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Monday, March 24, 2025

Gary Con XVII Afterword

 Back from Gary Con 17! I had an absolute blast. Got to see so many great people. Old friends, fans of the blog and my games, so many great gamers with great stories.  Sales wise, we did really great this year, Thirteen Parsecs was our big hit of course, but we also sold a lot of Wasted Lands. I think word of mouth is finally catching on!

Gary Con 17 badge

I bought a lot less this year, only picking up the Cthulhu by Gaslight Investigator's book. But there was a lot of great stuff here.

Discovered there are editions of Dungeon! I do not own, Spanish and German. So now I am on a hunt for those.

Spanish language Dungeon, "Calabozo"

Spanish language Dungeon, "Calabozo"

German language Dungeon, "Verlies"

I do speak both Spanish and German. Just not very well.

I worked on my old-school autograph collection.

Jeff Grubb

Zeb Cook

Ed Greenwood & Jeff Grubb

Tim Kask

Erol Otus

I learned the hard way a while back if you want to talk to these guys you need to do it now. None of us are getting any younger.

Talking with Tim Kask is always great. I discovered there is a bit of early D&D lore connected to our Alma Mater, Southern Illinois University, that I plan to explore in depth soon. Talking with Jeff Grubb is always great, this is the first year I thought to get his autograph! So much for following my own advice. 

Jeff Easly and Darlene were there, and they were fantastic as always. I didn't get anything signed from them this year since I do every year. Let someone else in.

I did get a chance to talk to Kelsey Dionne a couple of times and she is every bit as nice and approachable as everyone has said she is. She even knew about my witch book! So I had to give her a copy. They had a great con, I fully expect they sold out of their stock as well.  It is hard not to wish them all the success in the world, really. 

Shadowdark Witches

As I said, we did good, but Jason did better with Troll Lords Games. His new Wasted Lands sold out of its first printing and was the star of Troll Lords this year. So expect to see him to be writing for them for a long time to come. 

Amazing Adventures

Amazing Adventures

My oldest went with me and did not but play AD&D 1st Ed. We had a BECMI game one night but we were both so tired we opted to drive home instead. Yeah, I still drive into Gary Con every day. My youngest with with us the last day, but didnot stay, they were picked up by their girlfriend and they spent the day in downtown Lake Geneva while we did the con.

So yeah, we all had a complete blast!

My wife was in England that whole time, lucky (for her) when she booked her trip she flew out of London City Airport and not Heathrow. So she was not affected by the fire at Heathrow, save for her flight being delayed a little.

Looking forward to Gary Con XXVIII next year!

Thursday, October 31, 2024

In Search Of...TSR's R.I.P.

TSR's R.I.P.
 Spend any time in horror RPG communities or the classic TSR communities; sooner or later, the topic of R.I.P. will come up.  But what is/was R.I.P., and why was it never published?

These are the questions I will try to answer on this special Halloween edition of In Search Of...

In Search Of...TSR's R.I.P.

So, what do we know about this game? Very little to be honest.

  • It is modern-day horror. 
  • Slated to be published in 1991
  • Trademark was applied for in 1990.
  • Written by Scott Herring [sic], Jim Ward, and Paul A. Linberg [sic]
  • At least one accessory, Lost Souls, was planned and another, a set of cards, were mentioned.

And that is really about it. From the TSRArchive, we learned that it was going to be a boxed set with 32, 64, and 96-page rule books. Dice, cards and fold out maps. I am speculating here that the books were some combination of a fast-play Basic set of rules, complete rules, and possibly an adventure. But that is only a guess. There could have been Game Master's books and a creature book. IF we are to follow the clues from Top Secret, it would have been a Player's book (96), a Game Master's book (64), and maybe an equipment book or world guide.

This is only a guess. Afterall they misspelled two of the three authors on the cover. 

Scott Haring is known for his contributions to GURPS, Dragonlance, Mystara, and the Forgotten Realms. His contributions to Top Secret S.I., Agent 13 and Ghostbusters might interest us more here today though. 

Jim Ward was the creator of Metamorphosis Alpha; he also wrote a lot of material for D&D and then would later move on to various publishers, including Troll Lord Games.  In particular to this conversation Ward designed the "Tainted Lands" horror setting for Castles & Crusades. James died earlier this year on March 18, 2024.

Paul Arden Lidberg was one of the founders of Crunchy Frog Enterprises/Team Frog Studios. He also worked on many games and was part of the TSR West group with Flint Dille for a brief time. He went on to create the games Critter Commandos and Duel. Paul died on June 13, 2022.

Now we do know there is a history of TSR padding their product schedules.  David "Zeb" Cook recently stated at Gamehole Con that he would come up with names of products and other writers developers would have to figure out what that meant. This seems slightly more than that, but not by much. You can't even trust the art. TSR catalogs often had concept or placeholder art in place of a product. That is not an uncommon thing really.  The "blue" Rules Cyclopedia cover is a good example.

In the early 1990s we know TSR was feeling the heat from the new kid on the block, Vampire the Masquerade. I have been talking about the effects of that game and White Wolf all month long in my Ravenloft retrospective. 1987's "Lost Boys" and "Near Dark" showed that vampire movies were still popular and there were certainly rumors about the upcoming Francis Ford Coppola Bram Stoker's Dracula scheduled for 1992. Even Chill saw new 2nd Edition from long time thorn in TSR's side, Mayfair Games. The time was ripe for a supernatural game. 

We do know from many sources, notably Steve Winter, that next to nothing was produced for the game, beyond this cover mock-up. There are no files siting on a 5.25" floppy somewhere and no dot-matrix print out of chapter 1 or anything like that. I do think we have seen everything about this game, save for maybe some TSR inter-office notes or emails that likely no longer exist. 

There are two product codes that appeared in the TSR catalogs for this.

Here is the text featured, along with the art from the cover.

"Nobody's safe. The undead disregard today's best high-tech security and surveillance systems. These demons attack helpless victims as they sleep - their electronic fences and computers buzz through the night. This horror and much, much more fill the R.I.P. role-playing game. This all-new game awaits horror fans with three rules booklets, full-color cards, dice and maps that spin a tale in modern-day terror."

This is our best clue to what the game was going to be about. But it is not the only one.

The R.I.P. Comics

Our best guesses at the tone and tenor of the game come from the R.I.P. Comics produced by TSR a couple of years before.  Two four-issue series were released. And because I care about you, my faithful readers, I scored 3/4ths of them. 

R.I.P. Comics

What can we say about the comics?

