Thursday, August 11, 2011

My latest obsession - MRQII and Elric


Ever since I picked up RuneQuest II from Mongoose last year, I've been looking for a suitable setting for it. I finally found what I was looking for when I bought the Elric of Melniboné Core Rulebook last week. Although published last year, I never really felt compelled to give it a look until recently and I'm glad I did. Now I will confess, I've always found the Elric saga a bit of a hard slog. While not especially complicated plotwise, Moorcock's writing has, for me at least, always been easier to put down than to pick back up again. I have read all the books in the Elric saga, but it took years. Having said that, the setting of the series is impressive. Melniboné and the Young Kingdoms is quite possibly the most perfect campaign world possible for a dark fantasy rpg and Mongoose has done an admirable job of bringing it to life.

Not surprisingly, the book starts off with some 35 pages of history and geography of the Young Kingdoms. Though probably not necessary for most players, GMs will find some useful background in here for running a campaign. The second chapter deals with character generation. Human is the default race and many GMs may decide just to allow humans. However, rules are included for playing Melnibonéans, Half-Melnibonéans and several minor humanoid races from various time periods including a race of extinct giants called the Karasim, a winged race called the Myyrrhn and a primitive, dwarf-like race called the Pukwadji. In addition to the new races, new cultures are added to supplement the four already provided in MRQII, Civilised, Barbarian, Nomad and Primitive. The new cultures are Melnibonéan, Poor, Outlaw and Wanderer of the Time Streams. The first three are pretty self-explanatory, but for those who have not read a lot of Moorcock's stories, the last one might need some explanation. The world of Elric is just one of many in Moorcock's Multiverse, known as the Million Spheres. The worlds of the Million Spheres are connected to each other by several overriding concepts, such as the Eternal Champion, who is destined to fight for Balance in each world. Besides Elric, other manifestations of the Eternal Champion include Dorian Hawkmoon, Earl Aubec and Corum. Some characters, including Elric himself, have been able to transport themselves between worlds within the Million Spheres, while others do so unintentionally. Characters who shift from world to world are Time Stream Wanderers. Needless to say, such characters are a challenge for both players and GMs. Also included in this chapter are new skills, such as Dreamtheft, Rune Casting and Witch Sight. Most of these new skills relate to the unique magic systems in the game (see below).

After a brief chapter on currency and equipment, there is a discussion of metaphysics. The eternal conflict between Law and Chaos is central to Moorcock's stories. Powerful forces on both sides struggle through their mortal proxies to control the Multiverse, while the somewhat quieter force of Balance seeks to ensure neither comes to dominate. The Eternal Champion typically works toward greater Balance, although in the case of Elric, it is not his original intention. Next follows a section on magic. There is no Common Magic, but Sorcery and Spirit Magic do exist in the game. Two other types of magic, Dream Magic and Rune Magic are also introduced. Rune Magic is not unlike Sorcery except for the obvious addition of runic symbols during casting, but Dream Magic is quite different and rather unique to the Elric stories. There are two types of Dream Magic, Dreamtheft and DreamQuesting. The former involves the theft of someone else's dreams for the benefit of either the Dreamthief or a client. Stolen dreams can provide insight into the dreamer's personality and motivations, can aid in the solution of a dilemma into which the dreamer might have some insight or even allow the recipient of the stolen dream to improve a skill which the dreamer possessed. DreamQuesting, on the other hand, allows a dreamer to travel to alternate worlds or distant time periods to experience real events. It is a particularly popular pastime for Melnibonéans, which is why their capital city of Imrryr is known as the Dreaming City.

A large chapter on cults is next. Cults play a big role in the various versions of RuneQuest as a source of knowledge, both magical and mundane. Typically, every character will belong to a cult. The cults in the Elric of Melniboné Core Rulebook revolve around the various Lords described in the Elric saga. These include the Lords of Law and Chaos, the Elemental Lords and the Beast and Plant Lords. The book finishes with a chapter on monsters and prominent NPCs, another on tips for GMs and a final one on playing the game in other eras beyond that covered in the Elric saga. All-in-all, it's a pretty solid core book. It is well-written and, perhaps even more importantly, given Mongoose's track record, well-edited. The interior art is sparse and all black-and-white, but competent. If you like RuneQuest II and seek a campaign setting that doesn't have any Ducks, this may be just what you're looking for.

