I'm a bit puzzled by Chaosium's monograph series. The monographs are publications written primarily by a single author and with limited editorial oversight by Chaosium staff. They typically present alternate settings for the Call of Cthulhu. What I'm not clear on however, is how the works are commissioned. Are they little more than well-written fan scripts that have been submitted unsolicited to Chaosium or are they written by freelancers who have been commissioned by the company? Because of this, I have been somewhat reluctant to purchase any of them (that and the fact I haven't run or played CoC in almost 20 years), figuring they would probably be rather amateurish. Unlike many old-school gamers, I've never been enamoured with the DIY approach to game design and prefer to have my games complete and play-tested before I buy.
So it was with some reluctance that I decided to buy the pdf for Cthulhu Rising, a monograph by John Ossoway detailing a far future (but pre-End Times) setting for Call of Cthulhu. The mundane aspects of the setting are pretty standard fare for space-based game settings. The earth nations are balkanized, but there is a beefed-up version of the UN mandated to ensure we all play nice. There are scheming megacorporations and rebellious colonies, space pirates, rogue mercenaries and shadowy government telepaths. One notable omission from the usual list of space age tropes is aliens. As is common in the space horror genre, aliens are not our friends. They are either unknowable puppetmasters or vicious anthropophages and when you are talking about the Cthulhu Mythos, they can be both.
Cthulhu Rising starts out with a detailed timeline of the next 261 years of future history complete with the obligatory "2271: NOW" ending. I didn't know people still did those things. I thought they went the way of van murals and guitar solos. After that is a brief, but useful description of technology, politics and explored space in the 23rd century. This is, in turn, followed by a few pages on the Cthulhu Mythos and how it relates to the setting. All the setting material is sufficiently thin to allow GMs to customize their own settings with little need to edit.
The next section deals with character generation. There isn't much in here that varies from the basic Call of Cthulhu rules. At this point, I should clarify that I own the 3rd edition rules of CoC. The game is currently in its 6th edition. I also do not own Basic Role-Playing (BRP), the generic game system upon which CoC is run. So, some of the things I am about to write may be rendered moot by more recent versions of the rules of which I am not aware. So, a few changes included in this section include hit location hit points and melee damage modifiers for high STR+SIZ. There are also bonuses for high ability scores based on a classification scheme of skills presented by the author. One of the problems with Cthulhu Rising pops up here. There is no listing of which skills fall into which category. Some are obvious. For example, knowledge skills should be fairly self-evident. However, there are likely to be some toss-ups when categorizing manipulation skills vs. agility skills, for example. Indeed, weapon skills are given special treatment in that Attack uses the manipulation modifier while Parry uses the agility modifier. This classification may appear in later editions of CoC or in BRP, but I'm not aware of it and, in any case, there are several new skills in Cthulhu Rising and the classifications are not provided for those either.
I do quite like the psionics section of this setting. Although there is no mention of it in the acknowledgements, I get a distinct Babylon 5 feel from it, right down to the use of the P-rating system and the existence of an organization called PsiCorps. PsiCorps is a branch of the Earth military in Cthulhu Rising, while another organization called MetaPol is a psionic investigation agency attached to another branch of government, the Federal Law Enforcement Authority (FLEA). The psionics aren't flashy and, much like in Babylon 5, most psychics are incapable of performing much more than minor feats of telepathy and precognition. Jedi-style telekinesis is possible, but requires an extremely high rating which would be all but impossible to generate under normal conditions.
The rest of the book provides rules for high-tech and zero-G combat, as well as lists of equipment and weapons. Oddly, except for a few pages in the setting section, there is very little about the Cthulhu Mythos in Cthulhu Rising. It turns out, that sort of information is intended to be provided in supplements dealing with different parts of human space. The first of these is called Jovian Nightmares, which I will review in the near future. All in all, Cthulhu Rising is decent, if a bit dull. A motivated GM could take it as a starting point to build something truly inspired. For the rest of us, I hope future supplements add some much-needed spice to the broth.
-Rognar-
Tuesday, October 12, 2010
Thursday, October 07, 2010
Rippin' on D&D
Zack and Steve brought their A game to the module B3: Palace of the Silver Princess. Funny stuff.
Palace of the Silver Princess, pt.1
-Rognar-
Palace of the Silver Princess, pt.1
-Rognar-
Tuesday, October 05, 2010
What kind of group do you play with?
