Tuesday, May 31, 2011

Role-playing vs. roll-playing in Pathfinder

As our group eagerly anticipates this weekend's finale to our long-running and highly-enjoyable Kingmaker campaign (thanks, Tayloritos!), I find my gaming style has changed dramatically from what it was perhaps 5 or 10 years ago. I don't know if it is late-onset ADD, but last week as we battled hordes of minions in our quest to lay a beatdown on the evil fey queen, I came to the conclusion that a part of me was subconsciously hoping my current character would bite it. "Why?", you may ask. "Do you not like your character?" On the contrary, Pesker, the Arcane Trickster, is actually quite awesome. Though not a heavy hitter in the party, our barbarian, our ranger and our summoner's eidolon are far more impressive at that. He is, however, supernaturally stealthy and often waltzes through combats without a scratch. He's also quite versatile, having potent spellcasting and skills to draw from.

So, what's the problem?

The new hotness has worn off....after four sessions! Yeah, this isn't even the guy I started with. My original character is Dakros the First, Priest-King of Drekmore. Once the kingdom was well-established, it became clear to me that King Dakros would not continue to wander about the hinterland, risking his neck. He needed to rule his kingdom and lead his armies. So, I retired him from adventuring and created Pesker to serve as the King's Man and deal with the dangers that threaten from beyond the temporal borders of the realm. I've learned a lot from the short time of playing Pesker. Having never played an arcane trickster (magic-user/thief in old-school parlance) in either D&D 3.5 or Pathfinder, I never had a good feeling for how to get the most synergy out of the combination. I see now that while rogues are pretty weak in Pathfinder, combining them with arcane spellcasting can make them pretty solid, especially using the Arcane Trickster PrC.

Anyway, getting back to the point of this post, it makes no sense that I should develop so little attachment to my character, that I am already looking at a replacement. I remember in my teenaged years playing the same character for years and being deeply invested emotionally in their survival. I even remember playing a dwarven fighter for months after he had hit his racial maximum and could not advance any further in levels. I can't even conceive of doing that now. Strangely, it seems my 15-year old self had a longer attention span than my 45-year old self. Or is it the nature of game today that encourages players to invest more in the "build" than the character itself? How do we get back to the "character-as-alter-ego" concept that tabletop rpgs are based on as opposed to playing a package of stats more akin to a boardgame or computer game? Would we even want to? Do any of you guys see this same trend or is it just me?

-Rognar-

Thursday, May 26, 2011

All feats are not created equal

Love 'em or hate 'em, feats are probably the most prominent feature of D&D 3.x/Pathfinder as compared to previous incarnations of the beloved game. They have changed the whole concept of character generation. In the past, you chose your race and class and you were pretty much done making decisions about your character. From that point on, character development was story-driven. With the introduction of feats, the powergamers could go crazy. It's not uncommon for players like me who enjoy us some hardcore min/maxing from time to time to generate a character with 15 or 20 levels of character advancement already mapped out before we ever get to the gaming table. Heck, I've been known to spend a few hours of leisure time generating characters I have no intention of playing just to see what combination of feats I can come up with.

Spend any amount of time generating characters like this, you will soon realize some feats are way better than others. Some, like Iron Will and Toughness are just plain good, no matter what class you choose. Others like Point Blank Shot, Power Attack or Spell Penetration are indispensible for certain types of characters. Still others, like Intimidating Prowess or Catch Off-Guard are so lame, nobody would ever think of wasting a precious feat slot on them. Rarely, however, does a feat come along that is so good, it literally dictates character design decisions. In Ultimate Magic, there is such a feat. It is called Versatile Channeler. It allows neutral clerics of neutral dieties to use both positive and negative energy in their channeling. Without this feat, a player must decide at the time the character is generated which type of channeling he will use. With this feat, he can use both. He still has to choose which type will be the dominant one, but he can channel the other energy type as a cleric two levels lower (i.e. -1d6). This is huge and it means playing a good cleric has suddenly become a really bad choice. Expect to start seeing a lot more clerics of Gozreh and Pharasma showing up in your Pathfinder games.

-Rognar-

Wednesday, May 25, 2011

Pathfinder Character classes - Ranking.

After responding to Rognar's post (which was eaten by Blogger) I got to thinking about the rankings of character classes. I am going to do something that I am sure not everyone will agree with put them in order of greatness. I guess what I'm really ranking here is there ability to do everything(or anything) and excel at it.

1. Summoner. I have to put the summoner first because its almost 2 characters in one class. The Eidolon is basically a tripped out killing machine. It can unleash almost as much damage as the dedicated fighters while having much better AC, HP, and other abilities. The summoner himself is no slouch either. When the Eidolon is not the right tool for the job, he cast Summon Monster as a standard action and pull from the vast selection of critters available. His spell list is awesome gaining early access to lots of great spells including tons of buffs and utility spells. As Cha is the primary spell casting stat she can act as the party face or use UMD to cast just about anything. A summoner's versatility is unmatched.

2. Wizard. With foreknowledge and prep time the wizard can do it all. The wizard works best when complimenting the party and messing with the enemy.

3. Sorcerer. The Sorcerer has been improved to the point where it may now be better then the wizard especially if using the Human favored class ability to get more spells known which is the Sorcerers main drawback. With Cha as the primary casting stat, Sorc make great party faces. If only they had more skills.

4. Druid. While these guys along with clerics were kings in 3.5, the nerfs to polymorph hit them hardest. Druids still have tons of versatility but no longer can be awesome at everything. They have to choose whether they are combat kings or great spell casters. The other side suffers. They can still summon things as back-up.

