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Kamis, 18 Oktober 2012

Blogwatch: Psychosexual Ravenloft

Back in the 2nd Ed days my game world of choice was Ravenloft.
I loved all the gothic trappings mixed with heroic horror.  So even though I was a poor college student most of the time, I tried to get everything I could for this game.

Including all the novels.

Jack over at Tales of the Grotesque and Dungeonesque is doing a series of reviews on the Ravenloft novels.  So I have been reading them.  The reviews that is.

I can remember reading Ravenloft novels while in my apartment I shared with three other guys, I remember reading them while giving exams when I was a TA, I remember reading them and feeling guilty about it when I wasn't working on my dissertation.

I don't remember them being quite this bad though.

Oh, I remember that many were not very good.  I remember that in the cases of authors that would later go on to do bigger things (like Laurel K. Hamilton, P. N. Elrod and Christie Golden among others) that they read like, well, young but inexperienced authors.

TotGaD though is not doing your typical review, he is looking at the psychosexual mess that underlies each book.

http://talesofthegrotesqueanddungeonesque.blogspot.com/search/label/psycho-sexual%20ravenloft

If you have read these books then you owe it to yourself to read these reviews.
I am enjoying every entry so far and many times I have wished I still had those books laying around.

For myself, I always felt that the Ravenloft books were more akin to a Hammer film; scholcky, over the top, with an abundance of flesh and blood but not a lot of plot.  So I am inclined to see these books more favorably than others might.  That all being said a lot of good points are raised in these reviews that I must have just glossed over.

Honestly though I am waiting for him to get around to Tapestry of Dark Souls.  That thing is train wreck.



Minggu, 14 Oktober 2012

Tiger and Bunny Movie review

And so, Tiger & Bunny the Movie is now in Singapore! Much thanks to Golden Village for bringing the movie in exclusively ! The website states the movie to be 150 minutes but the actual run was like most Animated movies, only 90 minutes long. The movie is equipped with both Mandarin and English subtitles.

The movie begun with a remake of the first episode of the series which took us aback. Kotetsu appeared in his original Hero suit and exactly like the first episode, He screwed up incredibly bad. 

photo 1

He soon found his agent company bought over by another company. And he is forced to pair up with an arrogant newbie; Barnaby Brooks Jr. 

Yes, exactly like episode 1.

photo 4
Fans holding T&B plushie, taking pictures with the poster at Golden Village Vivocity

Thankfully the fun of the original series was a pleasant experience and most of us enjoyed it. My guess is that the producers were trying to cater to both fans and new viewers. 

The story then continues to the enemy that moves statues, same story as the TV Series but this time with a different perspective,  focus and side stories. The progression of the story were obviously sped up which made the bickering dialogue a little rushed but thankfully, no biggie. And the entire theatre got all the jokes even if they were in the background ( Origami Cyclone!!).

And for all the different hero fans out there, you will be happy to find a lot more moments dedicated to each of the heroes. There were so many funny Ivan moments xD !!! And to the Tomoe x Kotetsu fans, you will be happy to find many beautiful scenes of their memories together. I really liked how the producers included Kotetsu’s memories and his promise to Tomoe, it adds a lot more depth to the character and it almost makes you feel his pain.

And of course, no one in the theatre could miss the incredibly sexy (and trolling ) henshin scenes of the different heroes. Yes, the movie had a really high tension ‘SailorMoon-transformation’ moment that showed how the individual heroes changed from their casual wear into their Heroes suit. The mystery of Blue Rose's blue hair is solved !

photo 5 
Reiko’s hair done in Kaede style! So cuteee >w<!

The story soon unfolds into an original plot which according to the incrediblybigTigerandBunnyFan Reiko, could be an explanation of Barnaby's sudden shot to stardom in the original TV Series. 

I shall spoil no more and let you enjoy the plot yourself.  All in all, it was a great experience to catch an Anime Movie in the big screens. For me, the companionship found in the crowd was amazing. The movie producers created so many funny moments for the entire cinema to flip over and the roars were astounding! Everyone was just enjoying every moments to bits!

Being the dedicated Blogger I am, I remembered you guys and sneaked some peektures.

 photo 4photo 2photo 3

Remember to catch Tiger & Bunny – The Beginning at your local theatres if it’s showing ^_^ ! Golden Village is screening the movie until 17th October, 7:15pm slot .

Kamis, 11 Oktober 2012

Review: Slasher Flick Director's Cut (2010)

I will admit it, I am a big fan of Spectrum Games.  I think they are one of best at genre emulation, really getting down to the essence of what makes the experience and trying to encapsulate that into a game.
As examples I will point to the reviews I did of Cartoon Action Hour and Capes, Cowls and Villains Foul.  Given that it is the month of Halloween and I am all about horror movies, I think a review of Slasher Flick is appropriate.

I am actually going to review the Director's Cut which came out a while back.  I know, I am quite remiss at reviewing this.  There is also a regular version, Slasher Flick, which I have, but have not looked at in a while.

What is Slasher Flick: Director's Cut? Well simply put, it is an RPG where you play characters (emphasis on the plural) in a slasher film.  You need to survive, but are expected to die.

Chapter 1 is our Introduction. It covers what is role-playing, what is fear, and what is a slasher flick and why you should play this game.

Chapter 2 covers the basics of Slasher Films. If you have ever read onr of Spectrum Games books before you know what you are getting here.  In this book we cover the Killer, who is not really an NPC, but a plot device.  I refer to these types of characters as "fists of the game master", they are here to punish the behavior of the characters in the most horrific way possible.  The more horrific the better.  There is a listing of a bunch of slasher film cliches as well.  In this game you don't subvert the cliche (which is by the way cliche itself now) but instead you embrace them.  That noise you hear was just a cat, THEN the killer jumps out. That sort of thing.
We wrap up with one of my favorite parts of all the Spectrum Games books. Cynthia's Guide to...this time it is here thoughts on various Slasher Flicks.  All sorts are listed here and what she thought about them.  Frankly this gold if you love horror movies like I do.  Between this, CAH and CCVF I would love to see Cynthia Celeste Miller's video collection!

Chapter 3 is the rules.  There are a couple of really cool features here.  First are characters.  You get to play a Primary Character, aka the starts of the "Flick" (an adventure) and some Secondary Characters.  These characters can either be played by a particular player OR (and this is nice) they can be shared.  So I can have my Primary character and then play what Secondary character I need.
Secondary Characters are here to get killed.  They are the victims of our Slasher.  Primary Characters might get killed too. But if they do it won't be till near the end.   So don't get too attached to characters!
The characters have 4 basic stats. from the book:

Brawn: The character’s physical strength, resilience, toughness and
stamina.
Finesse: The character’s agility, coordination, balance and reflexes.
Brains: The character’s intelligence, perception and knowledge.
Spirit: The character’s willpower, charisma, leadership and luck.

These define what you can do in most cases. They are all rated Poor, Normal or Good.  Remember, you are playing teens and college age people here. Each of these are given a die type d10, d8 and d6 respectively.  You roll  two die per stat being tested (the director decides which two).  You want pairs. so on two d6s (representing Good on a stat) you need (1,1)(2,2)(3,3)(4,4)(5,5) or (6,6) or 6 results out of a total of 36, or 1 in 6.  Roll a (6,6) on a d6 is the same as doing it on a d8 or d10, but some scenes in the Flick might require something special and rolling a "Topper" will be better.

You also have various qualities (positive or negative) you can add to these, like “scrappy fighter” (Brawn) or "great with gadgets (Brains)".  These can add (or subtract) die from your rolls. You still only need two matches to get a success.
Special situations such as "Freak Outs" and "Kill Scenes" are detailed.  Note, not much really on combat or other skills.  This because the characters are expected to run when confronted with the Killer/Slasher.