Yesterday, I was reading about Christian's ongoing attrition problem at Destination Unknown. I certainly can relate to his problem, we've all been there. But what really struck me was how different a group of players he has/had as compared to our little band of brothers. The players Christian lost from his group include two actors and two screenwriters. Can you imagine a more different collection of folks than our group? Ok, maybe the "Playing D&D with Porn Stars" group. Still, look at us, computer geeks, geoscientists and a teacher compared to a bunch of artsy Hollywood types. One can only imagine how different the style of play must be. I suppose Christian's players are probably a lot more comfortable with the role-playing aspects of the game. It is, after all, what actors do. We science-and-technology types are far more at ease with numbers and machines. I guess that's why we like rules-heavy games with a lot of chargen options. Perhaps it's not surprising that our teacher is the most enthusiastic role-player of the group.
-Rognar-
-Rognar-
2300 AD is coming back...and it's Traveller!
Back in the '70s and especially the '80s, Game Designers' Workshop (GDW) was a big player in the tabletop rpg and wargame business. They had some major successes, most notably Traveller, and some stinkers (anyone remember Dangerous Journeys?). They introduced the steampunk genre to gaming with Space: 1889 and played on our worst Cold War fears of nuclear annihilation with Twilight: 2000. Since the group I played with throughout the '80s was not interested in playing anything except AD&D, I never had much of an opportunity to try out any GDW games until years after their initial release. The only one that really caught my attention was MegaTraveller. My reaction to that game was lukewarm and with so many other games to try, such as GURPS and Call of Cthulhu, I never really went back to GDW.
Well, recently I have rediscovered Traveller, thanks to the new coat of paint it has received from Mongoose. The folks from Swindon have really breathed new life into the Traveller game engine by adapting the rules to a number of IPs including Babylon 5 and Judge Dredd. Later this month, Traveller will meet Lovecraft with the release of Chthonian Stars and I have just learned that next year, Mongoose intends to revive another GDW classic with the release of 2300 AD, again using the Traveller game system.
I never tried the original back in the '80s, but the setting intrigued me. It takes place a few centuries after the Twilight War (the nuclear war described in the Twilight: 2000 game). France, which chose to sit out the war (insert cheese-eating surrender monkey joke here), is now the most powerful country on earth and has created a sizable interstellar empire. The Americans and the Chinese, having had to rebuild after the war, also have interstellar empires, though smaller than that of the French. In addition to their own mutual hostilities, the human space empires have to deal with an alien race which has a biological imperative to make war. All of this takes place in a much smaller milieu than the Third Imperium setting of Traveller, something I much appreciate. I will be watching closely for this one.
-Rognar-
Well, recently I have rediscovered Traveller, thanks to the new coat of paint it has received from Mongoose. The folks from Swindon have really breathed new life into the Traveller game engine by adapting the rules to a number of IPs including Babylon 5 and Judge Dredd. Later this month, Traveller will meet Lovecraft with the release of Chthonian Stars and I have just learned that next year, Mongoose intends to revive another GDW classic with the release of 2300 AD, again using the Traveller game system.
I never tried the original back in the '80s, but the setting intrigued me. It takes place a few centuries after the Twilight War (the nuclear war described in the Twilight: 2000 game). France, which chose to sit out the war (insert cheese-eating surrender monkey joke here), is now the most powerful country on earth and has created a sizable interstellar empire. The Americans and the Chinese, having had to rebuild after the war, also have interstellar empires, though smaller than that of the French. In addition to their own mutual hostilities, the human space empires have to deal with an alien race which has a biological imperative to make war. All of this takes place in a much smaller milieu than the Third Imperium setting of Traveller, something I much appreciate. I will be watching closely for this one.
-Rognar-
Wednesday, September 29, 2010
Skyline trailer...my mind is blown
What is better than movies about alien invasions or giant monsters? How about a movie about an alien invasion with giant monsters? Needless to say, I anxiously await the release of Skyline. Damn!
-Rognar-
-Rognar-
Tuesday, September 21, 2010
So, what's on your iPod?, pt.7

The latest release by Sabaton can best be described as more of the same. Of course, if you liked what they've done in the past, you will probably find little to fault in Coat of Arms. It has the same staccato guitar riffs we've come to expect as well as the usual collection of war-themed songs. This most recent release includes songs dealing with such topics as the Holocaust, the Battle of Thermopylae and Simo Häyhä, famed Finnish sniper from WWII. Solid cuts from the album include "Midway" (about the WWII battle of the same name) and "Wehrmacht" (about the Nazi war machine and the toll of war upon individual soldiers). Sabaton has also returned to the habit of releasing a heavy metal tribute song (called "Metal Ripper"), a tradition they started with Primo Victoria (2005) and Attero Dominatus (2006), but which they abandoned with The Art of War (2008).
