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Wednesday, May 4, 2011

Games I Own But Have Played - The World of Darkness Trilogy

Vampire the Masquerade

Werewolf the Apocalypse

Mage the Ascension

The above were my introduction to the World of Darkness.

My first purchase was Werewolf. I picked it up at the Complete Strategist in NYC while killing time for the bus to the Poconos. My God, but I read that thing cover to cover on the 3 hr ride. I was hooked by the fluff. It was that good.

My next purchase was Vampire. It was good, but not great. I tried to get my gaming group into the ideas of playing in the World of Darkness, but there were no bites.

Then I found Mage. This spoke to me. I could see the stories playing out in my head. Pure awesome. I bought some sourcebooks. The group had no interest. In the end, I lost my interest.

I do have a decent sized collection of 1st edition Storyteller System game books. Haven't looked at them in over 15 years. There they sit. Gathering dust. Like some sort of undead creature, just waiting for the moment someone breathes life back into them. They've waited all this time, they can wait longer. Time has passed them by, at least from my perspective. If I wanted to play a modern day mage, I'll be pulling out the Dresden Files...

Singing of Swords and Wizardry and Gold...

I know Matt is looking for submissions for the next Knock Spell. I'm toying with the idea of building a Swords & Wizardry Complete Bard class. I'm still bouncing between a skald or minstrel base for it. I've been partial in the past to the Bard from issue 56 of the Dragon, but I think that it would have to be toned down a bit to even use as a base.

If I start to build it, I'll post the process as it goes. It's quite possible even if I do complete it, I'll still miss the deadline. Life, both personal and work, has recently gotten very busy.

Tuesday, May 3, 2011

Mage: The Awakening Demo Part 3


If anyone is willing to give you a 3 part demo of their game - grab it!  Heck, that's 3-6 gaming sessions for free - if it doesn't hook you by then, it ain't for your group!  Alright, maybe you need a rule book to go with it, but I'm sure a good GM will find some steal-able ideas for the system of their choice.

Part 1

Part 2

From the Blurb:


A Nest of Vipers
Welcome to the third installment of Gloria Mundi, the demo chronicle for Mage: The Awakening. The players might well have been wondering about the other mages in
the Boston area and what response they might have to the power that Adam has unleashed. How do mages govern themselves? Do the characters have to fear repercussions for their roles in this drama? The characters are about to find the answers to these questions, and they might well wish they had remained ignorant.

Mini Review - The Wizard's Test (A Tunnels & Trolls Solo)


In case you've missed it, I'm a huge Tunnels & Trolls fan.  You can never have enough T&T, and I'm happy to say the Trollgod agrees with that statement.  The Wizard's Test is the fifth solo to come from the hands of the Trollgod this year.

When it comes to solo adventures, they are really hard to review.  Solos, more then any other type of adventure, are very easy to spoil by revealing too much of the plot or story.  They are programed, there is no GM to add new twists if the player already knows what is in store.  Therefore, less from me is more.

Still, I can safely report the following:  It's an adventure for use with the 7.5 edition of the rules.  The artwork is well done.  We are offered two sample characters to use: the first is a 3rd level Warrior with 63 adds, the other is a 1st level Rogue with 13 adds and no spells.  I strongly suspect the warrior will have a greater chance to survive, but as always, it depends on the decisions you make.

I've yet to run thru it... just read the intro and flipped the pages to read some random pieces.  Ken's voice is great as always and paints an entertaining picture.

32 pages for $2.95

From the blurb:

So, you think of yourself as a warrior and a proven adventurer? But do you have what it takes to serve as an agent of the Death Goddess?  Find out as The Wizard's Test challenges your wit and prowess in some very sticky situations indeed. This is a solitaire Tunnels & Trolls adventure for a human or humanoid warrior or rogue of level 3 or lower.

The Future is Now

I'm a huge advocate of PDFs and electronic books in general (as long time readers of this blog should remember). I love me some PDFs. Read great, less filling (of my storage space).

PDFs have been a slowly evolving method of publishing, as it's strength (the ability to replicate a printed book) has also been it's weakness (in general, it does little to do more then replicate a printed book).

Greg from Dark Horse Publishing has been pushing the envelope with his latest - The Aqualii Temple. It's not remarkable because of it's content, it remarkable because of the way that content is presented. The illusion of the "click and pop up" feature is the first I've seen of it, and its a novel approach at adventure presentation. As I've said in the past, this method seems ideally suited for solo adventures.

