Wednesday, September 14, 2022

100 Days of Halloween: Witch The Road to Lindisfarne

One of the things I talk about here is something I call Traveller Envy. This is the feeling I got from watching Traveller and their interconnected RPGs and Board Games.  It is something I would love to replicate for my D&D games and for my War of the Witch Queens campaign in particular. 

I can't always find board games that fit the bill for me, but I have tried.  While not a board game this GM-less "story game" does fit the bill of this notion for me.  But how is it?  Let's find out.

Witch: The Road to Lindisfarne

PDF. 32 pages. Multiple files.

So this is a story game, not something I have a ton of experience with.

It says 4 to 6 players, no dice, pencils, or extra paper needed. 

The game takes place in London in 1350 but you head to the Abbey at Lindisfarne; the same that was rather famously attacked by the Viking raids. 

Each player gets one of the characters included in this file. The special character is Elouise our central witch, or at least a confessed witch. There are two outcomes her player can choose, Elouise is Guilty or she is Innocent. Depending on which one is chosen determines the end of the game.

The purpose of the game is to take Elouise from London to Lindisfarne.  There are many stops along the way and the players describe what their characters do along the way. The other players (and characters) do not know the Truth of Elouise so they seek to discover it. It is entirely possible that Eloise is found guilty and burned at the stake or found innocent and set free independently of the truth.

If this sounds like the 2011 movie Season of the Witch, well the designers agree with you.

The game is very interesting and it does give me a lot of ideas of things to do with my own games.

The game does have re-playability, with different characters being played by the same group, but I can also see that it is a little limited in that respect.

Still, a fun game to play on a cold wet afternoon in late October.

 

The Other Side - 100 Days of Halloween


Tuesday, September 13, 2022

Review: Vigilante City #1 Core Rules

Vigilante City #1 Core Rules
It is the start of Vigilante City Week here at The Other Side for my unofficial Super Hero month of September.  

Vigilante City has been sitting on top of the computer I use as a home server forever.  I figure now is a great time to let everyone know about this great street-level supers game.

Vigilante City #1 Core Rules

PDF and softcover book. 292 pages. Color cover, black & white interior art.  For the purposes of this review, I am considering the PDF from DriveThruRPG and the soft-cover books I picked up either via Kickstarter or from Bloat Games' own store.

Vigilante City, or more accurately, SURVIVE THIS!! Vigilante City #1 Core Rules, is a street-level supers game for the SURVIVE THIS family of games from Bloat Games. The same folks that gave us the awesome Dark Places & Demogorgons and the amazing We Die Young RPGs.  So right away these rules feel familiar.  But this game is more about teenage angst in the 80s and 90s. There are mean streets out there.

The game really is a great starter for anyone that has played D&D/OSR-like games and wants to get into a supers game.  Like all SURVIVE THIS!! games this one in class and level with levels topping off at 10. 

Right from the start, this game lets us know what it is all about. These are street-level supers. While there might the occasional mutant, anthropomorphic otter, Super Soldier, or power suit we will not be seeing the likes of Superman or Wonder Woman. This is Batman, Captain America, and Tony Stark down all the way to the Teenage Mutant Ninja Turtles and some guy with a baseball bat.  If this sounds like your kind of game (and really who wouldn't want to play this?) then buckle in, because this is going to be fun.

The Core Rule book covers the basic hero classes (this is a class/level system derived from the SRD) and basic rules.  I am going to point out here that the rules are very much the same as other Survive This!! games with notable areas to aid heroic play.  While in the past I have pointed out that teens of the 80s in Dark Places & Demogorgons can grow up to become the young adults of the 90s We Die Young, there is no logical progression here from those games. To be fair that is also not the designer's intent. I *can* see a world that involves all these games (that and their newer What Shadows Hide line) but let's first appreciate this game for what it is right now and not what inhuman creation I'll make with it later. 

Who was that masked otter?
The Basics

We start off with the basic rules, or maybe I should say "Basic" rules since these rules are designed from the d20 SRD to feel like old-school D&D, D&D Basic in particular. As mentioned before it shares this design with all the other Survive This!! games.  You generate attributes, the usual six plus a seventh "Survival," you generate your saving throws, pick your alignments, calculate your Vigilante Points, work out your Origin/Background (every good hero has a backstory!) and then comes the time to choose your class.

