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Thursday, July 16, 2020

That's So Raven! Raven Swordsmistress of Chaos for BECMI

Raven by Luis Royo
Back in 1987, I was a freshman in college. My then Favorite Local Game Store was also my Favorite Local Used Book Store.  They sold new books, used books as well as new and old gamebooks.  I got a copy of the first printing Deities & Demigods here along with scores of old copies of Dragon and White Dwarf.  

One book they always prominently displayed was the American versions of Raven Swordsmistress of Chaos.  

I never grabbed the book but as an 18-year-old guy, I always was attracted to the covers. I even had a character named Raven, who like the cover, was blonde and had a pet raven.  I was vaguely aware there were more books in the series, but never knew how many. 

Over the last couple of years, I have been on a quest to find and read all the Raven books by "Richard Kirk" who was, in reality, the pen name of authors Angus Wells and Robert Holdstock.  Both wrote Book 1 and then they alternated with Wells on Books 3 and 5 and Holdstock on Books 2 and 4.

Well, I succeeded in my quest and I found them all and read them.
While they are not...good...they are fun little romp in late 70s Swords and Sorcery (and Sex, but not as much as the Corgi covers hint at). Sometimes described as a mildly ribald Red Sonja or a less ribald Ghita Of Alizar. The books however perfect for game fodder. 

Others have reviewed the books and I went back and forth on whether I should do the same.  So instead I am just going to link out to some of the better reviews and retrospectives for your own reading.

I figured there are five books in the Raven saga and there are five rule sets in the BECMI series.  
Seems like a good fit.  Plus it let's me try out each set of rules with a character.

I also did this with my very first character, the Lawful Cleric Johan Werper. While I find him interesting I figure you all would like to see Raven more. Also I wanted to get a good feel for how the fighter works in all sets AND the advanced fighter paths from the Companion rules.  So let's get to it!

Raven Swordsmistress of Chaos

Raven from Heroforge
The story Raven begins with that of a runaway slave girl named Su'ann. She is rescued by a mysterious warlock-like character named Spellbinder, who recognizes that she is "the pivot on which the world turns" partially because she is also protected by giant Raven and he senses something in her.  Spellbinder and Su'ann, now calling herself "Raven," hook up with a band of outlaws and pirates.  They go from adventure to adventure but all the time Raven is training with swords, spears, and what would become her "trademark" a set of throwing stars.  It was the 70s, man.  Raven though is not training out of boredom, nor even for the higher purpose fate seems to have, but is very vague about, for her.  She wants to kill her former slave owner, the Swordsmaster Karl Ir Donwayne.  
While Raven is the cover girl and the eponymous main character, Spellbinder narrates and tells the events many years after the fact. Even the scenes where he was not present.  

The story is one that is simple, but close to many FRP gamers. Raven wants to kill Karl Ir Donwayne. How is it going to do that? Well, they need to Skull of Quez to appease this ruler to get to Donwayne. But they have to find the mysterious island first and then kill the beastmen. And there are shadowy loners, men with mysterious pasts. Raven jumps in and out of bed with Spellbinder, Gondar the Pirate captain, and even Krya M'ystral, the Queen and sister of the ruler they were trying to go see.  This is all in the first book.  There is a nice gory battle with Karl Ir Donwayne too, but he comes back in future books to bother Raven some more.

We never get a satisfactory end to Raven's story.  Book 5 just ends.  Though all the books are told from Spellbinder's point of view they could be out of order.  We do know that Raven met some sort of end between Book 5 and Spellbinder's remembering which seems to take place many years later. Maybe she became that agent of Chaos after all.

For this I am going to stat up Raven for each rule set in the BECMI rules, trying to feature what I feel are the best parts.  I am also going to try to feature what I can from what she was doing in the books.

Raven, ePic Character Generator


Sheets are from The Mad Irishman

Basic


Here is the Basic version of Raven.  The hardest this is always to guess at what any one character's numbers are going to be. I figure she had good strength and constitution as well as high dexterity since she favors the throwing stars.  Her charisma is very high, not because of her looks, but because she inspires a lot of loyalty from the cutthroats she usually hangs out with.

She is a fighter. No doubt. I also gave her alignment as Chaotic.  She is a force of chaos, but she is also a killer.  For this example, I thought putting her at level 3, or "Swordmistress" (no middle "s" like the books) was appropriate even for her first book.

You can see her full Basic sheet here (click for larger): 



Expert


Fighters don't get a lot in the Expert set. So for her 2nd book I just advanced her to 9th level "Lady" and gave her some magical chain mail.

You can see her full Expert sheet here (click for larger): 



Companion


Ah now here are some changes!

In the Companion rules, we have more going on.  First I wanted to have her become an Avenger or the Chaotic traveling Fighter.  She obviously has no lands to call her own and she is still going about killing things.  But the Avenger gives her some Clerical ability.

Magic is rare and dangerous in Raven's world.  But everyone seems to have some sort of supernatural sort of talent.  So for Raven, I choose spells that fit in with role as the "pivot on which the world turns" and other things like her raven companion.  So things like "detect magic" and "cause fear" made sense. She also got the 3rd level spell "striking" since that covers a lot of what could be a natural talent.

She also gets 2 attacks per round now at 18th level.

You can see her full Companion sheet here (click for larger): 



Master


Master level Raven is really Ultimate Raven.  This is the Raven that goes toe to toe with gods and spirits and comes out unscathed. 

She gets three attacks per round now and I implemented the Weapon Mastery Rules to give her mastery over the sword and her throwing stars. 
She gets more cleric spells, this time to the 10th level of ability.  Some spells are easily explained by her connection to her bird, fate, and chaos.  Others can be explained by natural ability. "Commune" for example is with her bird and the forces of Chaos only.  "Speak with Animals" can be roughly explained by her time with the animal men. Others could be when she was dealing with weird supernatural forces.

She also gets 3 attacks per round now.

You can see her full Master sheet here (click for larger): 



Immortal


This sheet is largely incomplete.  It is also the most different of the other four (printed from my DTRPG copy) and interestingly enough the only book in series that I don't have an American (Royo cover) edition of.  I do have the British Corgi version with the Chris AchillĂ©os cover.  

I made a lot of guesses as to what sort of Immortal she would be and just cheated and made her an Initiate. I might try this again with one of my own characters that I know better. 

You can see her full Immortal sheet here (click for larger): 


All in all I rather pleased with these. I am curious to hear from anyone that has also read these books.
As far as BECMI character I am happy with it.

Links

Tuesday, June 30, 2020

BECMI: Immortals Set Review

“I am glad you are here with me. Here at the end of all things, Sam.”
- Frodo to Sam, Return of the King


And here we are. 
June is drawing to a close and we are here in the last week of BECMI month.  Fitting too that the last week, as short as it is, is dedicated to the oddest set of rules in the set.  The Immortal rules set. We see some major changes here and in TSR as well.  So. Let's jump right in.


