

The hatred of the orcs and elves comes from this point.  Orcs see elves and are reminded of what they are not, elves see orcs and are reminded of the failures of their own race.  Even if the true knowledge of the elves and orcs has been lost to all but the most learned scholars, the racial memory runs deep.

If orcs just fundamentally hate elves, their hatred of dwarves is more pragmatic.  Dwarves and orcs are often found in the same locales fighting over the same resources.  So far the only race orcs have seen as worth enough to be considered equal foes are humans.

Background

All orcs have a number of qualities in common.  They are typically much stronger than humans and elves, have bestial or "primitive" features.  Orcs will cross-bred with anything, but favor goblins, hobgoblins, humans, and ogres.  Orcs have interbred with trolls and some hill giants in the past which has re introduced some randomness into their genetic makeup.  Though it should be stated that orcs do not prefer this.  Orcs are extremely proud of their heritage and consider themselves to be the best of all species as they are the only species to live in every part of the world.  Though they are dimly aware that their success is due in part of their adaptability and ability to interbred with others.

Orcs give birth to 1-2 young at a time.  The gestation period for an Orc is 4 months.  A feamle orc can produce as many as 4 to 6 young per year, but only half will survive their first year. Orcs grow fast, with babies able to walk within months and eat meats by 1 year old.  Orcs also reach sexual maturity at age 10 and are considered adults soon after.  Female orcs choose mates based on their physical size and their ability to gain meat for the family unit.  Males must show prowess in battle and kill any rivals for the female's attention.   All orcs have a sense of honor, but it only applies to other orcs.  Though they have been known to extend the same code to humans; a race they see as a worthy adversary.

Some orcs do enjoy the taste of human flesh, but they typically only eat human (or demi-human) flesh as a means to strike fear into foes or as part of a shamanistic ritual.  Orcs are omnivores, though most prefer only meat.  Elk, caribou and reindeer are the chief staples of their diet (depending on territory).   No matter what though orcs will not eat the flesh of another orc.  That is one taboo they will not break.

Grey Orcs - these are the common orcs of the "Oerth" part of my world.  These are the brutish, violent orcs of most D&D worlds. They are found through out the Flanaess. These orcs extend far to the north where they are the original stock of the Blackmoor Orcs.  Some scholars believe that these are orcs are the offspring of the Uruks and generations of interbreeding with goblinoids.  These orcs are fond of raiding human villages for food and supplies.  Some of these orcs have skin tone that is almost pinkish in hue, but they are still called Grey orcs.  The largest concentration of Grey orcs are located in the Pomarj region. Here the Empire of Turrosh Mak still reigns as it has since CY 584 (the current CY in my game is CY915).  The line of Turrosh Mak greatly favors the Uruk ancestry found in the Grey Orc line. The current orc emperor is Turrosh Bane XIV who came to power after murdering his father and brothers.  Bane is devious, intelligent and violent in the extreme.

Green Orcs - The common orc of the "Msytara" side of my world. Like the greys these orcs are violent and brutish.  These orcs though also have an bit higher intelligence than their grey cousins and are bit better organized, they constantly fall prey to clan fighting among lesser Green Orc chieftains. Unlike the Greys and the Uruk there is no one leader to try to unite these orcs.   These orcs are common to much of the Empire of Thyatis and can also be found in the deep southern jungles of of Pelatan.  The largest collection of Green orcs can be found in the Broken Lands outside Glantri.

White Orcs - These are green orcs that have adapted to the frozen wastes north of Hyborea and Norwold.
In the Northwest corner of Brun there is Hyborea and here the White Orcs have interbred with the Animalistic Orcs of Blackmoor to produce a breed of orc that is both strong, violent and smart. These orcs though seldom organize enough to become more of a threat outside of a raiding party.  Due to the inherent adaptability of the orcs, these orcs have skin that is bone white.  Better to hide in the frozen wastes they call home.

Blackmoor Orcs - These orcs are much more bestial in appearance and manner.  Their sizes vary considerably and many have pronounced horns, claws, fur and other "animalistic" features. It is believed these orcs have been the results of the the strange experiments that were common to Blackmoor before the great explosion.  These orcs have also interbred so much with goblins and bugbears that within Blackmoor it is nearly impossible to tell the two races apart.