5. Clerics. While clerics have lost all of the splatty 3.5 goodness and their best spells have been nerfed, clerics can still do a lot. Clerics are still really scary at high levels. The problem is that I find clerics to be boring to play until you get to high levels. At low levels they are poor fighters without rounds of prep time and most of their spells suck. They are the best healer but generally you are better off trying to kill the enemy than spending your actions doing low amounts of healing. Cleric Domains are nice and can really add some power to the class but not enough to make me want to play one.

6. Oracle. Haven't played one so its hard to judge for sure. 9th level casting goes a long way. Most divine spells are not really the type of thing you want to spam cast. Would have to see a min-maxed one in action to really be able to judge.

7. Witch. Witches are awesome or awful depending on what you are doing. Their limited spell selection hurts but its partially made up with Hexes. Witches are near useless against anything that is immune to mind affecting effects which includes many high end monsters. In anycase, they get a bit boring since you tend to cast the same hexes in same order fight after fight.

8. Alchemist. There are several different Alchemist builds and I think most can work quite well. The class looks fun to play with a wide variety of skills and abilities. The alchemist is a class that can do lots of things reasonably well.

The next three are all very similar but with a different focus. Their ranking are almost interchangeable.

9. Magus. Not having seen one in action I am guessing a bit here. I've built a couple test PCs and they seem quite effective at all levels. Their biggest problem is that they seem to need to be in melee for their best skills to work. They can cast from range of course but then they are just a poor wizard. Getting into the thick of things means requiring decent scores in dex, con and str. Str can be dropped if you are will be to pay the massive feat costs for the Dex to Damage feat chain. Magii can do scary damage at high levels - imagine delivering a critical disintegrate one out of three casts/swings. Of course you need a high enough DC for your opponent to fail the save.

10. Inquisitor. Useful both in and out of combat. Many of its abilities are free or swift actions. I think it would a scary good archer as long as the bane ability holds out. Has great spells but has limited spells known and gets them a bit late.

11. Bard. Yes, the Bard. In the right party, the bard is a game changer. A clever bard can make combat easy for everyone else but it's hard for the bard to shine alone. Lots of skills and probably the best party face in the game.

12. Ranger. While not the damage dealer the fighter is, the ranger brings much more to the game. A few spells and lots of spells give the ranger something to do when not making the enemy a pin cushion. The rangers ability to ignore prerequisites to certain feats is very powerful.

13. Fighter. The King of Damage. No one can unload more hurt then the fighter. Sure there isn't anything he can really do but at least what he does, he excels at.

14. Paladin. In certain campaigns the paladin will really shine. BBEGs quiver in fear at the sight of a paladin charging towards them (or scarier still shooting arrows). Paladins have unmatched defenses with high Saves and likely high AC. When they are not Smiting evil they can still act as the party face and have a few spells to play with. The paladin code is a real downer.

15. Barbarian. Trades damage for a bit of versatility. Rage powers don't really make up for the loss. I'd go fighter over barbarian any day.

16. Cavalier. The biggest problem with this class is the focus on a horse. In a campaign where you could take a horse with you everywhere, this class would scoot up the list but as it is it's down near the bottom. It has some interesting flavor but I can't see myself ever playing it.

17. Rogue. The poor rogue. Terrible saves. No dependable way to inflict sneak attack damage from range. Other classes get almost as many skills and bring so much more to the table.

18. Monk. While I am still digesting the magical oriented monk in UM, the only decent build of monk currently existing is the Zen Archer. Any other monk is likely going to be underpowered. The base monk is highly mobile and can annoy spell casters, but that's all. The monk has some neat tricks but that's all they are and the monk is quickly out shined by other party members.

Keep in mind just because I ranked something lower doesn't mean I would not play it. I really like rangers but they lack the versatility of other classes and one of their big powers hinges on the whims of the DM (Favored Enemy).

I've updated this post here.

Tuesday, May 24, 2011

I miss power creep

One of the most common criticisms leveled at D&D 3.5 was power creep. Every new splatbook upped the ante with more powergaming options. I had my own misgivings about power creep at the time, but now I think what I disliked was not power creep, but the related problem of rules bloat. I have come to this conclusion as a result of my experience with Pathfinder. The good folks at Paizo have made controlling both power creep and rules bloat a top design priority. As a result, their release schedule for rulebooks has been far more modest than that of WotC. Since the Pathfinder Core Rulebook was published in August 2009, Paizo has only released the Gamemastery Guide, the Advanced Player's Guide the Pathfinder Bestiary, the Pathfinder Bestiary 2 and now, Ultimate Magic. Now, I appreciate the wisdom of releasing only about three rulebooks per year, but I wish the books that did come out had more awesomeness in them. The Advanced Player's Guide, for example, introduced six new base classes. I have played one, the Alchemist, while my co-blogger, Obiri has test-driven the Witch (ok, that sounded dirty) and the Summoner. I did like the Alchemist and Obiri's Summoner has proven pretty effective, but the Witch did not impress me much and the other classes, the Cavalier, the Oracle and the Inquisitor are so lame, no one has even bothered to give them an audition. Furthermore, despite a mountain of new feats, spells and alternative class features, I have found very little in the book that appeals to me unless I'm actually playing one of the new classes.