Chapter 4 Covers Creating Characters.  Characters are built using stereotypes.  This is a Slasher Flick after all.  You are not playing Biff, the guy with a d6 in Brawn and a d10 in Brains, you are Biff, the Dumb Jock. Now lots of stereotypes are presented and a lot of Qualities.  But you are free to make up your own.  There are also some "Alterations" such as special abilities that can cost Genre Points. Like the girl with psychic powers (cost) or the Scream Queen which gives you points when you scream and the Slasher could hear it.

Chapter 5 is aimed at the Players.  This includes advice on how to best play the game and acting like a character in a horror movie. Things like "Interact!", "Play Dumb!", "Accept Death!".  There is also advice on how to play the secondary characters aka victims in the game.

Chapter 6 is for the Director. This details running the game; Preparing the Flick and making your Killer.  There are sample Killers here and lots and lots of advice on how to cover a variety of scenes. In fact this chapter alone is great for it's utlity for other horror-themed games.

Chapter 7 is Quick Flicks, a bunch of Plot ideas to build a full Flick around.
Chapter 8 is The Vault, a full Flick to run.
In truth both chapters could be ported over to nearly any other horror game.  Turn the killer into a Villain and  it could be a plot for a Supers game.

The Appendix is nearly 55 pages of nothing but character Archetypes. Usually 2 per page. If you want to play right away you can take one of these out and use them.  They work for Secondary Characters too.

All in all, this is a ridiculously fun game. It has the right amount of horror, camp and humor to be a perfect slasher flick emulation.  While reading I kept thinking back to all the slasher flicks I have seen over the years and frankly I could not think of a one that I couldn't do with these rules.

Actually my thought also was that take the Slasher, make him more mundane and a Tertiary Character and you have a perfect Alfred Hitchcock or Agatha Christie like game.

My hat is off to Cynthia Celeste Miller and Spectrum Games once again.


Rabu, 03 Oktober 2012

White Dwarf Wednesday #34

White Dwarf #33 takes us to the state of gaming of October 1982.   Unless I did my math wrong this is the last time I will write about a month in the same month I am writing in till issue 49 (Jan 1984).  Give or take.

So let's talk about this October some 30 years ago.  What do we know?  Well the cover always reminds me of the Hawkmoon RPG cover.   Ian Livingstone talks about Game Day '82.

Andy Slack is up first with Droids for Traveller.  It is easy to poke holes in Traveller tech; computers that only run one type of program and the like, but for some reason I never liked Droids in Traveller.  Maybe it was because they seemed to be too "Star Wars" and Traveller was more "Dune" and "Star Trek" to me.  There are lot of different types of functional droids, robots and even an android here.  Though there are some obvious ones that are missing; and I don't just  mean Galaxina (1980) or Cherry 2000 (1987).
The article takes a lot from Asimov's ideas on robots too.  So ingrained are these "Laws" that I never thought to question them, despite the inclusion of a Warbot in the article.  Assassin droids were something we all knew about from Star Wars, at least in concept, so there seemed to be a mismatch here to me.

Mike Costello is next with a new feature, Microview, to cover computers.
This first installment, Space Invader, is about how "microcomputers" (we will be using this term for sometime to come) can have an affect on your gaming.  Mostly in this brief first issue it is about what he calls GAP or Game Assistance Program.  I am sure will hear more on this exciting new world!

In the "Clip and Save" file Lew Pulsipher is back with a Guide to Dungeonmastering, Part 1 Setting up Adventures. There is some great advice here that can be applied to any game, but D&D is assumed.  Again, unlike the previous two articles that have dubious quality in today's age (again, no fault of the original authors), this article is just as useful today as it was 30 years ago.

Open Box is next with out independent reviews.  First up is Cults of Terror for RuneQuest by Chaosium. Oliver Dickson calls it "essential reading" though he has some issues with some of the content.  Mostly due to it not fitting together in the way he likes. It gets a 6/10.  Aftermath! from FGU is next.  We have been seeing the ads in WD now for a little bit and now we get to learn about this Post-Apoc game.  Andy Slack loves it and gives it a solid 10/10.  Worlds of Wonder is next and it is a very interesting one.  WoW was Chaosium's first entry into the Generic RPG market, or one system for multiple games. We would see this many times over and over.  GURPS became the undisputed king of "Generic" systems, but WoW was one of the firsts.  Based on the Basic RPG system that powered RuneQuest and Call of Cthulhu you got various "Worlds" to play in.  Trevor Graver gives it a 7.10 and marks it down for being only the bare bones.  These days that same criticism would be touted as a feature in a Sandbox game.

RuneRites for RuneQuest is next with some monsters.  I always liked the monsters for RuneQuest, they seemed so much more strange to me.  I worked out conversions based on Call of Cthulhu so I could use them in my D&D games.

After that are some letters and then on to an AD&D adventure from Paul Vernon, Troubles at Embertrees.  Designed for 5-8 1st to 2nd level characters. It is a densely packed 4 pages.  The adventure itself seems fine. The inclusion of the new monster sets it up above a simple wilderness adventure.

Starbase introduces us to Morality in Traveller (oh nos! Alignment! not quite...)  and new race, the Mahwrs, a large, bi-pedial bat like creature.

Fiend Factory gives us our 200th monster since WD #6.  These monsters are all undead or something like that; appropriate for October.  Morbe are neither undead or alive. They feed on Con points and once they get to 18 they are human again. The Unborn are souls that died in childbirth.  The Rusalka is an evil, dead female magic-user, the Wraith Warrior and the Goldfinger, which are like an undead battery.

Treasure Chest has some magic weapons.  Of note is the Houri's Dagger, though it does not mention the Houri from issue 13 specifically. We get some Hellfire arrows, demon's knifes and the Druid's Cudgel.

We end the issue with some ads, including an ad for Gangbusters.

A lot of interesting bits in this issue.  First it is nice to see that WD can transition ot monthly format without too many hiccups.  I did not feel any part of this issue was filler. This issue continues the trends of the previous ones, but doesn't start any, save for the feature on computers. Traveller, D&D and RuneQuest still reign supreme as they have from the early days.

I will note that WD has not raised their price from 75p in a while.

Also the ENTIRE time I was re-reading this and writing this post I was humming "Winds of Change" by Jefferson Starship.  I went back and checked, Winds of Change was released October 4, 1982.  I must have been listening to that the first time I read this magazine.

Rabu, 26 September 2012

White Dwarf Wednesday #33

Our next monthly White Dwarf is issue #33 which brings us to September 1982, so 30 years ago.

We have another great looking cover that is evocative of some alien landscape. Works for Sci-fi and Fantasy.

The editorial is interesting. First on the perspective of 1982 it is a portent of change of things to come.  And it is. Reading it today it is reads almost like an obituary of the Golden Age of Roleplaying games.  !982 is the transition year between the Golden Age and the Silver Age.  The 70's era of RPGs was over with 1982.  1983 was going to be very different.  A tip of the hat then to Ian Livingstone for pointing this out.

The rest of the issue feels this out.  You see it in the art and layout, White Dwarf is changing again.  The Silver Age is nigh.

Bob McWilliams gives us some more weapons for Traveller. Actually the weapons are a from a number of people.

Open Box reviews Striker from GDW. It's another Traveller tie-in table-top minis game.  By this point I had thrown my hands into the air and gave up on Traveller.  I would not come back to it for another 25 years almost.  This is no fault of the game or GDW mind you.  I just felt overwhelmed.  I had purchased the The Traveler Book that year but I never got very far with that. Oh, and Andy Slack gave it 6/10.
We also get the A-Series modules from TSR.  Jim Bambra gave the lot a 7/10.  There is also a review for the Elric boardgame and the first Gimetooth traps, which my then DM bought because of this review.  To make things worse he added the traps to the A-series modules and turned it into a death machine.  Elric and Traps both get 7/10.