Uruks - Also known as High Orcs or even Black Orcs, these orcs consider themselves to be the pinnacle of the orc race.  Their skin is dark and they stand nearly a head taller than men.  They are thickly muscled, often with pronounced tusks in their lower jaw and they are fiercely intelligent.  While, maybe not more so than humans, but they have a cunning that makes them a horror in battle.  Their mortality rate is very high so that they never produce great numbers.  Their society is ordered, militaristic and violent.  They have a single leader, currently a charismatic chieftain, that can control thousands of these orcs.  If the Uruks ever decide to go to war with humanity then it will be a war that engulfs the world.

Desert Orcs - an off-shoot of the Greens.  They live in a land where they are at peace with the elves.  In fact Desert orcs and desert elves consider each other to be brothers.  This relationship was forged thousands of years ago when the rose up together to fight of the evil of the Necromancer Kings.  Living under the harsh desert sun has turned the orcs complexion to more of a brown color.
More detail has been posted here, Desert Elves and Orcs.

Half-Orcs - Most times when an orc inter-breeds with another species the result is an orc. The orc may have certain qualities that are similar to their non-orc parent (Goblin-Orcs are smaller, Ogre-Orcs are larger).  Though there are often times individuals that seem to posses the better qualities of both parents.  These half-orcs can often find a place for themselves in the human lands or the orcs.  Half-orcs are more common among the Green and Grey orcs, though all orc sub-species have produced a half-orc one time or another.

Monday, December 27, 2010

How much Fantasy in your FRPGs?

I am still thinking about world building in my game and I was thinking about Oerth, the Greyhawk world.  In Greyhawk the sun goes around the world, as it did in some dark ages beliefs.

Now here is the thing.  Or two rather.  First, in today's age we tend to think of ourselves as very progressive and smart and forget that a lot of the things we know now, people also knew then.  Sure there are some "fantasy" style beliefs.  After all the Greeks knew a lot about Astronomy and even knew the size of the Earth (and the fact that it was round) as far back as the 4th century BC.  Sure today some people still think the world is flat or created by magic, but for the most part people are and were smart.
Secondly I like my universe to make some sort of sense.  Afterall I still would like to play a Greyhawk 3000 game someday and that might be harder if  my sun is really just a burning mountain going around a flat earth.

So yeah, I like magic, vampires and ghosts in my games, but draw the line at Earth-centered cosmologies.
Maybe I can have parallel cosmologies.  If one goes to the sun via magic, they find the realm of Pelor there, but if you launch a probe, it is just a ball of nuclear fusion.

What do you all do in your FRPGs?  Do you even bother?   What is your cosmos like?

Tuesday, December 21, 2010

Could my Answer be in the Realms?

I am moving my 3.x game over to a 4e one soon.    I have been buying up the Essentials books and some modules and I generally have what I think is a cool idea for campaign.  The world is fleshed out and I know what I am going to use and what I am not.

Except there is one little-bity problem. So much of what was true in my 3.x world no longer "works" under 4e.  Or rather it works so differently now that it is hard to see it working the same way when I was playing 3.x.  Then there are other issues.  My kids want to play the children of their D&D 3.x characters and these characters have some serious magic.  And there is the whole killing Tiamat thing they want to do.   How do I explain the changes?

Turns out the answer was under my nose this whole time.  In the Forgotten Realms Player's Guide.

I was never a fan of the Realms.  I considered it to be a pretender to Greyhawk and not a very worthy one at that.  I picked up the 3.0 Realms Guide when it came out and I liked it.  I felt it was a good book and all it really was missing was monsters.  The new 4e campaign books are a good model too.

But what I like the most about the Realms book is how completely gonzo it is.  Smash two planets together to get one world! I love that!  Spell plagues? Bring it on!

I know I have talked around all of this before in many posts, but it is time to make it more real I think.

So what will I include from the Forgotten Realms book in my Game World?

First, well, it is going to be in the future.  I am going to say about 25 to 30 years.  Not 100% sure, but long enough to have the world changing events happen at least a generation ago.  The Characters of this game have only know the world as it is now, never the world before.

Next, there will be a Spellplague.  The defeat of Tiamat and the Ascension of Asmodeus are just parts of that.  I am also going to have Raven Queen in my game and she just killed Nerull.  There will other things of course, but it was a series of Cosmos-shaking events that left the world changed.  The Fey-wild is now easier to get too, as is the Shadowfell (previously only known as the Plane of Shadow).  The main effect for the PCs is that some of the old magic no longer works.  So there is a quest for sources of "Old Magic" or even "True Magic".  With this, some older magic items are now useless.  Of course the spellplague was chaotic so some normal items are now magical.  There is still magic to be found out there "New" and "Old".
Living things touched by it have been altered.  There will be spell scarred.