  • There were two series of four for a total of 8 comics.
  • Described as "Comics Modules." 
  • Published around the same time TSR had a comics deal with DC.
  • Each had some game related content, sometimes Top Secret/S.I. related, sometimes standalone. 
  • Flint Dille, brother of Lorraine Williams, was the creative director. 

Flint Dille also wrote the Agent 13, Top Secret/S.I. tie-in media, Agent 13: The Midnight Avenger

Now I am being honest here, the comics are not very good. But that is fine, because I am not interested in that. Why I bought these was for the last section of the comics, the game materials. The comic themselves feel a bit like Tales From the Crypt.

In Issue #1 (I will just number these 1 to 8 for ease), has notes for adapting the Top Secret/S.I. part 1 by Scott Haring. This first section details the type of horror game you might want to run. There is nothing particular to the TS/SI rules here, just campaign modes.

Issue #2 shares the same art as the proposed TSR07406: Lost Souls book. This includes the Zombie Hunt game, with rules in the center and a play board on the inside covers, and tokens. Part 2 of our TS/SI aka Role-Play in Peace, section covers some new advantages and disadvantages. Mostly for dealing with the supernatural. They promise more are coming, just write to TSR West.

Issue #3 adds to the Zombie Hunt game with Zombie Rampage. For TS/SI we get some new skills and some Powers as described in the Agent 13 book. This game takes the Chill 2nd edition approach and has the Powers limited to "the bad guys." You know it would not stay that way for long.  Powers here are treated like Skills.  

Nearly unreadable text from Issue #4
Issue #4 gives us some monsters. Or at least I would like to say it does. The trouble is the text is small and printed on a color background that is almost impossible to read. I tried a lot of different filters and skill could barely read it. We get Vampires, Werewolves, Frankenstein's Monster and a Mad Slasher.

The Zombie Nation game, a continuation of the zombie games from Issue #1 is written by Paul A. Lidberg.

Issue #5 (or 1 of the second series) features more Role-Play in Peace with some Monster powers by Scott Haring AND a R.I.P. collector card game by Paul Lidberg, which could be the same as TSR07405: R.I.P. Horror Card Game listed above.

Issue #7 (I do not own Issues #6 or #8) includes a solitaire game called The Crypt by Paul Lidberg and a page of a new power (Cause Madness) for Top Secret/S.I.

Now, this certainly begs the question. Was the only material written for the R.I.P. RPG sitting before me right now?

The R.I.P. RPG

It would be folly to try and guess what the completed R.I.P. RPG would have been like, AND would we have called "Rip" or "Are Eye Pea?" But that doesn't mean I can't make some guesses. Especially given some of the Vampire:TM "catch-up" TSR was doing at the time with Ravenloft. For the record, "Are Eye Pea."

Obviously, the biggest, and maybe the most error-prone guess, is that the system used would have been some version of TSR's Top Secret/S.I. RPG. I mean there is no reason to assume it would have been this, comics examples aside, especially since TSR had a history of using a different system for each and every game. BUT maybe with the new Top Secret/S.I. TSR saw a way into modern games. The comics certainly give at least some lip service to this. 

My other "evidence" is the product codes. R.I.P. had the 74xx line and Top Secret/S.I. covered the 76xx numbers. Not that this is solid evidence save for the fact they were all "in production" at the same time.

I think a safer guess is that Vampires would have played a bigger role in this than what little evidence we have. I have stated in the my reviews of Van Richten's Guide to Vampires and Children of the Night Vampires that TSR was well aware of the growing popularity of Vampires and Vampire RPGs. While we know the the production teams were often siloed and unaware of what the others were doing, who knows what would have become of Ravenloft if R.I.P. had been a hit? Would Ravenloft still have been produced? Would we have seen Gothic Earth for R.I.P. instead? 

What can I speculate about this game?

Well, there are certainly tie-ins to the Agent 13 sourcebook. In fact, a 1990s update to that is not just a safe bet but likely the only safe bet. 

The Agent 13 novels are throwbacks to the pulps of the 30s, save without the charm of being from the 30s. I mean, they were throwbacks in the late 80s, but I am not sure they would have fared much better in the 90s. So, the new R.I.P., even if it builds on the mythos of that brand, would need to be thoughtfully updated. The Lemuria origins of the Brotherhood would still be fine. Even the evil takeover of the Brotherhood. Given the 90s, I expect to see more about the Freemasons, the Templars, and plenty of other secret groups. Agent 13 portrayed heroes and villains in terms of black and white. R.I.P. would likely do something similar. While other horror games of this time (Chill 2nd Ed, Vampire, Kult, SLA, CoC) were embracing shades of gray, they were all fairly dark. No one was "pure good," but I do see TSR, especially TSR of the early 90s, trying to push a "PCs are good guys" narrative. 

For monsters, I am sure there will be vampires, werewolves, Frankenstein's monster(s), zombies, and very likely succubi. I would also expect to see all sorts of "high tech" monsters too, like brains kept alive via advanced machinery, "Borg"-like monsters, and maybe even monsters caused by modern problems like global warming and pollution. Would the monsters be well known to normal humans? I can see different campaign modes that allow this or keep them secret. I think our best evidence of this is to look toward Ravenloft for AD&D 2nd Ed. 

One thing that is very easy to guess is that I am sure there will be more skills regarding Occult sciences and powers that "agents" can take. These would be limited, but more skills than the ones seen in the Agent 13 book. Again, I think the model here would be what Chill or SLA Industries were doing in the 90s. 

I would also expect to see a re-print and expansion of all the different types of campaign settings mentioned in the comic. From humor to slasher flicks, to monster hunters to cosmic horror. It is the 1990s, but the X-Files are still a couple of years off (1993), so I am not expecting Governmental and Alien conspiracies just yet. I would expect a group of some sort the PCs could work with. Like ORION from Top Secret/S.I. or even SAVE from Chill.

Given what we saw in Top Secret/S.I., Agent 13, and later in AD&D 2nd Ed Ravenloft, I fully suspect that there was going to be some secretive shadowy organization bent on World DominationTM, that is, if they didn't already control everything, whom the characters will have to fight the agents of. Whether this takes the shape of The Brotherhood or something more akin to the Dark Powers is difficult to guess. It is likely would be skewed more to the Brotherhood side.

In truth, we will never know. With 2/3rds of the writing team gone, the company gone, and the persistent suspicion that nothing was ever really produced for it there is not enough to go on.

But I think I will see if the idea has any legs all the same. Check back tomorrow.  

Links


RPG Blog Carnival

This post is my last entry for my October RPG Blog Carnival: Horror and Fantasy.. I hoped you enjoyed. I'll post a wrap-up for it tomorrow as well.

RPG Blog Carnival


HAPPY HALLOWEEN!