-Rognar-

Wednesday, August 10, 2011

Ultimate Combat, what's awesome?


Hot off the presses, I have my new copy of Ultimate Combat and I'm hungrily chewing through it. I won't go into a discussion of the Gunslinger class or the firearms rules since we have gone over those in some detail here, here, here and here. Suffice to say, the second version of the Gunslinger playtest is pretty much the final version. I'm also not going to talk about the Ninja and Samurai classes, since I simply have no interest in them. Instead, I'm going to pick out the juicy bits that immediately caught my eye and which make me want to use them in a future build.

Archetypes:
I'm not a big fan of archetypes. It's not that I don't like the options they provide, it's just that they typically require replacing a superior class feature with a more specialized and, therefore, inferior one. So, for an archetype to pique my interest, it has to replace a class feature that doesn't impress me to begin with. Two archetypes fit the bill for me, the Crusader Cleric and the Spellbreaker Inquisitor. Not surprisingly, both archetypes come from classes that, in my opinion, need all the help they can get. The Crusader archetype allows a cleric to give up some spellcasting ability in exchange for additional feats, including feats such as Weapon Specialization and Greater Weapon Focus which are normally limited to Fighters. Even sweeter is the Spellbreaker archetype. I would never play an Inquisitor unless I was using this version. You give up Monster Lore (nice, but not awesome) as well as all those annoying teamwork feats and the Solo Tactics class feature in exchange for a bunch of saving throw bonuses against spells and the ability to make the DC for rolls to cast defensively higher for enemy spellcasters. As they say on the interwebs, it's full of win.

Feats:
There are several awesome feats in the new list, but given there is a gigacrapload of feats in Ultimate Combat, It's not surprising. Here are a few of my favourites.
Hammer the Gap - great for piling up the damage at high levels, each hit as part of a full attack gets a damage bonus equal to the number of previous successful hits.
Dimensional Agility, Dimensional Assault and Dimensional Dervish - the Monk and the Magus will have great fun with this combination as it allows you to use dimension door or abundant step with far more tactical flexibility.
Clustered Shots - Oh come on now, total damage from full-round ranged attack added before DR is applied, because you know, archery really is underpowered in Pathfinder.
Pin Down - you get an AoO against an opponent attempting to withdraw or a 5-ft. step, if you hit, he takes no damage, but he can't move. No escape for you, little wizard.
Guided Hand - although it requires Channel Smite, not exactly the most must-have feat around, being able to replace your Str or Dex modifier with your Wis modifier on attacks with your deity's favoured weapon is worth it for clerics who already have to spend precious build points on both Wis and Cha.

That's it for now. I will have more to say as I digest more of this tome. I have to say, it appears, at first glance, to have much to offer.

-Rognar-

Monday, August 08, 2011

Summer Reading

I am going on vacation next week. Not a vacation I am especially looking forward to although I'm sure it will have some enjoyable moments. I am expecting lots of down time when I am not chasing children trying to prevent their early demise. Since I will be computer free it will be a chance to catch on my reading. In the last few months I've reread the entire Song of Ice and Fire series. At long last the final book of the Wheel of Time series is out in April 2012 and I figure it will take at least 6-7 months to reread the entire series before I pick up the final book. I have until October or so until I begin that odyssey and so I have a few months to fill.

There are tons of influential books that I've never read so why not fill my vacation with them. I'll be reading them on my iPhone which is not the ideal media I'm quite used to it now and people can't snoop at my reading materials. First up is Elric. I started last night and I'm already over half way through Elric of Melnibone. It's a pretty easy read compared to Martin.

When I tire of Elric, Zelazny's Chronicle's of Amber will follow. Beyond that, I have no idea. Those two series alone could keep me going for a long time if I read them all.

Wednesday, August 03, 2011

Fantasy Flight Games gets Star Wars

So, the worst kept secret in the gaming world has at last been revealed, Fantasy Flight Games has acquired the rights to the Star Wars franchise. Ever since WotC dropped the licensing rights and Mongoose rather oddly revealed that they didn't get the license but that another company did, speculation has been that the other player had to be FFG. No other company seemed to be big enough to afford it, except possibly Paizo and they never seemed to be a good fit for Star Wars.

