Thursday, January 17, 2013

Slight Rant: Answer your D@#% email

Sorry slight rant here.

Publishers: It is common courtesy that if you get an honest inquiry about one of your products you answer or at least acknowledge the email.

The end result is I don't buy your product.  And some of you are small enough that you can't afford to ignore your customer base.

Not naming names, but seriously. Customer support.

I have sent out emails to four different companies over the last week or so. Heard nothing back from any of them. One I can forgive, the others? Well to be honest they don't have enough business to be too busy to ignore potential customers.

If we have learned anything from the various Kickstarter non-starters then it is keep in communication with your potential and actual customers.  This business is too small to ignore people.

Rant over.

Wednesday, January 16, 2013

White Dwarf Wednesday #48

White Dwarf Wednesday takes us to the end of 1983. For Christmas I got a copy of the Police's Synchronicity and I believe the Monster Manual II (and check out the ad for it at the end...if you have a copy).  Out of the shelves was White Dwarf #48.

This one of the cooler WD covers. Brought to us by Alan Craddock I for years thought it was a Chris Achilleos.

Ian Livingstone talks about bring out some RPGs to play with the family this Christmas, wondering what Granny might think of Orc stomping.

Up first is Open Box with a ton of items.  For AD&D we have UK1: Beyond the Crystal Cave, EX1: Dungeonland and EX2: The Land Beyond the Magic Mirror. For D&D X3: Curse of Xanathon. Jim Bambara likes the modules for the most part giving them 9/10, 9/10, 9/10 and 7/10 respectively.  Andy Slack tackles the new version of the Traveller basic rules. This is the cover I remember most about the mid 80s.  It is also the version of the Traveller I never tried having ended with the Blue Book. He gives it an 8/10 overall, but still states that neophytes are better served with one of the other sets.  Jon Sutherland takes on the two Call of Cthulhu adventures (and they are called Adventures now, not Scenarios). Death in Dunwich and The Arkham Evil.  He gives them 7/10 and 8/10 respectively saying these are not for fool hardy players used to hack and slash.  Finally we have the Autoduel Champions and Car Wars Reference Screen.  Autoduel gives us Car Wars for Champions.  Marcus Rowland gives them 8/10 and 6/10.

The book reviews focus on the then recent batch of sci-fi/fantasy books. The Complete Book of SF and Fantasy is one that jumps out at me.  I think I owned this at one point, but the title is so generic I could have owned something very similar.   There is also a review of Moorcock's  Dancers at the End of Time, which I have not read.  A couple of Trek books are also covered including what is likely to have been the first time I had ever heard of what is now known as Slashfic, called Kirk-Spocking here.

Lew Pulsipher's  Lew's Views is back this month and covers Gods, Magic and FRP battles.  He discusses the nature of Gods and Magic in fantasy battles.

Rick Priestly has an article on using Giants in Warhammer.  There are some interesting and mostly game agnostic rules about giants getting drunk.  I might try these out.

The Dark Brotherhood is an alternate system for Assassins in AD&D by Chris Felton.  I remember reading this way back when and it influenced the assassin guilds I had made for my game. The Brotherhood (no relation I am sure since I was big into acronyms then and wanted it to spell out BEAST) and the Red Assassins were two rival guilds in my games.  I never made characters in either guild sign contracts.

Counterpoint discusses boardgames derived from books. The big ones are discussed; LotR, Dune, Call of Cthulhu and Asimov's books and the varying degrees of success they achieved.

Ian Bailey has some RuneQuest crunch and fluff for us in the form of Crom Cruach, a Goblin Cult.   It is interesting enough to use anywhere.

Tracing Errors is this issue's Microview article and Gareth Williams covers how to find and debug errors in your programming.

Letters covers level limits in AD&D, Marc Miller and Thomas Price praising the coverage of various Traveller articles.

Marcus Rowland covers computers in Traveller.  By this time the concept of what a computer could do had changed in the world since Traveller had been published.  Computers had always been one of Traveller's weakest area in terms of future tech.  This article helps, but doesn't quite get it there.  My smart phone laughs at the idea of 1 ton batteries powering a computer for only 12 hours.