Well, now we have Ultimate Magic. I will leave it to Obiri to review UM, but I will make a few observations. It introduces one new base class, the Magus, which mirrors the Eldritch Knight prestige class (and even uses the same iconic art). I like the concept of a fighter/mage and so I may try the Magus at some point, but most of the rest of the book follows the same recipe as the APG, an occasional morsel of meat floating in a thin, bland broth. The problem is power creep, or more precisely, the lack of power creep. It's a delicate balance to produce new options for character generation that are just as cool as the old stuff, but not more powerful. It is a balance that neither WotC nor Paizo seems able to manage. WotC chose to throw caution to the wind and just kept ramping it up. However, they were able to keep most of the core classes relevent by giving them lots of new hotness in parallel with the new classes they introduced. Paizo has chosen the opposite approach, introducing less new stuff, most of which is less appealing than what was already released in the core rules. I'm sure many will disagree with me, but I'm starting to look back fondly on the WotC way of doing things.

Let the flaming begin!

-Rognar-

Mongoose and RuneQuest/Glorantha part ways

Mongoose has announced it will discontinue its licensing agreement with Issaries to publish RuneQuest II and any related Glorantha-specific material. It will, however, retain its core MRQII rules, which it intends to repackage as a new fantasy rpg called Wayfarer. It will port its other IPs that use the MRQII rules (Deus Vult, Wraith Recon, Eternal Champion) to the Wayfarer system.

I really like the core rules and don't care much for the eccentricities of Glorantha, so this looks like it might be good news. However, my general opinion of Mongoose is that they have a tendency to bite off more than they can chew. In the case of MRQII, the core rulebook and Monster Coliseum were both quite well-done, but some of the later supplements, notably Necromantic Arts and Arms & Equipment were seriously flawed. Also, Mongoose doesn't have a reputation for timely releases of errata. So, I'm, at best, ambivalent about this development. If Mongoose gives Wayfarer the attention it deserves, it has the potential to be a truly first-rate game. I sincerely hope they get this project right.

-Rognar-

Friday, May 20, 2011

Rippin' on...BattleTech

80s retro art from BattleTech classics, courtesy of Steve and Zack

BattleTech

-Rognar-

Friday, May 13, 2011

Chthonian Stars at long last

Chthonian Stars has finally been released to much fanfare...ok, no fanfare. Still, it was the best-selling pdf on DriveThruRPG for a couple of days, so I can't be the only one who bought a copy. To recap, Chthonian Stars is a mashup of Alien, The Fifth Element and Call of Cthulhu. A rogue celestial body is approaching our solar system emitting some strange form of radiation which is causing all manner of apparently supernatural phenomena. Weird cults are popping up all over the solar system, ships are disappearing, atrocities are being committed by otherwise normal people and rumours of monster sightings circulate. The publisher, Wildfire, originally intended to release the game through Mongoose, using the Traveller ruleset. Something changed their minds and the game is undergoing a reboot. The new game will be called The Void and will use a new ruleset. However, there was much hype and excitement about the original idea and Chthonian Stars was pretty much complete when they decided to pull the plug, so they released it in pdf format.

The look of Chthonian Stars is very reminiscent of Wildfire's other rpg, CthulhuTech. It has the same artistic style and the same interspersed pieces of short fiction, although in general, I found the quality of the writing to be a bit inferior to CthulhuTech. It seemed to lack the same ability to inspire dread in the reader. Choosing to name one of the characters in one of the stories "Capt. Zack Bradigan" didn't help.

The setting of Chthonian Stars is a veritable cornucopia of future history tropes; a global economic crisis, a bushfire conflict in the Middle East leading to WWIII, a terrorist nuke and then everyone coming to their senses just in time, a golden age of cooperation and a return to space, colonization of the solar system and then, inevitably, an end to the glory days as the colonies grow restless. It is certainly a script we've all seen before, but it serves the campaign setting well enough. The "present" is the latter half of the 22nd century as the Chthonian Star approaches the solar system and end of the age of humanity looms.

Chapters on character generation and rule adaptations follow the setting description and they are fine. The default character concept is the Warden, basically a government agent mandated to investigate and, if possible, eliminate supernatural threats throughout the solar system. While other classes are certainly possible, only the Wardens have the authority to go anywhere from the mines of Mercury to the lonely outposts of the Kuiper Belt, thus making them the best choice for a party of investigators and they have a wide range of backgrounds so no two Wardens need be alike.

Technology seems to be a bit of an eclectic mix. Firearms are the default ranged weapon type. There are no lasers or particle beams, yet, oddly, there are some very high-tech melee weapon options including monofilaments and vibroblades. There is a surprisingly large number of space ship designs included in the game, warships, freighters, transports, shuttles, rescue vessels and the special "Knight's Errant Class" corvette used by the Wardens. There is no FTL capability and no artificial gravity, so setting aside the cosmic horror aspects, the game is quite hard sci-fi.

Following the chapters on equipment and ships, there is a chapter detailing the planets in the solar system as well as major extraplanetary bases and colonies. There is also a fairly extensive bestiary, which may be my favourite chapter in the book. My understanding is that a more detailed bestiary entitled Horrors of the Void is due to be released this summer as a pdf. If it is as good as the one in the core book, it should be excellent.

The last two chapters in the book are intended primarily for gamemasters. One deals with gamemastering in general. It includes advice on how to run a game, as well as a list of plot hooks and rumours GMs can use to get things moving. The other provides a lot of secret information on the setting as well as a few short adventures. I was a bit surprised by how much of the background on the Chthonian Star was actually revealed in this section. It's common for rpg designers to leave a lot of those details up to the GM to decide, but not in this case. It is well-advised that players keep away from the last chapter.