I am reviewing both my rather beat up and water damaged version of the Immortal set (I only have the books, not the box) and the PDFs from DriveThruRPG.

A couple of notes.  The set now lists Frank Mentzer as Author. No mention of Dave Arneson nor Gary Gygax here.  The year is 1986 and Gygax had been removed from TSR the previous October. Frank had been very closely allied with Gary so his time at TSR was also going to come to an end soon.  The Immortals rules and the module The Immortal Storm would be his last books for the company.  This had two rather obvious impacts on these rule books.  First, the art that had been getting more sparse with each set now hits an all-time low.  No in quality mind you! But in terms of amount. There is just not that much art in these books.  
Secondly, it also meant that the company focused more on its perceived cash cow, the AD&D line.  Gary had been talking about the AD&D 2nd Edition game, but now that project was turned over to Dave "Zeb" Cook of the B/X Expert Set rules.  Others have played the conjecture game of what might have been, so I will not go into that here.  What I will say though is it left Frank and the BECMI line alone for the Immortals set to go in some very weird directions.

If BECMI is the ultimate update of the OD&D rules, then the Immortals rules cover part of what Eldritch Wizardry and Gods, Demi-gods & Heroes introduced.

Players' Guide to Immortals
32 pages, color covers, black & white art.
Your character, now 36th level and has pretty much done everything from dungeons to the planes hears the call to become an Immortal! Certainly, this was the goal of those quests and battles. Immortality.  But now the game, both actually and metaphorically, has changed.  Just like when you moved from Jr. High/Middle school or Grade school to High School you go from being the most powerful of mortal kind to the least powerful of the immortals.
This book covers how your character now becomes an Immortal.  There are five spheres, four of which characters can access, detailed here.  These are the same spheres that have been hinted at since the Companion set and introduced in the Masters set; Matter, Energy, Though, Time, and Entropy.  characters choose one of the first four usually corresponding to the class they had in life; Fighter, Magic-User, Thief, and Cleric respectively.
Experience points gained will alive now become PowerPoints on a 10k to 1 basis.  We get our first hints at a proto-point buy system in D&D here since PowerPoints can be spent. Now the Initiate Immortal can begin to do some Immortal things. PowerPoints are used for a lot of things, but mostly for magical or spell-like effects.  Your sphere will determine which ones you can do easily and which ones are harder.
There are a lot of interesting rule changes along the way.  AC is now Ascending for Immortals; so Immortal AC 20 is the same as mortal AC of -20.  AC 0 is the same. Ability scores can be raised. First to a max of 25 (the AD&D max of the time) but also all the way to 100!   
In a lot of ways, the PP mechanic is similar to what we see in other Point Buy systems used for superheroes.  It makes sense really.  
Though for all of its detail there is very little information on what an Immortal should do. Right now they seem, at best, super-powered mortal characters.  There is some implicit ideas, but nothing spelled out yet.

DM's Guide to Immortals
64 pages, color covers, black & white art.
The DM's book spends some time covering the planes of existence.  While a lot on specific planes is left vague, there is a lot of details on how planes are designed.  The artwork and some of the notes appear as if the author and artists were checking on what the AD&D team was doing "down the hall" there is a unique feel to the BECMI multi-verse.  A lot of emphases is given on "doing it yourself" including room for the DM to pencil in their own % for monsters occurring.
There is a bit more here about the planes, in particular the Prime plane.  We learn that the Known World doesn't just look like Earth from 150 Million Years ago, it IS Earth from then.  This explains the map a bit better. We also learn that this Earth is the predecessor to our lands.  Though, in the spirit of everything else in the book, this can be changed.  The Solar system is the same, save for a few notable differences. Mercury and Pluto are not in their orbits yet and between Mars and Jupiter where the asteroid belt is there is a planet called Damocles. Fitting named for a doomed planet but doesn't fit with the names of the Roman Olympians. Damocles will be destroyed and the two largest pieces will fly off to become Mercury and Pluto.  Imaginative to be sure!  But Mercury is only 35 million miles and Pluto is closer to 3 billion miles from the sun. The asteroid belt is roughly 300 million miles from the sun.  So Damocles is not really in the middle of that.  No big deal, this is D&D, not Astronomy.  I DO however love the idea of a doomed planet in the current or future asteroid belt. Maybe a Mi-Go outpost or something like that.   I want to talk more about the Known World/Earth a little more in just a bit. Plus there is one more bit of information I want to collect.
It would be interesting to compare and contrast the multi-planuar mechanics and rules here with the various Manual of the Planes.
This is followed by the Immortal Campaign.  Or, what do Immortals do? There are some ideas given but for the number of rules on immortal characters and planes you would expect some more to be honest. 
Our "Monsters" section is now called "Creatures" since they "cannot be adequately called monsters."  All these monsters...creatures now have expanded stat blocks to cover their immortal statuses.  
One of the first things I noticed was the inclusion of demons to the roster of D&D BECMI monsters.  I am not sure why this surprised me since these are the same demons from Eldritch Wizardry.  Well...same in name but these demons got a serious upgrade.  Let's compare.  A Succubus in AD&D is a 6+6 HD creature (average hp 33), her physical attacks are not great, but her kiss drains 2 life energy levels.  In BECMI a Whispering Demon has 15* HD and 70 hp! Oh and her AC is -6.  Orcus and Demogorgon have 39 and 40 HD with 620 and 660 hp respectively!  Yikes!  We do get some art of them. 




In addition to being able to summon other demons, Orcus and Demogorgon can summon Gargantua. 

We get more inhabitants of the nightmare dimension like the Diabolus which are...checking the description...well they basically tieflings. And they can take any human class. So all the Grognards out there complaining about "monster races" have no ground to stand on. Here are the rules from 1986. 
The Dragon Rulers are updated to Immortal stats and so are some of the elemental rulers.  There is the Megalith and it is ... WHAT???  More on that in a bit!
A few more creatures and some, ok a lot, of tables on magic.

Crisis on Infinite Urts
So there are a couple of new-to-me bombshells in the Immortal rules.  First, the world of the PCs, aka the Known World is Earth of 150 mya. Secondly, this Earth is in actuality a creature known as a Megalith ("big rock") and it is known to the Immortals as "Urt."
It's tucked away in two different places, but this is a revelation really.  The Known World as a living planet known as Urt.  Imagine what the "Mystara" line might have been about had this thought continued?  No Hollow World to be sure. Frank Mentzer pretty soon left TSR soon after this and the Immortal Storm were complete, so we never really got to see what his ultimate vision was.  We do know that Gygax considered his Oerth and later Aerth for his Dangerous Journeys to all be alternates of Earth. Aerth was a little more on the nose about it.  Frank was set to design parts of Oerth a few years back, but that project fell through.  It might have been the closest we would have seen to a fleshed-out Urt.  
At some point between 1986 and 1991 (the publication of the D&D Rules Cyclopedia), the world of Urt became Mystara.

