Friday, October 16, 2015

Review: How to Game Master like a Fxxxing Boss

I try to keep it at least PG-13 around here.

Anyway, I picked up +Venger Satanis' latest book, How to Game Master like a Fucking Boss, not because I think I need help running my games (I have been running games for 35+ years now) but because I Was very, very curious about what he had to say.  Besides,  I am sure there had to be some tips worth reading.  In any case, I am certain it was going to be a fun read.
I also wanted to read this because I was curious about his "O5R" philosophy. I have been doing something similar in my games with my kids, and I wanted to see his views.

To begin VS talks about what Role-Playing and Game-Mastering is.  Ok, I expect this.  He made a point about how he used to run games to where he is now.
• Do I have all my stuff (books, notes, dice, etc.)?
• Do I have a general idea of what’s going to happen?
• Am I ready to crank this bitch up to 11?
I understand this.  I have a game I am running at a convention in 24 hours or so.  Right now the only thing I would add to that list is "Do I have my Pre-gens?"

The book itself is largely divided up into various short essays that talk about what to do in any broadly defined situation.  A lot of it is common sense, but there are few gems in there as well. I like the bits on handling NPCs and especially the NPC villains.  In truth, his "Seinfeld" advice was about the last thing I expected to read here but I enjoyed it.
Other treats include the "Who to Blame" random table. Most of the tables are pretty fun and many are very useful.  I loved the whole section of tables about Cults.
There is a section on the magical language he created for his games that add a nice bit of flavor, but I am wondering if would not have been better in The Islands of Purple-Haunted Putrescence book.

It ends with three sample maps and an afterward.

While I certainly thought of this as a fun read I am not sure I got that much out of it.  Granted I also don't think I am the target audience.  I will certainly use the tables and his magical words are kind of neat.  I think what I really need to do is give this one to my son and have him read it.  He is a longtime player, but has only run a few games.  He certainly has anxiety about running (as well all did the first few times) and I know there are some things in here that would help him out.

I think I will certainly use his cult tables to see what I can come up with.


Kickstart Your Weekend: Alpha Blue

+Venger Satanis is at it again, this time with a sci-fi-ish setting that frankly I am bit excited about.


https://www.kickstarter.com/projects/1575519826/alpha-blue

You can go to the Kickstarter page to read about it.  He has less than a week left.

The premise reminds me of the +Shon Richards' story Pleasure Station Sigma. Which is a good thing in my mind.  And, yes growing up in the 70s and 80s I was a fan of adult feature "The Satisfiers of Alpha Blue".

Actually I could go on about Satisfiers. It has some interesting social commentary and Sharon Mitchell has always been a favorite of mine.

I am hopping this will be more like The Islands of Purple-Haunted Putrescence.
It could be fun or it could be completely puerile.  I am willing to gamble to check it out.

Thursday, October 15, 2015

Review: Crimson Dragon Slayer

Purple, now Crimson. +Venger Satanis could have had a whole color theme going here.

Continuing with my reviews of the products of Kortthalis Publishing. Today I want to look at Crimson Dragon Slayer.

I had pretty high hopes for this one. I am part of his target audience, I enjoyed the 80s, enjoy a gonzo edge to my games, and I don't mind mixing my genres a bit.  I also don't mind doses of humor in my games.   But....well maybe I just didn't "get it" in this one.

I want to start off with the things I liked. The book is gorgeous and I am happy to see that VS is spending his money on art than say orgies dedicated to Cthulhu.  No idea though he might be doing both.  But the art is great looking in this book.  It is basically three varieties, the "Lovecraftian" art found in earlier products (ex. on p. 23), the sword & sorcery (p. 11) and the humorous (p. 14).  My favorite though is on page 4. The layout is fantastic and the character sheet on page 41 is a gem.  Plus that cover art. Really, really excellent.  If the arrt was a problem for you in his other products then take heart here.  There is nothing here that isn't PG, and dare I even say it, G rated.  Even the scantily clad barbarian and maiden on page 11 are still covered more than a swimsuit issue.