-Rognar-
New Pathfinder playtest - the Magus
Paizo has revealed its first playtest for the upcoming Ultimate Magic book expected next year. The new playtest unleashes a new base class, the Magus, an arcane spellcaster/fighter combination. Of course, the proof is in the play, but my first thought upon looking at it was that the Eldritch Knight prestige class has just been rendered obsolete. Heck, they even use a new version of the Eldritch Knight iconic art to illustrate the pdf (although I'm sure a new iconic will be commissioned for the final product).
-Rognar-
Update: Upon further perusal, the Spell Combat class feature of the Magus looks awesome, maybe too awesome. I wouldn't be surprised to see it nerfed in the final product. The ability to make a full attack and cast a spell in the same round, even with the penalties on both the attacks and the concentration check (which are reduced to zero at higher levels anyway) is a potential gamebreaker.
-Rognar-
Update: Upon further perusal, the Spell Combat class feature of the Magus looks awesome, maybe too awesome. I wouldn't be surprised to see it nerfed in the final product. The ability to make a full attack and cast a spell in the same round, even with the penalties on both the attacks and the concentration check (which are reduced to zero at higher levels anyway) is a potential gamebreaker.
Thursday, September 16, 2010
Rippin' on....erotic fan art...ummm...hmmm
Zack and Steve have gone in a different direction this time, presenting the best of the fan-created, erotic D&D monster art they requested a few weeks ago. I cannot begin to describe all that is wrong with this, but there is some nice Erol Otus parody in there. Just check it out.
erotic monster art
-Rognar-
erotic monster art
-Rognar-
Monday, September 13, 2010
A query of gaming preferences
I know that most of my readers mainly play some incarnation of Dungeons and Dragons, be it D&D 3.x/Pathfinder, some form of "old-school" D&D or, dare I speak the name, D&D 4e. I'm guessing most of you play your edition of D&D because it is your favourite tabletop rpg, although the availability of players may also be a factor. I am curious, though, what is your second favourite role-playing game or do you even have one? I know it may be difficult to decide. I have gone through periods when Call of Cthulhu, Traveller, Star Frontiers, GURPS and various Star Wars-based rpgs have held that vaunted second spot. I think the recent Mongoose reboot of Traveller and the subsequent expansion of the game to other settings may make that game my no.2 right now. What about you guys?
-Rognar-
-Rognar-
Friday, September 10, 2010
Pathfinder Inquisitor: cool, oh wait, ok yeah, cool
Over the last few weeks, I have had an opportunity to assess the new base classes in the Pathfinder Advanced Player's Guide. My favourite is without doubt, the Alchemist. It offers interesting new capabilities to the game instead of simply repackaging options that already exist from other classes. I am also intrigued by the Summoner class, but I will reserve judgement until I see one in play. The Witch seems to be a fairly effective choice. The hex abilities are decent and the spell selection is nice, but I can't get past the feeling that the Witch is just a slightly different version of the Sorcerer with a bit of healing ability thrown in. A playable class, but not one that inspires me. The Oracle has a similar problem, it's a Sorcerer except it uses divine magic rather than arcane. Again, playable, but not especially interesting. The Cavalier is simpy boring, a fighter who rides a horse. The class features of the Cavalier are nowhere near as useful as the bonus feats of the actual Fighter class.
That leaves the Inquisitor class. This one has a lot to recommend it. The Judgment class feature is excellent and useful in a lot of different situations. There are lots of skills and lots of nice utilitarian capabilities like Track and Monster Lore. The true killer ability of the class, however, is Bane. The inquisitor can, as a swift action, imbue his weapon with the bane special ability, selecting whatever creature type he wants. Damn! He can even change the creature type as a swift action. The only restriction is that the ability can only be used for a number of rounds per day equal to the inquisitor's level. Still, that's awesome and at 12th level, the Greater Bane class feature doubles the bonus damage. The Inquisitor even has a unique feature called Stalwart. It's sort of like Evasion, but it applies to spells that require a Fort or Will save instead. A spell like disintegrate, which still causes damage with a successful Fort save, would instead do no damage if the saving throw was made. Yet, despite all this juicy goodness, I had one of those "aw hell!" moments when I noticed the Inquisitor gets a bunch of teamwork feats. I hate teamwork feats. In my experience, most gamers are lone wolf types. Sure, they can work together if the situation demands it, but they sure as heck aren't going to design their characters with cooperation as the central theme. After all, your teamwork feats are useless if you can't get some other guys in the group to commit to taking them as well. Happily, I noticed the Solo Tactics class feature of the Inquisitor, which allows him to derive benefit from his teamwork feats even if his fellow party members don't have them, as long as the other requirements are met. Since the other requirements are situational and not hardwired into the character design, they are easy to meet. So, with that poison pill thoroughly neutralized, I am happy to put the Inquisitor class near the top of my list of base classes. I still like the Alchemist a bit more, but the Inquisitor rocks. I might even start multiclassing my current cleric character.