Paul Vernon is back with Part III of the medieval town. This time it is running a town and city.  He covers government  customs, laws and order.  Something a band of "murder hobos" will likely run afoul of.  I have seen a lot of people talking about this series now.  Most times it is in older blog or board posts, but now I am seeing them.  The consensus seems mutual, these are quite good and still work today.  Perfect for the time when we all were striving for more realism in a game dominated by elves, magic and dragons.

Steve Cook and Starbase pick up (almost) where McWilliams left off and covers guns for Traveller.  Again there is a lot of guns here are that "futuristic" versions of modern day weapons and some SciFi staples.

Rumble at the Tin Inn is a mini scenario/bar-room brawl for Runequest.  I remember pulling this one for a brief OD&D session we played back in 87 or so.  It was fun then, and it still looks fun now. It's the map that  sold me on it.

We have more combined AD&D weapon charts.  Something only useful for this version of AD&D. And only if you did the weapon type vs. specific armor class.

RuneRites has a collection of Invisibility and Magic points of view from Jim Sizer and Greg Stafford.

Lew Pulsipher is up next with a article that rocked my world back in the day.  Brevet Rank for Low Level Characters.  This days I only rarely run into someone with more gaming experience than my self, and when I do it is a case of wonderment and the exchange of stories.  But in 82 a year or two difference was HUGE and it meant my characters (typically) were much lower levels than everyone else's.  So this idea of Brevet Rank was a watershed moment for me. Now my characters could play with the big boys.  I never understood what "brevet rank" meant till I worked for the Navy years later though.   I notice that in some online games, Pokemon in particular, my sons' Pokemon would gain or loose levels in much of the same fashion when they battled others online.

Fiend Factory has a group of psionic monsters. All with old-school AD&D1 Psionic Ability attack and defense modes.  We loved that stuff back in the day.  The Monsters themselves though are somewhat forgettable.  The Psitan, the Psi-mule, the Giant Mole and the Grimp.  There is also Zytra, lord of the Mind Flayers who is described as being like a demon prince.  Interestingly enough this creature was created by Charles Stross.  There is enough here to make something of this creature; Demon Prince or not.
Also forgotten are the Monstermark ratings.

Treasure Chest is a mixed bag called "Witch's Brew".  It includes a magical Rubik's cube like item, a spell, armor vs. disintegrate and a word search.

We wrap with a few pages of ads.

Again a good issue of a magazine in the middle of change.

Selasa, 25 September 2012

Super Sale at DriveThruRPG

DriveThru RPG is featuring it's best Super Hero RPGS.  They also are highlighting bits from the reviewers for your enlightenment and yours truly is featured!


No surprise really, I have reviewed all these games at one point.
Here they are.

Marvel Heroic Roleplaying
What I said: "MHR is more of a game where the players are providing the framework. You need to create your character with the other characters and players in mind. Maybe not as much as Smallville or Leverage, but still. It is also a game where the main drama is about heroes, not really supers. It really is a "comic book" RPG, not a cartoon, supers or even super hero movie RPG. This game is about building characters, the relationships between them and the drama. Which, if you think about it, is kinda what Marvel Comics is about."

Icons
What I said: "Icons comes with a pretty good pedigree. First it is written by Steven Kenson, who gave us Mutants and Masterminds and also worked on Silver Age Sentinels. Steve obviously knows his supers. It has Gareth-Michael Skarka of Adamant Entertainment and one of the minds behind "Hong Kong Action Theater". Walt Ciechanowski has a ton of game systems under his belt too including M&M, True20 and Victoriana (1st ed). And Morgan Davie, whom I'll admit I am not as familiar with. But he is one of the guys that wrote Icons, so that makes him good in my book. 
...if I needed to run a supers game on a rainy afternoon or a convention or just something to have some fun with, then Icons is a great choice."
Read more here, here and here.

DC Adventures (oddly, not on sale)
What I said: "When you take the world'ss best superhero game and combine the world's super heroes you get a combination of pure awesome that looks exactly like DC Adventures from Green Ronin. Based on the next version of Mutants & Masterminds DCA is not only a great game for Supers play, it is also a great introduction to Supers RPGs for the DC comic fan. All the iconic characters are included, Superman, Batman, Wonder Woman and more. Plenty of powers, traits, feats and skills to make any character you would want. It improves on the Mutants & Masterminds 2.0 design with some elements of True 20 and some nods to some designs of supers RPGs of the past. Plus the art is fantastic."
Read more here, here, here, here, here and here.

Capes, Cowls and Villains Foul
What I said: "Capes, Cowls and Villains Foul (CCaVF) is the eagerly anticipated supers/comic book emulation game from Spectrum Games. The same folks that gave Cartoon Action Hour. I want to start off by saying that this is an attractive book. At 164 pages of full of color it feels like a comic. Since that is what the author aims to emulate I would say it so far is a success.
All in all I am quite pleased with this game. I agree with the author in that I love Supers games, but it is hard to find that perfect game for your group. There have been some great choices that have come out in the last few years, but none are 100% perfect. CCaVF may not 100% perfect either, but it is really damn nice and has a lot of great things going for it."
Read more here and here.

Mutants & Masterminds Hero's Handbook
What I said: "M&M 3rd Edition first off looks a lot like the DC Adventures RPG also from Green Ronin out earlier this year. What are the big changes from 2nd Edition? Well GR is moving more and more away from the d20 3.0 standards and more into True20 land. That is the Abilities (and there are now 8 of them) are the pluses. So instead of Strength 18 (+4) like you see in other d20 games, M&M3 just uses Strength 4. Easy enough and a logical extension of their line of thought with True20."
Read more here, here, here and here.

BASH (Original and Ultimate)
What I said: "BASH! is a fantastic little game of Super Heroes. Instead of a huge book of powers or effects, BASH instead focuses on "What do you want to do?" and "What kind of hero are you?", Simple, but powerful questions. The game achieves the near miraculous feat of being simple to use and learn and yet powerful enough to keep you interested and coming back to the game."
Read more here and here.

BESM d20
What I said: "Is BESM d20 Anime?  Well I guess I have to ask, what is Anime?  BESM d20 is a good d20 version of BESM.  I am not convinced though it taps into that collective known as "Anime" as well as BESM 2 or 3 does.  I have played more BESM d20 than BESM 3 so to me it came off more like "Cartoon Cinematic d20".  Which is in itself not so bad.  I have mixed BESM d20 and D&D3 and gotten something a bit more cinematic. I have also mixed BESM d20 with d20 Star Wars for some really weird stuff, but all of it fun."

BESM 3rd Edition
What I said: "The book is very attractive and one of the most colorful RPGs I have seen in a long time. It reminds me of Mutants and Masterminds in terms of color. It is a thick tome, and now sized to fit well on my shelf. The Niko Geyer artwork is great and really captures the feel of the game well. On the other hand I have seen all this artwork before, maybe not in color, but certainly in other editions of this book. Now I understand that money was very tight at GoO and the art is great, so I am willing to cut them some slack here."
Read more here and here.

BESM Revised 2nd Edition
What I said: "All in all. BESM 2r is still the standard in which all other Anime games must be measured against.  Despite (or maybe even because of) it's flaws the game has style and character that no other game (even BESM d20 and BESM 3) have been able to duplicate."
Read more here.

Enjoy!