Tuesday, October 15, 2024

Review: Ravenloft Gothic Earth Gazetteer and A Guide to Transylvania

 Today I continue my exploration of Ravenloft's Gothic Earth. But first I want to set the proper stage. These next two products were released in 1995 and 1996, respectively. I had moved to Chicago already and I had gotten married. I moved to the suburb of Mt. Prospect, the point? Well, after years of buying my Ravenloft material from Carbondale's Castle Perilous, I was buying again from Games Plus, a place I had mail-ordered from since the 1980s. I bought my copy of Chill Vampires via mail order from Games Plus, so buying these two from their physical store seemed like a sort of homecoming. 

Ravenloft Gothic Earth reference books

This is also when I  began to feel the shortcomings of the AD&D system. I loved the idea of Gothic Earth, I wanted that to be a world I played in, but that AD&D 2nd Edition rules just didn't quite cut it for me. I began to go back to Chill, this time the 2nd Edition, and most importantly to CJ Carella's WitchCraft RPG. But before I get to that, let me talk about these two products and why I still love them. 

For this review, I am considering the PDFs from DriveThruRPG and my originals purchased in the mid-1990s.

The Gothic Earth Gazetteer (2e)
The Gothic Earth Gazetteer (2e)

1995. by William W. Connors. Cover art by Robh Ruppel. Interior art from Dover Publications. 64 pages, detached cover and poster map.

I want to state out of the gate that this is an indispensable guide for playing in the 1890s. While some Ravenloft-isms are here, I have used this guide with countless Victorian-era RPGs. 

The Gothic Earth Gazetteer goes into greater details than the similarly named sections in the Masque of the Red Death boxed set

We start with an Introduction and an overview of the 1890s in the form of Headlines. A set of bullet points covering the biggest news items around the world from 1890 to 1899 and The Spanish-American war. Even in the days prior to easy to access resources like Wikipedia (and I practically wore out my copy of Microsoft Encarta Encyclopedia CD-ROM looking all this up back then!) there is enought here in the first 16 or so pages to keep an enterprising Game Master* busy. Sorted by date and then by continent. 

I say Game Master instead of the more accepted Dungeon Master here for two reasons. Gothic Earth is really a significant step away from the dungeon-crawling ideas of Dungeons & Dragons. While yes there could be dungeons here, that is not what Gothic Earth does best. The back street of London, Paris, or New York is where this game does well. Also, I have already mentioned that this guyid can be used anywhere. This first section typifies what I mean. You can just as easily use this in Victorian Age Vampire, Cthulhu by Gaslight, or any other later Victorian-era game. 

This section is then expanded in the next section with other events more closely tied to the setting. Events of the 1890s covers The Ghost Dancers (and man, did I ever want to make ShadowRun the future of Gothic Earth!), Arctic Exploration, Railroads, Spiritualism, and a lot more.  Each section gives a real world background, and then in true Ravenloft fashion some "Forbidden Lore."

We then have a similar section, Who's Who on Gothic Earth, that covers specific people. There are more people covered than events, so the section on each is smaller. Not everyone has a Forbidden Lore section, but enough to keep any Game Master busy. This book + a little research would allow the GM to create even more if they wanted. If there is a figure from the Late Victorian era you can think of, then they are likely covered here. Sadly one of my favorite figures from the time, Harriet Tubman, was not listed. Maybe I could fix that.

Our last section covers various groups and cabals active in the 1890s (and beyond) on the Gothic Earth. 

The original print copy has a poster of the calendars for the 1890s, complete with images of ephemera from the time. At the time of publication, it was an amazing resource.  The only thing it is missing are moon phases.

There are no AD&D stats or rules in the book at all. It still assumes AD&D and the Ravenloft universe, but the book itself has no "crunch" only "fluff." But it is extremely useful fluff.

While similar details are to be found in other Victorian Era games, I still find myself going back to this one time and time again.

It is a resource I highly recommend. 

A Guide to Transylvania (2e)
A Guide to Transylvania (2e)

1996. by Nicky Rea. Developer and Editor Steve Miller. Cover art Dawn Murin, interior art Val Mayerik. 96 pages.

This is another book I have used with many games. For some reason that I can't quite figure out, this one feels more like a Ravenloft core book than the Gothic Earth Gazetteer does. Maybe because Dracula's Transylvania was the model of for Strahd's Barovia and thus the core of the Ravenloft concept. While I stand by my assertions that Barovia is from Mystara, I have entertained the idea that it was really from Gothic Earth. 

A little more stage-setting, this was released after the wildly successful and critically acclaimed "Bram Stoker's Dracula (1992)" while the author and developers do a very good job of sticking to the novel and history, the movie still casts a long shadow.

The book's dedication is to various noted Dracula scholars; Radu Florescu, Raymond T. McNally (In Search of Dracula: The History of Dracula and Vampires), Dan Richardson, Tim Burford (Guide books), Rosemary Ellen Guiley (various encyclopedias), and Julian Hale (Historical guidebooks). 

Chapter One details the history of the lands in and around Transylvania with a bulk of this covering the conflicts between the Roman Catholic people of the area and their struggles against the Ottoman Turks. Special attention is given to the family of Vlad Dracul and Vlad the Impaler.  As with previous works the text is largely game-stat free and has only a few mentions of the Red Death and other "Ravenloft" details. More "game" details are given in the Forbidden Lore boxed text.

Chapter Two is a "current" sketch of Transylvania with entries on the geography, cities, and various landmarks such as the various castles. It reads like an 1890s travel guide, with Forbidden Lore boxed text. 

Chapter Three covers the peoples of Transylvania. This includes the various native Romanians, Magyars, Szeklers, and Germans as well as the Romanii and Jewish populations. Language is covered a bit which is good since this place really does feel like a crossroads of Eastern Europe just before one enters the East. There is even a bit on vampires in this land.

Chapter Four, Personalities, has the most Game-related information in the book. For example, it has stats for all sorts of highly detailed NPCs. In addition to Gothic Earth's particular flavor of AD&D 2nd ed stats, there is Forbidden Lore boxed text. We learn that Jonathan Harker is a 6th-level Tradesman, Dracula is a 13HD Vampire, and Van Helsing is a 12th-level Metaphysian. Dracula's write-up is similar in feel to the write-up Count Strahd got in Ravenloft I6. 

Finally we end with an AD&D 2nd Ed Monstrous compendium style page for the Dhampir.

There are maps throughout the book and on the inside covers.

Both books are still quite serviceable today and work well with any Victorian era game you might want to play. 

Friday, September 20, 2024

Kickstart Your Weekend: Shadowy Victorian Space Witches?

Nice eclectic bunch this week!