The ancient Astral empire of the Tieflings, Bael-Turath, has crashed into the world.  Here I am taking inspiration from the 90's TV show "Alien Nation".  Though this is a "magical crash" so there are now lands where there are ruins of the Tiefling society that seem ancient and always part of the land.  Bael-Turath had warred against Asmoedeus and the devils for countless centuries.  Part of Asmodeus' ascension was to reclaim the power that emperors of Bael-Turath had stolen from the Nine Hells.  The tieflings are now a broken, homeless race with members now fond all over the world and many still in the Astral Sea.

The Blood War is over.  With Asmodeus' Ascension and the Reckoning of Hell, the long war with the demons is over.  Asmodeus even managed to conscript entire demonic species under the auspices of Hell.  With the the power he gained Asmodeus broke the paths through the Astral that the demons and devils used to attack each other, effectively blocking demons from being able to enter the Prime Material.  If a demon wants to get to the Prime Material plane it has to go through Hell first.  By the time of the new game the distinction between "demon" and "devil" is a loose one in most peoples minds.  Plus the entire race of yugoloths were sacrificed in the process, with many seeking refuge in either the Abyss or Hell.
Asmodeus covets the Material World and wanted to bring Hell into it.  Here he failed, but managed to get it much "closer" metaphysically speaking.

One repercussion of this though is demons now focus on the Prime Material.  While it is harder for them to reach it now, many still do and with out the Blood War to contend with it is possible that more demons than ever are now attacking mortals.   This is something Asmodeus wants.  He has placed members of his cult in areas to fit demons and rally humans to his cause.  As the game progresses the influence of this cult will be more readily felt. To combat this the Gods will be using the mortal realm as their battlefield.

I think this is a good start and gives me a good idea of what my end game needs to be too.  Lolth, in one form or another will have hand in all of this too.  Events that began in my Shadow War of 1st Ed are now coming to a head.

Now I need to figure out who the main bad guys are and what they want to get out of all of this.

Monday, November 29, 2010

So...Have you ever killed a God?

As you know I am gearing up for my Dragon Slayer's campaign end game.  One of the goals of the Dragon Slayers has always been to kill Tiamat on her own plane.

This could have some fairly epic effects.
If this were the last game then no big deal, but we are moving to 4e after this and will using the "kids" of the characters  that are retiring.  I have already decided that the kids can have a magic item each given their famous and powerful parents.  But what of Tiamat?  And the idea of the 4e modules is to kill Orcus and maybe even others.

Will she still be "dead"?  What does that mean to all the evil dragons?
While talking with Jason Vey today he says that in his world that unless every worshiper is dead then the god can't die.  I like that idea myself.  But what does that mean the Dragon Slayers did?

Tiamat is at least a bit easier.  She can have a daughter, Takhisis who will become the new Dragon Queen in time.  Didn't Marduk kill Tiamat once too?

Orcus is also not a big deal.  He is a demon, demons can be replaced.  Plus I could put my own demon lord or put Vecna in as God of the Undead (though he doesn't seem like a good fit to me).

What if I continue my plan to have Orcus as nothing more than a blunt tool and have Asmodeus as the Big Bad?  What if the characters kill him?

So what have you all done?
Have you killed a God before?  What happened afterwards?

Saturday, November 20, 2010

Orcus as the Boss? Immortal level D&D? What's my End Game?

I have been thinking about the whole Orcus as the big bad in 4e.  It's cool and it has a lot of fun about it. But there is a big issue I have with it.  Orcus is a brute.  He his not a planner or plotter.  He smashes and destroys.

In my game multiverse Orcus used to be a Primal God.  In 4e I am fine with this being called a Primordial, but now he is a demon.  He is a demon prince and a very, very powerful one, but an over arching plot seems a bit cerebral for him.  I am thinking that maybe Orcus is nothing more than the weapon being used by someone more powerful, but behind the scenes.  But who and for what ends?
I mean Orcus is no dummy, but as a demon he is more concerned with destruction than labyrinthine plots.

Here are some thoughts on some potential players.

Vecna - God of evil knowledge and a lich, but what does Orcus have that Vecna wants?  What could Vecna be using Orcus for?