Rabu, 19 September 2012

White Dwarf Wednesday #32

White Dwarf #32 is without a doubt the most important issue of White Dwarf since Issue 1.  Why?  Because with #32 in August 1982 White Dwarf goes monthly.  Ian Livingstone praises the move, rightfully so, in the Editorial.  Our cover, before we forget, is a great bit that reminds me of the movie/magazine Heavy Metal.  This will not be the last time that will happen.

Stephen Bland is up first with the Rings of Power from Lord of the Rings. In addition to the rings we get stats for the winged beasts and the Nazgul.  I don't ever recall seeing this one before.  Oddly enough I never used LotR in my D&D games.  Outside of having a halfling thief named Bilbo once, but everyone is allowed to have a character named after a LotR character at least once.

Now this next article I do remember.  Marcus Rowland discusses Slower than Light ships.  One is a ram-scoop that looks just like a ship out of Carl Sagan's book Cosmos.  I had recently read the book and found this rather neat.

Paul Vernon takes us back to the town in The Town Planner, Part II: Designing Cities and Towns.  Again this is another "clip and save" article and one you could still use today.

Ken St. Andre is also back with more T&T goodness with some tips on designing your own T&T world including how to adapt T&T to fit your playstyle.  Again, this one has utility beyond the game and time.  T&T was always much more of a tool-kit game than D&D was and has remained so. There is something rustic about picking up the rules today, more so than any OSR project, and reading an article like this.

There is another reason why Issue #32 will be remembered as Watershed.  This is the issue that reviewed Call of Cthulhu in Open Box.  The game has not changed much in the last 20 years and reading this article is like reading a blog post review.  Ian Bailey gives it 9/10 and I wonder why it didn't get a 10/10.  There are very few perfect games, but I think this is one of them. But as they say, the hits keep on coming.  We also get a review of another classic, Bushido. Mike Polling gives this game a justified 10/10 calling it "maybe the best game I have ever seen."  This game came out just on the cusp of the huge fascination the 80s had with all things Japanese.   It was also for that reason I unfortunately avoided it then.  What did I know, I was 13.
We also get another spot on review of the Mattel Electronic Dungeons & Dragons.  Jamie Thompson gives it a generous 4/10.

Up next is Phil Masters and The Chaos From Mount Dorren a mini adventure for AD&D. At three pages it looks like a lot of fun.  What a great time to be getting back into AD&D!

Starbase has more Traveller fun in the form of Strikers, civilian vehicles.  So yes. Space cars.  But it is fun.

Letters is next and readers go back and forth on whether or not microcomputer articles should stay out of White Dwarf.

RuneRites for RuneQuest is next. Jim Sizer gives us the Cyclops.  We also get Griselda's stats from WD 29 and 30. I do recall seeing these.

Fiend Factory gives "Small Things" as the theme this month.  We get the Greater Raven, the reptilian Nightlings, the really odd Qothe, the Wyrmlet, which is a living coin, and the Mara.  None of them jump out at me, but that is fine.

Now this one I do remember, Treasure Chest has "Drug Use in D&D".  This is certainly something that could be updated for Pathfinder or your Old-School game of choice.

We end with 12 pages of ads and classifieds.

Again, a good issue content wise, but a great one if you consider what this means in the longer run of White Dwarf.

Minggu, 16 September 2012

Product Review: 2B Skirt Ready

Slightly more than a month ago, a Marketing Executive from 2B dropped me an email to invite me for a beauty product trial. I was pretty surprised at the offer since the content of my blog has nothing to do with beauty and fashion. Then I went on to read the articles and marketing resources she attached and found out that 2B is actually a pretty esteemed slimming product that has received much attention. A bit of search on Google showed that this product has been around for a fair bit of time.

So I scoured through their products list and my eyes lit up.

My main reason for participating in this trial is simply because, like any normal girls around, I have parts of my body that I'm conscious and not satisfied with. Please spare me the sugar words and don't accuse me of trying to phish for compliments. There is NO girl on earth that is entirely confident with her body. And if this product works, I'm SURE many of my female readers would be as excited as me >w<!

To cut the story short, I decided to try out B2's Skirt ready lotion in hope of slimming my thunder thighs and butt. (ARGHHHHH PLS DONT GO AND LOOK AT MY PHOTOS SHOWING MY LOWER BODY NOW AG#%$&SGW&^@*)

IMG_2552

This is what B2 sent me for try out; 2 tubes of Skirt Ready lotion.

According to the instructions, I am supposed to pour 3cm of 2B Skirt Ready on my palm and then apply it to the needed area. Gently massage from ankle to hip until fully absorbed. The instructions recommend me to use it after bathing and preferably once in the day time and once in the night time.

Try as I might, I never wake up early enough to apply the lotion before I start my long day but I was definitely faithful in applying the lotion to my legs every night. I usually squeeze a little more than 3cm, spread it evenly on my palm and then try to roughly spread it evenly from ankle to thigh. After that I massage the product into my legs using repeated stroke like actions from ankle to thigh.

IMG_3022

The consistency of Skirt Ready is very light and smooth. It has a very nice aromatherapy/ spa like scent to it which makes it soothing to use. The good thing about the product is how instantly it gets absorbed and how smooth the legs feel after that. Like what the catalogue promised, it is really non sticky.

The catalogue also says that the ingredients inside Skirt Ready can help prevent the growth of leg-hair and soften hair-pores which in turn makes your leg hair grows back slower. I didn’t quite get to assess this attribute of it so I cannot really judge.

I took before and after photos of my legs and measured myself both before and after. Unfortunately for me, I don’t see or measure any difference =/ I’m not sure whether was it just me who had her expectation wrong or is the product just not working for me. Maybe I should have selected their “Tone & Shape Calve” instead, since that product seems to target fat burning more.

2B products are currently sold in Guardian Pharmacy.

For more product informations, please visit :
Official website : www.2blife.com
Facebook : www.facebook.com/2balternative
Youtube : http://www.youtube.com/user/carry123123

Rabu, 12 September 2012

Review: Rogue Mage (2012)

What if someone held an apocalypse and nobody came?

That is an over-simplification, but it is the jist of what I get from reading a little bit of the Rogue Mage series by Faith Hunter. Now I need to be upfront here about a few things.

1. I have never read the Rogue Mage books, but they are something I have been aware of and I have been meaning to check out.
2. I know Christina Stiles and have worked with her (somewhat) in the past.

That out of the way, lets look at this game.

Rogue Mage is a new RPG from Christina Stiles and Faith Hunter, published by Misfit Studios.
It is a modern supernatural game, so I am already inclined to like it, but also inclined to be critical of it.  I will work to balance this for this review.

The game is a d20 based one, but not 100% d20.  There is a list of changes for those of us that pick up a d20 game and try to go as we always have.  So no attacks of opportunity, no hp, no classes, no levels and so on.  Mostly this resembles Mutants & Masterminds 2nd Ed quite a bit.  The damage tracker is similar, but  simpler. There is a Toughness save (like M&M) and Combat is a skill (like other games). So mechanics wise this is really an elegant system, but it doesn't add a lot of new material.
So like M&M all you need is a d20 to play.
Also this is the Player's book only.  The Game Master's Guide will be out later.

Chapter 1 covers the basic rules of the game.  I thought this was a touch odd, since we have not rolled up any characters yet, but I think the reasoning is that the rules are so simple that leading off with them allows you to read them once and then easily refer back to them as needed.