While reading this I am struck with how this is the RPG version of the Heavy Metal story "Den". In the movie a kid from earth is transported to a sci-fi/S&S world where he become a might thewed (and bald) barbarian.  Not a bad idea really, and something I could do more with than say Carcossa. But it is also riff on the Dungeons & Dragons cartoon.

The book itself is a bunch of house rules.  Again, this is what was advertised.  Many were hinted at in previous books. Some are good, many I have seen in one form or another elsewhere over the last 35 years.  A couple things jump out at me.
Infernal Elf: I have to admit I rather like this idea and it is something I have been toying with myself since listening to Kim Harrison's Hallows series.  In that book Elves and Demons are ancient enemies, but are a little closer than they would like.  This works right in with that.
Robots: Hmm. No. Not really my thing, but I get why it is here.

The chapter on magic is interesting and something I might adopt.  At this point I am imagining Thule as not some distant planet, but as a mystical island just south of Hyperborea.

There are some magic items, some notes on converting monsters and even a small cavern crawl.

All in all the book is fine, but nothing really extra special. Maybe I was expecting more or something different. I don't know.  I am not quite sure it lived up to my expectations of it.

Ghosts of Albion at ValorCon 2015

I am going to running a game of Ghosts of Albion: Dinosauria! at ValorCon this Saturday at 10:00am.
http://sched.co/4V0h

Here is the blurb from the program.
New Year's Eve, 1853.

You are cordially invited to a special and most unique diner party.  You will be the guests of Richard Owen as he unveils the most exciting scientific discovery of our time.  You will behold Owen's incredible Dinosauria!

Dinosauria is an introductory adventure for the Ghosts of Albion Role-Playing Game.  Take on the role of power mages, ghosts, vampires or humans that hunt the darkness to protect the shores of England in the early Victorian Age.  Ghosts of Albion is powered by the fast and easy to learn Cinematic Unisystem game engine. The same system found in Buffy the Vampire Slayer, Angel and Army of Darkness.  No knowledge of the game needed.  Game Master provides character sheets, dice and rule book.
So if you are in Chicago come on by and sit in on a game of Ghosts of Albion!




Wednesday, October 14, 2015

Class Struggles: The Necromancer

Very, very few classes or class concepts have been gone over more than the Necromancer.  For a class that was never part of the original game, and never actually a proper class in it's own right, a lot of ink and pixels have been spent on this class.  So much that I am sure to miss things and might even need a part 2.  Where do we start?

Well to begin with what exactly is a necromancer and what is it that appears in so many games?
Taken from the Greek a necromancer is someone that communes with the dead. So spells like Speak to Dead are a good example.  Historical necromancers, like for example John Dee, spoke to the dead to get advice. or foretell the future.   In modern parlance and certainly in games (maybe one caused the other) necromancy has come to mean a wizard that controls or manipulates the forces of death and unlife.

The easiest Necromancer is simple.  Play a Wizard/Magic-User and then only choose necromancy spells.  Wear a lot of black and hang out with undead.  This is also a very satisfying necromancer since all the trappings have to be role-played.  Alternately one could play a cleric of a god of death, take only reversed necromancy spells and command instead of turn undead.
I think though as time wore on people wanted something that wa little bit of both.

The first, or at least one of the first was from White Dwarf Magazine #22 from December 1980/January 1981.  Lew Pulsipher gives us an article about evil priests, the "Black Priests".  While these are more cultist, there is a lot of necromancy being thrown around.  This is followed by a true necromancer class also by Pulsipher in issue #35 from November 1982.  Either of these classes is fine and represent the design philosophy of the times.  Namely take and rearrange already familiar elements.  The Black Priest and this Necromancer have the same shortcomings though; a reliance of human sacrifice.

The Necromancer is turned up to 11 with the publication of Dragon #76 in August 1983 and Len Lakofka's death master class.  Designed to be an "NPC Class only" I remember seeing it first in the pages of Best of Dragon Magazine Vol. 3.  I admit, I rolled up a death master right away.  He became a major antagonist in my games for many years to come.

