Sunday, September 25, 2022

100 Days of Halloween: Wickerpunk

Wickerpunk
Time to move to 5e for something a little more flavorful.  One of my favorite themes is the struggle of paganism vs the rise of monotheism.  The dark twisted child of this struggle is Folk Horror. This new book looks like covers a little bit of all the above.

As always I will be following my rules for these reviews.

Wickerpunk

PDF. 276 pages. Color cover. Black & White (as appropriate) interior art.

First things first. I love this name. I am kicking myself for not coming up with it first.

We get an introduction that, "Wickerpunk is where heroic fantasy and folk horror meet."  Interesting premise.

Chapter 1: What is Wickerpunk

Here we learn how a "Wickerpunk" game differs from your normal heroic fantasy.  It is not grim-dark, but it is dark. Nature is more dangerous, strange pagan gods still roam the land, and the locals still practice forgotten rites and ceremonies. 

The author also lets us know that "wickerpunk" could be called "wyrdpunk" due to horror elements added to the game. This is not quite a gothic horror, but we can see that genre from here. The author is careful to let us know this is not horror and that horror-fiction and wickerpunk are cousins, not siblings. But kissing cousins to be sure.

Like my fascination with Pagans vs. Monotheists, this book covers the Wyld vs. Industry. The extension of this is Arcane vs. Divine magic. Where one is wrong and the other is a gift. My "old-faith vs. new-faith" is even covered later on.

There is a lot here, more than I will detail in this review, but suffice to say there is a lot of great ideas here on setting up your games. 

Just under 25 pages I am now wanting to rip out the roots of my "War of the Witch Queens" campaign to add more of these ideas. 

Chapter 2: Campaign Elements

This chapter details how a wickerpunk campaign affects your rules.  up first is alignment. Law and Chaos are replaced by Industry and Wyld. Good and evil are replaced by Benevolence and Malice.  Again...I want to use this instead of what I am using now.

Planes of existence have little use here since all that matters is the struggle of Industry and Wyld in the world of humans. 

This chapter also covers various time periods from Stone Age to Victorian. And adventures from Mysteries, Treasure Seeking, and exploration among the eight presented.

There are some encounter tables which include types, places and motivations. 

Chapter 3: Players and Characters

This chapter covers the 5e base classes and how they are altered in a wickerpunk game; both in terms of Wyld and Industry.  These changes are not really mechanical, but rather thematic. They also include player hooks, example adventures, enemy hooks and NPC hooks. Throughout the book, inspirational reading or viewing is presented in a sidebar.

The same is done for the main PC species. 

Chapter 4: Monsters

This chapter takes the types of monsters and discusses how they can be used in a wickerpunk game. There are more details on fey, fiends and undead as expected, but nearly every type of monster is considered. It is very flavorful. There is not much or anything in the way of "crunch" or game mechanics, but honestly, it is not needed here since the material is so good. It reminds me a bit of the old Ravenloft materials.

Chapter 5: Enemy Organisations

What is "The Wicker Man" without Lord Summerisle and his cult? Or "Children of the Corn" without the children? Not much really. This chapter covers the various organizations, or Cults and Cult Hunters.  The PCs find themselves between the Wyld Cults (and Gods) and the Industry Inquisition. 

Yes, this chapter also includes ideas for witches (even though 5e does not have a real witch class). 

Chapter 6: Magic and Technology

The tools of the Wyld and Industry.  There are some new ideas for magic items and spells, but only one spell is presented, "The Evil Eye."

Chapter 7: Sample Campaigns

There is a sample campaign here, the Island of Eye. Which looks a lot like England. Detailed here are what the humans and the older inhabitants of the land are doing.  Plenty of locations and adventure hooks are detailed here. As well as plenty of interesting NPCs 

Chapter 8: Appendix N

A nod to the famous Appendix N in the 1st Ed AD&D DMG. This covers various campaign periods. Each section includes movies, novels, television, comics, and video games. With commentary. 

--

There is very, very little game-specific information here. If you are looking for mechanics or "crunch" then you are likely to be disappointed.  But if you are looking for something more thematic or "fluff" then this is fantastic.

This is also this book's greatest unadvertised strength. It can be used with any version of D&D you like. While reading I kept thinking about how can I use this with say Old-School Essentials or even B/X D&D and the answer is "Easy."   In fact one of the few actual bits of game material, the Evil Eye spell, is something I did years ago in my first witch book.  But even then the conversion is super simple. 