Well at last, the cat is out of the bag and the first announcement of new product lines include both a tactical ship-to-ship minis game called X-Wing and the Star Wars: The Card Game ccg. Although there is no announcement of a tabletop rpg at this time, there is a suggestion that one is in the works.

-Rognar-

Tuesday, August 02, 2011

Some declarations of my own

I'm not usually much for memes, but I can't resist any opportunity to inflict my opinions on the public at large (or at least the miniscule subset of it that actually reads this blog), so when Joseph Bloch and, later, Zachary Houghton posted about their personal gaming preferences, well, I felt compelled to join the fun. Please note that the following represents only my opinions, and does not necessarily reflect those of my fellow contributors (although they are welcome to add their own).

On game design:
I love "kewl". I know that as a 45-year old gamer who first started playing D&D in 1981 and has been continuously playing tabletop rpgs for three decades, I don't really fit the demographic profile of a new school gamer. But I am. I love to min/max, but I also love to play suboptimal characters just to see what I can get out of them. I am a powergamer. Character background, story arc, narrative, none of these things mean very much to me beyond providing a framework in which my character can develop. I don't care what is going on four kingdoms over and I don't care what happened 2000 years ago, unless that information is relevent to what my character is attempting to accomplish. It's a bit odd, since I am history buff, but I guess it's because I only care about real history. I like a lot of options for character design. I know a lot of old school types prefer to personalize their characters outside of the rules, but I want tangible game effects from the decisions I make. I want to know that choosing a two-handed sword over a longsword and shield will have some meaningful consequences.

I definitely fall into the simulationist camp when it comes to game design. Even though I have played some iteration of D&D for most of the last 30 years, I have always chafed under some of the more gamist aspects of the game. I've never liked AC, preferring something like the BRP system in which armour reduces damage, but not the chance to hit. I also don't really like the power curve of class-and-level games. No character should ever be so powerful as to be able to confidently take on an entire army. I prefer that players never be completely confident of the outcome of any fight. Even a lowly goblin should have at least a slight chance to seriously injure any PC with a lucky shot.

I am comfortable with Tolkienesque player races, but I'm also willing to entertain divergence from those templates as long as they're not too weird. Gloranthan elves and dwarves, for example, would certainly be "too weird". I don't care for subraces, however, unless they are radically different and only serve as evil alternatives to the PC races, such as drow or duergar.

On setting:
I'm a bit of a stickler for consistency in setting design. For example, I don't like Asian settings in general and I certainly don't like them freely intermingled with my pseudo-European medieval D&D setting. No knights and ninjas for me, thank you very much. I do like the inclusion of firearms of the appropriate technology level for a High Middle Ages European milieu, but I've never been satisfied with any of the efforts to incorporate them into D&D. It seems impossible to model the advantages of firearms using the D&D rules, without making bows completely obsolete, so they are inevitably underpowered and overpriced.

Oddly enough, my gaming history and my personal preferences on setting are, once again, at odds. I am a sci-fi guy. I'd prefer a rail gun and a powered exoskeleton over a longsword and a suit of chain mail any day. Yet, somehow I always end up slinging spells and swinging battleaxes. I guess fantasy is simply more conducive to my hack-and-slash style of gaming.

On pronouns and gender issues:
I always use the male pronoun. I find reading a game book that switches back and forth from male to female pronouns to be very distracting. I don't have any problem with female gamers, but my group is all-male and we like it that way (and so do our wives, I'm sure). Game night is boys night out. We don't have to suck in our guts or tighten our sphincters. Most importantly, we don't have to censor ourselves and worry that what we say might offend the ladies.