In AD&D1 the example of the Illusionist gave birth to the speciality wizards of 2nd Ed.  One of those speciality wizards was the Necromancer.  This continues in practice to the most current version.  Though unlike the Illusionist, the Transmuter or even the Evoker, the Necromancer got it's own book.  The Complete Book of Necromancers was one of those books that everyone seemed to want.  I remember picking it up back when it was first published. I paid $15 for it.  Later the cover price jumped to $18 and soon it became very rare. No idea why.  The aftermarket price jumped considerably and I ended up selling mine on eBay back in 2000 for $81. Not a bad deal really.   I recently picked up a copy at Half-Price Books for $9.  The PDF just about the same price.  Though the book is crammed full of necromancer goodies. Spells, magic items, undead familiars.

Moving out into the world of Fantasy Heartbreakers there is the near-compatible Quest of the Ancients.  This necromancer reads like the Death Master, but has some interesting spells and some powers.  The Arcanum/Bard Games also has a necromancer class.

3.x had, at the last time I looked, at least 3 different kinds of official Necromancer classes.  The two best are from Libris Mortis: The Book of Undead and Heroes of Horror.  Heroes of Horror featured the rather popular Dread Necromancer class.  There is also the Death Master class from Dragon updated to 3.0e.  The Crypt Lord from the aptly named Necromancer Games. Not to mention dozens of others from other third party publishers.  Most take the same elements and reorganize them, but every so often something new is produced.

4e had necromancers as well. It was a type of wizard (much like the witch was) and was introduced in the Player's Option: Heroes of Shadow book.  It had some rather neat features to it as well.

For the OSR things are really no different, dozens of different types and sorts of necromancers. I am only going to talk about a few.

One of the simplest also belongs to one of the simplest OSR games.  Basic Fantasy has a necromancer class on their downloads page for free.  It has a lot of spells and weighs in at an appropriate 13 pages.

I would have to say one of my favorites, at least in terms of style, is the one from Astonishing Swordsmen & Sorcerers of Hyperborea.  The necromancer here is cut from the "evil cultist" mold like their warlock and has a lot of great spells and powers.

Magical Theorems & Dark Pacts also has a great necromancer and the big feature of this class (and this book) is the number of spells.  While this book as more spells, the AS&SH class is slightly better in terms of what I want. Right along with that is the necromancer from the great Theorems & Thaumaturgy. A basic class, but some really nice spells.

Another really cool one in terms of how the necromancer is presented is the one from Adventures Dark & Deep.  Darker Paths 1: The Necromancer is certainly in the vein of the "this is an evil class" but +Joseph Bloch makes no bones about the fact that players will be playing these as evil characters.  It's sort of the point of his "Darker Paths" series. In that respect this is a good one to pick up just to get some ideas on how to play an evil character.  Plus it has some unique spells.


Back at home I have most of these printed out and put into a folder.  I also have a number of character sheets of all the different types of necromancers.  Basically I have six characters with two sheets each; a 3.x sheet and an OSR compatible one (the five above and an old fashioned MU with necromancy spells).  This gives me 12 different sorts of necromancers for 6 characters.  I call them the Order of Six based on a group I introduced in my Buffy games.  I am planning on using them as my bad guys in my games, but right now I am only playing 5e! So I can't really judge how well they all work.  Similar to what I did with the Witch's Nest.  Sounds like a plan to me.

By the way. My son has a 5e game he is in charge of.  He has a 15th level necromancer in that game and it is wicked.

I feel like there is alot more to say but I have only scratched the surface.

What is your favorite necromancer class?

October Movie Challenge: Witchhouse (1999)

Ah well. It couldn't last.  Witchhouse from the turn of the century (that sounds odd while still being correct...) is neither interesting nor a lot of fun.  At least with Full Moon Features (the production company) I'll get a little fun.