Chapter 2 covers the setting.  You don't need have read the Faith Hunter books to use this game, something I think is very important.  The books look good and I am looking forward to reading them, but I have this book now.  Briefly the world changed with the return of the Seraphs on June 12, 2011. Day before my birthday. The war that follows engulfs the world and leaves it in shambles; in fact it is known as the Last War. The present day is 2117 (or 105 PA, post ap).  Given Rush is in concert as of this writing 2112 would have been cooler for me, but hey.   Immediately I am drawn to the parallels between this game and Eden's Armageddon. Except in Armageddon the war is still going on and it's 2018 (that seemed SO far away back when I was playtesting the game). The world though in Rogue Mage is more messed up with the new Ice Age and all the plagues.   Tech is all over the place with advanced technology in the regions away from the ice to steam powered retro-tech.

Chapter 3 is Character Creation. There are abilities and skills familiar to most d20 games.  Characters though have points in which to buy these similar to many other non-d20 systems and M&M. In addition there are Talents, Drawbacks and Magic.  First up are the character races; neomage, third-generation kylen, human, seraph-touched, rogue daywalker, and second unforeseen (mule). These are detailed in the book and fit into the cosmology of the game.  Races can be bought with character points, or in the case of humans, character points are awarded back to you. Attributes and skills are bought with points.  Talents can either be normal, special or supernatural and have varying point costs. Drawbacks give you back points. There are also Luck points (think Hero or Drama points) and a virtue/taint tracker which is a new twist.
There is a character creation walk-through and many sample characters.

Chapter 4 deals with abilities; Strength, Intelligence, Wisdom and so on and saves.
Chapter 5 deals with skills. The list is a familiar one for anyone that has played a d20 game in the last 12 years.  Of note though, Combat is a skill now.  I rather like that to be honest.  A trainable skill instead of a built in aptitude.

Chapter 6 covers Talents.  Think of these as something similar to Feats or Qualities, or most like the Powers in True 20.  Many of these are Feats from the SRD, but that is fine because they still work here.  As you can imagine there are a lot of them here, a little more than 30 pages worth.  Then we also get the Drawbacks.  These are like negative feats.  They take something from you, but you get Character Points in return. We get 10 pages of those.

ASIDE: While this game diverts a bit from the d20 mainstream, there is enough here that is the same to make you wonder if your other d20 resources might work with it.  For that answer I would have to say I see no reason why not.  Sure you are deviating from the source material more, but mechanically speaking, unless it relates to levels, classes or HP I can't see why it wouldn't work.

Chapter 7 is Magic. There is a lot here, not just in terms of rules for magic, but the spells themselves. Over 46 pages.  Again some spells from other games could be converted and used here.  One would need to figure out the point cost for casting them.  I wonder if the spells from the d20 Call of Cthulhu would be compatible?  Or even BESM d20 Advanced Magic.  If so, then this game would open up a wealth of playing options.

Chapter 8 details Virtue, Money and Luck.  Virtue and Taint stand in for the basic alignment system, but this also has more in-game effects.  Virtuous characters are more resilient to some magics for example.
Wealth is a score, rather than a track-able resource like gold pieces.  And Luck Points, like I mentioned are like Hero or Drama points.

Chapter 9 discusses Secondary Characters, aka NPCS.
Chapter 10 has equipment. It is an interesting mix of future and past tech and high tech and magic.

Chapter 11 details combat.  Combat normally gets it's own chapter, but I would have figured it a little closer to skills.  No matter, it is here and it tells you what you need to know. Of importance here is the damage track and conditions rules.  Remember, there are no HP here, so this is how you know if you are good or about to die.  This combat makes this game a bit more deadly than your typical d20 game.

We end with some fiction from Faith Hunter (each chapter had some too) and an Index.

The layout is clean and easy to read.  The art is really good as well and really captures the feel of the game well I think.  It is all black and white so it won't kill your printer.

There is a lot I really like about this game.  First it has so much potential with things I am already doing.  Secondly the fact that is also seems to fit in mechanically with a bunch of books I already have is also great.

I think I would have loved to have seen this as a Unisystem game.  But I know there are a lot of reasons why that could not have been done.  Plus the rules from Mutants & Masterminds, as I have done in the past, can be tweaked to give you a Unisystem like experience.  To be 100% honest if there is anyone out there that could be trusted to do that it is Christina Stiles and Misfit Studios.

Something though is keeping me from absolutely loving this game though.  I think it is because I have not read the books it is based on yet.  I also think there is not enough information here on how to run a game.  That is not a big deal for me really, I have 100s of books that tell me that. I don't know how to run one in this universe.
But these are not the shortcomings of this book; only my understanding of the world of this book.
I do hope the Game Master's Guide comes with a sample adventure.

Here is what I do know.  Misfit Studios has done a a great job in the past with Unisystem products and Mutants & Masterminds ones.   This rule set seems to be a perfect middle ground for them and I hope that we get to see it for more games.

White Dwarf Wednesday #31

White Dwarf #31 covers months June and July of 1982.  Speaking of covers check out this great looking city. Good choice for the city article in a couple of pages.

The editorial is kicked off by Ian Livingstone celebrating the 5th birthday of White Dwarf.  The first 10 readers that send in a completed feedback form will get a White Dwarf t-shirt!  Also we are again promised a monthly White Dwarf.  Let's wait and see when that happens.

Paul Vernon is back and this time he is building towns for D&D.  The Town Planner starts it's run this issue with Part 1: Designing and Running Villages.  Again, a great, timeless/editionless article.  In fact there in nothing here that could not be used with any FRPG.

In an another return Ken St. Andre is back with a mini Tunnels & Trolls solitaire adventure.  How mini?  Well the first page of the The Mad Dwarf is taken up by an image of said dwarf.  The adventure itself runs along the bottom two inches of the magazine for the next 7 pages and then another 6 pages after a bit.  So a little more than two pages really. It is done like this due to the "programmed" nature of the solitaire adventure (ie if you do X go to A, if you do Y go to B).

Some new Traveller material in the form of Prior Service from John Conquest. An aside, I never quite understood why any sword type is considered to be basic training in some of the Traveller military.  We always played it off as the same reasons Marines get a sabre with their dress uniform.  Oddly enough the Marines in Traveller don't get a sword, but the Navy gets Cutlass-1.

Open Box has some cool SciFi entries this month.  Task Force Games brings us Federation Space, the Federation controlled area of Starfleet Battles.  John Lambshed gives it a 8/10 and says it is a must buy for Starfleet Battles fans.   FASA releases four Traveller books this time, Ordeal by Eshaar, Action Aboard, Uragyad'n of the Seven Pillars and The Legend of the Sky Raiders. They are generally well liked, but have their issues.  Bob McWilliams gives them 6, 5, 8, and 8/10 for novices and 7, 6, 8, and 9/10 for experts.
Thieves get some love in two books by Gamelords, Thieves Guild (I-IV) and The Free City of Haven.  Lewis Pulsipher generally likes them and gives them 9, 7, 7, 8 and 9/10 respectively.

Letters focuses mostly on questions from/about the DMG.

Lewis Pulsipher is back with another article that made that big packet of articles I was reading about this time.  Arms at the Ready takes all the weapons tables in AD&D and shuffles them up.  Now you can look at a weapon and then see how the attacks are by character class and level.  This might not seem to be such a big deal today, but back in the AD&D days various weapons had different attacks versus different ACs.  For example there might be no change at all to AC 5 but AC 4 had a +1 to hit.  Of course this is because it was called "Armor Class" and not "Defense Score", AC 4 was a different type of armor than AC 5.  A point Lewis makes in the article.

RuneRites is back again for Runquest.  This time Geoff Winn has Crime and Punishment on the mind.  This really is a good companion piece to the city rules above.  Sure is for Runequest, but it is also generic enough to work with any game, with some tweaks.    The great thing about the early days of gaming was how free everything was.  I remember using the RuneQuest demon rules from WD a lot with D&D.  This article would work even better.