Human Classes

Basic D&D's DNA is peaking through here. You have your normal human classes and then a section on "Mega Humans." But let us talk about humans first.  Essentially these are the roles that an everyday, but not really average, human could pick up and say "I am going to fight crime as a ..." Yes a lot of these require training and/or to be born with the right genetic lottery (smart, rich, or both).  

These classes are: Athlete, Crime Fighter, Dark Avenger, Gadgeteer, Genius, Hardboiled Detective, Knight Nurse, Martial Artist, Mentor, Mercenary, Protégé, Sharp Shooter, Street Preacher, and True Vigilante.  Most, if not all are fairly self-explanatory.  Each gets 10 levels of advancement where they gain certain advantages. Like the comics that inspired them the character classes are fairly 2-Dimensional. THIS IS APPROPRIATE. You fill in the blanks with your backgrounds and skills. You can choose "Street Preacher" but you have to figure out if you are Jacob Fuller (Harvey Keitel's character in "From Dusk til Dawn) or Jesse Custer from Preacher. 

Mega-Humans

Much like the split between Demi-humans and humans in D&D, and Meta-humans/Mutants and humans in comics, we get our section on Mega-Humans. Mega humans are both a "species" and a "class" they can pick up skill packages to differentiate themselves, but largely this is what they are. Again, this fits the tone of the X-man comics.

Our Mega-Human classes are: Anthropomorphs, Borg, Mutant, Mystic, Powered Armor, Psion, Super Soldier, and Super Speedster.  Lots of choices here.  

The Mystic

These classes and their powers (spells for the mystic, psionics for the psion) cover the first 210 pages of or 2/3rds of this book.  That is expected really.

The classes are followed with Skils & Skill Packs, XP/Leveling, Gear, Vehicles, Game Terms and Critical tables.

There is a solid index and the PDF is bookmarked. 

The game has a feel of Villians & Vigilantes mixed with Mutants & Masterminds with the difficulty of Icons.  Any veteran of either of those games will pick this one up fast. Anyone that has played D&D or other Survive This!! games will pick it up even faster.  That is already given the fact that this is a quick and easy game to learn and play.  There are groups out there that are searching for the perfect Supers game and this could very well be it for them.  I find it very, very appealing.  

Like all games from Bloat Games, there is a lot of support online and in other books for this line.

Vigilante City

Larina Nix for Vigilante City

Give me a magic-using class and I am going to try it out with my Drosophila melanogaster of magic, Larina. 

Given this is an old-school game I opted to go old school with dice, a printed character sheet, and a pencil.  I spent longer troubleshooting my scanner than I did on this character build!

Larina Nix for Vigilante City

I like how she came out, to be honest. And I like how fast it was to create a 10th-level character too. I'll pick her spells later. I figure she would have access to all of them. 

I'll do this for the other books in the series as well, adding what each book adds to the game. This will be quite fun really. 

All I could think of while doing all of this was this song.  So play us home Steve!


100 Days of Halloween: Book of Lost Spells (PF1 & D&D5)

Frog God Games has long been producing great gaming products for a variety of systems. Their dedication to old-school style play comes from their earliest years when they were associated with Necromancer Games. So to see a couple of new spell books (and you know I love spells!)  for D&D 5e AND Pathfinder featuring all sorts of old-school spells?  Yeah. Put me down for one of each, please.

Book of Lost Spells (Pathfinder) Book of Lost Spells (5e)

Book of Lost Spells (Pathfinder) and Book of Lost Spells (5e)

PDF. 201 pages (PF) and 137 pages (5e).  Color covers. Black & white interior art.

The content of these two books is largely the same. The 5e smaller page count comes from the rules ability to cast spells at higher levels for increased effects, while Pathfinder (like the games that came before it) needs a different spell at higher levels.  Also, Pathfinder has more spell-using classes, so their spell lists take up more page count.

There are other minor differences depending on what spells each of their respective core rules already has, but the focus of both books is to provide classic "1st Edition" era spells to the new editions.

In both cases, the books have the spell lists by class and level first then followed by the spells and descriptions in alphabetical order.  