So here at the end of all things what can I say about the Immortals rules? It is an inconsistent set of rules to be sure. There are a lot of really interesting ideas connected together with bits of fluff that may, or may not, work well.  The concepts of Immortals is a compelling one and D&D would come back to it in big ways at least two more times with Wrath of the Immortals and Dungeons & Dragons Fourth Edition where Immortally was the goal after 30th level. 

Still. One can be impressed with the scope of the rules and how it caps off a set of rules that began in 1983 but has roots going back to 1977 and to the dawn of D&D.  For that reason, it gets a few points more than it might have gotten on its own. 

Back in the day, I had only two characters gain immortality via a route similar to this. More like my DM read these rules and figured his own way of doing it. One would be my character Johan Werper the Cleric and bane of the Undead. 

Friday, June 19, 2020

Character: Magnus Ulslime, the Chaotic. Death Pact Warlock (BECMI Special)

Last week I talked about the adventure Quagmire for the Expert set.  Earlier I talked about the adventure Death's Ride for the Companion set.  What do these both have in common?  They were the genesis points of a reoccurring bad guy in my games, Magnus Ulslime, the Chaotic.


Magnus, as he was most often known in my games, is not just an awesome reoccurring bad guy, he was my testbed for all sorts of evil, death-priest, warlock style characters.

Anytime a new version of D&D would come around I would roll up a new Johan Werper as the son of the previous one, either as a LG Cleric or Paladin.  I'd attempt to make a version of Larina.  And I would make a version of Magnus.  But unlike Johan, who is a different character each time but always a LG holy warrior, or Larina who was a reincarnation of her previous version and always a witch, Magnus was always something different.  I would always go with the class that would give me the best evil traits.  In Basic he was a evil Cleric. In AD&D1 a Death Master, in 2nd Ed he started out as a Druid and then became a Necromancer.  When I switch over to 100% Ravenloft in my college years the cover of Ship of Horror and the evil necromancer Meredoth also had a huge influence on me.  As it turns out Meredoth would be revealed as an expatriate of the Mystaran country of Alphatia.
In 3rd Ed...well there were some many choices that I eventually made 6 different versions.  You can see some of that in my Buffy adventures The Dark Druid and The Dead of Night.  In 4e I used him as a test of the Death Pact Warlock that never saw the light of day under 4e.  It did, however, affect the writing I did for my warlock books.

Magnus Ulslime became my poster boy for warlocks soon after I got a copy of 4e.
I tried him out in several different ways mixing in bits of cleric, wizard, and especially necromancer.
In my Strange Brew: Warlock book for Pathfinder I introduce both Cthonic and Death Pact warlocks.  I expand on those ideas from a different point of view in my more recent book, The Warlock for Old-School Essentials.  In both cases, I made Magnus a Death Pact warlock.  It was a much better representation of how I saw the character.  He made a trade to Death for more power in the mortal world.

Magnus for BECMI
If I rerun Death's Ride again for any version of the game I'd like to replace Ulslime the Cleric with Magnus Ulslime the Warlock.  For 3rd to 5th Edition of D&D this is not a big deal.  But BECMI does not have a warlock.

No. But Old-School Essentials and Swords & Wizardry do.

My warlock for Old-School Essentials is a B/X style warlock with Death Pacts.  But it only goes to 14th level.  My warlock for Swords & Wizardry goes to 20th level (the level I want Magnus at) but it doesn't have Death pacts.  No problem. I designed the books to work together like this.  By combining them I can get the exact warlock I want.  If I need more death or necromancy themed spells



Magnus Ulslime, the Chaotic
20th level Death Pact Warlock
Lodge: Sixth Circle, Masters of the Undying

Str: 10
Int: 18
Wis: 16
Dex: 10
Con: 15
Cha: 18

HP: 66
AC: 2 (mage armor, phantom shield, ring +2)

Invocations (10)
Arcane Blast, Agonizing Blast, Armor of Shadows, Aura of Fear, Claws of the Ghoul, Eldritch Sight, Form of the Undead Horror, Mask of Many Faces, The Wasting, Whispers of the Grave

Spells
Cantrips (6): Aura Reading, Daze, Detect Curse, Mend, Message, Object Reading
1st level (7): Arcane Dart, Corpse Servent, Häxen Talons, Feel My Pain, Mage Armor, Phantom Shield, Taint
2nd level (7): Augury, Aura of Chaos, Corpse Walking, Death Knell, Grasp of the Endless War, Speak with the Dead, Ward of Harm
3rd level (6): Bestow Curse, Black Lightning, Cackling Skull, Corpse Candle, Lifesteal, Rage
4th level (6): Animate Dead, Crystal Visions, Extend Spell (Lesser), Fear, Spell Storing, Undead Compulsion
5th level (6): Bad Luck (Run of Bad Luck), Death CandleDeath Curse, Dreadful Bloodletting, Song of the Night, Winds of Limbo

Magic items: Amulet of Chaos, Pentacle Rod, Ring of Protection +2, Staff of the Warlock,

Not too bad really.  I might have to go more "BECMI" and raise him to 25th or 36th level!

While I am playing around, here is a 5th Edition version to use in my 5e Converted Death's Ride.

Monday, July 22, 2019

Happy Anniversary!

No regular post today, it's my 24th Wedding Anniversary!
24 years ago I stood on a beach in Ocho Rios, Jamaica and I said "I Do" to my best friend.
It's been a wonderful ride so far.  Two houses, two kids, 8 different jobs, and 21 season of gardens (missing one due to a move and no gardens when we lived in an apartment).  I wouldn't change a thing.

To keep this RPG related I got a commission from one of my Featured Artist, Ben Honeycutt, to do a portrait of my wife's and mine D&D 5 characters.  Or, more closely, us cosplaying as our characters. ;)



These are our characters Johan IV (Paladin) and Lana (Fighter)



These were based on our minis and our engagement photo from 1995.




Wednesday, March 6, 2019

Darlessa the Vampire Queen

I have had a long and sorted history with the "Vampire Queen" in my games.

One of the first adventures I worked on for OSR publication was called "The Tomb of the Vampire Princess" or "Vampire Queen" or "Palace" depending on my mood at the time.

I essentially saw it as a sequel of sorts to the original Wee Warriors / Pacesetter Games "Palace of the Vampire Queen".  But a few things happened. First Mark Taormino published his own "Hanging Coffins of the Vampire Queen" which was AWESOME.  Then Bill Barsh of Pacesetter Games produced some sequels of his own with Castle Blood and Crypts of the Living.
So the need for my own sequel dwindled.