Gaslight Victorian Fantasy Revised and Expanded for 5E

Gaslight Victorian Fantasy Revised and Expanded for 5E

https://www.backerkit.com/c/projects/battlefield-press/gaslight-victorian-fantasy-revised-and-expanded-for-5e

This one is special to me. It was something that Jonathan M. Thompson was working before he died. We talked a bit about, and I contributed some material. No idea if that material will show up in this book or not, and that is fine. His brother Adam is working on getting Battlefield Press back going.

This is Victorian-era so I am going to buy this. It looks fun and I need some more Victorian games in my life. Plus it would be a nice tribute to Jonathan's memory. 


The Expanse Roleplaying Game: Transport Union Edition

The Expanse Roleplaying Game: Transport Union Edition

https://www.backerkit.com/c/projects/green-ronin-publishing/the-expanse-roleplaying-game-transport-union-edition

I mentioned this one briefly yesterday. I love the Expanse and the AGE system, so this should be fantastic. I need more Belter love in my life. And more Mars. A lot more Mars!


Tarot, Witch of the Black Rose: The Vampire of Halloween

Tarot, Witch of the Black Rose: The Vampire of Halloween

https://www.kickstarter.com/projects/jimbalent/tarot-witch-of-the-black-rose-the-vampire-of-halloween

Another new from Friends of the Other Side Jim and Holly Balent. Halloween is a great time for the Tarot comic and Jim and Holly are the hardest working couple in comics. This time they are featuring Rowan's "evil" sister Raven (she isn't evil, she had some very reasons to do what she does!).

Anyway lots of goodies, lots of stretch goals. This is the true spirit of Kickstarter, two highly motivated creatives working their assess off to get you all their labors of love.


Shadow City Mysteries: Tabletop Roleplaying Game

Shadow City Mysteries: Tabletop Roleplaying Game

https://www.backerkit.com/c/projects/play-on-words-studios/shadow-city-mysteries-tabletop-roleplaying-game

I have seen this one advertised a lot and it looks really cool. Has a Pulp Noir meets Call of Cthulhu meets Cyberpunk vibe to it and I really like it. The art is rather amazing too.


Have a great start of Autumn weekend!

Monday, August 12, 2024

#RPGaDAY2024 RPG with well-supported campaigns

 This one is pretty easy. Probably the best supported campaign setting anywhere is the Forgotten Realms for Dungeons & Dragons.

Forgotten Realms

There are plenty of well-supported campaigns, but few have spanned multiple editions of their game, even through rule changes.

Sure, there is the "Arkham" setting of Call of Cthulhu and whatever the setting is for World of Darkness. But those are largely "our world, but different." The D&D settings take on a bit more work, and few have done this as well as the Realms have. 

Not to mention the support of novels, board games, movies, and video games. It's all rather impressive, really. 

--

I am participating in Dave Chapman's #RPGaDAY2024 for August. 

#RPGaDay2024

Wednesday, May 29, 2024

Review: Alternity Dark•Matter

Alternity Dark*Matter
 Ah. Now, this one is hitting me where I live. By 1999, Alternity was already interesting to me. I had, of course, seen bits of it online and knew about it from the internet and talking to other gamers. But it was 1999's Dark•Matter Campaign Setting that REALLY got me interested. 

Dark•Matter came out at a time when Dark Urban Fantasy was my drug of choice, and I was an addict.  I had played Chill off and on (mostly off) through the 80s and I had picked up a new copy of Chill 2nd Edition. It didn't have enough magic in it for me. Oh the Art and the Evil Way were fun, but I wanted something more.

I will get into what was going for me in 1999 a bit later on and talk about how Dark•Matter almost made the cut, but didn't. But first lets talk about what it is and what was good about it.

Dark•Matter (1999)

by Wolfgange Baur and Monte Cook. Full-color covers and interior art. 288 pages.  Wizards of the Coast logo.

Like all the books in the Alternity line, Dark•Matter is out of print and not available on PDF.

By this time, the Alternity line has given over completely to Wizards of the Coast, with the TSR logo only seen in ads on the back few pages.  Reading through this book, its layout, and its art make me think of the early d20 Modern books and the d20 Call of Cthulhu book Wizards would later do. They share some artists. 

Ok stop me if you have heard this one before, Dark•Matter takes place on Earth, but not the Earth we know. This is an Earth with a hidden history where monsters, aliens, psychic powers and even magic are real. 

Now I freely admit, I love the name. It is sci-fi and yet spooky at the same time. I mean what is not to love really?

Chapter 1: An Introduction to Dark•Matter

Like our previous books, this is an introduction and some fast-play rules with a sample adventure. Nice way to do it. Maybe it is because it is Baur and Cook, but this seems a little more readable to me.

Chapter 2: Welcome to the Hoffmann Institute

Ah, now we get into some in-world background on what is going on. The Hoffmann Institute is our BPRD, our SAVE, our SPC, our Sanctuary, our in world organization to help our character push back against the night. 

Chapter 2: Welcome to the Hoffmann Institute

Unlike Star*Drive, which didn't grab me, this grabbed ahold of me pretty hard. I remember reading websites on the Internet dedicated to the Hoffmann Institute and thought it was great. Yes, I had read similar things about SAVE back in the days of Chill, that doesn't matter. The fact was this stuff was new and it was out there and I was enjoying it. This fluff, as much as anything else made me want to play this game more.

Chapter 3: Heroes of Dark•Matter

This is our hero creation chapter. The rules for hero creation are still in the Alternity Core rules, this just adds some additional skills, perks, flaws, and careers. As expected most of the high tech or advanced sci-fi stuff is out. No alien heroes, no cybertech (well...limited). But Mindwalking is now a "core" profession. 

Chapter 4: Arcana

Now this is something new! In the Dark•Matter world, magic is real. There new FX rules here that replace the FX rules from Alternity and the FX book (more on that). There is Arcane Magic in the form of Diabolism, Enochian, and Hermeticism. And Faith magic in the form of Monotheism, Shamanism, and Voodoo. Really fun stuff. Magic FX is taken like a broad skill with skill-specific "spells" chosen under each one. The spells are powered by a limited resource of FX points. So, magic-using characters will not be the magical powerhouses seen in D&D, or even Mage or WitchCraft, but they are more powerful than the ones found in games like Chill.  Honestly, this worked GREAT for me since my own home campaign was based on the idea that as we approached, the new Millennium magic was going to increase. 

Chapter 4: Arcana

Chapter 5: History of the World

Dark•Matter was released between two great paranormal TV shows; The X-Files and Buffy the Vampire Slayer. It manages to capture the zeitgeist of both of them well. This chapter feels like it could have come from the series bible of either show. 