RuneRites has a double feature for us today. Monsters and a new scenario.  The monsters are listed (nothing jumps out at me), we break for a Thrud the Barbarian strip and head into the scenario.  The Lone and Level Sands is dual stated for AD&D AND RuneQuest.   New monsters are given both RuneQuest and AD&D stats (or at least where you can get them).

Fiend Factory returns the favor and converts the RQ demons from the last few issues into AD&D demons.
Treasure Chest follows with some demon related spells for D&D/AD&D.

The Travellers get into more trouble. And the Victoria Gazette is another attempt at a news article.  No jokes this time, just straight news.

Classifieds and Small ads follow.  Gobbledigook shows us how to handle Illusionists.
Ads end the issue including full page ones for James Bond, Games Fair 84,  Games Workshop and TSR for the Monster Manual II.

In general I feel that once again the layout and general design of the magazine was turned up a bit.  The page count is now up to 52 and still only 75p.

You can get a better look at that cover art here:


Tuesday, January 15, 2013

New Classes from Barrel Rider Games

I love new classes.  I love all sorts of new options. So when the chance comes around to get my hands on a new class, especially if it is for my current favorite version of D&D (Basic/Expert) or clone (Labyrinth Lord/Basic Fantasy).

So I have been picking up a few from Barrel Rider Gameshttp://barrelridergames.com/

Barrel Rider Games (and I will admit I love this name) is in the biz (so far) of producing a new class for a buck. Not a bad biz to be in really. There is always a new class that can be made, there is demand and people will part with a dollar pretty easy.

In nearly every case you get a class, some art (usually just cover art), descriptions, and the LL compatibility license and the OGL.  Also, I am afraid to admit they are usually missing the Saving Throws table and sometimes how the class gains To Hit rolls.  This is not a huge deal for most of them since it usually pretty obvious what they should be, it would still be nice if they had them.

Here are few I have tried out.

The Bounty Hunter

In many ways the Bounty Hunter (class) is a better class for "Basic" Era Games than the Assassin is.  The Assassin has a history in the "Advanced" Era and it has it's place, but a game aimed at simpler rules might not be it.   That is why the Bounty Hunter (this book) is a good choice for Labyrinth Lord or any other Basic-era compatible game.

Like all the books from Barrel Rider Games this book presents a class, reasons why it can be used, and the associated skills and tables.  The Bounty Hunter (class) then is part thief, part assassin and part tracker/ranger.  Honestly it might well be the best of all the BRG classes.

Also, though, like the other classes, this one is missing some key information.  Namely this book is missing the saving throw tables and to hit tables for the Bounty Hunter.  I would suggest using the thief tables in both cases.

Other than that, this is a solid class.

The Undead Slayer

I love undead and all the classes and trappings that go around them; so slayers and necromancers are great in my book.

This class is a very specialized one, against other monsters it has the fighting prowess of the a thief (which isn't bad), but it shines against Undead. I felt the powers it received were fine, I think I would have started them at lower levels to be honest. The feel of this class is akin to the ranger. It has some sneaking ability, some magic and bonuses to fight undead.
If the Cleric is modeled off of the Hammer-era Van Helsing, then this class is more along the lines of a Captain Kronos.

The class might be a little under powered in some respects to be honest. But that is only a read-through and the proof would be in the playing. For example it does have some thief abilities that would aid a party in non-undead adventures.

In earlier reviews of products from Barrel Rider Game I mentioned that I didn't see the Labyrinth Lord Compatibility License. That was an error. It is very clear on the same page as the OGL. This book has it.
I also mentioned that in some of the other classes that I could not find the to-hit and saving throw progression for the classes. I also could not find it in this one. There is only about a page and half of text and about a page of tables. I am sure I would have seen it. I suspect that the undead slayer uses the Clerical to hit and saving throw tables.

I would like to try this class out sometime. I think it would work well in the right kind of adventure. Care though needs to be given that it does not interfere with the cleric's role of hunter of the dead.

The Assassin

I don't expect a lot for a buck. Can't buy a bottle of Mt. Dew or a cup of coffee for a buck anymore. But you can buy a class.