All in all, Chthonian Stars is a decent offering and given that Horrors of the Void will be the only supplement released for the game in this form, it should make for a nice complete game requiring only the core Traveller book to play. The setting is, perhaps, a bit less compelling than that of CthulhuTech, but it avoids the clunky Framewerk game mechanics, making it, in my opinion, a better and more playable Cthulhu space horror game.

-Rognar-

Cross-posted at Rognar's Space Horror RPG Blog

Rippin' on Magic the Gathering...again

Zack and Steve take another shot at MtG.

Magic the Gathering

-Rognar-

Wednesday, May 11, 2011

Ultimate Magic

As subscribers start to get their PDFs, the spoilers are going up on the Paizo message board just as they did with the APG. It will be at least a week before our FLGS gets a copy so I have to get by on spoilers until then.

I am eagerly looking forward to this book for a couple reasons. My summoner character in our current Kingmaker game is level 16 and probably will only a gain another level maybe 2 before its over. My eidolon has pretty much maxed out its awesomeness and each level there is only a small list of evolutions worth considering adding. I'm hoping to see one or two that I can slap on before the big boss fight art the end of the campaign (although the last few sessions seem to be mainly big boss fights and we kill off the greater henchmen and minions).

The biggest reason I'm looking forward to this book is to redeem clerics and druids. In 3.5 these were two of the strongest classes but each has been hit rather hard with the nerf bat in Pathfinder. The druid now has to focus on either casting of shape shifting both of which are now weaker then they were in 3.5 when the druid could do both.

The cleric has great high level spells but the low level ones that are not buffs largely suck. Even some of the best cleric buffs have been nerfed. The default way to play a cleric is as a support character. I find support characters boring. To me the most fun part of the game is rolling the dice and support characters don't have to do that. Your fellow PCs are not going to try to dodge or save against your buffs or blocks your heals with Spell Resistance. The problem is with the current spell list its hard to play any other way until late in the game. Low level debuffs are terrible compared to a wizard, and clerics lack any other meaningful offensive spells. You can try to play as a battle cleric but to be offensive you need to buff yourself for a couple rounds since all of your good buffs have a really short duration. By the time the battle cleric is ready to party, the ranger has kissed all the women and the barbarian drunk all of the booze. The options a battle cleric had to buff in 3.5 are not available in Pathfinder. The only option is Quicken Spell and its not until level 15 or 17 that you can quicken the best buffs like Divine Power and Righteous Might. What I'm hoping to see is an expanded spell list for clerics that give them options to be anything other then healer/buffer.

The druid doesn't have it quite so bad (ie boring) but its spell list could use some jazzing up as well.

I'm looking forward to seeing the Magus. This sort of character which is a blend of sword and sorcery seems right up my alley but we'll have to see how it is implemented. The version in the Beta was ok but needed a stronger spell list for me to want to play it.

Friday, April 29, 2011

Book Review: A Song of Ice and Fire Book 1: A Game of Thrones

"When you play the Game of Thrones, you live or you die."

I first read this book about 13 years ago when it first came on in paperback. The reason I picked it proved to be a bit ironic but that's a tale for another time. HBO has recently aired its version of the series which has sparked an interest in the book at my office so I went back to read through it again (I am also watching the TV show which so far is quite loyal to the books).

I had almost forgotten how great a book it is. Its a fat book packed full of story goodness. Initially there are two plot lines. The peripheral storyline involves the exiled princess Danaerys. and the main plot involves King Robert and the Lord of the North, Eddard Start. The main plot quickly branches into many storyline involving most of the big players and each chapter is written from one of several characters' viewpoints. The cast is quite large and you are fed lots of backs story and world information early on and its easy to lose track of who is who and many of the minor details get lost. On this read through - the first in 4 years, I am picking up many tidbits that I had never noticed in earlier passes.

What is the book all about? Well, if I had to define it, I would call it a medieval political thriller. The author, George R. R. Martin, used England's War of the Roses as inspiration. The book's main plot involves intrigue between the realm's major houses as they jockey for power. There is lots of sex, violence, and intrigue. There really isn't much in the way of magic. Dragons have been extinct for centuries and monsters and other things that go bump in the night are the stuff of children's stories (although the prelude would indicate that there is still something out there).

All of the characters come across is human. While you can easily classify some as heroes and villains, many fall into the grey in between and all have their faults and failings. The best example is probably Tyrion Lannister. The Lannisters can easily be viewed as the villains of the tale. Tyrion is a dwarf with mismatched eyes, and lacks the beauty of his kin. He is the stereotype trickster. His tongue both gets him into trouble as well as out of it. He seems to be involved in lots of awful things but its hard not to cheer for the underdog. While Tyrion can be merciless to his enemies he has a soft spot for other outcasts and cripples and will go out of his way to assist them.

This is not a Disney fairy tale. Don't expect the heroes to win or things to work out in the end. This is a realm where cheaters do prosper, and where might makes right. The climax of Game of Thrones punches you in the gut and leaves you reeling. The ending will leave you begging for more. Thankfully the awesomeness continues on though books two and three. I found book 4 dreadfully disappointing. Hopefully when book 5 is released in July it will get the series back on track.

Monday, April 25, 2011

Review: Dragon Age 2 (long)

I know that a video game review falls outside of the normal realm of what this blog is all about but Dragon Age has its own RPG (that actually looks rather fun although I haven't played it).

The first game was great. Epic story line, interesting characters, very difficult combat system. So difficult in fact I had to play through the game on easy because I was tired of TPKs every 30 minutes on Normal.