Asmodeus - The Blood War may be in cold war mode now, but maybe the Arch duke of Hell needs Orcus to get the seed of evil.

Tharizdûn - This one is easiest.  Tharizdûn wants out of his prison.  While everyone thinks Tharizdun is imprisoned either in the Abyss or the Astral, he is in reality imprisoned in the lowest point in Hell.  Asmodeus is still his jailer.  I would make him a bit like Lucifer in Dante's Inferno, chained to very bottom of hell. Asmodeus thinks he is draining power off of Tharizdûn, which is why he is a god-like power now.  Tharizdun is allowing this knowing that he gains a little more control over Asmodeus.  Who is using who?  Well I guess that depends on who wins in the end.



Iggwilv - The Witch Queen wants the Abyss, and Orcus is one of the big things in her way.  I have been dying to use her is some way.

So here is my plan.

Iggwilv and Asmodeus are working together to manipulate Orcus.  He is being propped up as this huge threat so the PCs take him out.  Iggwilv is directing the PCs to do this while also working on Orcus telling him that doing this will make him a god.  The plan is to have the PCs kill Orcus and deliver his wand somewhere it can be destroyed.  The PCs end up in Hell and hand over the Wand to Asmodeus. Asmodeus has told Iggwilv that he wants the extra shard and she can keep the Abyss.  In truth Asmodeus is being manipulated by Thaizdun.  Orcus' Wand and Asmodeus' Rod together will free him.

Yes, this is bit much for a D&D plot, especially a D&D4 one, but I like the idea.   If the PCs play this right they could defeat Orcus, Iggwilv and Asmodeus all in one fell swoop.

The old AD&D adventure H4 Throne of Bloodstone is an influence here since the goal there is to destroy the Wand.  The E1-3 series for D&D4 focuses on Orcus wanting to become a god.  So I will merge them a bit.  The whole Tharizdun bit is a bit recycled from the Gygax "Dance of Demons" book, but that is fine really.

Part of this though also depends on something else.
To defeat Orcus in the E series takes the characters right to 30th level. To then take on Iggwilv, Asmodeus AND Tharizdun then is something else altogether.

So I had yet another idea. What about Immortal Level D&D.  Reading over the Mentzer D&D BECMI set I do see how well Immortal level play can work and that is something Immortals would do, stop the imbalance of Tharizdun coming back into play.   I am just not quite sure how to do that in D&D4 just yet.  I am sure I'll figure it out.  Though I did ask about it on RPG.Net.

Presently I am working on finishing my 3.x campaign.  Since the 4e characters are the kids of the 3.x ones I can start planting some seeds now.  Drop the name Tharizdun and Iggwilv.  Mention Orcus' and Asmodeus' rise to power.  Might need to figure out how Vecna and Raven Queen fit into all of this.  Maybe once Orcus is dead Vecna becomes the new patron of the Undead.  Am I ready to get rid of Orcus once and for all?

Hmm.  Interesting thought.

Tuesday, November 9, 2010

Mapping Software or Mappers

I have talked about my world in the past.  Basically it is a combination of Mystara/Urt(Urth) (from Basic D&D) and Greyhawk/Oerth (from AD&D 1st ed) that I have called Mystoerth.  This lets me have all sorts of fun and is basically the world I have been using since the late 80s.

Along the way I have added more to it.  Blackmoor, which was the common element of both worlds is here as sort of a Shangri-la sort of land beyond the North pole in a valley heated by geo-thermal vents.  I have a Hyborea as well to support my old-school street cred a bit.  I pulled down my 1st Ed Oriental Adventures to build up my Kara-Tur a bit and I have a spot for it.

Now I want to expand.  I want to add Ansalon as a southern continent and I want to add the Nentir Vale from the new D&D4 material.  Both are pretty small and will fit almost anywhere.

What I don't have are skills.

Does anyone know of or can suggest a map making tool?  Part of me thinks I can just trace everything.  After all that was good enough for the old days!  Another part of me wants to make high quality maps.

Any and all advice and tips are appreciated.

Monday, September 27, 2010

Why can't I find a good Sci-Fi game?

A post over at Grognardia, http://grognardia.blogspot.com/2010/09/sci-fi-goulash.html, has prompted a reoccurring thought in my head.

Why can't I find a good Sci-Fi game?