A couple years back Small Niche Games produced Guidebook to the Duchy of Valnwall. I had the pleasure of working on that product.  I submitted a character to be "Saint" in the game, Father Johan Werper, my very first D&D character ever.  When I got my copy I was so thrilled. Something I had wanted to happen for ages was going to happen, Johan was going to be a real saint in a "D&D" book! I opened it up and I was not disappointed at all!  Moreover the book's main author and designer Pete Spahn had added this section:
He died in a tragic tale that is recounted in the Hunt for the Dark Mistress, where he tracked down and slew Darlessa the Vampire Queen who had abducted his granddaughter.
Unfortunately, Johan was himself cursed by the taint of the vampire's blood. Rather than remain an undead abomination, he bid goodbye to his granddaughter and used the last of his strength to douse his body with oil and set himself alight.
Pete never contacted me about this and I could not have been happier!  Without knowing it he included things that happened in my game; Johan dying and leaving his granddaughter, Celene, behind (Celene was my first 2nd Ed character, and afraid of the dark.  Now I know why).  The use of holy oil in my games (does 1d8 damage to undead; more when lit) and of course giving a name to an enemy that had been lurking in the back of my mind ever since I first read about Elizabeth Bathory.

It was like throwing a deck of cards into the air and having them land in a perfect house of cards.

So modules V5 and V6 combined will cover a lot of similar territory to what I was going to do in my adventure. So I'll just drop that and keep the elements that are new.  The opening of the crypts.

I have a stack of various notes, maps, ideas and going through them all I think I have something pretty cool here.  I'll have to get it all together in time for my annual Halloween horror game.

Right now the working title is Descent into the Crypts of the Vampire Queen. It will be my homage to the great adventures of the Golden Era but also a nod to the two Vampire Queen adventures that brought me so much joy.

Here she is for Advanced Labyrinth Lord.

Darlessa the Vampire Queen



Darlessa, The Queen of Vampires
Female Vampire Witch, Demonic Tradition
No. Enc.: 1 (Unique)
Alignment: Chaotic (evil)
Movement: 120’ (40’)
   Fly: 180’ (60’)
Armor Class: -5 (bracers of defense, amulet of protection, ring of protection)
Hit Dice: 13
Attacks: 1 (touch, see below) or spell
Damage: 1d10, drain 2 points of Constitution, witch Spells
Save: W13
Morale: 12
Hoard Class: XXII
XP: 11,400

Str: 18 Int: 15 Wis: 14 Dex: 18 Con: (18) Cha: 22

In addition to the powers of a vampire, Darlessa has the following witch spells and Occult Powers.  She casts as a 13th level witch.

Spells by Level
Cantrip (3+5): Alarm Ward, Black Flame, Daze, Knot, Mend, Mote of Light, Object Reading, Spark
1st (4+3): Burning Hands, Cause Fear, Everlasting Candle, Hecate's Spiritual Dog, Minor Curse, Read Languages
2nd (4+3): Agony, Bewitch II, Burning Gaze, Enthrall, Ghost Touch, Produce Flame, Rite of Remote Seeing
3rd (3+2): Astral Sense, Clairaudience/Clairvoyance, Danse Macabre, Toad Mind, Tongues
4th (3+2): Arcane Eye, Bewitch IV, Elemental Armor, Moonlit Way, Phantom Lacerations
5th (2): Death Curse, Greater Command
6th (2): Death Blade
7th (1): Wave of Mutilation

Occult Powers
Familiar (Undead Raven)
Evil’s Touch
Devil’s Tongue

Magic Items
Intangible Cloak of Shadows, Amulet of Protection* (also prevents cleric turning), bracers of defense, ring of protection, ring spell storing.

Links to Adventures
Links to my 'Vampire Queen' posts


Thursday, June 1, 2017

This Old Dragon: Issue #79

I like to post This Old Dragon on Thursdays.  Feels like a good day to do it really.  Today is June 1st which also means we have five Thursdays in June.   I should have been looking ahead since that sounds like a great time for a month of theme postings.  But since I rarely know which Dragon I am going to pull out of the box, and often know even less what's going to be in when I open it, planning ahead doesn't always work out.  Today's Dragon has no theme.  So let's head back to November 1983. I was a freshman in High school and this is Issue #79 for This Old Dragon!

I remember this issue. We used bits of it a lot in our games back in High School. My HS DM had it, but I don't think I read it till almost a year after it was published.

Well.  I am not sure about this cover. I doubt it is anyone's favorite but it is a fun one.  Feels more like an April fools issue or if it is a harvest scene then September would have been better. It also has nothing to do with anything else in the issue going by my first read.

Kim Mohan discusses some upcoming changes to Dragon, namely the change of typeface. This is the evolution of the magazine that I think many gamers my age remember the best.  There are more changes coming including the inclusion of The Forum feature (not in this issue) and the eventual demise of the Phil and Dixie comic.  In retrospect, it feels like another marker of the end of the Golden Age of D&D. That's not too bad though, some cool things are coming up.

Susan Lawson is up first with The Ecology of the Treant.  Interestingly I don't remember this one at all.  Rereading it now I see why. There is precious little information in the article.

Sage Advice covers some smaller letters sent in covering various topics from previous Dragon articles.

Coming up on the first meaty article, Magic resistance What it is, how it works. No author is given.  The article discusses the hows and some of the whys of magic resistance.  Namely, how does it nullify spell-effects and what control the creature with magic resistance has over this power.   The article tries to highlight some of the issues with the depiction of MR as presented in the AD&D rulebooks and I think creates more confusion than clarity.  The article is not bad, but it also doesn't help.  It is easy to see why MR, as presented in AD&D, was removed from later versions of the game.

We get some pictures from the Gen Con Miniatures Open '83. Some nice looking minis here too. Modern molding techniques and 3D Printing make some of these look, well, dated, you have to admire the artistry all the same.  This is an aspect of the hobby that will never go out of style I think.



Gregg Chamberlain must have enjoyed "The Twilight Zone: The Movie" from the summer of '83.  In his Blame it on the gremlins: Militaristic mischief-makers we get a bunch of the little monsters. In truth his version is closer to the old military superstitions of Gremlins than the Twilight Zone movie (or even the Gremlins movie due out in another 7 months; June 1984).
I always liked the idea of gremlins, but never the execution. Plus to me they seemed a little too 20th century to me.  If I want a mischievous creature I had loads of fae to choose from including the Brownie, Boggart, and Buchwan that also all did this sort of thing.   Though this article is very clever and has a lot of great ideas.  I could have my cake and eat it too by adopting these to "Trooping Faeries" of the more mischievous sorts. I think even Charmed did something like this. A little surprised the Supernatural hasn't yet.