On politics and religion:
I am a Canadian conservative. That means I'm of a different breed from our friends on the right of the American political spectrum. It means, for example, that I believe religion is something best not discussed in polite company. I don't want to know how you did the nasty with your wife last night and likewise, I don't want to know how you scored with your personal savior on Sunday. Having said that, there are some similarities which have implications for my gaming experience. I despise moral relativism. Some things are just plain wrong and no amount of cultural sensitivity training is going to change my mind about that. This means the morality in my world may seem a tad Victorian to some. There are good guys and bad guys. Sure, there are some occasions of moral ambiguity, but inevitably, my heroes prevail, though the price of victory may be steep. It also means I don't really like playing in evil campaigns. That's not to say I haven't done so and I've been told by reliable sources that I can whip up a pretty awesome villain when situation demands, but it's always well outside of my comfort zone. I'm very pro-military and my games always have a healthy dose of righteous smackdown by the thin olive drab line. If I can find some way to stick a tank in there, mores the better (I know most guys are into fighter jets, but I'm a tank guy). I'm queasy about violence against women and children. Such violence exists in my campaigns, but I always prefer to leave the details to the imaginations of my players. Needless to say, any character, be it NPC or PC, will encounter swift and brutal judgement from the appropriate authority for perpetrating such violence. On the other hand, if a paladin wants to thrash some bad guy to within inches of his life, so be it. Men are expendable and evil men even more so. Waterboard the terrorists to your heart's content, boys.

On technology:
Whatever. Use it if you want as long as it doesn't grind things to a halt. In our group, we have a mix of technophiles and technophobes (ok, that last category is mainly just me) and it seems to work fine. There are laptops and iPads operating cheek-and-jowl alongside dice and pencils with no problems. Of course, no one has spilled a bottle of Dr. Pepper on someone's keyboard yet.

-Rognar-

Cowboys and Aliens would make a great game

I went to see Cowboys and Aliens last night. It was excellent. For older nerds like me who find the screen-filling CGI, eye-searing lens flares and nausea-inducing jerky camera effects of today's sci-fi movies to be a bit too much sensory overload, Cowboys and Aliens is a nice change. That's not to say this isn't a F/X-heavy film, but it isn't the visual assault and battery that most big budget sci-fi movies are these days. I won't reveal any spoilers, because there are some genuine surprises in this film, but I will say the acting was pretty good. Daniel Craig was excellent and Harrison Ford was decent in an unconventional role for him. While not exactly a villain, his character certainly was a nasty piece of work.

I kept thinking, as I watched, how cool this would be as a game setting. There were great character types, such as the gun-totin' preacher man (played by Clancy Brown), the ruthless, wealthy rancher who owns the town (played by Harrison Ford) and the honest sheriff who has to walk a fine line (played by Keith Carradine).

The best part of the film is that there aren't any obvious dumb plot devices. The aliens are tough SOBs and the relatively primitive technology of the humans is no match for them. The only effective weapons the humans have are the aliens' own arrogance and a bit of stolen alien technology.

Also, since the aliens land in the American southwest, you know they didn't come for the water. Go see it. You won't be disappointed, unless you need a Michael Bay or Roland Emmerich special-effects explosion to feel truly alive.

-Rognar-

Monday, August 01, 2011

Pathfinder Minis

I was a bit late to the mini game. I have a bunch of reaper minis I painted myself but I own zero monsters. It seems that Paizo has started their own mini line. The first big set will be available at Christmas with a Rise of the Runlords set out next summer (which also suggests that they'll be reprinting RotR for Pathfinder).

I'll probably pick up a case for Christmas. Buy it from Paizo and they throw in a free huge black dragon which looks pretty damn cool.

Sunday, July 31, 2011

Weird War II monster factory 3

The "Widowmaker" demon is the most powerful of the common extradimensionals and the only one to demonstrate any significant intelligence. Though apparently unable to direct the actions of the lesser abominations, widowmakers are able to use the natural instincts of these monsters to their own advantage. They will use the extremely aggressive racknees and devil dogs as cannon fodder before moving in to mop up any survivors. Besides their enormous ripping claws, the most terrifying aspect of the widowmaker is its mind blast attack, which can render several foes helpless before the demon moves in to rend its victims limb from limb.