I have mentioned before that I have had a hit and miss, mostly miss, luck with Sci-Fi games. Every so often I am convinced I have the One, only to be ultimately disappointed in them.
I after I posted a reply to James' post I went back to the Star Frontiers book I have and online at http://starfrontiersman.com/downloads/remastered. I also went through all the Star Trek books I still have left.

In terms of Sci-Fi I like Trek the best, loved Star Wars as a kid, but got into Dune or the hard sci-fi of Asimov. I did like Heinlein and Arthur C. Clark a lot though. I loved Farescape when it was on and I even enjoyed LEXX.  Never watched Space Above and Beyond, could not get into Babylon 5 or the new Galatica (though that is not really a reflection on them) and I thought Firefly was stupid.

For games I started out with Traveler, moved to Star Frontiers, Doctor Who (FASA), Star Trek (FASA), Alternity, Star Wars d20, d20 Future and others that I have forgotten.  More recently I have used Unisystem (All Tomorrow's Zombies) and Doctor Who (Cubicle 7).  Yet nothing seems to fit just right.  I looked over Star Blazer Adventures, Rogue Trader and others and didn't really care for them.  I don't like GURPS enough to honestly consider it, same for FUDGE and FATE.

What do I want?
That is a very question and one I don't have a good answer for.  There are bits and pieces that I like from all the above games.  I like the sandboxy feel of Star Frontiers and Traveler. I love the tech in Trek, the scope in Star Wars.  I could get better buy-in from my Kids with Star Wars, even if my youngest says "I am not into Star Wars" and lightsabers are cool.   I like some of the features of Alternity.  I liked some of what I read in Dune.

And I don't want to spend a bunch of time figuring out a new system.
I suppose this points to two things.  Unisystem and d20 3.x.

Why?
Well I have a bunch of d20 materials laying around including Star Wars, d20 Traveler (T20), Dragon Star,  and d20 Future (which has material from Star Frontiers and Alternity).  I like the idea of using the d20 Mod/Future classes. I am not thrilled with the idea of levels though, but multi-classing looks like it could be fun.  Plus I have a metric ton of d20 material.  Bring back mind flayers as an alien race.  Baator?  Now a planet; literary Planet Hell.

Unisystem is more flexible and I can do it better than d20, but despite how good All Tomorrow's Zombies is, I want something more.   I am not big into mixing magic and SciFi.  Psionics is ok (in fact I also don't like Psionics in fantasy games), weird I know. I think in the end, d20 might be the way for me to go, or this could be a thinly veiled attempt to do "D&D in Spaaaace!"

Star Wars, like I said, has a great scope and is full of aliens. Adding a Trek-like Federation to battle an Evil Empire is also very cool and a great backdrop.  I'd make it more of a cold war, with hotter areas on the edges.  Lots of room then for black markets and ops.  Maybe even steal a page from Battlestar and make the evil Empire one of artificially intelligent machines.  T20 has a lot of cool stuff too and the Imperium is neat and again lots of cool races.

What is lacking in all of this is unified narrative.  Maybe I don't need one.  D&D doesn't have one, never did.  A lot of what I don't like about the various systems out there is I find their "fluff" to be restrictive.  I don't want all the baggage that go with Jedi, or the Imperium, or Aslans, or Fraal.    I guess say here is Oerth, here is Yavin, over there is Krynn and Vulcan and just let the universe take care of itself.

I guess until I find that perfect mix, I keep searching.

Tuesday, September 14, 2010

Essentials. D&D 4, Phase 2.

I picked up the new Essentials book, Heroes of the Fallen Lands, yesterday.  I'll pick up the Rules Compendium a bit later.  First I want to see is Essentials is the way to go for D&D4.  So far it looks like it is.

There is a lot going on in HotFL.  First there is a thin meta-plot running through all the new D&D books; once the world was great and powerful, but now great kingdoms have fallen and the world is slowly emerging from darkness.  It is a neat idea, but to do it in my own games I'd figure out what exactly happened.  I like what WotC did with the Realms, maybe I'll try something like that. It is like Blackmoor after the global shift, or Krynn after the Cataclysm or even Greyhawk after the Rain of Colorless Fire.  But until then let's talk about what I do have and so far that is just HotFL and the "Red Box". HotFL picks up where the Red Box leaves off, but one can start here as well.