Chapter 5: History of the World

There is a timeline of the world that manages to incorporate some sort of malignant, evil force, the arrival of aliens, and the rise and fall of Atlantis. There is the expected involvement with the Egyptians, and then later the Olmecs, Mayans, Aztecs and Incas. Tesla gets name-dropped, as do the Templars and Masons. Nazis, Roswell, New World Order. It's like we all read the same books! Even the rising "Dark Tide" to the new Millennium. I would say I read it here, but it was something I was doing in Chill 2nd ed. 

There is no "game" information here, but it is a great read.

An aside: I wonder how this timeline tracks with the one from TSR's Masque of the Red Death. I have no expectations they are the same on purpose save that they both are drawing from the same sources of information. It might be fun (yes I said fun) to see how they line up. 

Chapter 6: The Illuminati

With conspiracy theories, the Illuminati will inevitably be brought up. This covers a bunch of topics related to the Dark•Matter world. We get a bunch of groups that are vying for control of knowledge of the world. These include The Free Masons, the Rosicrucians, The Hidden Order of St. Gregory, The Invisible College, the Knights of Malta, The Final Church, The Bilderbergers, and of course the Hoffmann Institute. All of these factions are trying to control and all of them will either try to stop or recruit the heroes. There are also plenty of governments, the UN, and other organizations involved. 

It reads like a who-who of conspiracy theories. 

Chapter 7: Places of Interest

A trip around the globe starting in Africa and giving the Congo, Sahara, and Egypt their due. Lots of locations in America. I was happy to see a local favorite while growing up, the Cahokia Mounds, get some good ink as well as a place more local to me now, Lower Wacker Drive in Chicago. All the expected sites are here. Groom Lake (Area 51), Rosewell, Los Alamos. Moving on to Asia, Australia and Europe. There is even coverage of Atlantis, Earth Orbit, and Mars. 

Chapter 7: Places of Interest

Chapter 8: Xenoforms

Or our Monster chapter. We get all sorts of creatures here including aliens, demons, trans-dimensional travellers, Elohim, Ghosts, Men in Black, Sasquatches, and Yeti just to name a few. No vampires though. 

Chapter 9: Running a Dark•Matter Campaign

This is all pretty good advice for a lot of modern supernatural/conspiracy style games. Non of this is game specific and would work well for WitchCraft, Chill, Conspiracy X, and yes even NIGHT SHIFT.  There is a huge list of topics on page 240 that is a fantastic starting place for any intrepid Game Master. 

Chapter 10: Campaign Options

This chapter covers various ways to see up a campaign and give the characters (and players) a focus. There are even nots here on playing a Grey, Kinori, Mothman, Sandman or even a Sasquatch hero. 

Chapter 11: Raw Recruits 

This is a sample adventure where the characters are new recruits to the Hoffmann Institute. 

Thoughts: 1999 to Now

1999 was a pivotable year for me and gaming. I wanted a new modern supernatural game. I had flirted with Vampire: The Masquerade off and on for years. I played Chill 1st Ed, and had made the drive out to Mayfair Games (which was now local to me) to buy one of the apparently "hundreds" of Chill 2nd edition books they still had laying around. But neither Vampire nor Chill were giving me what I wanted. 

Enter the Dark Trio.

WitchCraft, Dark*Matter, and Mage

Around the same time, I discovered Mage: The Ascension (and Dark Ages Mage), C.J. Carella's WitchCraft, and Dark•Matter.

All three of these games can do very similar things. They all draw on a lot of the same history, myths, and legends. In my mind, all were very good games.

I love Mage. But there is a lot going on there. Dark•Matter had nearly everything I wanted, but at the time, I had a new baby on the way and not a lot of readily disposable cash to drop on three hardcovers to play a game. WitchCraft though. Man, that game hit me hard and never stopped. 

You can play the same game with all three rule sets. I think even that each of these has Roscrucians, Hermetics, and stats for the Comte de Saint-Germain.

Dark•Matter is excellent. It really is, but it also suffers from the same Alternity system that bogs it down. Also, I am partial to Roll-Over Mechanics and not Roll-Under. Mage is Dice-Pool. 

A lot of these arguments against Dark•Matter go away when you consider the 2006 d20 Dark•Matter released by Wizards of the Coast. But that is a discussion for next year.

All three are at least thematically compatible with each other. You can move characters between the games with some effort, and as expected, I have done so. 

Let me restate it. Dark•Matter is excellent. It is a wonderful game that, in the end, fell just a little short of perfection. At least for me. In another world, a world where I didn't find the Unisystem WitchCraft, I'd still be blogging about this game today.  I am looking forward to covering the d20 version next year when I take on the 25th Anniversary of the d20 system.

Tuesday, March 19, 2024

Jim Ward (1952-2024)

 News came out last night that former TSR writer and game designer Jim "Drawmij" Ward had passed.

Jim Ward

Jim was responsible for some of my favorite books—not just the amazing "Metamorphosis Alpha" and later "Gamma World," but also "Gods, Demigods and Heroes" and "Deities & Demigods," to which I owe a lot of virtual ink here at The Other Side.

Jim was always very nice to chat with. I wanted to make sure I included his point of view on the whole Cthulhu Mythos issue in D&DG when it would come up since there was always so much misinformation about it. He had been sick for a bit, so while last night news was not a shock, it is still a loss.

I got the chance to chat with him a couple of times at the Troll Lords Games booths at various cons. He was always nice.  I was disappointed when he began hitching his wagon to Justin LaNasa, but I had assumed he just wanted to make games and saw this as a chance.

Of course, that doesn't matter now. I had been hoping to see him again at Gary Con in a couple of days, even if I knew that chance was very, very slim.

It has been a bad three months for loosing people in this hobby for me. So if there is any advice I can give at this time, if there is someone out there you want to talk with, do it now. Don't wait for "oh we can meet up this summer" or "Oh, I catch them at the next con." No. Do it now.

Friday, December 29, 2023

Kickstart your Future! Thirteen Parsecs

It's the end of the week, the end of the month and the end of the year. So lets look to the future!

Thirteen Parsecs

13 Parsecs

https://tinyurl.com/13psignup

Thirteen Parsecs: Adventures Beyond the Solar Frontier is the latest tabletop role-playing game project from Elf Lair Games, producers of Night Shift: Veterans of the Supernatural Wars and Wasted Lands: The Dreaming Age. It forms the third of our trilogy of core games - we've given you modern and fantasy, and now we bring sci-fi to the forefront with the same rules, completely customizable and ready for you to build exactly the type of science fiction gaming you want. As always, it's your game your way when it's Powered by O.G.R.E.S.!