Starbase has your Traveller needs covered. That is if your need is Additional Deflector Systems.  If it is then Antony Cornell and Martin Barrett have you covered.  I can easily see this converted over to Star Frontiers, in fact that is what I was starting to do around this time (though SF does not grace the pages of WD till later on).

Treasure Chest has more Amulets & Talismans, this time sent in by readers.  Some interesting items too.

Fiend Factory is still doing themes.  This time it is a theme+adventure.  In Search of A Fool is described as a "D&D" mini adventure. The stats are D&D and not really AD&D, though odd bits of AD&D are mixed in. The monsters this time are all faerie creatures like the Daonie Sidhe (fae), the Leanan-Sidhe (vampire, and different than my own), Lorelei Willow (plant, sounds like something I'd come up with) and the Dendridi (a type of gnome).  The adventure is very brief, but great for a side trek.  Honestly I read it and it sounds like something I could drop into a 4e game in the Feywild with no modifications.

News, classifieds and ads follow.

All in all this issue felt more "80s" than previous issues.  Great content that worked well together.

Rabu, 05 September 2012

Review: Mazes & Perils (2012)

EDITED TO ADD: There is a new version out, but I have not had a chance to read it yet.  I will get to it, sometime in the future.

My first experience with D&D was the Eric Holmes version of D&D Basic.  While I soon moved on to Moldvay and to AD&D 1st Ed, the Holmes edition holds a warm and fuzzy place in my gaming recollections. I know I am not the only one that feels this way. So anything that is done as an homage to Holmes I pay attention too.

So I was thrilled when I heard there was a "new" retro-clone that was an homage to the Holmes version of D&D.  That thrill quickly turned sour when a.) I couldn't get it any more and b.) I heard the author was the same one as the OSRIC fiasco about a year ago.  You can read the drama here as a retrospective:
http://timbrannan.blogspot.com/2011/09/osric-players-guide-retraction.html
http://www.tenkarstavern.com/2011/10/fool-me-once-shame-on-you-fool-me-twice.html
http://swordsandwizardry.blogspot.com/2011/10/copyright-and-osr-part-1.html

Fast forward to this year and there is a new Mazes & Perils out.  I was curious and more than a little skeptical about the game.  I want to give the game and the author, Vincent Florio, a fair shake. The OSRIC book was a copy paste job with some art that he didn't own and the first M&P was copy and pasted from Holmes.  But again, I never saw that first M&P and can only go on what I read.  So, I want to judge this new M&P on it's own merits.

First things first, obviously the name of the game is a nod to John Eric Holmes' book "The Maze of Peril" and I can respect that. If you are going to do a Holmes' homage or pastiche then that is a perfect name really.
Secondly, some others have complained about the art.  I rather like it to be honest.  The cover is very cool and the interior is no worse than what you would have seen in Holmes.
While this is an homage to Holmes I am not sure what I have here.

Taken as a retro-clone by itself it is not much different than Labyrinth Lord or Basic Fantasy RPG, except it is now quite as good as either of those.  M&P stops progression at level 9.  Which I kind of get, but there is not enough here to support an end-game style D&D, say the way Adventurer Conqueror King System does.
The rules are simple, as befits the times it is emulating.  There is some missing information in some areas (or not easy to find, which is just as bad really).  There are tables for STR, INT, CON and DEX but not for WIS or CHA. This is an artifact of Holmes, but M&P expands STR into the AD&D1 numbers, but still does not include these other tables.Some other oddities are the XP levels for Cleric and Magic User.  Some of the monster text is awkward to read.  There are various grammar errors that even I noticed, and I am terrible at that.

Taken as a "Holmes clone" it certainly does that, even to the point that they are little too similar in some respects.  There are some spots of the text that are nearly identical, including some text that is more similar to Holmes than OGC text that is essentially the same in LL and BFRPG.    Other differences from the source material has Elves, Dwarves and Halflings as races and not race/classes like Gygax/Holmes/Moldvay/Mentzer.   This puts it closer to BFRPG.

This is certainly a labor of love on the part of the author.  And as a Holmes fan myself I can respect that.
But I am left feeling that this is too close to the source material.  It even shares some of the shortcomings of the Holmes book.  I understand the desire, but to mimic the style, even to the point where some sections are not very clear, is not a good idea.  This is one of the reasons the Moldvay book was made, Holmes was a transitional project.  There are lot of places in Holmes that say "these are give in ADVANCED DUNGEONS & DRAGONS".  M&P does not have that advantage.

In the end this still comes off as a collection of house rules added to Holmes and not really a "Holmes clone" or even a "Holmes what-if".   Plus I have the suspicion in the back of my mind that this is merely an edit of a Holmes cut-and-paste job.  I am sorry, but it's true.  If this had been the first effort of this author then I would give him the benefit of the doubt, but that went out with the second copy-pasta.  If you read LL or BFRPG you can see where their text came from; the SRD.  This text does not.

Mazes & Perils is a free product.  It has that going for it. It is also released under the OGL and has it's own compatibility license.  If you can't get a copy of Holmes on your own then this will give you an idea of what it is like, but it's not as good.

In the end it has too many flaws, both in terms of execution and design, for me to really get behind it.

So behind on reviews

I am woefully behind on my reviews.

I am going to try to get some up here soon, but this is a rather busy time of year for me.  Hope to have something up later.

White Dwarf Wednesday #30

White Dwarf #30 covers the months of April and May 1982.

Cool cover art this issue with some weird bat-like creature.

This issues' Ian Livingstone editorial talks about the new Dungeons & Dragons electronic labyrinth game from Mattel and the Intellivison video game.  I had the post of the dragon from the electronic board game (till my ass college roommate ripped it up) but I never owned the game itself till a few years back.

Roger E. Moore gives us another of what I consider the "Classic" Traveller articles for me.  That is, this one of the ones that we had access too as a big xeroxed packet.  Androids in Traveller tells us all about artifical humans, replicants and your plastic pal that's fun to be with.

Designing a Quasi-Medieval Society for D&D is back.  Paul Vernon presents Part 2: The Economy Mercenaries and Resource Owners.  Again, this is quite in-depth (for a gaming magazine) and has a lot of useful information.  What is most useful though were the presented incomes of NPCs.  In our age and in 1982 I think it was hard for everyone just to understand how little people lived on. A group of adventures coming in to town after slaying a dragon is likely to throw the local economy totally out of whack.

E. Varley writes about Unarmed Combat in RuneQuest.

Open Box has some items that gamers today still love.  First up is Thieve World from Chaosium.  It gets a 10/10 for very good reason.  I was a huge TW fan back then and I still have my copy of this.  Champions from Hero games makes it first appearance here along with a scenario/adventure The Island of Doctor Destroyer.  Dave Morris likes the game, but doubts anyone will run a Champions campaign.  He gives it 7/10 and 8/10 for game and adventure.  Adventurer from Yaquinto Publications gets a solid 8/10.  Anf finally another Traveller board game that convinced me I'll never understand Traveller, Invasion: Earth gets 8/10 from Andy Slack.

"Griselda Gets Her Men" is the sequel to Lucky Eddi from last issue.  I have been told they are worth the. Maybe I'll give them a try.  After all it is only a page long.

Letters follow next.

Phil Masters presents The Curse of the Wildland, a cool looking adventure for 4-7 characters of 1-2 level in AD&D.   A couple of pages long and featuring a new monster, the Hsiao.

Starbase looks far a field for more ideas for Traveller Referees.

In what was/is one of the more interesting articles from the time we had "The Apocrypha According to St. Andre" by Ken St. Andre himself.  He explains a bit about himself and his game Tunnels & Trolls.  A very interesting read about one of the early pioneers of the gaming world.