STR 5D6+9 (ave. 26-27)
CON 3D6+6 (ave. 16-17)
SIZ 5D6+9 (ave. 26-27)
INT 2D6+6 (ave. 13)
POW 3D6+3 (ave. 13-14)
DEX 2D6+3 (ave. 10)
APP 1D6 (ave. 3-4)
Move: 8 Hit points: 21-22 Damage bonus: +2D6
Armour: 4 pt carapace
Attacks: Claw 50% 1D10+db (bleeding)
Skills: Dodge 30%, Hide 30%, Jump 20%, Listen 35%, Sense 50%, Spot 35%, Stealth 20%, Track 30%
Powers: Super Sense (Infrared Vision) 2, Mind Blast

-Rognar-

Saturday, July 30, 2011

Weird War II monster factory 2

Devil Dogs are the second most common of the dimensional horrors, after racknees. The size of a riding horse, but with the ferocity of a badger, devil dogs are a nightmare of fangs and claws. They are not as fast as racknees, so they often fall upon victims already crippled by the smaller, faster abominations that precede them. Otherwise, they use their greater strength to hunt prey which has managed to find some protection from racknees, such has locking themselves in a car or room.


STR 4D6+3 (ave. 17)
CON 3D6 (ave. 10-11)
SIZ 3D6+6 (ave. 16-17)
INT 5
POW 2D6 (ave. 7)
DEX 2D6+6 (ave. 13)
APP 1D6 (ave. 3-4)
Move: 10 Hit points: 13-14 Damage bonus: +1D6
Armour: 2 pt hide
Attacks: Bite 50% 1D8+db (bleeding)
Skills: Dodge 40%, Hide 30%, Jump 50%, Listen 35%, Sense 50%, Spot 35%, Stealth 40%, Track 50%
Powers: Super Sense (Infrared Vision) 2

-Rognar-

Weird War II monster factory 1

This new series of posts will reveal new monsters created for my "Tommies at the Gates of Hell" Weird War II campaign for BRP. Only monsters that have already appeared in the campaign, now into its third session, will be presented.

Though details are sketchy at this point, it is clear that Nazi scientists have released some kind of monster apocalypse upon the war-ravaged European continent. The carnage has been horrific. The Allies are in full retreat, leaving civilians behind to face an onslaught of horrors from some alien dimension. Whole nations have been depopulated, including Germany itself.

Small pockets of survivors struggle daily against the waves of alien abominations that sweep across the land, including a small group of British soldiers and Belgian civilians near the city of Rochfort. This is where the story begins.

The Horrors:

Racknees are six-legged arachnoids the size of large dogs, but with the speed of a race horse. Though not displaying any discernible intelligence, racknees are exceedingly cruel. They rarely kill their prey immediately, preferring instead to take one or two large bites from the victim's legs or flanks and then moving on, leaving the wounded person or animal to bleed out.


STR 2D6+6 (ave. 13)
CON 3D6 (ave. 10-11)
SIZ 1D6+3 (ave. 6-7)
INT 5
POW 2D6 (ave. 7)
DEX 3D6+6 (ave. 16-17)
APP 1D6 (ave. 3-4)
Move: 12 Hit points:8-9 Damage bonus: none
Armour: 2 pt carapace
Attacks: Bite 50% 1D10+db (bleeding)
Skills: Dodge 50%, Hide 40%, Jump 50%, Listen 35%, Sense 50%, Spot 35%, Stealth 40%, Track 30%
Powers: Super Sense (Infrared Vision) 2

-Rognar-

Rippin' on...World of Darkness

Zack and Steve are back. I've never heard of this particular White Wolf offering, but I never was a WoD fan anyway.

Mummy: The Resurrection

-Rognar-

Tuesday, July 26, 2011

Ultimate Combat Cometh!

This is the time of year I probably hate most as a gamer. All of the good stuff is getting released at GenCon and there are sneak previews all over the internet.

Last year it was Paizo's Advanced Player's Guide that had me all worked up and this year its Ultimate Combat. Ultimate magic came out in the Spring and it was good but wasn't stuffed full of awesomeness as I had hoped. Some of the previews already have me drooling. It looks like they are making monks awesome and throwing lots of bones to most of the other melee type classes.

Of course even after I have it in my hands, I'll have ideas for dozen of awesome characters. Although, as I will be DMing next, I could slide them in and throw them at the players...

Friday, July 22, 2011

What is the future of manned space exploration?