Ok.  Lilith Le Fay (I am not joking here) invites all her college age  friends over to her ancestor's house one May Day eve (Wallpurgis Night) to have a party.  In truth she is a witch and she wishes to raise her ancestor Elizabeth Le Fay back from the dead.  All her friends are the descendants of the witch hunters who killed Elizabeth.

This could have worked, but honestly the acting was terrible and the plot...well here is an indication of what we are dealing with here.  The castle that Lilith stays in is now located in Dunwich, MA but was brought over brick by brick from Scotland.
Including the dungeon.
So lets throw everything we have ever heard of against the wall and see what sticks.

In a note of true tragedy to the movie one of the stars, Dave Oren Ward who played the stoner Tony, was murdered right after the film was done and in post production.


Stats
10 Watched / 8 New




Tuesday, October 13, 2015

Review: The Islands of Purple-Haunted Putrescence

Continuing my week of +Venger Satanis posts here is his next big one.

The Islands of Purple-Haunted Putrescence
Described as weird fantasy/sci-fi/gonzo, I also wondered if it was a subtle jab at "The Big Purple".
Let's start of with the easy stuff.  Yeah, some people are likely to get offended by this adventure.  That's not a bug, but a feature, as we say.  Typically anything done either to purely offend or go out of it's way to push an agenda is going to suck.  I get the feeling here that this is the sort of game he plays all the time.  The art is still more "Heavy Metal" than it is "Hustler" and there is a solid 80s vibe to reading it all.  Please keep in mind this aesthetic when reading; it is a guiding principle that fits the art and the game design.   I think in someone else's hand it would have come off as crass or even as complete shit, but VS owns this. There is an honesty here that can be respected.

This book is a campaign book/hexcrawl/sandbox.  The PDF is 110 pages and packed.  It would make for a gorgeous looking book and it would sit nicely on my shelf with my other books circa 1983.

VSd6: This is a new mechanic introduced for skill checks/ability checks.  He mentioned it has been influenced by 100s of other d6 based mechanics and you can see that here.   It is an interesting system and provides some nice dramatic elements to the game, but not something I am planning on using myself.

Darker Secrets: This book also brings over the "Dark Secrets" idea/tables from Demon Slayer.  So in some respects you can use this book as a means to "beef up" the Demon Slayer adventure, although you don't really need too.   Though adding in the changes to magic that this book does might be fun.

The Monk: This campaign guide also features a Monk class.  It is not too far from the AD&D1 standard, though not as much detail is given.

We get into the islands proper and are given some background; 20,000 years of background to be precise, but only in a couple of pages.  The interesting bits happened in the more recent past including turning the "Purple Islands" into a penal colony.  Yeah, no jabs here at all...

There is a lot going on with these islands and the worship of the Great Old ones is just a small part of it.  The wording of the monsters, settings and even location is basic or even vague enough to allow you to put this anywhere.  It feels kitchen-sinky enough to fit into places like Mystara (which has a little bit of everything anyway) but focused enough to give you hints that is part of a much larger world.   Though I do like the appearance of the Shiny Demon and a preview of "Alpha Blue".

There are pop-culture references galore here, and it is very obvious that VS pulled out every bit of fantasy, sci-fi, euro-sleaze horror and 70s metal he had at his disposal and threw it into a blender with plenty of purple dye.  It could have turned out to be a horrible mess, but it doesn't.  Instead we get a ton of options spread over three islands.

I have to point out, don't play this as a single adventure.  The purpose here really is not to clean out the island, but to explore it.  It's a great place to strand some PCs after an ocean-going adventure.

At the end of the book we are given new spells and new magic items.

In the Afterword VS mentions that this product should not be used in isolation.  I agree, again I think that this would make for a great semi-tropical island in Astonishing Swordsmen & Sorcerers of Hyperborea. The mythos are similar enough, or at least enough to fit together.  The only thing that would make it more perfect is if this book could be printed in 7.0" x 8.5" format to fit in my AS&SH box.

Not sure where or how I want to use this yet, but I know I really want to.