I'm waiting on the print copy of Zak's Vornheim to arrive, as I find the PDF difficult to read. My interest in punk rock was limited to the Ramones, this seems more like the Sex Pistols. I'm hoping the print version brings it all together. There does seem to be some really good ideas about running city adventures buried in all the noise. Damn you Fins! Move my mail!

Monday, May 2, 2011

Waiting is the Hardest Part

I'm waiting on my package to arrive from Finland so I can finally review Weird Fantasy Grind House Edition and Vorheim, The Complete City Kit.

Yes, I have them in PDF from when I ordered them in early April, but I figure the fairest review would cover the print and PDF versions side by side.  I will say this much - Weird Fantasy's PDF is much better laid out then the earlier Deluxe edition.

Someone needs to speed up the postal service ;)

Nine Years Eight Months is a Long Campaign

Nine years and eight months to take down Osama is way longer then any of my AD&D campaigns ever lasted...

For those that don't know, I was a First Responder here in NYC on 9-11. I lost a good friend and fellow gamer when the towers came down. I saw the destruction of that act of war first hand and understand very well that but for the Grace of God I would be counted among those lost that day.

I find Osama's death isn't as satisfying as I expected it to be. Don't get me wrong, I'm glad we got him, it just doesn't close anything. The reality is we just kicked the hornet's nest.

I'm already getting text messages from other members of the service expecting this to be a wake up call for American Sleeper Cells. Joy o' joys!

Be safe. Be alert. Above all, remember America... I mean "Team America" and the song America - Fuck Yeah! (you'll have to google it - still haven't figured an easy way to link on the ipad)

Sunday, May 1, 2011

The Draconic Archeologist: Someone Put Empire of the Petal Throne in My Dragon #4!


It's all Empire of the Petal Throne, all issue!

Alright, not quite but close to it.  There is a joke D&D article with literally nothing worth mentioning.

Finieous Finers does drop the S-Bomb (split between 2 panels, but still).

Oh, and some really bad pictures of miniatures.  Not sure if they washed out when scanned to PDF, or if they were just crap from the start.

Great issue if you are a EPT fan.  Not so great otherwise.

I'm Not Much Into Supers, But I'm Gonna Miss The Cape


In case you missed it (and it isn't all that hard), The Cape was a mid-season replacement series that was about, you guessed it, a superhero known as The Cape.

I liked Vince, a former cop that was framed for "bad stuff" that he didn't do, who faked his death and became The Cape with the help of a circus based criminal organization.  I enjoyed the cheese.  The over the top bad guys.  River from Firefly as Orwell (I have a crush on here damnit!) was awesome.

This series crashed so hard in the ratings that the 10th and final episode is only available online.  How's that for a kick in the ballistic armor?

I never got into Superboy, Smallville, the series that stars the Commish with a family of supers... I never found a live action TV series that did a superhero well IMHO - until I found The Cape.  It was almost plausible, or to put it another way, the need for me to suspend disbelief was minimal compared to other series in the genre.

Now it's gone.  Much like Firefly.  Well, actually, Firefly was much better.  The Cape was more like a beer n pretzels type of series whereas Firefly required some investment of time and brains to fully enjoy.  Still, I miss them both.

I'm half tempted to dig out my copy of Icons and design myself a Cape character myself, but I always swore I'd never do "supers" again ;)

Saturday, April 30, 2011

Does Game Mastering = Riding a Bike?

It recently occurred to me that it's been about 14 years since I last ran an RPG session.  Amazing and kinda depressing at the same time.  Two years ago was the first time I rode a bike in 11 years (and it had been 12 years before that singular bike ride).  Riding a bike took me a few minutes for my body to remember everything, but after that it was natural.

Digression: (not game related) That singular bike ride 13 years ago needs a special mention.  It was in the South Bronx during the tail end of the crack epidemic.  My unit had arrested a number of, for lack of a better name, crack heads.  Our van was full of bodies, and as my arrestee had been on a bike, it was my responsibility to get that bike back to the Station House.  It was a bit over a mile, so I figured I'd ride the bike back,  Bad idea.

I was about 3 blocks from the arrest scene, coasting down hill, when the unit's van pulled up along side me with their emergency lights on.  Over the loudspeaker I heard: "The bike has no breaks!"  I tried the hand breaks and sure enough, nothing.  No breaks, lots of intersections and downhill.