With the end of the Space Shuttle program and no new generation of manned space vehicle on the horizon for the United States, those of us who care about the future are naturally concerned. Sure, the Russians have their Soyuz program and the Chinese seem to have every intention of being the second country to put a man on the Moon, but without the Americans in the game, it seems the exploration and eventual colonization of the Solar System is becoming ever more the realm of science fiction. I have heard some suggest the future of American manned space exploration is actually better off without NASA. They believe private companies like SpaceX can do it for less money. I don't doubt that private enterprise can handle routine low Earth orbit operations such as launching satellites or shuttling personnel to the International Space Station, but are we ever going to see a manned mission to Mars, for example, from a private company? I seriously doubt it. Where is the profit in it? There's little evidence to suggest there are any resources of value to us on Mars, at least in the short term. No question, the resources of the Solar System are vast. One can imagine limitless solar energy or asteroid mining for all the raw materials the human race would need for the next ten thousand years, but these are extremely long-term efforts. Most financiers don't want to invest in projects that won't see a return for centuries. So what is the future of manned space exploration? I see three scenarios.

One, we let the Chinese do the heavy lifting for awhile. In other words, we do nothing. It's definitely the path of least resistance and there is no law of the universe that says the future belongs to English-speaking peoples. Maybe the first space colonists will speak Mandarin.

Two, we get NASA back in the game. This is certainly a possibility, especially if the Americans get shocked by the successful launch of a manned Chinese lunar mission. It seems to be a question of timing and the current American debt crisis. Will the Americans pull themselves out of their malaise in time to get their space program back on track before the Chinese get too far ahead? It's hard to say, but in my experience, it's never a good idea to bet against the Americans.

Three, turn space exploration into a non-profit, charitable endeavor. Wait...what? Admittedly, this is an unconventional idea, but I think there are a lot of people who would like to contribute to space exploration. First, there are private individuals. Millions of Americans (and Canadians) who dream about our future in space might be willing to make small tax-deductible donations to a manned space program. Even more importantly, big investors could benefit from tax incentives as well in order to get access to the billions of dollars required for manned space flight. I envision a manned mission to Mars involving some input from NASA, private companies like SpaceX and non-profit space exploration organizations working together. If we don't want to see the future of the human race shaped by the regressive, totalitarian regime in Beijing, this may be the only way.

Thoughts?

-Rognar-

Wednesday, July 20, 2011

Yay! More RuneQuest

As mentioned previously, Mongoose has unburdened itself of RuneQuest and Glorantha, but will continue to publish its MRQII rules in a new game called Legend. Now, two of the game designers that worked on MRQII have started their own company and negotiated the rights to RuneQuest from Issaries and will release a new edition, RuneQuest 6, next year. This will make four major tabletop rpgs in print, Basic RolePlaying, Call of Cthulhu, Legend and RuneQuest 6 based on the BRP game engine. Does this represent a renaissance for the venerable system? My guess is probably not. I don't get the sense that a gritty and realistic game like BRP appeals to the younger gamer looking for the anime-inspired hyperpowerful characters wielding ridiculously oversized weapons. Still, it seems the game has endured and continues to attract a following. I just hope they don't oversaturate the market.

-Rognar-

Thursday, July 07, 2011

Rippin' on D&D 3.5 monsters

Zack and Steve really reached out for an odd one this time, the Monster Manual IV. Dragonspawn, oh the horror!

Monster Manual IV

-Rognar-

Paizo Ascendant

The Paizosphere is all abuzz about this forum posting. The big boss lady at Paizo is certainly a source of some authority, so it's taken as at least somewhat credible. A few blogs have taken up the discussion, noticing, among other things, that Pathfinder occupies the top 2 spots on the fantasy gaming bestsellers list at Amazon.com. Well, the domination is even more pronounced here in Canada. The Amazon.ca fantasy gaming list has Pathfinder holding down the top 5 spots and 6 of the top 8, with no WotC product appearing until the 9th spot. Now, as others have noted, these numbers may be deceiving. WotC has been moving toward a different business model recently, with a greater emphasis on online, subscription-based gaming. It seems clear, however, that as far as traditional tabletop role-playing is concerned, the type of gaming in which a group of friends gather around a table to drink Mountain Dew (or, in my case, Coke Zero) and throw dice, increasingly, the game of choice is Pathfinder (especially in Canada).