Dragon AGE brings back most of what was good about the first game and tries to expand on it. The combat system works a little better now. Fights don't involve pausing the game to issue new commands to your party every 10 seconds because the AI is now smart enough to run party members you are not directly controlling fairly effectively.

The Difficulty has also been toned down. In DA1, on easy, I would still suffer the occasional TPK but in DA2, I pretty much only had to worry about Boss fights once you learn a few combat tactics.

Again there are three main classes - Warrior, Rogue and Mage. Your choice influences the storyline but not a great deal. The mage's area effect attacks have been toned down in DA2 but they are still not to be trifled with and are to be killed first whenever encountered. The warrior and rogue both can focus of specialty skill trees (2 handed vs sword and board for the warrior or 2 weapon vs archery for the rogue) or work on generic trees which affect all combat. At levels 7 and 14 (game caps between 20 and 25) you unlock a specialty focus which opens up another skill tree (there are three to choose from so you can only get 2). The mage's skill trees grant spells instead of special attacks and work much the same way.

Combat animations are great. The amount of blood and gore borders on the ridiculous but few things are more satisfying than watching an enemy burst into pieces, blood spraying everywhere after they die from a critical hit. Any cut scenes after a battle still show the characters covered in splattered blood and gore. Most boss fights include a death animation when the main character finishes off the baddy on some wicked way. I think my favorite occurs near the end as you leap onto the head of an abomination, stab it a few times before pulling a smaller maggot demon from within. You hurl it to the ground and then walk over and crush it's head under your boot.

The settings are a bit of a mixed bag. At first you'll find each area really impressive. The reason they were able to spend so much time making them nice is that you return to the same locations over and over and over again. You fight in the foundry at least 4 times and the same can be said of most of the other locations.

Of course the best things about the game are the plot and the characters. The main plot focuses around the conflict between Mages and Templars as told by one of your companions to a Templar Seeker. There are a couple spots in the game where the dwarf begins to exaggerate and the Seeker cuts in, accusing him of lying and makes him start that part again. Each of your companions has their own quest lines which do affect how the main plot progresses. I have played through twice trying to make different choices each time and although the game plays largely the same, some of the side quests are different and your companions will react differently as well.

The characters make this game. They will chit chat with each other as you run around and depending on how things play out some will come to hate each other and others like each other. The emo elf hates mages and if you put the 2 mages in the part with him they do nothing but bicker. The pirate and the dwarf flirt and the pirate gives sex advice to the captain of the guard. Aside from your brother or sister (who you get depends on your choice of class) each of your companions fills one of the archetype roles (sword and board (Aveline) vs 2-Hander (Fenris), 2 weapons (Isabel) vs archery (Varric), offensive mage (Merill) vs defensive mage (Anders)).

Overall its a great game which is probably why I've sunk over 60 playing through twice so far. I may play through a third time as a warrior and try to find anything that I've missed. My daughter loves watching me play and is constantly asking to play the "Red game" (after the color of its start-up icon) so we can "Kill monsters". She's found it scary in a few spots but she's tough. I can see her being a big gamer in a few years.

Thursday, April 21, 2011

What's going on out there?

Is it just me or is there a palpable air of decline in the tabletop rpg world lately? Even though the stock market crash that led to our current global recession hit back in October, 2008, it didn't seem as though the economy had all that much of a chilling effect on the gaming business over the last couple of years. However, I sense that the recession is finally beginning to bite just at the time when the global economy seems to be bouncing back. I'm sure much of the apparent malaise comes from the recent announcements from Wizards of the Coast about cancelled product lines and reduced publication schedules. When the biggest player in the market is producing less product, it no doubt trickles down through the whole industry. Still, it seems the effect is percolating throughout the tabletop rpg community, even to corners which should be largely insulated from goings-on in Renton, such as the OSR. A lot of fairly prolific rpg bloggers seem to be posting less often. Also, many small publishers seem to releasing fewer products, or at least fewer products that attract my attention. I don't mind the extra money in my pocket, but I do miss trotting over to the FLGS to lay down my sheckels on the new hotness.

There are, of course, bright spots in the gloom. Paizo is still going strong and Ultimate Magic is due for release next month. Also, Chaosium seems to be enjoying a bit of a revival thanks to the success of Cthulhu Invictus and The Chronicles of Future Earth. They have a new hardback version of BRP due for release very soon and a massive new Viking-oriented BRP setting called Mythic Iceland is in the pipeline. Likewise, something or other is always going on at Cubicle 7, although I'm not much for FATE, so I'm only dimly aware of their activities. Hopefully, the current lull is only temporary and we will have more to talk about and gush over in the months ahead. While I shudder to think about it, D&D 5e might be just what we need to kickstart things. Just don't expect me to buy it.

-Rognar-

Monday, April 11, 2011

Weird War II - The Sons of Solomon and the OSI

The Poor Fellow-Soldiers of Christ and of the Temple of Solomon, more commonly known as the Knights Templar, was a powerful Christian military order charged with the defense of the Holy Land during the Crusades. From humble beginnings, the Knights Templar grew to become a wealthy organization, with holdings from the eastern Mediterranean to the British Isles. With the fall of the Crusader States in the late 13th century, the Knights Templar lost its primary function as an order of fighting monks, becoming, in effect, a multinational bank with a standing army. This was a situation which caused both envy and fear among the kings of Europe. In 1307, King Philip IV of France, with the grudging support of Pope Clement V, brought the hammer down on the Knights Templar, executing its leaders and seizing its assets under trumped up charges of heresy and corruption. The Templars were no more, or so the official historical record says.