"He says you gotta use your feet!"  "When you slow down!"  Slow down?  I was accelerating!  Here's a cop in tactical boots, full uniform with awkward gun belt going downhill without breaks being chased by a marked police van.  The van began getting to the intersections before me to stop what little traffic there was.  I tried dragging my toes to slow down but it didn't seem to be working.

At the end of the downhill was a junkyard, it's entrance at the end of the street I was on.  Thankfully it was open, and I travelled about 30 or 40 yards over assorted garbage and mud before wiping out on the hood of a junker.  Surprisingly, I managed to escape with little injured but my pride.  Well, that and the front tire of the bike looked more like a "U" now.

As the van pulled into the junkyard, I dragged the bike with me as I approached it.  Needless to say, both cops and perps were having a good laugh at my expense.  The kicker?  My perp didn't want the bike.  Said it wasn't even his.  He found it the day before.  He never expected anyone would try to ride it when he got arrested... at least until he saw me thru the van window and started screaming to my fellow officers that the bike had no breaks.  I left it in the junkyard.

End digression.

So, what I  want to know, or at least get some ideas about, is will my GM'ing chops come back, or will I be relearning my skills all over again.

Oh, and how do I avoid the disaster of 13 years ago if I get myself back behind the DM screen?(preparation and system knowledge is obvious - if you don't know a systems holes, it's like riding a bike w/o breaks... downhill... both ways... in 2 feet of snow ;)

Enjoying the Park Despite the Weather

Its overcast with a chilly breeze, and yes, I'm in shorts and sandals, but me and the dog are enjoying ourselves in the City's latest "Green Park".

Lots of greenery and grass. Lots of peace. No baseball or soccer fields. Just a whole lot of nature within walking distance of the house.

I want to get back to writing more Tales of the Blue Knight and this is the background that should help spark the process. There is just something about these peaceful islands of green that make one want to create.

For once, the city machine done did good.


- Posted from my iPhone

Friday, April 29, 2011

Danke!

If I tried to thank every blogger and publisher of free material whose writing I've enjoyed in the OSR, I'm sure I'd miss more folks then I should.

So, instead, here's a big Thank You to the great peeps in the blogosphere. I enjoy what you write and I appreciate it.

Okay, enough mushiness, time for a beer ;)

Dungeon Potty Tricks - Or - Where's All That Crap Go?

Earlier this morning as I answered nature's call, I got to thinking about the disposal of waste in dungeons. It's not like most published dungeons include privies or bathroom stalls.

It's bad enough that most dungeons have no ecology whatsoever. Where's the food source? The water source? The removal of waste material?

It does explain the need for Gelatinous Cubes as your not-so-friendly sanitation department. Get in the way of this refuse processor and you yourself may find yourself being disposed. Imagine the mad mage that created the first Gelatinous Cube - his finest creation's sole purpose is to clean up dungeon refuse. How depressing is that?

Beyond all that, how does an adventurer get to doing "his business" while in a dungeon? Do you spike the door shut to give yourself some uninterrupted time? It's bad enough as a cop when you need to use a public restroom for anything but the basics - that gun belt has to hang somewhere. How does the plate mail clad adventurer with sword, shield and bow accomplish this feat?

Inquiring minds want to know ;)




Thursday, April 28, 2011

Aqualii Temple from Dark Horse Game Design is Live!


Actually, it's more like released on RPGNow, but since it isn't your usual adventure module, Going LIVE! seemed like more fun :)

Greg has been putting out some excellent stuff for a while and I'm glad that the Aqualii Temple should receive some decent visibility on RPGNow.

I will not be reviewing it, at least not initially.  Read page 2 to figure out why ;)

Nice work lad... now get back to work!  (maybe on a solo adventure - this format may work very well with solos too)

The Draconic Archeologist: Where All the Women At? (in The Dragon #3)


There are times I truly wonder how women ever entered this hobby.  Hell, I know they are a minority, but articles like Notes on Women & Magic - Bringing the Distaff Gamer into D&D weren't doing the hobby any favors.

Lets see, we'll make women roll Strength Scores on a d8 and a d6 - giving them a range of 2-14.  Why?  Why change the dice?  Oh, and females don't have a Charisma score, they get Beauty instead.  Roll that at 2d10.  Unless of course, they are lawful or neutral clerics - in which case they can't use Beauty.  Do they get a Charisma score instead?