-Rognar-

Monday, July 04, 2011

Michael Bay - I just can't quit you

So I went to see Transformers 3: Dark of the Moon 3D over the weekend. I've seen every one of the movies in the series despite having absolutely no attachment to the franchise at all. I was too old to embrace the Transformers when they were first introduced and, quite honestly, I find the idea of hyper-advanced robots that transform into pickup trucks and tapedecks to be ridiculous. Yet, despite the mountain of criticism directed at him from many quarters and the lack of quality material to work with from either the source material or his actors, Michael Bay does one thing better than anyone in the business. He knows how to direct a kick-ass action sequence. If you can endure the interminable sections of the film in which Sam Witwicky (Shia Lebeouf) bemoans his miserable life (despite being on his second supermodel girlfriend), the payoff is well worth it, as the climactic battle sequence for the salvation of the human race is simply awesome. Disengage your brain and enjoy the eye candy.

-Rognar-

New Pathfinder books announced

Not surprisingly, the next hardcover Pathfinder rulebook to be released after Ultimate Combat will be another bestiary. More interesting is what Paizo just announced will follow, the Pathfinder Advanced Race Guide. I am particularly stoked about the inclusion of monster races as PCs. Complete rules for playing drow, tieflings, goblins, etc. will be a much needed addition to the game. Too bad it's ten months away.

-Rognar-

HeroLab

I am constantly building characters examining the classes trying to figure out what does and doesn't work. To speed the character building process I've found a number of spread sheets that do most of the work for me. They are never perfect and I always have make manual adjustments for things they are not equipped to handle. It would be nice if I could find a product that could do everything.

HeroLab is a pretty good product. I bought the base package for $30 and then the APG and Ultimate Combat for $10 each. It has lots of cool features but the thing I'm most impressed with so far is how well it handles archetypes. There are a bunch of features I haven't really played with yet. It could be a great GM tool if all of the encounters were preplanned in the software with all the NPCs and monsters loaded. The tactical display can monitor initiative, any status effects in play, give you a quick view of spells available, hit bonuses and damage, and even has a complicated dice roller. I mean if you fully loaded the software with everything you need, you could easily use it to run every combat. I would probably track hit points separately, and you have to look up the details for some spells but for the most part it does it all.

When I assume the DM mantle I'm strongly considering loading all the monsters and NPCs into HeroLab and see how well it works. Last time I was DM, I had a small stack of notes and character sheets that proved a bit tricky to manage. It could prove very helpful. I'd have to buy the two Bestiary add-ins first. Maybe next paycheck.

Thursday, June 23, 2011

Cthulhu's ongoing war against CthulhuTech

Few games in recent memory have had to overcome more hurdles than Wildfire's CthulhuTech. Originally published by Mongoose, that relationship ended very quickly. It was soon followed up by Catalyst Game Labs, which published the bulk of the game books until an allegation of financial wrongdoing on the part of one of CGL's owners forced Wildfire to seek out yet another publisher. That new publisher is Sandstorm. It seems, however, that the ongoing financial malaise (and the obvious ire of Great Cthulhu) is about to claim another victim. There is growing speculation on the interwebs that Sandstorm and/or CthulhuTech may be coming to the end of the road. These developments have further implications for other games as well. Although it could be argued that CthulhuTech was reaching the end of its cycle anyway with all the books that had been planned already published or in the pipeline, Wildfire's new game, The Void (aka, The Game Formerly known as Chthonian Stars) is just getting started. Will it, like CthulhuTech soon find itself orphaned (again, it was also originally going to be a Mongoose release) and looking for a new publisher? And what about Posthuman Studios and their game, Eclipse Phase, which is also published by Sandstorm? It seems to be a very bad time to be in the business of publishing tabletop rpgs with high production values that are not part of the D&D legacy. It may be that the only way for small publishers to stay afloat these days is to limit themselves to pdf and POD sales.

-Rognar-

Update: Forget speculation, here is confirmation. At least it appears The Void will see the light of day.