Fiend Factor is back again.  This issue's theme are creatures that are often found with other creatures.   The Stirge Demon, found with Stirges has no treause but his Stirge Summoning necklace.   There is also the Weresnake.  The Muryans are giant ants that walk around on their hind legs.   The next page the monsters improve significantly.  The Sprite Knight is a larger sprite that protects other sprites.  The Vampire Wolf (or Coacula) is an undead wolf that serves a vampire.  Other wolves are mentioned, but not detailed.  Finally the Minidrag is a minature dragon like creature.

Treasure Chest has a collection of spells.

We come next to 10 pages of ads and the back cover.
Again, not a stand out issue, but certainly a fun one.  The Ken St. Andre article is a great highlight and the AD&D adventure is a good one too.

Rabu, 29 Agustus 2012

White Dwarf Wednesday #29

February/March 1982. England sends over Iron Maiden as Number of the Beast is released in the US and White Dwarf #29 hits the stands.

For this issue's cover we are treated to two dragons fighting.  It's a very nice cover and shows how the production values are going up for WD.

Ian Livingstone gives us a little background on why White Dwarf is called White Dwarf.  Simply because the White Dwarf has special meanings in both SciFi and Fantasy gaming.  A small dense star and a small dense humanoid (I am kidding).  The last issue he asked people to send in their most wanted themes for future role-playing games. It generated an all time low of responses, which he took as maybe people have what they want.  The largest number of requests they did get was Private Eyes.

Paul Vemon is up first with some guidelines with Designing a Quasi-Medieval Society for D&D.  Part 1, the Economy - Workers and Craftsmen.  This was part of the new wave of gamers who wanted to add more realism to their games.  In Dragon we get long articles on the physics of falling damage.  This is at least easier to read (though for the record I loved those physics and falling damage articles).  There is a lot here and all of it can still be used today.

Next up is the start of a series from Oliver Dickinson.  "Lucky Eddi" details the adventures of the titular character in a Runequest universe.  For years I never read the stories (I am not much for reading gaming fiction in WD or Dragon) so I thought Lucky Eddi referred to the woman in the art.  Not so much.


We have reviews from Open Box.  The Fifth Frontier War a game from the Traveller Universe.  It gets an 8/10 but it also got something from me; loss of my joy of Traveller.  Not this game in particular, but all these near-universe games for Traveller.  I felt it was too much and there was no way I was going to collect or learn about all of it.  So I ended up not playing Traveller.  Adding to this is SORAG, a supplement for Traveller.  It gets 9/10 and almost gets a 10/10 but falls down due to what amount to editorial issues.  Barbarian Prince is a new mini-game that gets an 8/10.  Though what get my attention is what got it back then.  There is a game to play Elric in the form of Chasosium's Stormbringer. It only gets a 7/10, but I thought it was much better than that.

Starbase gives us the Mudskipper a multi-terrain vehicle for Traveller.  I often used articles like this for Star Frontiers. I am sure I had this one too.  It looks too familiar.

I have a basic rule in my games.  Unless I am playing Doctor Who, no time travel.  There is no time-hopping magic in D&D in my games and none in my sci-fi ones.   So what do we have here from Marcus Rowland? "This Is, Of Course, Impossible: Time Travel in AD&D".  Shit.
Well the article is long, but good and has some great ideas.  I might not ever allow time travel, but I use alternate time lines and parallel worlds all the time.

Going back to Traveller, we have a scenario for 2-8 players called Weed War.  I looks interesting enough, but I am so far removed from my Traveller days that I have little else I can say about it.

Character Conjuring has Grey and Sylvan elves as character races from Roger E. Morre years before they appear in Unearthed Aracna. Bob Lock also has stats for Brownie characters.

Fiend Folio has some desert monsters this issue including the Giant SAndcrab, Anubi, Kail, Shim-shari and the Argorian Wormkin.  They seem fine and would be a nice change up for a desert based adventure.  Of note we still have Monstermark scores.

Lew Pulsipher is back and as usual his article is something that interests me right away. Amulets & Talismans are discussed including how they are made.  I have gone over similar ground, but I made talismans the weaker of the two.  He has them much stronger.  In any case there is still a lot of good stuff here.

The rest is ads, but there is a cool Judges Guild ad in back.

A solid, but not spectacular issue.  I suppose if you were playing Traveller back then there would have been a lot of gold here.  Stylistically the magazine still looks like it did at the beginning of the 80s.  Though that is all going to change soon enough.

Selasa, 28 Agustus 2012

Review: The Secret Fire

The Secret Fire came out to much hoopla and goings on last year.

I have always meant to review it, but never sat down to do it.  Now, depending on my mood I go back and forth between this being a great homage to old-school play and even to Gygax himself to it being a fantasy heart-breaker with delusions of godhood.  It will be interesting to see where I am by the end of this review.

Like I mentioned above The Secret Fire came out to much hoopla last year before Gen Con with this whole campaign blitz on how it was going to change role-playing and how it was going to be the biggest thing since D&D.  I talked a bit about that around Gen Con back when it had changed it's name from Legends &  Labyrinths to The Secret Fire. http://timbrannan.blogspot.com/2011/08/what-is-secret-fire.html
Of course give yourself some credit if you get the reference correct.

It didn't quite set the world on fire.  Secret or otherwise.
But I can't blame the author, George R. Strayton (also the screenwriter for the Dragonlance animated movie and some episodes of Xena), for being excited.  I would, and have, done the same.
One thing I am going to give the Secret Fire right now.  It has style.  The art is not fantastic and the formatting is a bit odd, but I enjoy looking at this book.

Forward and Introduction
Ok this part is cool, if maybe a touch corny.  Learning to play D&D on Halloween 1979. Sure that sounds cool and I don't doubt it, but if that were true for me I might not say that because so many wouldn't believe.  But that is not the point here.  I know this, that kid learning to play D&D on Halloween would have loved the hell out of TSF.  Oh.  I gave the game a freebie now I need to take one away. Look I know this game is important to the author but reading THE SECRET FIRETM all the time is really annoying.
All that aside, I like this part.  Why? Cause Strayton deep down is a kid that loves to play D&D and this is his 300+ page love letter to it.  I like that he wants you play normal folk that could get killed, I like that he was "stuck with the dwarf" back then.  If this is his mission statement then I am all aboard with it.

PART 1
Quotes from Gary Gygax are good.  Quotes from Gail Gygax advertising your game, not so much.  One more point given, one more taken away.
Part 1 is your typically "what is role-playing chapter but also some descriptions of what makes TSF different.  I am torn on this one.  While I like that this is not the kindergarten discussion on what is role-playing and what do you do, there also seems to be a lot back-patting here.  TSF does this better and TSF does this... great, but tell me that in the game sections.  BUT....I also often lament that we don't see enough of what makes Game X different than Game Y.   If he makes good on these promises then we should be ok.

PART 2
Character creation. The classes, or callings, are pretty straightforward; cleric, warrior, thief and wizard.  The big four really.  They have some neat features.  Levels only go to 10 and you know what, I kinda like that. The races are also the common four, Dwarf, Elf, Human and Halfling.  I would have liked to see some more, but there are some neat twists to the races.  Tables of what the races do, like Many Dwarfs...(roll a 1d20) and Some Dwarfs... (roll a 1d20), that is kinda cool really. Easily added to any sort of D&D-like game.
Instead of hitpoints we have wound levels, similar to some damage track systems I have seen.  I like how damage effects movement and combat. Again, nothing revolutionary here, but still nice.
There is a random table of personality traits as well.  I am sure would like this, but I prefer to figure out my character's personality in the playing, not the the rolling. 