Up next is an article we used a lot in our games.  Setting saintly standards by Scott Bennie details a divine class of ascending mortals, aka Saints.  Not being Catholic (or religious at all for that matter) this article had no connotations for me outside of D&D.  I really liked the character of St. Kargoth, king of the Death Knights and immediately figure that he had to be the "13th" Death Knight.  I used him a lot in my games.  At this point, my first generation (Basic D&D) of characters had retired and the next generation (AD&D) was going strong.  I worked with my DM (whose issue this was) to make my first character into a Saint according to these rules.  I figured if there is a "Saint" of the Death Knights then my character, Father Johan Werper, would be the patron saint of those that battle undead.  I have detailed his history here and his Sainthood is covered in the Guidebook to the Duchy of Valnwall Special Edition. So yes, not only did I make him a Saint, I made him an officially published OSR Saint!  It all started with this article.  It was also not the last time I used an "Ascended Human" in my games.  The whole plot of my Buffy Game "The Dragon and the Phoenix" revolves around an ascended witch.

The centerpiece of this issue is an adventure for Top Secret.  Wacko World by Al Taylor.  I never played Top Secret. Spy games were never my thing.  I have no means to judge this one to be honest.
If you played this adventure then let me know you think of it!

Page Advice II: Getting started covers writing for your favorite RPG.
The genesis of this article is stated in the first few lines, "However, it is apparent from those responses that the vast majority of readers who sent for the TSR submissions packet have had no experience with freelance design"
Well. Off course they don't! Your readers are fans. If they were like me at the time the most they ever wrote was a term paper.  The article though does go into some helpful tips.
Their advice, "Pick up a copy of The Elements of Style by Strunk and White - an invaluable book." is spot on and I think I picked up a copy soon after.  I still have it.  A bunch of other books are also mentioned and selection of *D&D modules, but the best advice they give is practice. You can't get better at anything without practice.  The article looks like it is setting up for a Part III, delievering what the publisher wants.  I'll have to look into that (or if I have an issue 80).

The fights of fantasy: Good generalship from a non-medieval viewpoint by industry leader Lew Pulsipher discusses the differences between a historical medieval battle and a fantasy one. Certainly this draws on the uniwque history of our hobby having grown out of historical miniature battles to fantasy battles.  Putting content of this article aside for a moment I want to address an meta-issue around this article.  As the first Generations of Grognards move on to the sandbox in the hereafter (not being a dick, it's sadly just true) the remaining generations, myself included, are moving further and further from these roots.  This is neither good nor bad, like old age, it simplly is.  Sometime though I feel the need to honor the grogs that came before me and do a real huge fantasy battle.  I have done some in the past, but I mean something truly epic.  World War II meets Crisis of Infinite Earths meets the Battle of the Pelennor Fields meets the battle of Endor/Death Star II.
Lew's article is getting saved for that day.

Lew is back in a double header this issue with Be aware and take care: Basic principles of successful adventuring.  Lew's article read a lot like his lecture series on YouTube.  You get the feeling of hearing a learned sage, but all along the answer you sought were with you all the time.  More or less. Reminds me of some lectures on Socrates I had some years later in college.
Both articles are good but also really long.  I wonder if they were light on page count for this issue and needed these.  The lack of a lot of art in this issue and the editorial about change leads me to think this.

We come to some ads next.

The On the Shelf feature deals with new books from Ray Bradbury, Orson Scott Card, Ursula K. Le Guin, Philip K. Dick, Peter Straub, and Alan Dean Foster. A "whos who" of sci-fi/fantasy literature.
At this time I was huge into my Tolkien and then Moorcock kick.

We end with Wormy and What's New.

80 pages.

Certainly some memorable articles and some I didn't remember at all.

Want to know what I was saying about White Dwarf magazine during the same month? Check out my White Dwarf Wednesday for issue #47.

Wednesday, June 1, 2016

Class Struggles: The Cleric

Coming back to my Class Struggles series I wanted to look into the class that really got me thinking about this series to start with.  The Cleric.

There has been a lot of talk of clerics and their value in a D&D game.  This ranges from the old school of whether or not the Cleric is an appropriate trope for a fantasy game to the new school of whether a cleric is needed in a game that also has healing from long rests.

I am firmly in the camp of Clerics are as much a part of D&D as Fighters, Wizards and Thieves.

My first character ever was Father Johan Werper, Cleric of the God of the Sun, Hunter of the Undead. He was a bit of a generic cleric to be honest, and I choose the sun god because I thought that as a quasi-medieval priest  the sun would be a major feature of all the is holy, bright and good.  Plus I had been reading a bunch of Greek Myths and I thought Apollo would make for a good god.  But the real reason I choose the cleric; Turning Undead.  That was an AWESOME power in my pre-teen mind.   So that has colored my views of the cleric ever since.
(Father Werper, now St. Werper, lives on as an official Saint in COA04: Guidebook to the Duchy of Valnwall.)

In real life I am an atheist, but I like the play the religious character.  So clerics, witches, druids, all fascinate me.  But clerics are where it all started.

Clerics as Occult Researchers


In nearly every other game I have ever played there have been occult researchers.  There is usually someone that is the party's muscle, the magic-guy, the sneaky guy and the smart guy.  Sometime the magic guy and smart guy are the same, sometimes though they are not.  The Cleric takes on the roll of the Smart Guy or the Occult Researcher.  The books, the ill-fitting glasses, and the wisdom to know what to do is the role of the cleric.

It is fairly well known that the idea behind clerical undead turning  came from Peter Cushing's Van Helsing characters in the various Hammer Dracula films.  Why not extend the metaphor to include the rest of Van Helsing's portfolio.  As a class that puts a high value on Wisdom then the cleric should be a font of knowledge. Sure, this can also be done by the Magic-User / Wiazard,  but the cleric's input should not be understated.  Van Helsing is described as a meta-physian or what we might call a poly-math, or man of letters.  Wizards, even with schools, don't have the same "Academic" credibility as a cleric can have.  Sure the shaman could be considered a cleric in some games, and his schooling could entirely be natural or at least un-scholastic in nature.

In D&D 3, 4 and 5 knowledge of the undead fall within the Knowledge (Religion) or just Religion category.   These characters tend to have more training in this area than other characters.  While wizards are typically the font of magical knowledge, clerics should be the source of knowledge beyond the ken of mortal man and into the realm of the gods and other forms of the supernatural.