HotFl gives us four classes, Cleric, Fighter, Rough and Wizard.  There are "builds" for each, which remind me a lot of the old 2nd Ed AD&D "kits". All the classes have a build and the Fighter has two, Knight and Slayer.  The Cleric/War Priest also has two Domains (from 3rd and 4th Ed).  So my first reaction is that this D&D is trying invoke memories of older editions.   The next book in the line, Heroes of the Forgotten Kingdoms, gives more classes, druids, paladin, ranger (with two builds),  and the warlock. So I am certainly going to pick that up.  The roles (striker, defender, leader and controller) are still around, but their role seems a bit diminished.  In fact they are only mentioned in terms of what they do in combat, not much else.

There is some recycled art here, that is fine, and some new art as well. The big thing here is how the rules have been re-laid out.  Melee and Ranged attacks are presented now in the same format as an "at-will" power.  While not exactly, it is good to see this.  Also included are bull rush, attacks of opportunity and grab.  Brings everything inline nicely.

The main races are still here.  There is still the Eladrin-Elf split and Halflings look more and more like Kender everyday, but this should please most everyone except for the gnome fans.  Races get a bonus to one stat and a choice of a second stat.  Seems ok to me.  Makes the races a touch more flexible I think.

In general character creation is streamlined and made easy.  Now like many old-time players I never had an issue with D&D character creation in any edition, but there is a new level of clarity here that I really like.  Alignments are more streamlined, though they are the same as the D&D4 PHB ones.  I do miss "Chaotic Good" and "Lawful Evil" I just don't miss the dogmatic adherence to them.  I like that my devils are now "Evil" instead of "Always Lawful Evil".   There are some more bits on fleshing out your character's personality, but this is D&D not Vampire the Masquerade.  The section on the Gods seems the least changed.  

There is an entire chapter on Powers. Great detail is gone into what powers are, how they work and what happens with them.  A greater distinction is made now between Martial powers and magical ones.  Obviously this is get at the criticisms of "why can my rogue only do this once per day?"
The four classes make up the bulk of the book.  Again I see many similarities here with 2nd Ed AD&D with it's Classes and sub-classes and kits.  So you can be a Fighter, but the type of fighter you are is either a Slayer or a Knight.  Yes Slayers and Knights can also use each other's exploits (Martial based powers).  The powers again a clearer and better explained.

Races come after the classes, which might seem a bit backwards to many, but I'll go with it.  Other than some changes to their bonuses they are mostly the same, even the same art for the most part.  Skills and feats are likewise only tweaked here and there.
There is some equipment listed as well.  But no rituals.

What strikes me most is how much care and attention has been given to re-writes.  Sure there will be many that look as Essentials and say they have all this stuff. And for the most part that is true.  But there is enough changed here and presented in such an ordered fashion that to me at least it was solidly worth the 20 bucks.  It is also a great idea as a gift to that non-roleplaying friend that wonders what it is you do all the time.

So who is this for?

D&D4 has some problems it must overcome first.  The biggest is who should play it followed by why should they choose this over some other game.

The first part is easy really.  The game is aimed at all players.  While the Red Box is firmly aimed at starting players or lasped players, Essentials is for everyone past the Red Box stage.

But that is not Essentials biggest issue.  Essentials is now fighting for a market that is populated by Pathfinder, OSR books (which is still not a majority by any stretch of the imagination) and most of all D&D 4.  Yes, Essentials biggest rival is it's own older brother.

(yes that binder is full (almost) of errata.  What would rather have, a company that never put out errata or one that puts out too much? It also has my favorite bits of various third party products.)

I think it is obvious that Wizards would love to see all "D&D" players, regardless of current system come back and try D&D 4 again, via the Essentials line.  And I also think that their work has been earnest.   I still think that D&D4 is one of the most well designed games of the last 10 years.  By the way, in case you are keeping score, Essentials was released almost 10 years later to the day as D&D 3.0.

While I am not quite crazy enough to suggest this, but I would think it would be nice if the members of the OSR gave D&D4 Essentials a try.  Of course I tell D&D 4 players that they need to play 1st ed AD&D and/or try out one of the clones all the time too.

(the Heir Apparent?)

In the end I give the new D&D 4 credit.  They seemed to have learned from past errors and they have listened to the fans and have tried to build a D&D4 that appeals to most.  Sure some people will hate it, there always are people like that, but I think that if you liked D&D 4 you should like this.

If you want to read more about the new direction for 4e, there is an interview at The Escapist with Mike Mearls.