There are a lot of things I can use here for my War of the Witch Queens campaign, but I would also suspect that any D&D 5e DM could use these ideas for their Ravenloft or the Wild Beyond the Witchlight campaigns.

In any case, there is so much here to love.


The Other Side - 100 Days of Halloween



Saturday, September 24, 2022

100 Days of Halloween: Worm Witch: The Life and Death of Belinda Blood

Worm Witch: The Life and Death of Belinda Blood
Head back to not only just the OSR but to Old-School Essentials. This one is from Knight Owl Publishing who has been putting out some really great stuff lately.

As always I will be following my rules for these reviews.

Worm Witch: The Life and Death of Belinda Blood

PDF. 73 pages. Color cover, black & white interior art.

This book is a sequel and elaboration on The Chaos Gods Come to Meatlandia. I don't know much about that other product save that it seems to be a wild "anything goes" sort of setting.  This has a similar feel. 

This product includes both the Worm Witch and Worm Warden, classes.  Witches and Wardens are classes I have also explored in my various book so I am quite excited to see these.

The Worm Warden is like a paladin, ranger, or guardian for the witch cult. They are fighter types. Their primes are Strength and Charisma. 

The Worm Witch is a witch class and it shares many similarities with other witch classes. This is largely due to books we all read and the various means we all use to make classes.  Personally, I find this great. The Worm Witch could fit in well with all the witches I have played and still have enough unique features to make her special. What makes her special of course is her connection to worms. Even the worm witch's special abilities could be mapped on to my Occult Powers.

Both the Warden and the Witch share a secret language

The Worm Witch also gains witch spells. And there are some great ones here.  There is the expected ones like Animal Friendship and Charm Animal, and some really interesting ones like Infect with Worms, Mass of Maggots, Wave of Worms, and more.  Yeah, they do pretty much what you expect.

This is all about one-third of the book. And this was all then I would be really happy. I am glad someone wrote this book. This is a needed sort of witch that I would not likely write. Ok. I would have never done this one. Worms are great for my wife's garden, and that is about all the use I have for them.  So kudos to Wind Lothamer and Ahimsa Kerp for doing this.

We still have the rest of the book. 

Belinda Blood
The next section covers the land of Annalida, a land near Meatlandia. This is another third of the book and it is interesting, but I have no context for it. Still, the Witch Wood is very cool. 

The last third (or so) covers the monsters of the land, which as you can imagine, is full of worms. 

The NPC witch, Belinda Blood, is also presented. She was a very powerful Worm Witch and could fit the bill as a Witch Queen for my War of the Witch Queen Campaign.  It is also all written for Old School Essentials so that is another good fit. Alive or dead she would be a great Witch Queen.

As I mentioned this book is written for OSE and fits well.

So I bought this hoping for a class and a few new spells. I got that. I also got another class, a campaign setting, some monsters, AND a new Witch Queen to add to my Old-School Essentials campaign. 

That's pretty nice if you ask me.


The Other Side - 100 Days of Halloween


Friday, September 23, 2022

Kickstart your Weekend: Gateway To Adventure Trilogy

A fun one today Correction, TWO fun ones today.

Gateway To Adventure Trilogy For Old-School Essentials

Gateway To Adventure Trilogy For Old-School Essentials

https://www.kickstarter.com/projects/gamersandgrognards/gateway-to-adventure-trilogy-for-old-school-essentials?ref=theotherside

Appendix N is kickstarting a trio of books for Old-School Essentials. So the "Gateway to Adventure" is quite appropriate.

These books are updates to various new Appendix N books, a few I am going to review for my 100 Days of Halloween to Old School Essentials.

From the campaign page,

Within the Gateway To Adventure trilogy you will receive optional rules and classes based on the Mid-Realm campaigns of R.J. Thompson, as well as lore for the various kin and classes. All of this information will be presented in a way that will be easily transferable into any campaign setting! These books are meant to be cherry picked by referees and players alike to create the campaign that they want to have! Similarly to how we present our adventures, so that every table's experience is different, so too with our rules variants, we want everyone to have their own unique game! All of this in an A5 format so these books fit on your shelf right next to the core Old-School Essentials line!

Sounds like a lot of fun and OSE is my current OSR clone of choice.