I am so excited for this.  I have been dying to work on a solid sci-fi game since forever.

What is Thirteen Parsecs?

Like our other games, NIGHT SHIFT and Wasted Lands, Thirteen Parsecs is an O.G.R.E.S.-powered game. So if you have played a classic RPG then you know how to play this one already.

Also like NIGHT SHIFT, Thirteen Parsecs will be a "toolbox game."  We are going to give you the basic rules and structure for all sorts of Science Fiction style role-playing. So whether you want to play heroic characters in an epic space opera, explore strange new world with a group of explorers, battle alien threats, deal with a post-apocalyptic hellscape, or tackle humankind's first leap to the stars, then this game is for you.

BUT that is not all. Like NIGHT SHIFT we will encourage you to make your own worlds and setting to make it the sci-fi game YOU want. 

I have been talking for years, decades even, on how there has not been a sci-fi game that connects with me. Thirteen Parsecs will change that for me. Here are the worlds I am planning to bring you as my contribution in one form or another.

Space Truckers

This one began as a bit of joke and I have tried in different systems. It is "Smokey and the Bandit" meets "Blake's 7" with a dash of "Red Dwarf" and "Quark."  It is supposed to be silly fun about the lives of long-haul "truckers" on the edge of the Solar Frontier. The Colonies need their light beer too. I am planning on designing this to work with any of the other settings we have.

Dark Star (formerly BlackStar)

I have talked about this one a lot, my "Star Trek meets Cthulhu." The deal here is that Jason also has one he wants to do and so does our other member Derek. So it is very likely they will all get combined somehow into something new and better.  The basic idea here is "In Space, the stars are always right."

Völlig Losgelöst

My love letter to 80s sci-fi horror. This one might appear later due to space (heh) issues. If you enjoyed movies like "Lifeforce," "Galaxy of Terror," and "Xtro" then you will find a lot to love here. This one is explicitly a NIGHT SHIFT/Thirteen Parsecs crossover game, so I might wait until after the core rules are published. Essentially I want to create the future as we saw it from the mid-1980s. 

I have more ideas and these are only mine. Jason and Derek have a ton as well. 

So please sign up and watch for more details!

https://tinyurl.com/13psignup

Want to know more? Just ask!

Thursday, September 14, 2023

Review: SURVIVE THIS!! What Shadows Hide, Cthulhu Sourcebook

 Continuing my exploration of Bloat Games' modern horror/monster hunting RPG, SURVIVE THIS!! What Shadows Hide. Today I cover Part 2 of the two books, the Cthulhu Sourcebook.

What Shadows Hide Cthulhu Sourcebook
SURVIVE THIS!! What Shadows Hide: Cthulhu Sourcebook

220 pages. Black & White cover and interior art.
$9.99 PDF

A while back I once said, rather snarkily, that a game can get instant sales by slapping some Cthulhu on it. One the surface this could look like that, but it doesn't do that at all. 

Also, I compared What Shadows Hide to the classic RPG Chill. So the logical comparison here is this is Bloat Games' version of Call of Cthulhu. But it is not quite that either.

What is this game supplement? Easy. Remember the first season of True Detective? It was a great detective show with a cult and some crazy guy talking about Carcosa. Turns out it was all just normal, though very evil, human agents. 

Well, what if Carcosa had been real in True Detective? What if those human agents/cultists interacted with real Elder Gods from beyond reality?

That is what this game is.

This book gives us some new classes for What Shadows Hide. Archeologist, Priest of the Darkness, Priest of the Light, Priest of the Mother, Priest of the Old Ones, Priest of the Protean Path, Priest of the Void, Psion, Warlock, and my favorite, Witch. Some of these we have seen before, but that is fine, not everyone will start with the same book or buy everything in their line (you should, but I see why you might not).

There are new spells, new skills, curses, and psychic powers.

Why put these into this book? It keeps these more powerful classes out of the hands of the Players and squarely in the Game Master's hands. 

We also get a bit about Cosmos Cats (fun!).

The bulk of this book is dedicated to the monsters the characters will encounter and the cults they will likely have to deal with. There is even a good section on creating your own cults.

This book has more utility than just "Book 2" of What Shadows Hide. This book can be easily used with other Bloat Games' RPGs like We Die Young or Vigilante City. There is also enough here for anyone who wants to add some cults to their Fantasy OSR games.

There is even an index.

Both books make for a great game, and a worthy addition to the Bloat Game catalog and the Survive This!! line.

Wednesday, September 13, 2023

Review: SURVIVE THIS!! What Shadows Hide

 I want to spend some time with one of the newer RPGs in Bloat Games' line of SURVIVE THIS!!  Today I want to look at their modern monster-hunting horror game What Shadows Hide.

SURVIVE THIS!! What Shadows Hide

I say "newer," but these have been around for a bit.  There are two books in the line, the Core Rules and the Cthulhu Sourcebook. For the purposes of this review I am considering both the PDF and Print versions of these books. There are at this time no Print On Demand versions, I bought these from Bloat Games at Gary Con in 2022.

What Shadows Hide
SURVIVE THIS!! What Shadows Hide: The Roleplaying Game

250 pages. Black & White cover and interior art. 
$9.99 PDF.

If you have followed any of my reviews of the various Bloat Game offerings then you will know that I am a big fan of their games and the SURVIVE THIS!! system that powers their games. Like the previous games (in particular Dark Places & Demogornons and We Die Young) this is a horror game. Though the feel to this one is a bit different. This is not the 1980s or 1990s anymore, this is a game with real stakes, real horrors and people dedicated to fighting them.

Up front, if you have played or own any of the other SURVIVE THIS!! games then a lot here will feel familiar. The rules sections are largely the same as are the rules for creating characters, combat, and some of the monsters.  This time the authors address this and mention this is done for maximum compatibility between the game lines. You can take classes from any SURVIVE THIS!! game and use them here and visa-versa. 

The joy of this game though is what it brings that is new. And there is plenty of that.

The game largely follows a similar path to that first taken by the Chill RPG. You have professionals working in various areas of the government (or other places) and they interact with an organization known as C.A.R.E., Conservers of the Ancient Realm of Earth. Think of them like BPRD, SCP, or even good old SAVE. Many characters will be involved with C.A.R.E., but you don't have to do that in your games (CARE-less?), the point is there is a connected group that does it's best to fight back against the monsters of the night.

Character Creation

Characters can have a Race, Occupation, and a Class. Races include Dimensional Forsaken (Angels and Demons), Doppelgangers, Fairies,  Ghosts,  Ghouls, Greys, Half Mer-men, Humans, Jari-Ka (Mummies), Negator, Reptilians, Vampires, and Were-beasts.  This moves it a little further afield from Chill and into World of Darkness territory. 