This is the classic "1st Edition" class for Labyrinth Lord, but should be compatible with any number of other Old School RPGs.
You get a cover page (oddly formatted, but hey), fours pages of the class and the OGL statement.

The class has what you would expect, tables for advancement and assassinations. Also there is a bit on the use of poisons.

There are, unfortunely a few things missing.

In the missing must haves there is no saving throw advancement tables and no to hit advancement tables. I would use the Thief for these.
In the missing like to haves there is nothing on new weapons unique to the assassin. Nothing for example about the garrote, the time honored classic of all assassin weapons. This is almost a missing "must have" to be honest.
So it has a lot of potential, but the publisher really needs to fix these omissions.

The Dragon

Again, I don't expect a lot for a buck. Barrel Rider Games though gives you a whole class for a buck.

This one is a bout Dragons as a class/race. Not Dragonborn or Dragonfolk, but full blown dragons.
Now my first thought is these characters could be unwieldy in a group of adventurers or even overpowered. That is best left to the Labyrinth Lord to decide really.

The book is five pages: Cover, 2 pages for the class, and 2 pages for the OGL.
This one does have the Labyrinth Lord compatibility notice.

There seems to be a bit missing though.
For starters there is no "To Hit AC" tables for the Dragon. Nor are there any Saving Throw tables.
Kind of need these in order to play the character.  In this case I don't have any suggestions.

I would have liked have seen a little on how to play this character class and what motivates them to adventure.

Smith and Scholar

This book is only a buck and it is very simple. But don't let "Simple" translate into "not worth it". This book is filled with ideas for all the Basic/LL core classes. They are billed as professions, but if you are familiar with the old 2nd Ed "Kits" then these are very similar.
There are 6 per class and all provide some background, history and some mechanical bonus for the character. There is no balance issue from what I can see if everyone in the game opts for one or if there is some sort of DM-enforced obligation attached. For example the Exorcist Cleric should be obligated to investigate any claim of possession he/she hears. The other Professions can work the same way.

These are set out as flavor, but I think in the right hands these can really brighten up what would be an ordinary game into something very interesting.

They have other books that I have not tried yet as well.  The Barbarian, the Swashbuckler, Half-Orc, Half-Elf and Dark Elf.

I say give them a look.




Monday, January 14, 2013

Justice is Returning

I have been really, really negligent in keeping up with posts on my supers character Justice.  In fact it looks like the last time I posted about her was March.

That's just not right.

So I do plan on posting some stats.  But in the mean time here is something to keep you entertained.

A commission from my friend David Reynolds of ShadowGirls fame.


Not sure what the Penguin's name is yet.  But I do know she finds him in her father's Fortress of Solitude.

As for Stats, I am hoping to do some FASERIP/Marvel/4C, Super Babes, Villains & Vigilantes and some Capes, Cowls and Villains Foul.

EDITED TO ADD: David is taking commissions again. http://my.deviantart.com/messages/#/d5rjqrc

Sunday, January 13, 2013

The OSR of Computers

I am of the age that my involvement in RPGs began at the same time as my involvement in the burgeoning home computer market.

Indeed, my games were from TSR and my computers are from TRS. As in the old TRS 80 and Tandy Color Computer.

Most of my first attempts at programming were ways to help, improve or other wise supplement my D&D experience.  This went on for a number years. In fact I upgraded past (ie got rid of) my CoCo3 right around the same time I moved to 2nd Ed AD&D.

It should then be no big surprise then that while I am trolling eBay for old RPG materials I am also looking at old Color Computer stuff.
Which is really dumb.  I have owned at least three or four of these things over the years.  I have computers sitting in my office unused that are 1000s of times better every respect.

Yet. Here I am. Looking at these toys off my youth.

Maybe an emulator is the way to go.  I have a computer I could rebuild I am sure.

Saturday, January 12, 2013

Zatannurday: Movie! For Real this time

I have been hearing some rumors of a new Justice League Dark movie.
Maybe not by that name, but certainly something very, very similar.

It is going to be directed by Guillermo del Toro (Hellboy, Pan's Labyrinth and others) and currently called Dark Universe.

It would feature many of the JL Dark characters as well as some from the the DC/Vertigo Books of Magic series. Currently we are set to see both Zatara and Zatanna.