So, wimin' get their own expo tables and HD tables that differ from the norm.  That's okay tho', because wimin' with high beauty scores get to cast special spells:  "Fighting Women (warriors) may incorporate the spells of Seduction, Charm Men or Charm Humanoid Monster depending on their level and beauty scores (see spells of seduction, et al)."  


Look at this ditty:  Horrid Beauty
This may be cast by any witches regardless of their beauty score but
beauty will affect how the spell will act. Direct sight of the witch within
16” is required to have an effect.
Grotesque witches — beauty score 2-5
Ugly Witches — beauty score 6-9
Ordinary witches — beauty score 10-12
Beautiful witches — 13-16
Gorgeous witches — 17+
Grotesque Witches will scare the victim! Those with 3 or fewer hit
dice will be scared to death! 3+1 or more hit dice will flee as from a fear
spell with morale lowered by 2 points for 4+(1-6) turns.
Ugly Witches will scare those with 2 or fewer hit dice to death.
Others will flee as from a fear spell with morale lowered by 1 point for 2-
(1-4) turns. Beautiful Witches will Seduce all with 4 or fewer hit dice as
with a 6th level seduction spell, no saving throw. 4+1 hit dice figures
may have a saving throw. Gorgeous Witches will seduce all with 5 or
fewer hit dice as with a 7th level seduction spell no saving throw. 5+1
may have a saving throw at -1.
Ordinary witches may have either effect on a 50/50 basis. Cast dice
for every figure individually. Duration — 6 turns (longer in the case of
seduction spells).

There's 4 pages of this crap.  From Len Lakofka no less.  I know it's a sign of the times it was written in but I still find it offensive.

Maybe the Birth Tables for D&D will have some redeeming features... hmmm, two pages of endless and convoluted tables.  I like tables.  I don't like these tables.  Ah well.

The Finieous Fingers strip holds up over time.  Thankfully.

The Healer class is interesting, but as a class that wears no armor and doesn't get it's first cure wounds spell until 3rd level (and has no damage wielding  spells) I see it's survivability to be near nil.

The Scribe is an interesting Specialist.  Not the least of which is because he has "the ability to read and copy magical writing from Scrolls and Books of Spells into the Spell Books of Magic-Users and Clerics. Only Scribes may do this, for there exists a curse upon all magical writing which causes any but Scribes, who know the counter-spell, to go permanently and incurably insane (Remove Curse not-withstanding). Scribes may belong to any of two vocations; either they transcribe magical spells or clerical spells." I never knew clerics had sell books.  Go figure.

Cool.  A Samurai class.  Eww, critical hits with their special weapons.  Dexterity increases at certain expo totals.  Why?  Why does every new class variant break the rules in bizarre ways?

A New View on Dwarves.  Hmm, this article actually works.  Cleric and Thief Dwarves.  Expanded abilities and penalties for the race.  Doesn't seem to break anything.

A New D&D Subclass:  The Berzerker.  Uhm, at higher level these berserkers change into Wererats or Werebears.  Why?  Really, why?

Hmm, now we get the Idiot Class and Jesters.  Maybe this was an April Fools issue.

In any case, I'm tapping out.  Some gems, lots of garbage, even for the time in question.




Exciting Times

Lets see. What am I excited about these days in our little corner of the hobby?

(you'll have to find the links either above or to the left, I'm posting from my iPad)

There will be a new module release from Greg Christopher for the Errant RPG - Greg has posted a demo of what it should entail - suffice to say, it is way beyond hyperlinking and should take the electronic adventure format in a whole new direction. Greg, burn that midnite oil and get 'er done!

James Raggi is mailing out the ordered copies for Weird Fantasy Grindhouse Edition and Vornheim - the Finnish Post Office tends to ship to NYC really quickly - hopefully it happens again.

I need to download a copy of Blackmarsh from Bat in the Attic Games. It screams Greyhawk nostalgia to me. That, and Rob always puts out good stuff.

Oh, and I still need to read my newly acquired issue of Sorcerer's Apprentice. This weekend would be a lot of fun if I didn't have to much work to accomplish at the house. ;)

Wednesday, April 27, 2011

The Draconic Archeologist: Sidetracked By Some Sorcerer's Apprentices

Lookie what the Ebay Gods granted me!  I got my hands on Sorcerer's Apprentice Issues 1, 2, 5 (already had),  9/10 (ditto), 14 ('nother ditto) and 13 (needed that one).  At some point I'll be offering my duplicate issues as prizes for as an as yet undecided contest - no idea when.