PART 3
This is the chapter on character Trademarks.   They act like qualities/perks/drawbacks from other games.  Interesting.  Given the amount you can get I would have liked to have seen more, but this is a good list.

PART 4
Your weapons and equipment chapter.

PART 5
Energy Points are discussed here and are used to power "Special Effects".  In a way they work a bit like Drama, Hero or Fate points.  While like like these kinds of mechanics, they are not really "old-school" since they allow the player more control over the dice.  While a plus in some respects I think the old-school purists will dislike it.

PARTS 6 & 7
Details the Elder Gods and prayers respectively.  Prayers are of course the spells that Holy-men can use.

PART 8
Details the spells in the game.  Like the Prayers, there are a lot of unique sounding names for some familiar looking spells.  I like that.  "Read Languages" sounds dull, but "Comprehend Texts (The Great Unknown)" sounds so much more...eldritch.

PART 9
Details the skills characters can have.  The advice listed is that most time the character succeeding or failing should be obvious. This chapter should only aid in the cases where success is uncertain.
Skills are a roll-under mechanic compared to the necessary ability.  The listed skills modify these dice rolls (3d6 to 7d6).

PART 10 
Details adventuring. Not a bad chapter, but mostly narrative.

PART 11
This chapter details Engagements or what if typically called combat.

PART 12
Scenario Design.  Lots of advice and random tables to stock your dungeons.

PART 13
Is monsters.  The stat blocks look pretty familiar and would not be difficult at all to add to any other game.

PART 14
Treasure. What I liked most here was the creating Talismans.  I have done talismans as well and they are a little different here than mine, but still fun.  Like the spells there are a lot of unique items here.  If you need to spice up your magic items, then this is a good place to start.

PART 15
Details the world.  Not a lot of detail mind you, but enough to keep you busy.

PART 16 
Deals with level advancement. How to do it, what to do about it and the like.

PART 17
Is an adventure, the Dungeons of Madness.

There are also a few Appencies, including a combat chart, links to the Gygax Memorial Fund, and a bit on why the game was made AND, interestingly enough, an alternate XP point award table to things the players can do outside of the game.  I have done this with my kids to great effect.

The Appendix D, or suggested reading does come of as a bit pretentious.  But...these are all in fact good books.

Bottom line
Again, this game didn't, and probably won't, set the world on fire. BUT there is a lot of cool things here that can be easily added to a D&D, S&W, ACKS or B/X Companion game.

It is easy to see what the author is trying to do here. I get it. I think the game though comes off a little like D&D + Fate.


I will also add that TSF character sheet is one of the coolest ones I have seen.  It, like the game, as a sense of style I really like.  Another point in favor of this game, the website for the game is full of all sorts of goodies. http://www.secretfiregames.com/

I guess in the end I would give it 4 out of 5 stars and use it as a kick-ass resource. It is a good enough game by itself, but I plan on using it as an add-on.

Senin, 27 Agustus 2012

More Wrap-Ups and Plugs

At Gen Con I got to play a FANTASTIC game of Buffy the Vampire Slayer RPG that mixed in characters from Buffy, Supernatural and Charmed.  I got to play Piper and was thrilled to death with it.  Reminded me of running "Semi-Charmed Life" so many years ago.   Kudos to the GM and all the players.

A few plugs I'd like to make:

Dungeons & Dragons: A Documentary has a kickstarter.
http://www.kickstarter.com/projects/andrewpascal/dungeons-and-dragons-a-documentary
20 days to go and they still have a bit to raise.  I have heard a lot of good about this film and would love to see it get made.

Band of Zombies is down to it's last 50 hours.
http://www.kickstarter.com/projects/1801360072/all-flesh-must-be-eaten-rpg-band-of-zombies-source
There are some nice stretch goals with this one.

Banners on the Cheap has been flirting with the RPG market.
You can see teh map I had made here: http://timbrannan.blogspot.com/2012/07/my-new-map.html
Well now they have a full blown site for maps and battle mats.
http://www.bannersonthecheap.com/rpg-maps-and-banners
The site is super easy to use.

I think that is it for now.


Minggu, 19 Agustus 2012

Celtic-themed Games

I have really been reading a lot of games based on real world myths, and mostly Celtic myths.  There are a lot of good ideas in these games, but none that felt perfect to me.  I am still looking though!

Slaine the RPG of Celtic Heroes
Mongoose has released their 2002 OGL game, Slaine to PDF for what I think is the first time ever.

To begin with this is NOT a game of generic Celtic myths and heroes, this is a game for the 2000AD comic Slaine which borrows a lot from Celtic myth, but takes a number of liberties as well.
It also diverges from it's SRD/d20 3.0 (NOT 3.5) roots.  So when reading, keep this in mind.

The book is very typical of a setting-type book.
We start with a number of classes. These have all be re-flavored to fit the mythos of the world better.  So Tribal Warriors and Witches join the ranks of Druids and Thieves. Also we only have 3 races, Human, Dwarf and Warped-Ones (humans changed permanently by their interactions with the Beast Folk).
Next we come to skills and there are some differences here than the d20 norm.
We also get a new honor system. Enech: Honour and Reputation is used to tell the value of a warrior (his Sarhaed or Honor Price). It is also used when someone it wronged or challenged in a battle. In a lot ways it should be more important than XP.  Tied to this are weirds (fate) and geas (taboos).
A strong collection of feats are presented. Including the fabled Warp Spasm and Salmon Leap.

Goods and Weapons is next and it deserves a careful read from the player.  Afterall you might know that 3 gold piece is worth 3 cows, but that won't help you when all you have to barter for your new sword are chickens and pigs.
Combat is given special attention. In particular we get one on one combat, chariot combat and larger army combat. Useful for any d20 game in truth.
Magic and Spells are handled in a very different way. With each spell costing EP. Details are given about how gain and get EP for magical use.

We get some information on Slaine's world including the mythic version of the British Ilses (Albion, Alba, Cambria and Eriu or England, Scotland, Wales and Ireland respectively).
There is a section on adventures which includes some very interesting Prestige Classes.
We also get a run down on the Goddesses and Gods of the Tir Nan Og, and the bestiary of normal animals and more fantastic monsters.
Campaign ideas and notes.

All in all a good book if you are a fan of the comic or in Celtic myths in general. My only disappointments in this is some of the art is a low res scan and it looks very pixelated, the other is that there is no character sheet included.  The character sheet for Slaine was one of the nicest ones from early in the d20 craze.

Bardic Lore: The Fachan
Celtic myth and lore is full of strange creatures. Some that don't quite have an analogue anywhere else.  The Fachan is one such creature.  Their might be similar creatures in other myths (I bet the Japanese or the myths of India have something like this) but none I can recall off the top of my head.  This book gives us the background on the Fachan, 3.x style monster stats and some ideas to use it in your games.  There is also a Fachan NPC and some notes on using the beastie as a character race.  All in all not bad, and then when you consider the price then it is great.

Bardic Lore: Ogham
This is a well researched guide on Ogham, the written language of stones often seen near ancient Celtic settlements.  This product blends historical findings with mythology to give us something very cool indeed.  New ideas for Druids and Bards using Ogham are included along with a new feats, skill uses and revised spell lists.  What is nice is the chart of the Ogham characters with sounds, English letter equivalents, and tree names.  A lot of research went into all of this and the quality shows. Don't take it as a historical treatise on Ogham, but it is a great tool for a game.  Nominally d20/3.5 but really the most of it can be used in any game.

Treasures of the Sidhe
Not a bad product. 45 new magic items of various degrees; most I thought were fine.  It lacks art a lot of art, but for under 3.00 you are getting a lot of magic items and 1 new monster.  Great if you are running a 3.x game bases around the Sidhe or the Seelie/Unseelie courts.

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