Clerics as the Party Leader
The cleric also can serve the role as the leader. While the cleric can run the gamut of influential high priest to crazy street prophet to diabolic cult leader, players typically take on the role of the cleric of the local church, usually good.  Certainly that is what D&D wants you to do and that is fine.  This type of cleric also works as the default leader, whether he/she is or not. So if this is the hand you are dealt, then play it because clerics make great leaders. Under most circumstances they access to power, money, a hierarchy and can expect a modicum of respect from the locals.  All this adds up to an instant authority figure.  Even if they are not.
While this role was stress fairly heavy in D&D4, all other versions of the game also give it tacit, implicit and even explicit lip service.  In D&D5 the divine domains of Knowledge and War make for pretty good leader types. Their better saves in Wisdom and Charisma make them less likely to charmed or otherwise controlled magically, so this can be role-played as a stronger than average mental fortitude.  Which fits the cleric well.

Cleric as the Party Medic
The obvious role.  Clerics have healing magic in earlier editions of the game, have spontaneous healing spells in the 3.x era and can activate healing surges in 4th. The clerics of 5th edition seem to take them back more to their roots in terms of healing.  The role of the cleric cannot be overstated.  Parties without a cleric die.
During my run between 1st and 2nd Ed I created a Healer class.  It shared a number of features that my Witch class did including the ability to heal by touch as she went up in level.  Completely unneeded in 3.x of course, but in 2nd Ed it was quite a game changer.  I also made an NPC healer a pacifist.  She would never raise a weapon to any creature unless of course it was undead and then she went all Peter Cushing on them.  But running that class and character (she was the only character I ever made for that class) showed me how important the healing aspect was.  There was not just the regaining hit points, there was the player morale.  Also, since the character was an NPC it was easy not to have her fight, but the Players really did everything they could to protect her.

BTW. Her name was Celene Weper and she was the grand-daughter of Father Werper above.  Yes clerics in my world get married and have kids, since it is a life-affirming thing.
Plus keep in mind that Clerics as Healers have a long tradition even in our own world.  If ever a character decided to become a pure healing cleric and take an oath of non-violence then I would give them XP for every hitpoint cured and a share of combat XP.  I would also give them 2x the starting funds (even though they would give what they don't spend back to the church) to represent the investment their churches/hospitals have made in them.  After all, can't send a healer out into the world with shoddy armor. Reflects bad on their organization.

Clerics as Combatants?
It almost seems counter to the above, but clerics are the second best major class when it comes to fighting.  Only fighters (and their related classes) are better.  The get good saves vs. magic due to their high wisdom, or Will saves for the same reason and their saves are pretty decent to start with.   Plus they have one thing fighters don't have, the  ability to use magic.  "So what" you say, "so can Wizards and even your favorite witch."  Yes, but can they do it in field plate armor?  Clerics can.  Sure they do not get the combat spells the wizard gets, but they have a few good ones too.  Creeping Doom is a nasty little spell for Druids.  Finger of Death and reversed Heal spells can also ruin someone's day.

In games without Paladins, Clerics are the "righteous fist of (their) god".  Wizards don't smite.
Clerics can also be one of the few character types that can actually kill monsters with-out the moral hangups.  Even fighters, who get paid, and thieves, that might be working as assassins, don't get the same kind of "get out of jail free card" as do clerics operating within the doctrines of their faith and church.  Think back to the Crusades and the Inquisition, the faithful got away with murder, torture and even more horrible crimes in the name of their God and the law had little to say about it or were in collusion with them.

Clerics might then be one of the more well rounded characters in the group.

Wednesday, February 5, 2014

D&D40 Bloghop: Day 5

Day 5: First character to go from 1st level to 20th level (or highest possible level in a given edition).

Going back to my first character I have to say Johan Werper.  Since I was playing (mostly) Basic/Expert with bits of Advanced thrown in we decided the maximum level for playable characters was 36.  After that characters became immortal.  We had heard about the immortal rules, but never saw them.  I think at that point they were more rumor than reality.

Johan made it level 30 before my DM decided he was too powerful.  He was "retired" and became an NPC, St. Werper, Patron Saint of those who battle Undead in my games later on.

He had lost levels over the course of his adventure career, can't battle undead and not loose some levels sometimes.

I was quite amused when D&D 4e came out and the level max was back to 30.


Tuesday, February 4, 2014

D&D40 Bloghop: Day 4

Day 4: First dragon you slew (or some other powerful monster)

I will be honest with you. I can't remember the first dragon I killed.
I am pretty sure it was a blue one, but outside of that I can't recall.

Now I do remember what was one of the most powerful monsters I killed.

It was Jr. High and I was in a game with my friend Jon Cook, from posting #1.
His older sister was running us through a dungeon crawl one summer night and I remember we ran into a Lich.  
This was big deal because I had been mostly playing this odd collection of AD&D and D&D (B/X) and had not run into a Lich yet.  Plus Mary was your typical Chaotic Evil DM. So this Lich kept jumping in and out of the Ethereal plane and she ruled I couldn't turn it since it wasn't on my sheet.

We, that is Johan and Sneaker the thief, managed to kill it with best weapon we had.  We burned down the building it was in.

Still love throwing Liches at players.  It brings out the CE DM in me as well.


Saturday, February 1, 2014

D&D40 Bloghop: Day 1

Here we are with the D&D 40 Anniversary Bloghop.  Been looking forward to this.  So without further ado!

Day 1:  First person who introduced you to D&D. Which edition? First character?

Ok. Let's start thing off complicated!  No one person introduced me. In fact it seemed to be a conspiracy to get me to play.  I remember borrowing Asa Herald's AD&D Monster Manual to read during silent reading in grade school.  I remember Darin Buhlig and I trying to figure out Holmes basic on a field trip bus ride to St. Louis.  But I have to give credit to Jon Cook for being my first DM. We played the hell out of some D&D then.  He had the AD&D books and I had the Basic/Expert books. We ran with it.

My first character was Johan Werper, human lawful cleric. He worshiped an unnamed sun god.  At this point in my life I had become fairly committed to my own atheism but I still found religion interesting.  I guess to be a religious human was as alien to me as an elf or dwarf.  But I also thought the turning undead thing was really cool.   I was very, very much into vampires and horror and I *got* that the Cleric was supposed to be Van Helsing, so that is how I played him.

Johan became something of my "ego" character.  With my assassin Nigel as my "id" and my grizzled old wizard Phygora as my "superego" they made up the trinity of characters I played most often in Jr. High and High School.  Larina my witch was an "anima" character. Cause eventually all psychologists leave Freud in favor of Jung.

He also became one of my first "generational" characters.  Anytime a new version of D&D came out I would make a new Johan who is the son of the previous one.   Johan I was a cleric under Basic, Johan II was a Lawful Good Paladin for AD&D, Johan III was a Cavalier for Unearthed Arcana.  Celene was Johan II's daughter and she was a Healer in 2nd ed.  I kept this up even until recently with Johan V for D&D 4.  I fully expect that Johan VI will be for Next.  All Lawful good clerics or paladins, or something similar.