They just launched and are very, very close to hitting their funding goal now, get them a look.

And a late entry.

Raiders of R’lyeh: From the Tideless Sea—Epic Horror Sandbox

Raiders of R’lyeh: From the Tideless Sea—Epic Horror Sandbox

https://www.kickstarter.com/projects/1375282718/raiders-of-rlyeh-from-the-tideless-sea-epic-horror-sandbox?ref=theotherside

An adventure/sandbox set in 1900 for " RAIDERS OF R’LYEH tabletop roleplaying game and other d100 GAMES based on H.P. Lovecraft’s ‘Call of Cthulhu’ and other mythos or pulp stories."

It also looks like a lot of fun and they are also very close to their funding goal.

100 Days of Halloween: Stranger Stuff & Teenage Witchcraft (TinyD6)

I am jumping around on systems like a meth-addicted moth this week.  Tiny D6? Sure, why not!

As always I will be following my rules for these reviews.

Stranger Stuff and Teenage Witchcraft (TinyD6)

Tonight's game uses the Tiny D6 game system and is a supplement for Fat Goblin Games' Stranger Stuff game. Stranger Stuff is described as "80's Inspired Adventure, Horror, and Science Fiction."  I think it is pretty easy to tell where this inspiration is from and frankly, that is good enough for me.

I love how the book cover aims for an old-school writing journal look for the core RPG and a "Sweet Valley High" look to the Teenage Witchcraft book.  Really nice.

Stranger StuffStranger Stuff: Teenage Witchcraft

Stranger Stuff

PDF. 124 pages. Color covers and interior art; sort of. It is black & white with accents of red.

Both books use a similar notebook-style art as their background watermark.  So these books look like they were written in a notebook. 

Stranger Stuff is a Tiny D6 game, based on the Tiny D6 engine released by Gallantknight Games.  IT is also based on Fat Goblin's own vs. Stranger Stuff game.

Essentially you are playing a kid in the 1980s in a small town where things are, well, strange. There is a list of movies to watch to get the proper feel for this time, but I honestly feel that most of my readers have seen them. 

Character creation is simple. Come up with a concept, give them some traits, and disadvantages and you are set to go! There are only two stats, Toughness and Stress.

The system is based on the venerable D6 system, but stripped way down. 

The book is rich in background and has plenty of details about playing in this odd world during the year 1984.

Teenage Witchcraft

PDF. 44 pages. Full-color cover and black & white interior art with accents of red. 

This book takes the basics of the Stranger Stuff game and adds in the ability to become a witch and cast spells.  So if you are thinking the Chilling Adventures of Sabrina or The Craft, but in the 80s, then you have the right idea here.

Most of the rules involve the casting of spells, as appropriate, There is an example walk-through with two spells and many examples are given, but the fun, of course, is making your own spells. OR as in the case with The Craft or Charmed, finding the right mix of witches to work with.

The two combined look like a ton of fun and since the rules are easy, something you could pick up and do in an afternoon.


The Other Side - 100 Days of Halloween


Thursday, September 22, 2022

Sucker for a Slipcase

Maybe it goes back to my first set of the Lords of the Rings books, but I am a sucker for a slipcase for my books. I was in my office and I was noticing that many of my books are getting bleached out due to the fluorescent lights I have.  I turned the spines to the back, not a great solution, which got me to notice all my slipcases for other books.

Slipcases

This got me thinking about my AD&D 1st Ed collection and how they seem to be getting the worse of it all. So I went on a search for some slipcases that would fit my AD&D books, in particular my oldest ones, and "fit" them thematically. 

Searching for custom ones was not very helpful since most places that make them custom-made expect you to order a bunch of them.  There are binder ones too, but nothing that I really liked.

Once again, eBay provides.

Back in the 1980s the RPGA made slipcases for Dragon and Polyhedron magazines. I found one on eBay that was only slightly more expensive than a binder slipcase.

RPGA Slipcase

I can fit in my second printing of the PHB, DMG, D&DG, and my softcover PHB and MM from Games Workshop. There was enough room to slip in my DM's screen too.  I can justify grabbing this since I actually had joined the RPGA during its last days

PHB

Softcover MM & PHB

Deities & Demigods

Signed by actual demigods!

You can see why I want those protected.