During the time the Knights Templar resided in Jerusalem, they were exposed to the ancient knowledge of Greece, Persia and Egypt. They learned of prophecy and the mysteries of the world beyond the frontiers of Christendom and they grew powerful in the practice of sorcery. Although their accusers did not realize it, some of the Templars really were guilty of the crimes of which they were accused. Forseeing their own demise, they orchestrated events to ensure the survival of their inner circle of sorcerers and their most valuable and potent treasures and magicks. Escaping to Scotland, which was under papal excommunication at the time, the surviving Templars eventually made their way to North America. Abandoning their old name and their association with the Roman Catholic Church, they became the Sons of Solomon, a fraternal order of sorcerers dedicated to understanding the true nature of the universe and defending humanity from the horrors of the void. They remained very secretive for centuries, but questions persisted. Only a handful of Templars were executed and a minority were absorbed in other orders. This still left many hundreds of Templars unaccounted for. Rumours of a secret order circulated and it was assumed, of course, that much of the wealth of the Knights Templar remained in the hands of that group. As the population of the United States grew, it became more difficult for the Sons of Solomon to keep their activities secret. So, they created Freemasonry. Purposefully secretive and incorporating many symbols associated with the Knights Templar, the Freemasons drew the attention of those who believed the Knights Templar persisted. They were well-funded and they attracted a lot of powerful men, especially in 18th-century America. Once fully-established, the Sons of Solomon drew away from the Freemasons, secure in the knowledge that they could retain their anonymity. In truth, the Freemasons, though steeped in mystical traditions, never had much understanding or belief in the arcane basis of their rituals. They were little more than decoys, providing cover for the true power, the Sons of Solomon.

Throughout their history, the Sons of Solomon have fought many evil sorcerers, who sought power through alliances with horrors of the void. The most prominent include Vlad Dracul and his son, Vlad Tepes, Countess Elizabeth Báthory and Rasputin. Throughout the centuries, their power was always sufficient to ensure the enemies of humanity could not establish a foothold in our dimension. However, the seers of the Sons of Solomon saw a rising darkness as the Nazis rose to prominence in Germany. Their visions were cryptic and hazy. A great, malevolent force was rising in the heart of Europe and for the first time, the Sons of Solomon felt their power was inadequate to contain the enemy. Using their Freemason connections, the Sons worked to influence the US and UK governments and militaries. They arranged for the creation of the OSI to serve as their eyes and ears on the battlefronts of Europe. Embedded within the Allied armies, but not part of them, the OSI would investigate incidents of a weird or supernatural nature, always seeking to ascertain what Nazi sorcerers were doing. They even recruited the great British sorcerer, Aleister Crowley, despite his unsavoury reputation and far too public profile. Crowley's sorcerous delvings proved immensely invaluable, giving the OSI much-needed intelligence into the activities of the Ahnenerbe. Sadly, his scrying efforts would eventually cost Crowley his sanity, but without him, the Nazis would have surely proved victorious in the war.

-Rognar-

Thursday, April 07, 2011

Rippin' on Rifts...again

Zack and Steve take another shot at Kevin Siembieda with their look at Rifts Worldbook 10: Juicer Uprising

Juicer Uprising

-Rognar-

Monday, March 28, 2011

Weird War II - The Thule Society and the Ahnenerbe

The Thule Society and the Ahnenerbe were both real organizations. The former was a secret society formed in Germany in the dying days of WWI. The Thule Society was created to advance a theory of German racial superiority based on the works of 19th-century mystic, Helena Blavatsky. Though never a large organization, several of its members would be influential in the early days of the Nazi party. Rudolf Hess and Hans Frank were known to be active members, while Dietrich Eckart, Heinrich Himmler, Alfred Rosenburg and Hermann Göring were believed to have had some association. The formal association between the Thule Society and the German Worker's Party (later to become the Nazi Party) was severed at Hitler's insistence in 1920 and the organization was dissolved in 1925. However, one of its founders, Rudolf von Sebottendorff revived it briefly in 1933. The Nazis moved to suppress the organization and von Subottendorff was imprisoned briefly, before being released and fleeing to Turkey. That is where the official history of the Thule Society ends and the unofficial history begins. Rudolf Hess still believed in the theories of the Thule Society, even if the Führer did not. Working behind the scenes for the next several years, he aided the Thule Society, providing documents and money to former members, allowing them to escape Germany and set up branches of the organization in Istanbul and London. During that time, Thule members delved deeper into the occult, learning about sorcery and psychic powers, parallel dimensions and extraterrestrial beings. The mysticism of Madame Blavatsky, the racist theories of Houston Stewart Chamberlain and the speculations regarding Atlantis advanced by Ignatius Donnelly, combined with their own occult experimentation and their sense of betrayal by Hitler, forged a powerful league of sorcerers determined to overthrow the Führer and bring about an Aryan superpower that would encorporate all the Anglo-Germanic nations of the world, including Britain and America.