I still have all the sheets.



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Friday, May 6, 2011

Clerics in D&D

There has been a lot of talk of clerics and their value in a D&D game.  This ranges from the the old school of whether or not the Cleric is an appropriate trope for a fantasy game to the new school of whether a cleric is needed in a game that also has healing surges.

Here are some posts to illustrate what I mean,
http://www.wizards.com/dnd/article.aspx?x=dnd/4ll/20110426
http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20110503#74170
http://lawfulindifferent.blogspot.com/2011/04/god-i-hate-clerics.html
http://daegames.blogspot.com/2011/04/who-wants-to-play-cleric_26.html
http://theresdungeonsdownunder.blogspot.com/2011/05/making-cleric-cleric-blank-religion.html

I am firmly in the camp of Clerics are as much a part of D&D as Fighters, Wizards and Thieves.

My first character ever was Father Johan Weper, Cleric of the God of the Sun, Hunter of the Undead. He was a bit of a generic cleric to be honest, and I choose the sun god because I thought that as a quasi-medieval priest  the sun would be a major feature of all the is holy, bright and good.  Plus I had been reading a bunch of Greek Myths and I though Apollo would make for a good god.  But the real reason I choose the cleric; Turning Undead.  That was an AWESOME power in my pre-teen mind.   So that has colored my views of the cleric ever since.

In real life I am an atheist, but I like the play the religious character.  So clerics, witches, druids, all fascinate me.  But clerics are where it all started.

Clerics as Occult Researchers
In nearly every other game I have ever played there have been occult researchers.  There is usually someone that is the pary's muscle, the magic-guy, the sneaky guy and then the smart guy.  Sometime the magic guy and smart guy are the same, sometimes though they are not.  The Cleric takes on the roll of the Smart Guy or the Occult Researcher.  The books, the ill fitting glasses, and the wisdom to know what to do is the roll of the cleric.

It is fairly well known that the idea behind clerical undead turning  came from Peter Cushing's Van Helsing characters in the various Hammer Dracula films.  Why not extend the metaphor to include the rest of Van Helsing's portfolio.  As a class that puts a high value on Wisdom then the cleric should be a font of knowledge. Sure, this can also be done by the Magic-User / Wiazard,  but the cleric's input should not be understated.

In D&D 3 and 4 knowledge of the undead fall within the Knowledge (Religion) or just Religion category.   These characters tend to have more training in this area than other characters.  While wizards are typically the font of magical knowledge, clerics should be the source of knowledge beyond the ken of mortal man and into the realm of the gods.

Clerics as the Party Leader
The cleric also can serve the roll as the leader. While the cleric can run the gamut of influential high priest to crazy street prophet to diabolic cult leader, players typically take on the roll of the cleric of the local church, usually good.  Certainly that is what D&D4 wants you to do and that is fine.  This type of cleric also works as the default leader, whether he/she is or not. So if this is the hand you are dealt, then play it because clerics make great leaders. Under most circumstances they access to power, money, a hierarchy and can expect a modicum of respect from the locals.  All this adds up to instant authority figure.  Even if they are not.

Cleric as the Party Medic
The obvious role.  Clerics have healing magic in earlier editions of the game, have spontaneous healing spells in the 3.x era and can activate healing surges in 4th.  The role of the cleric cannot be overstated.  Parties with out a cleric die.
During my run between 1st and 2nd Ed I created a Healer class.  It shared a number of features that my Witch class did including the ability to heal by touch as she went up in level.  Completely unneeded in 3.x of course, but in 2nd Ed it was quite a game changer.  I also made an NPC healer a pacifist.  She would never raise a weapon to any creature, unless of course it was undead and then she went all Peter Cushing on them.  But running that class and character (she was the only character I ever made for that class) showed me how important the healing aspect was.  There was not just the regaining hit points, there was the player morale.  Also since the character was an NPC it was easy not to have her fight, but the Players really did everything they could to protect her.

BTW. Her name was Celene Weper and she was the youngest daughter of Father Werper above.  Yes clerics in my world get married and have kids, since it is a life affirming thing.
Plus keep in mind that Clerics as Healers has a long tradition even in our own world.  If ever a character decided to become a pure healing cleric and take an oath of non violence then I would give them XP for every hitpoint cured and a share of combat XP.  I would also give them 2x the starting funds (even though they would give what they don't spend back to the church) to represent the investment their churches/hospitals have made in them.  After all, can't send a healer out into the world with shoddy armor. Reflects bad on their organization.

Clerics as Combatants?
It almost seems counter to the above, but clerics are the second best major class when it comes to fighting.  Only fighters (and their related classes) are better.  The get good saves vs. magic due to their high wisdom, or Will saves for the same reason and their saves are pretty decent to start with.   Plus they have one thing fighters don't have, the  ability to use magic.  So what you say, so can Wizards and even your favorite witch.  Yes, but can they do it in field plate armor?  Clerics can.  Sure they do not get the combat spells the wizard gets, but they have a few good ones too.  Creeping Doom is a nasty little spell for Druids.  Finger of Death and reversed Heal spells can also ruin someone's day.
In games without Paladins, Clerics are the "righteous fist of (their) god".  Wizards don't smite.
Clerics can also be one of the few character types that can actually kill monsters with out the moral hnagups.  Even fighters, who get paid, and thieves, that might be working as assassins, don't get the same kind of "get out of jail free card" as do clerics operating within the doctrines of their faith and church.  Think back to the Crusades and the Inquisition, the faithful got away with murder, torture and even more horrible crimes in the name of their God and the law had little to say about it or were in collusion with them.

Clerics might then be one of the more well rounded characters in the group.

Friday, June 11, 2010

Random Stuff before the Weekend

So some little posts today.

Monster Manual 3 for D&D 4
Picked this up earlier in the week.  I love it.  You can never get too many monsters or monster books.  IT's too bad we are not playing D&D4 in my adult group.  I might have to move to D&D4 in my kids group just so I can use this.

I am torn. My kids' game of D&D 3.x is going great I almost hate to change things on them.  But then there are all these nice new D&D4 books...

Pathfinder
As typical tomorrow is ENWorld Game Day at my favorite local game store, and I am going to be at home in my game room playing a marathon game of Pathfinder.  Not that I am complaining mind you! I will just have to be there in spirit.  Anytime there has been an EN World Game Day or a D&D Game Day we are gaming at my place instead.  I am fully expecting my paladin, Johan Werper the V, the great-great grandson of my first ever D&D character to reach 2nd level tomorrow.  One can always hope.

I am totally digging using Hero Lab for this as well.  Great to keep track of things and even explore "what ifs" on skills or class choices.