The spells are largely SRD derived and are certainly like the feel of 1st edition spells. Frog God is very, very good at doing this. I have not yet found any specifically from 1st ed AD&D that is not in the SRD but is also here.  There are a few that have new names that essentially do the same thing, which is fine by the OGL really.  

If you are a Pathfinder or 5e player and you want/need more spells then these books are a treasure trove, whether you played AD&D 1st or not. If you did then you will find something that feels familiar and new at the same time. 

Unless you play both games (or level spell books) then you don't need both, but I am happy to have them both to be honest.

In both cases, I have found them incredibly useful. 


The Other Side - 100 Days of Halloween


Monday, September 12, 2022

Monstrous Mondays: Pathfinder Bestiaries 2 and 3

Continuing my overviews/reviews of the various D&D-related monster books, I am coming up on a few I bought in PDF form only.  I'll talk about that and what these books have to offer that is different from other, similar, books.

Pathfinder Bestiary 2
Pathfinder Bestiary 2 

PDF. 336 pages. Full-color covers and interior art. 285 monsters.

This book is also available in a Letter hardcover version (first published) and a smaller softcover Pocket-Edition (6.4" x 8.3").

This is the second of the Pathfinder Bestiaries and it was published first in December 2010, just a little over a year after the first Bestiary in October of 2009. My expectation here was to get all the monsters "left over" from Bestiary 1, or at the very least, monsters from various Paizo products published in the last year.  We did get a little of each, but not as much as I expected and instead got a lot of new and even many original monsters. A few that I had not seen in print before. 

There were quite a few monsters here I was a little surprised and happy to see. Among them were the Chupacabra, Dhampir, the Jabberwock (our cover model), Neh-thalggu (more on that one in a bit), and the Wendigo.  I wanted it most for the wendigo, but the others were a nice touch. The big surprise was the Neh-thalggu or the Brain Collector that originally appeared in module X2 Castle Amber. I used this as my base to convert to 5e when I ran Castle Amber and of course, my players never encountered it. 

There are a few other "mythos" monsters here too. Denizen of Leng, Gug, Hound of Tindalos, and Leng spiders. We will see even more in future Bestiaries.

The nice innovations that Pathfinder brought to these monster entries are the nice single page, or most often 2-page spread for every monster. Stat blocks are better organized to find what you need when you need them.

Pathfinder Jabberwock

I can print out a bunch of monsters for an adventure and stick them into my folder with the adventure and notes and not need to cart around a bunch of different books; just the material I need.


Pathfinder Bestiary 3
Pathfinder Bestiary 3 

PDF. 320 pages. Full-color covers and interior art. 268 monsters.

This book is also available in a Letter hardcover version (first published) and a smaller softcover Pocket-Edition (6.4" x 8.3").

This one was released a year after the Pathfinder Bestiary 2 in December of 2011. Like the previous book this one surprised me with the new of new to print creatures it has.

We do get some classics like the Axe beak and Lammasu from the original Monster Manual. The Adherer, Dire Corby, and Huecuva from the Fiend Folio. The Bandersnatch and Jubjub bird to go along with our Jabberwock. And one of my favorites, the Dimetrodon (always have a soft spot for these guys).

We get another new Cat Lord (originally from Monster Manual II).

Cat Lord

So this one certainly feels like an expansion to the first two. One could make a good argument that all three are really part on one whole given the mix of new and classic monsters.

Like the first two this book also has monsters 1 to a page or across 2 pages. Making printing easy (well, not so much on your printer) but allows you to mix and match monsters as you need. Doing a "Lewis Carol" themed adventure? Print out the Jabberwock from Pathfinder Bestiary 2 and the Bandersnatch and Jubjub bird from Pathfinder Bestiary 3 along with whatever else you might need. 

Both books make good use of the OGL and have some previously published OGC here. They also release all but a tiny bit of IP as Open to the OGL for any and all to remix and reuse. 

They are quite a treasure trove of creatures.

100 Days of Halloween: Otherworldly Invocations Advanced Witch Patrons

Otherworldly Invocations
If you are like me and love witches then Pathfinder is the system that just keeps giving and giving. A case in point today is one of many products I have picked up from Necromancers of the Northwest.

As always, to stay objective I will be following my rules for these reviews.   

Otherworldly Invocations: Advanced Witch Patrons

PDF. 51 pages. 1 page each for cover, back cover, title, and credits. 2 pages of ads. And 2 pages of OGL. 43 pages of content.  Color cover and interior art.