Occupations have a random table with how much they make each year.

Classes include Academic, Arcane Thief, C.A.R.E. Field Agent, Exorcist, Medium, Monster Hunter, Mystic, Necromancer, Occultist, Paranormal Investigator, and Void Master. Some of these are from other books, but pay attention to the details as some do feel different.

Character creation follows the same process as other SURVIVE THIS!! games and by extension most Old-School games. Attributes are covered which include the standard six, plus the "Survive" attribute common to all SURVIVE THIS!! games.  

Like the other games in this family, Hit Points start with a 2d6 and increase by 1d6 per level, regardless of class or race.  Combat can be pretty deadly in these games for people used to the hardiness of even Old-School D&D characters.

Character creation, spells (rune tattoos), skills, and Equipment cover the first 140 pages of the book, so a little more than half. 

Rules

Here we get our rules for playing the What Shadows Hide game.   We get an overview of game terms, which is nice really. Rules for Curses, Exorcisms, and Madness are covered. Similar to the rules found in We Die Young. It looks to me like they could be backported to DP&D rather easily. 

There is a fair number of combat rules.  Likely this has come about from the authors' experiences with their other game Vigilante City. 

We also get rules for XP & Leveling Up and Critical tables.

The Setting of What Shadows Hide

This is the real treat of the book. What makes this one different than the others. The world is filled with monsters, aliens, and other threats to well well-being of humankind. It is largely up to the characters (and those like them) to keep the world safe. Here we get into detail about C.A.R.E. and other organizations. We also cover the cults and organizations the characters are most likely to encounter and how to deal with them. 

At the end of the book, there is a section of adventure seeds. There are some monsters here, but they are directly related to the adventures. For more monsters, you will need the second book in this line, the Cthulhu Sourcebook, or grab one of the other Survive This!! books such as the wonderful DARK PLACES & DEMOGORGONS - The Cryptid Manual are an excellent choice. 

There is a bit here that can be found in other Bloat Games' Survive This!! games. But that is fine, because as an author/designer/publisher, you never know what someone's first book is going to be. So I am perfectly happy with seeing the Mystic again for example. Each book/game does add more to the sum total of the Survive This!! experience, so even in a class I know well (hello again Mystic) there is something new and often something a little different.

You can use all the games interchangeably, along with supplements made for the individual lines. 

A quick read through the book at Gary Con 2022 and I knew right away I could use this core book to recreate any Chill or Conspiracy X game I played in. If I wanted to recreate ay Call of Cthulhu game, well for that I would need Book 2 in the series.

Thursday, August 31, 2023

#RPGaDay2023 FAVOURITE RPG of all time

 This is a tough one. I have had so many favorites over the years. Each one representing a different point in my life and gaming.

Favorite RPGs

Most of these will be known to readers here.

Basic (B/X) D&D - not the one I started with that would be the Holmes Basic, but the one that got me deep into the hobby.

AD&D 1st Edition - This is the one I played the most in those early days. The Monster Manual was my gateway drug to RPGs coming from Mythology.

Chill 1st Edition - This was either my first or second RPG after D&D (tied with Traveller) but it was my first horror RPG, and it spawned everything after.

Call of Cthulhu - Not my first Horror RPG, but one of my favorites. Really set the bar on what a horror RPG should be.

Masque of the Red Death - not an RPG by itself, and a bit wonky, it did something I always wanted: it brought my AD&D 2nd ed rules to Gothic Victorian Earth and Horror. Ravenloft brought some of this earlier, and both were my game of choice throughout the 90s until D&D-burnout set in and I went to my next big thing. 

CJ Carella's WitchCraft - I can't overestimate how much this RPG changed things for me. The world was close enough to that of Chill, Call of Cthulhu, and Masque of the Red Death that my ideas for those games gained new life under Unisystem. I loved the game so much I pestered the publisher, Eden Studios, to let me write for them. The result was my next favorite.

Ghosts of Albion - while this might be self-serving, it is my favorite for a reason. Everything I wanted in a Unisystem game is here. Victorian era, magic, horror, and Unisystem. I would have happily written for Unisystem for ever if I could have.  Which leads me to my last one and the top of my list.

NIGHT SHIFT Veterans of the Supernatural Wars - Again, a little self serving but NIGHT SHIFT is everything I have ever wanted in a game. It combines the best mechanics of all the games above along with a play style I love and in a world, or more to the point worlds, I enjoy.

If I only get to pick one, then it will be NIGHT SHIFT.

NIGHT SHIFT

I have had the luxury and the privilege to work on a great number of RPGs over the years. Some of which were dream jobs and dream games. I consider myself lucky. But of all of those, NIGHT SHIFT is not just my favorite game, favorite rules, and favorite setting; it was also my favorite writing experience. Only Ghosts of Albion and my various Witch books come close.


Thank you, Dave Chapman for hosting this again! I had a great time.

RPGaDay2023


Wednesday, June 21, 2023

Interview with the Witches of Midnight Team

Another great Kickstarter coming up this week, in fact live by the time you read this. 

Witches of Midnight

Witches of Midnight

This one caught my eye a while back. I have read over the draft rules, and there is a lot here to digest.

While doing that, I will share an interview with the Witches of Midnight Team and let them tell you about this game.

Tim Brannan/The Other Side: It is my pleasure today to be interviewing the team that is currently Kickstarting a new Witch-based RPG and Tarot deck, “Witches of Midnight” which you can find here, 

https://www.kickstarter.com/projects/balsamicgames/witches-of-midnight-ttrpg-and-tarot-deck?ref=theotherside 

Before we get into all the questions, please introduce yourself and tell us your role on this team.

Witches of Midnight

WoM Gavin: Hi, I'm Gavin (they/them). I'm the lead developer, official Lore Weaver, and a co-author of Witches of Midnight. I've been developing tabletop games since 1993 (using the RandInt() function on a TI-84 Plus), but this is the first project that I've felt compelled to publish.

WoM Andrea: Hi, I'm Andrea (she/they). I'm the creative lead and a co-author of Witches of Midnight. This is my first project, but one very close to my heart. I am a practicing witch myself so it is really important to do right by all witches while designing this game.


TB/TOS: Fantastic! What are some of your favorite games? Why?

WoM: Our favorite games include: A Fistful of Darkness, Scum and Villainy, Call of Cthulhu, Shadowrun, Earthdawn,  Court of Blades, Brinkwood, Under the Autumn Strangely, Werewolf: The Apocalypse and Vampire: Dark Ages.

We really like dark storytelling games with a supernatural element (what a surprise).