Very very cool acquisitions.  Heck, issue #2 even has an article by author Poul Anderson - On Trolls and Others - which looks, you guessed it, pretty cool! ;)

I do love the way mini-solos were integrated into the magazine back then, squirreled away on each pages, so you really did have to flip around for the next part.

I may have to do a side by side comparison of The Dragon #1 and SA #1 at some point.  As covers go, SA #1 has The Dragon #1 beat by a mile and then some.  You probably can't tell from the pic, but the wizard is holding a record labeled: Cythulhu's Greatest Hits.  How awesome is that?

Alright, I need to read these babies - I did notice that Spite Damage made it's debut in issue #13 (you can either thank or curse Roy Cram for that 5.5e and later rule).

Tuesday, April 26, 2011

The Smell of AD&D

You know those certain smells that bring you back to a different time? I just had a whiff of early 80's AD&D after dropping the kid off at his training earlier... ocean air, just a tad ripe with low tide lifted on a cool breeze.

Back when I read the DMG and PH from front to back and side to side every breathing moment, these books were my constant beach companion. I didn't care about the water, the waves, swimming... a blanket and some AD&D was all I need to waste away an afternoon at the beach.

Man... more stuff I need to bring out of storage. Maybe they'll have some of that sea smell still...

Full Circle

So, I am back to the desk I had in September, sharing an office with my boss. He seems fairly happy about the whole thing. I wish I watched the Sopranos, as he likened me to one of the characters - apparently I have the talent of being unobtrusive during privileged conversations, then offering my (apparently valuable) opinions when asked. Ehh... All things considered I preferred my own office.

I did surprise myself with the amount of game related sticky notes I had accumulated at my old desk. Note so sure I can make the same accomplishment here. Sharing an office has more distractions then running solo. Besides, not much of my game related stickies look like anything vaguely work like ;)


Monday, April 25, 2011

Mini Review - Woodland Warriors RPG (Swords & Wizardry)

In case you missed it, Woodland Warriors was released last week on RPGNow.  If you can't guess by the creature on the cover, it's an RPG similar to Redwall (I have that game packed away somewhere) and Harvesters (based on the C&C ruleset).  You get to role play some woodland creatures in a game loosely based on Swords & Wizardry.

Why do I say loosely based?  It's strictly a D6 based game.  Yes, even combat uses a lowly D6.  Don't get me wrong, I'm a big Tunnels & Trolls fan... I like my D6s by the buckets.  Still, its a bit jarring to go into this with a preconceived notion of a D20 based game and come out holding D6s.

Does it work?  From what I can see it should.  You may need to get past measuring distance in "paws" instead of "feet", but it's a cut concession that the kids may enjoy.  Still, most of the mechanics and stats are easy enough to convert back and forth to the Core S&W rules.

Combat may take some getting used to (I had the combat section multiple times to understand the Hit Dice / Combat Dice resolution, and the ability to roll less dice for an "add" to the remaining dice.  I've got a feeling it would have been easier to grasp w/o all the D&D baggage I came in with.

Advancement is limited to 6 levels (limited advancement is also a feature of Harvesters), which is probably enough for younger gamers.  Sometimes, less is more.

Rounding it all out is a sandboxie setting and an adventure to get the party started.  All in all, a very complete package that should work well with younger gamers or an experienced group looking for a change of pace.  Just remember to leave the polyhedrons behind.  All you need are some D6.

From the blurb:

WOODLAND WARRIORS is a fantastic little role playing game suitable for kids and adults alike. It uses the popular Swords & Wizardry Core (with modifications to more closely suit the genre) which itself is based on the original role playing game of medieval fantasy adventure. Fans of any animal-based fiction, comics, fairy tales or cartoon movies will love this game.

Set in the Alder Vale, Stonewell Abbey is a place of learning for the Kind and Murkenhill Fort is a bastion against evil. Players take the role of Mice, Moles, Hedgehogs, Squirrels and Badgers, who must protect their homes against the Verminous Rats and Weasels that pour down from the Murkenhills, intent on pillage and plunder. Danger and adventure awaits - are you brave enough to put your sword to the defence of The Alder Vale?
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