This product contains 10 HIGHLY detailed witch patrons for Pathfinder 1st Edition. 

Each patron is given some history, how they most often appear to mortals and witches, their goals, their typical followers and witches, as well as what sorts of familiars they have.

There is "mechanical" information as well. This includes what spells they offer with their pact, pact boons, and Pact Prices. Think of these as "anti-boons." Often these are tied to the boons they grant. 

They are all great, but for me the section on Baba Yaga is worth the price of the PDF alone. The rest are gravy.  Though Thyrvinistar, Don of Dragons is also rather fun.

Obviously, these are for use with Pathfinder.  BUT a little tweaking would make them work well with my own OSR witches or even D&D 5e's Warlocks. 

The artwork is largely stock photos but they make them work for this. Again the text here is what is important to me. 

It is just under $8, so figure about 80¢ per patron. Not bad really. 


The Other Side - 100 Days of Halloween

Sunday, September 11, 2022

100 Days of Halloween: Aradia, or The Gospel of the Witches (DTRPG)

Aradia, or The Gospel of the Witches (DTRPG)
Something different tonight.  

Aradia, or The Gospel of the Witches (DTRPG)

This is the full text of the Public Domain "Aradia, or The Gospel of the Witches" by Charles Godfrey Leland published in 1899.

There is no additional text or game content included. You are paying for the formatting and the cover. While I am happy to have another copy in my digital library there is nothing additional to what you can get for free on the Internet.

I would have liked to have seen some RPG content since this is on DriveThruRPG.

If you have not read it you can find it just about everywhere.

Here is the Sacred Texts version.





The Other Side - 100 Days of Halloween


 

Saturday, September 10, 2022

100 Days of Halloween: Witches and Pagans

Witches and Pagans
I adore the RPG Mage. Mage: The Ascension, Mage: the Awakening, Dark Ages Mage, and most of all Mage: The Sorcerer's Crusade.  The witches of Mage, the Verbena, get special treatment and I am here for it.  The Witches & Pagans book covers them in detail.

Witches and Pagans

PDF. 96 pages. Color cover, Black & White art. 

The cover art is by Christopher Shy who practically defined the look of many occult and supernatural RPGs of the late 90s and early 2000s. So regardless of the actual game, this *looks* good on my shelves; both real and virtual.  All the interior art is by Richard Kane Ferguson. 

Chapter I: History

This chapter covers "pagans" as they might have existed in the World of Darkness if they had survived to the Renaissance.  If this is a bridge too far for the history buffs out there a quick reminder this is a game of world-changing magic in the hands of mortals. 

There is a collection of various "famous" pagans, but no stats to start with.

Chapter II: Knowledge

This covers the pagan magics including all the spheres and how the pagan mages would use them. Note it is not just the Life sphere that the Verbena are traditionally drawn to. Additionally, there are new rotes for mages as well. 

Given all the spheres and combinations of magic this chapter is fairly long.

Chapter III: Wise Craft

This chapter covers how the witches/pagans see their magic.  Central to Mage's theme is that each mage sees how magic works differently. The witches of this time rely on these tools and the ideas in this chapter because that is how their magic works for them.  A member of the Hermetic Order or Cult of Ecstasy has access to the exact same spheres of magic, but they approach them very, very differently. This is the heart of Mage. The pagan witches of the Sorcerer's Crusade are even more locked into this frame of mind.   While this means this chapter is the least connected, game mechanics-wise and more like mechanically supported fluff, it also means it is what makes this book the most interesting AND makes it the most useful for me in other games.

Chapter IV: Weavings

This chapter gets back to game mechanics in a bit but also covers the roles of the various pagan "witches" that go beyond "The Old Crone," "The Bestial Hunter," "The Alluring Temptress," and "Dissenfranchished Warlock."

I also found this chapter useful for other games to be honest.

One of the themes I like to play with in my games is the sunsetting of paganism against the growth of Christianity.  This game plays that out, though 500 years later than I typically do. Still for Mage: The Sorcerer's Crusade this is a wonderful theme and a good one. It is not just Pagan vs. Christian, but Magic vs. Science. Makes for a wonderful interplay of forces.


The Other Side - 100 Days of Halloween