Now remember talk is cheap and no where is that more true than in Hollywood.  I am not sure if this will see the light of day or not, but here's to hope!

And here are some links. They are all pretty similar.



Friday, January 11, 2013

Dragonborn Books

My son loves Dragonborn.  He plays Skyrim because there is a "dragonborn" in that.  He wanted to get all the Doctor Who episodes on DVD that feature the Draconians, and in every game we play that is the character race he wants.

Well...not every game has them.  But there are a lot of great third-party publishers that feel the same way.

Good thing for me I know about Goodman Games.
They have two products out, The Complete Guide to Dragonkin (for 3rd ed) and Hero's Hanbook Dragonborn (for 4th ed).

The Complete Guide to Dragonkin
This book is the older of the two, so let's do it first.
76 pages, covers, OGL.  Pretty packed really.  A brief intro and some background on dragon-kin and how they are all connected to each other (an interesting touch).  This assumes that a lot of different races inter-bred with dragons like humans, orcs, goblins and of course kobolds. So we have a variety of bloodlines; half-dragons, dragon-touched and "wyrm-bred".
The Half-Dragon Racial Template is presented and the associated powers.  If you are playing 3.x/Pathfinder and want to play a "Dragonborn" character then this is a great book.  It predates the Dragonborn in 4e and the Dragon bloodline sorcerer in Pathfinder, so a Pathfinder update would be nice to have, but still this is a solid book.
There is a lot in this book. It even covers how these races view, and sometimes worship, the dragons they are related to.  There is a chapter on Dragon magic which includes new spells and "dragon egg sculpting".
There is not much in the way of news monsters, but I think that is fine.  There is a Dragon/Kobold crossbreed that works well as an antagonist. Especially if your players tend to laugh when you throw kobolds after them.
I compare this book rather favorably to their Complete Guide to Fey.  It was because I owned that book that I felt comfortable picking up this one.  I was not disappointed.

Hero's Hanbook Dragonborn 
99 pages, GSL, covers. There is a quite a lot in this book.  While Goodman Games could have used a lot from their previous book (The Complete Guide to Dragonkin) this one has a completely different approach.  Dragonborn are well established in D&D4, so none of that material is repeated here. Instead the book covers different clans and variations of Dragonborn.  There is also a lot of crunch to go with the fluff.  Frankly Dragonborn need a lot more "fluff". Unlike all the other fantasy races, Dragonborn/Dragonkin are really a creation of D&D.  Sure there have been other types in the past, but even in the early days of the game their origin is purely a D&D one. That gives this book a lot of room to run.
There is also a nice collection of items to help give this race a sense of history. Plenty of powers for Dragonborn characters, options and magic items.  If you are like my son and love to play Dragonborn in 4e then this is a great book to have.

This book though suffers from the fate all 3rd party GSL books suffer and that is the material is not in the character builder.

In the process of reading these books I became aware of other ones, not by Goodman Games though.

One of the first is from Barrel Rider Games, The Dragon and it is only a dollar.
Again, I don't expect a lot for a buck.  Barrel Rider Games though gives you a whole class for a buck.

This one is a bout Dragons as a class/race.  Not Dragonborn or Dragonfolk, but full blown dragons.
Now my first thought is these characters could be unwieldy in a group of adventurers or even overpowered.  That is best left to the Labyrinth Lord to decide really.
The book is five pages: Cover, 2 pages for the class, and 2 pages for the OGL and the Labyrinth Lord compatibility notice.
There seems to be a bit missing though. I would have liked have seen a little on how to play this character class and what motivates them to adventure.

Fehr's Ethnology: Dragonblood is another one for Pathfinder by Purple Duck Games, a name I have grown to like.
This one is pretty good really. Nice art, clear easy to read text and 7 pages of content (1 full page art, 1.5 of OGL and ads for 10 total pages).  Simple race rules with not a lot of fluff, but a lot of crunch. There are some alternate racial characteristics and some feats.  There are class suggestions and suggestions on play.  For 10 pages it is really packed full. My son has been using this in our 3.x game now for a bit and we like it the most out of the many free options we have also found.  At $1.25 it is an absolute steal.