The sorcerers and psychics of the Thule Society faced a difficult dilemma in the early stages of the war. They wanted to undermine Hitler, but the success of the military campaigns in Poland and France served their interests. Furthermore, what efforts they did undertake were easily countered by Nazi blood mages, who were far more numerous and powerful than the Thules realized. In fact, Nazi occult research had advanced far more than that of the Thule Society. A secretive bureau within the SS known as the Ahnenerbe, created by Himmler, was advancing the theories of the Thule Society far beyond anything that had been conceived of before. Formed in 1935, they had, by the start of the war, made contact and even alliances with extradimensional beings. They had learned much from these entities and their sorcerous knowledge had grown exponentially. Opponents, such as the Thule Society and the Sons of Solomon (descendants of the Knights Templar from which the OSI would be formed), were no match for the sorcerers of the Ahnenerbe. Indeed, only Aleister Crowley, Britain's most powerful sorcerer, had any insight into what the Ahnenerbe was capable of and his grip on sanity was failing by then. Oddly enough, the Ahnenerbe and the Thule Society were working toward the same goal, removal of Hitler and the establishment of an Aryan empire that would span the globe. However, the Ahnenerbe had far more ambition and could see much farther into realms of space and time that were beyond the modest abilities of the Thules. They needed to keep the Führer around for awhile longer until their grand plan could be fully realized. On December 25, 1944 at a place of horror in southern Poland, the first stage of that plan came to fruition.

-Rognar-

Miniature Painting 2B

Ok. My wife pulled the rest of the pictures off her camera. These are the ones I worked on Sunday.Most of the guys I paint are use the same colors over and over. greens, browns and black through white - not much color. So with a wizard I decided to brighten him up. I can't say I love the result, but I don't hate it enough to repaint it. I rather wish I had reversed the yellow and purple.

I tried to paint some characters on the scroll. Calligraphy has never been something I'm skilled at and trying to do so on such a small scale, and 3D no less, was really tricky. Just another thing that amazes me about the pros.

I have no idea how the pros paint so well. When I post pictures you can really see every last little mistake. The skin looks chalky, you can see the spots where I've slipped and gobbed one spot and missed another. Their's look spotless with clean crisp lines. I swear they must have an enlarging/shrinking machine that allows them to paint the minis at super size and then shrink them down afterward. Or maybe they use a magnifying glass.

Next up is this assassin looking guy. I tried to do some shading on the cloak but it really isn't visible. He was very quick and easy to paint and still looks pretty cool. I wasn't thrilled to discover his arm was a separate piece. I think I have at last mastered the fine art of crazy glue so I didn't get too many grey hairs trying to attach it.

I started to add texture to the cloak but chickened out. Watching the online videos the best way to figure out the lighting is to shine a bright light on the figure, make a note how the light hits the different areas and then paint the shadows and bright spots in. I tried doing that one and hated the result. Now that I'm a little better, maybe I should give it another shot.

Queen Ileosa worked out quite well. Unlike most Paizo minis which I try and paint to look like their pictures I did this one using my own color scheme. I really liked it until I looked at the picture on the Paizo site. Damn professional painters. Anyway, i liked the way the detail work turned out, one yellow glob aside the hair looks great and even the face turned out well. And yes, I don't care that she looks like a Disney princess. That was half the fun.

When I saw this picture I could see that I had messed up the mouth so I have gone back and repainted it. I tried doing a design on the fan but it looked lame so I white washed it and left it as is.

The last guy is a plague doctor from Paizo's second AP, Curse of the Crimson Throne. You can't really see it from this angle but he's wearing one of those creapy plague masks. I like the idea but find his rather static pose boring.

Derobane: I bought more paint colors this weekend on my trip the the Sentry Box.

Sunday, March 27, 2011

Combat rogue - critique this build

The goal is to create a character with most of the benefits of a rogue (i.e. skills, evasion, sneak attack) which is still a formidable front-line combatant. My main strategy is to incorporate the sneak attack ability into combat without resorting to invisibility or other magic tricks to deny the opponent his DX bonus to AC. The best approach is to use the feint option. Since the improved feint feat only reduces feint from a standard action to a move action and there is no way currently available to reduce it to a swift action, the character is limited to a single attack per round, so that one attack better be a heavy hit. Here's what I've come up with.

Using a 20-point human build, I generated the following stats: ST 17 IN 14 DX 14 CN 12 WS 11 CH 10 including the +2 stat bonus on ST. I take my first level in rogue with toughness and power attack as my feats. He's going to need the hps since as a rogue, he's going to limited to light armour to use evasion. The power attack will come into play soon. My second level will be fighter. I will switch to great sword and take the furious focus feat. This allows me to enjoy the damage bonus of power attack without the attack penalty and since I'm using a two-handed weapon, the power attack is even more potent. So, already at second level, I'm pounding out 2d6+7+1d6 points on a sneak attack. I take another rogue level next, taking the iron will feat and using rogue talent (weapon training), I take weapon focus (great sword). My fourth level will be fighter again and I take combat expertise as my fighter bonus feat. I also bump up my ST to 18. By this level, my sneak attack damage is 2d6+9+1d6.

Over the next four levels, I continue to alternate rogue and fighter levels. I add improved feint, skill focus (bluff), weapon specialization and I use rogue talent (combat trick) to take the vital strike feat. By 8th level, my sneak attack damage is 2d6+17+2d6+2d6 (assuming a normal weapon). Now, of course, an 8th level fighter could probably do more damage on average and would almost certainly have a higher attack modifier, more hps and better AC, but this character has enough skill points to max out bluff, perception, stealth, climb, acrobatics, disable device and use magic device, and retains evasion and uncanny dodge. So, is it worth it? What could make it better?

-Rognar-

Friday, March 25, 2011

Sorcery in Weird War II

Sorcery, as it's presented in the core rulebook of Basic RolePlaying, is actually a small subset of a much larger set of options broadly outlined in the Stormbringer and Elric! roleplaying games. For those familiar with Call of Cthulhu, which also uses sorcery, the biggest difference is the variety of offensive, defensive and utility spells available. CoC tends to view sorcery as something performed under special conditions, requiring detailed rituals and much preparation. Except for a handful of offensive and defensive spells such as the Elder Sign, most CoC spells involve contacting various Mythos entities or summoning/binding servitor races. For this reason, sorcery is a pursuit best avoided by most right-thinking characters in Call of Cthulhu, except in cases of extreme duress. And, of course, the very act of performing sorcery in CoC has a corrosive effect on one's sanity.