Tempting FATE
Bet that title hasn't been overused!  Anyway. I have a bunch of new(ish) Fate and Fudge games that are screaming at me to try out.  I regular GM is bringing over his printed out copy of Icons, I have Dresden Files and few others.  I am still not 100% sold on Fate/Fudge even if they are Indy darlings.

More Games
Look for reviews, overviews and commentary of games like Dresden Files, BASH, Icons, Cartoon Action Hour 2  and more.  Plus I have a stack of old games I want to go over.  Mostly horror.

AND....
It is my birthday this weekend!  So happy birthday to me.

Wednesday, April 21, 2010

As a GM I don't like to kill characters, but...

But I have.

Details in a bit, but first more on character death and the great battle, the Shadow War.

Many notable and non-notable personages made the ultimate sacrifice in the war against the demons.  Skie Iskatarian, who claimed to be the great-great-granddaughter of Kas the Destroyer, died on the field of battle.  She was given a heroes funeral by the Queen she would have rather seen dead, not visa versa.  She was found next to a man that by all accounts she hated more than anyone, Kiev Scorpious.  They were found back to back, fighting off the hordes that stormed the walls of the city.

Kurt, the affable monk that everyone seemed to like, had also been found.  The great warrior Jar Tearn. Not felled by any weapon, his great age was his doom and he died on the field when his heart failed him.  His wife Victoria, rushed to his side, but never quite made it.  Kara Foke, King of the neighboring country offered his son to aid Glantri, and lost that son.  Leaving his second oldest betrothed to the Queen.  She was 9 he was 8.

Some speak of the great dark warrior Absom Sark how he was never seen again after the war.  Others speak of Arachnia, the drow female warrior that roamed the lands prior to the war, but never after.  They have statues as well, even if their bodies were not found.  (they ran off together after the war. sometimes love is more important than honor).

But the greatest loss some say was the King's son, Johan III.  Lost, and he had disgraced his family and the faith by bedding not just a common girl, but a supernatural one (she was a psychic...and something else), he had returned from the Nightmare Lands (Ravenloft) in his country's darkest hour.  But the girl that was his undoing in life was his undoing in death....

--
The cool thing about being a tech-head was this great little program that my then DM and I had written for the Tandy Color Computer.  It was a combat simulator.  We could load ten characters and ten monsters in it at once and they would go after each other till all of one side was dead.  I used that and in some cases, I also rolled up the combats on my own.  Something to pass the time to be sure.

So, lots of people died so that the new generations, Quenn Celene and her future Husband Kara Werper could take center stage.  And they will, or rather would have, had it not been for that troublesome girl.

Morgan.

Morgan began in my game with only her nick-name, Raven, though she did have other names.  Raven Ebonflame, Raven the Hunter of the Dead, Raven the Daughter of Death (her father was nicknamed "Death Blade").
She was psychic, which was a strict taboo in my game world.  Sure magic is fine, because the mage schools and guilds control that. Random psychic power?  Bad juju.

So what does this girl do?  She gets herself hired in the mercenaries guild and eventually hooks up with John the 3rd, future king of the land, and gets pregnant.  When I was coming up with ideas to start my war, I decided that she ran off to have the kid rather than cause her lover any more grief.  Trouble was Johan loved her too.  Had he married her things might have been fine, but he ran off after her only to get pulled into Ravenloft.  She thought he didn't care and gave birth to their daughter.

There is one other thing about Morgan.  Something I decided on her first outing as a character back 1985 or so.  Morgan was a killer of Vampires.  She killed one at 1st level.  And then proceeded to go after more.
Morgan, Raven Ebonflame, was the very first Slayer.

And then I killed her.

She was in the war and played a minor part.  I remember being out on my bike one day thinking about what she might have done.  Then it came to me.  Morgan fought Yoln Shadowreaper, the general of the Armies of Hell.  She fought him and killed him.  By herself, single-handed, the girl that everyone in the game hated, changed the course of the War.  She gave them victory.  But it cost her her life.

Her lover, Johan went crazy and was soon killed in battle, not before taking out several dozen demons.  The priest said he could not raise her, her soul was gone.  A pact was made by the three most powerful remaining characters, the guild master (her father), the advisor (her teacher) and the King (father of her lover).  Her father went to Hell to find her soul.  In the 3rd Edition years, I worked that into the great Reckoning of Hell.

Her death was the most powerful scene I played up to that point.  But years later I so regretted killing her. I thought it was a waste (and I had more personal reasons too).

Then I began The Dragon and the Phoenix.

This was a Willow and Tara centric season for the Buffy game.  In the fifth episode, Heaven Bleeds, Willow, Tara, and Buffy travel back in time to this battle.  There they meet Willow and Tara's past lives, and all three witness Morgan's battle with Yoln.  I did retcon her into a Slayer, but it was not much of a change.

Now I redid the scene of her death as before, this time using the Cinematic Unisystem rules.  And this time Buffy was there to help.  I had players that played Tara, Willow, and Buffy, but I still played Morgan out. She still defeated Yoln, this time with her sister Slayer's help.  But she still died.  Somethings can't be changed I guess no matter how much you try.

As Morgan dies, she touches Tara and asks her to remember her.  Morgan's soul does not go to Hell as everyone thought, but instead, it is in Tara.  When the season ends she lets go of Morgan's soul to her final rest.  I have a scene in later games, Season of the Witch, to be exact, where Morgan's father meets up with Tara and is given peace.

As a DM I don't like to kill characters.  People invest way too much of themselves into their personas.
Kurt, Skie. Kiev, Jar, Victoria, Sebastian, Fjalar, Johan II and Johan III.  They all had memorable deaths and that had meaning.

But Morgan, Raven Ebonflame, the Daughter of Death, Hunter of the Dead, had the most important death of all.  Her's changed two worlds. Set things into motion that I am still using in my games. And changed how I think about characters and how I write this stuff I do.
And hers was the hardest to do and deal with and the one I have always and will always regret the most.

To pull out my comics metaphors, she is though more of my Barry Allen than Tora Olfsdotter or even Tara herself.  She died and saved the world and to bring her back now would give the character less meaning.  She died well and now deserves her well earned rest.  Tora and Tara died too (and came back) but their deaths were meaningless and meant to shock people and ultimately empty.  Mark Waid, who wrote the issues in which Tora died has since admitted it was a huge mistake as a typical and clichĂ©d Women in Refrigerators moment.  Too bad Whedon has not had the same insight and maturity as Waid.  But I took care of that on my own.

So GMs/DMs/Directors/Story Tellers?
Do you kill characters?  Do you try to save them even if the dice fall on the side of the Reaper?

Yes...yes I can already here the Call of Cthulhu Keepers out there.  I know your point and I know there are worse things than death.