TB/TOS: So, tell us a bit about this game and what backers should be looking forward to when they get it.

WoM: Witches of Midnight is a modern "hopeful horror" narrative storytelling tabletop game that gives you all the tools you'll need to tell epic stories of witchcraft.

Midnight is a city shrouded in magical darkness that calls to witches from every corner of the planet. The Order will stop at nothing to register your abilities and take your greatest power, Wyld Magic.

The Kickstarter will include a 200+ page stand-alone core rulebook, a 100 card tarot deck and guidebook, and a set of six custom six-sided dice. We're also offering a “Powered by Witchcraft” enamel pin for anyone who pledges at a physical reward tier in the first 24 hours.


TB/TOS: What do you all feel makes Witches of Midnight different from games currently on the market? What do you say makes it special? Or, bottom line, why should people want to buy this game?

WoM: Our game is different because it centers witches.. few other games do. Also, our Witches have been "out of the broom closet" and a major part of society for over 400 years. The world is both very similar to ours and very different. We detail out those differences quickly in just a few pages of lore.

We also put a big focus on photography to really bring our Factions and major NPCs to life.

Additionally, we have added a lot of new rules to the Forged in the Dark ecosystem with Witches of Midnight. I'll just mention a few that we are particularly excited about.

All Witches have a Familiar. You can shift between playing as your character and their familiar at will during any game session. We've even done a few "all Familiar" Undertakings which were a ton of fun.

Our magic system is robust and exciting even when you use spells exactly as they are written, but you're also able to Boost spells by spending additional Essence on 4 parameters across a 13 point Magnitude scale.

Lastly, Wyld Magic is a reality-bending burst of spontaneous spellwork that any character may attempt. This could be used to teleport your covenmates to safety, animate an army of the dead, or even to melt faces (like the scene in Raiders of the Lost Ark). But you must be willing to face potentially devastating arcane complications if you fail. And even if you succeed, the hunt begins! 

WoM Andrea: From a player’s perspective our setting allows for any style of coven you can imagine. You are not locked into only playing super serious witches. You can play anything from Owl House style coven to a Salem style coven. 

Forged in the Dark

TB/TOS: Why Forged in the Dark as your game system? 

WoM: When we first started development, we liked how Forged in the Dark games focused on the Crew over the individual. We felt like that was perfect for a Coven.

Later, we realized that Forged in the Dark games also teach lessons in the importance of Consent and Intentional action, and those things are very important aspects of witchcraft.

We also discovered that the concept of Retirement (a FitD game mechanic by which a veteran character takes a less active role in their coven) had a lot of untapped potential, so we really ran with that subsystem and added many new Retirement options based on two new character stats that are tracked throughout a campaign.

We like the simplicity of the rules and that failure can be as much fun as success. You can't say that about most TTRPGs.

Heritages

TB/TOS: Talk to me a bit more about the Grimoires and Heritages, outside of their Forged in the Dark origins. Grimoires feel a bit like what I would call a Tradition or a type of witchcraft.

WoM: We would call a Grimoire your "magical specialty". We are launching with 22 Grimoires (called Playbooks in other Forged in the Dark games) which is a lot, and we have 6 more planned as Stretch Goals for the Kickstarter.

Contrast that with Casting Style, the method by which you use magic. This would include traditions, faith and spirituality, but also any specifics of casting you might choose such as using tools or gestures and incantations. Any complication that arises from your Casting Style also acts as an XP trigger.

Heritage refers to a character's immortal bloodline. Each player gets to choose their character's Heritage traits, and those traits are malleable over the course of a campaign. You might start as an Asterian (Minotaur blood) with no visible Heritage traits or you could start the game looking like you just stepped out of the labyrinth.


TB/TOS: You say Players can use their own casting style with their characters. How do you see that working?

WoM: We were very conscious, as practitioners ourselves, of not implying that spells must be cast a certain way, or with a certain faith or set of beliefs. Casting Style is our way of handing that control over to the player. We hope that it will provoke conversations between players about the differences between open and closed practices and lead to a better understanding of witchcraft for everyone.


TB/TOS: What sorts of games do you see others playing with these rules? In other words, what can players do in this game?

WoM: When your group makes a Coven (a Session Zero activity when you are also introduced to the game's safety tools) you choose what Factions are Allies and Rivals as well as a question that your Coven wants to work toward answering and what themes you want to explore in that story.

With 22 Factions in Midnight, you'll have nearly infinite options. There are many congregations of bound witches with their own goals and endgame, witch hunters (both subtle and overt), elder-god worshiping apocalypse cults, several factions of fae creatures (each with their own inscrutable goals), religious fanatics and a magically empowered military.

Additionally, we will offer a few curated storylines for you to choose from (subject to change as we are working on them now): Solving mysteries in a hate-free magical academy, explorers trying to map the various realms of the Underworld and a coven focused on radical environmental protection.


TB/TOS: Who would you say Witches of Midnight is for?

WoM: We intended the game for a mature audience who are interested in telling stories about magic.

It's for anyone who has felt like witches are an afterthought in most TTRPGs.

It's also for people who are new to the hobby or felt like they weren't welcome at a gaming table. We tried to make Witches of Midnight inclusive and easy to learn for new players. Most of our playtesters hadn't played a TTRPG before and enjoyed it so much they are still playtesting with us nearly 70 sessions later!

Most of all, this game is for players who want to take charge of their destiny and really leave their mark on Midnight.


TB/TOS: What are your future plans for this game?

WoM: We are already working with a couple of other authors, translators and editors to release expansions that localize the game to other parts of the world and introduce their cultural experiences with witchcraft to our game's audience. These expansions would each include several new Grimoires, Factions, interesting Casting Style details and possibly even new Heritages.

Oslo, Mexico, Deseret and Appalachia are some of the possible locations we hope to explore if the Kickstarter is very successful.

We might also branch out into other types of supernatural creatures in the future, but that is a long way off.

We plan to continue to stream our playtest sessions on Twitch every other Tuesday with our ultra-queer cast on https://twitch.tv/BalsamicGames


TB/TOS: And finally, for the benefit of my audience, well, and me, who are all of your favorite witches or magic-using characters?

WoM Andrea: Lilith and Baba Yaga. We like to play on the darker side of things.

WoM Gavin: I really love the new iteration of Sabrina (Chilling Adventures) and Eda from The Owl House. But to be completely honest and really date myself, Orko from He-Man is the best.


TB/TOS: And where can we find you all on the internet?

WoM: We have a welcoming and inclusive witchy Discord run by Issa Belladonna. We welcome anyone to join us at https://tinyurl.com/JoinBalsamicGamesDiscord


Witches of Midnight // Balsamic Games