In BRP and Stormbringer, sorcery is more common and has no sanity implications, although the requisite POW score is prohibitive, ensuring that sorcerers are a rare breed. There are three main types of sorcery and typically, a high-level sorcerer will be adept in all three. These are spells, runes and summonings. Spells represent the default form of sorcery, the type to which most low-level sorcerers will be limited. Spells have the advantages of being quick to prepare and demanding modest power point expenditures, although durations are quite short. This is the type of sorcery used most often in combat.

Runes, as the name implies, require the preparation of an inscribed symbol which will trigger a sorcerous effect when certain conditions are met. Runes can persist for days or even years until triggered, making them useful for setting traps. Some runes duplicate the effects of spells, while others offer unique options such as wards or alarms. Most forms of Lawful sorcery are runic.

In game terms, summonings work just like spells, except they are more detailed and require greater preparation. In that respect, they are similar to Call of Cthulhu sorcery. Sorcerers can summon demons or elementals. There are also some necromantic summonings which allow a sorcerer to summon spirits to inhabit prepared corpses or even living hosts. In the latter case, the spirit of the victim is destroyed and the summoned spirit takes possession of the body. The newly-created undead is then bound to the service of the necromancer. Summoned entities are often bound, either in their living state or as the animating essence of some powerful magic item. The summoner has to spend enough power points to define the summoned creature. A fully-formed demon servant will be more costly because points will have to be spent to define physical characteristics such as STR, SIZ, CON, DEX and Move as well as POW and INT. Such a demon would require far more power points than even the most powerful sorcerer would have available. Therefore, a means of storing power points is needed to cast summonings. This requires significant preparation. Also, binding demons, elementals and undead requires the sacrifice of POW points. This is a particularly demanding requirement and one only considered by truly powerful summoners.

-Rognar-

More on allegiences

In the previous post, I talked about earning points in allegiences in order to define your character's motivations. Now I'll discuss what sorts of actions earn those points. As one might expect, it is easier to earn points for a Chaos allegience than either Law or Balance. Betrayal, wanton violence and vandalism are all ways that can potentially earn Chaos allegience points. Another way is the use of sorcery. Sorcery is inherently Chaotic, although there are a handful of Lawful spells and runes. Ironically, even the casting of Lawful sorcery can earn Chaos points, unless the sorcerer atones afterwards. A sorcerer with a Lawful allegience has to walk a fine line, using his powers reluctantly and always mindful of his allegience budget. Needless to say, demon summoning and necromancy are extremely Chaotic forms of sorcery and should never be pursued by Lawful sorcerers.

Law stresses self-discipline and respect for authority. A character with a Lawful allegience will depend on skills rather than sorcery or supernatural aid. Advancement of skills to high levels will earn Law allegience points. Other Lawful actions include obeying one's superiors and destruction of obviously Chaotic constructs such as summoned demons and animated corpses.

Balance is, perhaps, the most difficult path to follow. It demands much of its followers, including, sometimes, the ultimate sacrifice. An adherent of Balance must be merciful and a defender of the weak. He must resist both tyranny and anarchy without resorting to either. He may use sorcery as long as it serves the greater good, but must never dabble in summoning or necromancy. Any effort on the part of a character with a Balance allegience, either through the use of sorcery or skill, that prevents death and destruction will be worthy of allegience points.

-Rognar-

Wednesday, March 23, 2011

Allegiences in Weird War II

Basic RolePlaying does not use an alignment system the way Dungeons & Dragons or Pathfinder do. Rather, a character has multiple allegiences and builds up points in them depending on his actions. To use D&D as an example, the GM might decide to create five allegiences; Good, Evil, Law, Chaos and Neutrality. A character would typically start out with 1d6-2 pts. in each and then gain more points in one or more of the allegiences through the campaign. If one allegience exceeds any other by 20 pts. or more, that allegience becomes dominant and may attract the attention of powers who share that allegience. For example, a novice cleric of a lawful diety might not attract much notice from either his god or the hierarchy of his church. However, if he acts in an exemplary fashion and accumulates a lot of points for his Law allegience, he may be rewarded for his piety. Of course, if he acted in a chaotic manner and his Chaos allegience began to overshadow his Law allegience, the resulting attention he would receive would not be welcome. Furthermore, when a character reaches 100 pts. in one of his allegiences, he may be approached by a supernatural agent to recruit him to serve as a champion for some diety or similar powerful being.

In my upcoming Weird War II campaign, I will be using the Law-Balance-Chaos allegience system introduced in the Stormbringer role-playing game. Although, Good and Evil are not explicitly represented in this arrangement, it is generally accepted that the closer one gets to perfect Balance, the more "Good" characteristics one displays. Extreme Law is oppressive and hidebound, while extreme Chaos is anarchic and destructive. To illustrate this, I have created a graph showing where all the various powers in the campaign fall along the Law-Balance-Chaos axis:



As you can see, I've added a Good axis projecting from Balance. I define Good as respect for life and beauty and a capacity for self-sacrifice. Those organizations that demonstrate such qualities tend to cluster close to Balance, while the more evil and destructive organizations tend to find themselves at the chaotic or lawful ends of the scale.

-Rognar-