The only problem is that the double slipcase is taller than my shelves!  I am going to need an oversized bookcase or make room on my desk for my oversized books.

But at least now they are protected.

I still would like to find a custom one for some other books, in particular, my 1st and 2nd Edition reprints.

1st and 2nd Ed reprints


100 Days of Halloween: Witches & Spellcraft

Witches & Spellcraft
Another little departure tonight, another story game, and this one looks like fun.

As always I will be following my rules for these reviews.

Witches & Spellcraft

PDF. 15 Pages. PWYW. Full-color art.

Ok, to start off I have to say I really love the art in this. It is not a lot and it is mostly character art, but since characters are the focus of this game that is 100% fine with me. And the art is good. You can see the cover and those might be my least favorite, but I still like them a lot.

The game is designed for one Head Witch and four other witches, but that number is variable. You fill out your school sheet and witch sheet as a group.  The Head Witch then helps guide the story along as a game master/GMPC.

Rolls are simple, largely a 2d8 plus or minus various modifiers. Rolls of 10 or greater are a success and you can get even better success with higher rolls. There are also failures. 

The game covers spell creation and there are worksheets for your witch and school.

I think it is lacking a good example of play BUT I also see how such an example could also be limiting to new players. They might end up just following the example. 

While you could use this game to say make your own school of witchcraft in the Scottish Highlands, it feels better suited to properties like Sabrina or the Magicians or even something like the mobile game Switchcraft or a new take on The Craft. 

There is an actual play video. It is 4 hours long, but gives you some ideas how the game can be played. 

If I were the developers here I would do this but break it up into chunks for new players to digest. 

In any case, this is another fun game. I am so pleased I found it.


The Other Side - 100 Days of Halloween


Wednesday, September 21, 2022

The Witches of Prowlers & Paragons Ultimate Edition

Yesterday I spent some LONG overdue time with Prowlers & Paragons Ultimate Edition. It is a ridiculously fun game that is really easy to learn and play. I want to give it some more trials, but one of the first things I always do with a game is to see how well it emulates one or two of about a half-dozen or so characters I am always throwing at a game. 

I choose these characters because I know how I want to play from the start, the question is can I make the game do what I want.  Today, with the Fall Equinox knocking on our door and my 100 days of Halloween still on my mind, I am going to do witches.  Shocking. I know.

The Witches of Prowlers & Paragons Ultimate Edition

BUT there is a good reason for this. I always want to check out the "magic" power of any supers game since that is the place you can really break the system. Also, I want to use characters familiar to readers here. This way you can compare and contrast between the various systems. They all do very similar things, but they all also do something different and it is in these differences I make my decisions. 

So, let's get back to some old favorites of mine!

Click on the sheets for larger.

Taryn Nichols, AKA "Teen Witch"

Taryn is my young, "Teen Titans"-esque superhero character. She needs to be on the low end of the supers scale. Her purpose is to see what I can do with the fewest amount of points.  In P&P I started her off at "Low" which is 100 hero points.

Taryn character sheetTaryn mini

Larina Nichols, AKA "Witch Queen"

Larina is always my "rules as written" witch.  To get her the way I wanted I had to jump a level to "High" at 150 hero points. I wanted to do 125 but she kinda got away from me.  Plus I would like to see the interplay of mother and daughter here in a supers game. 

She gains the extra Super Senses (Magic) power from her cursed left eye.

Larina character sheetLarina mini


Tara Maclay

Anyone who has been here for a while knows of my undying love for Willow and especially Tara.  They are largely retired now but would still be magical powerhouses in any game. I set Tara at "Legendary" with 175 hero points. She puts some points into her ability to heal by touch.

Tara character sheetTara mini


Willow Rosenberg

Willow sits at the highest end of my experiments. She is at "Iconic" level with 200 hero points. Like Tara she no longer has Burnout or Concentration con modifiers to her powers the Nichols girls do.  They have to focus, magic to Willow and Tara is like breathing at this point. 

Wilow character sheetWillow mini

I like how they turned out.  As with any game you might do things a little differently and that is fine. These builds work for me and give me a good idea of what the Omni-power can do for Magic.

I used the character sheets instead of typing them all up because I wanted that visceral feel of pencil on paper. Also so you all could an idea of what the sheets look like. 

You can see my other write-ups too for Zatanna, The Refrigerator, and Justice.

ZatannaThe RefrigeratorJustice