-Rognar-
That leaves the Inquisitor class. This one has a lot to recommend it. The Judgment class feature is excellent and useful in a lot of different situations. There are lots of skills and lots of nice utilitarian capabilities like Track and Monster Lore. The true killer ability of the class, however, is Bane. The inquisitor can, as a swift action, imbue his weapon with the bane special ability, selecting whatever creature type he wants. Damn! He can even change the creature type as a swift action. The only restriction is that the ability can only be used for a number of rounds per day equal to the inquisitor's level. Still, that's awesome and at 12th level, the Greater Bane class feature doubles the bonus damage. The Inquisitor even has a unique feature called Stalwart. It's sort of like Evasion, but it applies to spells that require a Fort or Will save instead. A spell like disintegrate, which still causes damage with a successful Fort save, would instead do no damage if the saving throw was made. Yet, despite all this juicy goodness, I had one of those "aw hell!" moments when I noticed the Inquisitor gets a bunch of teamwork feats. I hate teamwork feats. In my experience, most gamers are lone wolf types. Sure, they can work together if the situation demands it, but they sure as heck aren't going to design their characters with cooperation as the central theme. After all, your teamwork feats are useless if you can't get some other guys in the group to commit to taking them as well. Happily, I noticed the Solo Tactics class feature of the Inquisitor, which allows him to derive benefit from his teamwork feats even if his fellow party members don't have them, as long as the other requirements are met. Since the other requirements are situational and not hardwired into the character design, they are easy to meet. So, with that poison pill thoroughly neutralized, I am happy to put the Inquisitor class near the top of my list of base classes. I still like the Alchemist a bit more, but the Inquisitor rocks. I might even start multiclassing my current cleric character.
-Rognar-
Wednesday, September 08, 2010
Chthonian Stars, the "ch" is silent
It is with growing anticipation that I await the arrival of Chthonian Stars by Mongoose, due for release next month. Much to my delight, there has been a recent upsurge in interest in the space horror genre in the table-top rpg community. Two companies in particular, Wildfire and Posthuman Studios, have led the way with CthulhuTech and Eclipse Phase respectively. Both games have much to recommend them, in terms of game setting. The former embraces the supernatural, in the form of the Cthulhu mythos, while the latter takes a more hard sci-fi approach, with malevolent AIs and aliens serving as the main antagonists. Still, both games have features which dissuade me from embracing them wholeheartedly. In the case of CthulhuTech, the inclusion of anime stylings and a gimmicky game engine have turned me off. Eclipse Phase is somewhat more promising, but the complexity of the game is a bit much for my middle-aged brain to fully master. The d100 game engine is simple enough, but the chargen process is byzantine and the sheer volume of options would leave me at the mercy of my younger and more intellectually-agile gaming buddies were I to attempt to run a campaign.
Enter Chthonian Stars. First off, it employs the venerable Traveller engine. Nice, no surprises there. The setting seems to be nothing short of awesome. It is the 22nd century. Humanity has reached new heights. Technology has made it possible to populate the solar system. The ecological destruction of the industrial age has begun to heal. War has been rendered obsolete and the future holds the promise of even greater success for the human race. Time to put a stop to all that.
Something primeval and malevolent approaches from the interstellar void and long-dormant horrors have heard its call. Random acts of brutal violence are reported. Ships and people disappear. Strange celestial occurrences are observed. The very edge of the solar system, once seen as the new frontier, is increasingly viewed with dread, a place of nightmares and monsters from the void. And out there, ever vigilant in the Kuiper Belt is Warden 4, the Lighthouse, humanity's most distant outpost, where the Wardens, the Unified World Council's most elite agents, observe and prepare for the arrival of the Chthonian star. How much cool can you stand?
To the guys at Wildfire and Mongoose, please don't mess this up.
-Rognar-
cross-posted at Rognar's Space Horror RPG Blog
Enter Chthonian Stars. First off, it employs the venerable Traveller engine. Nice, no surprises there. The setting seems to be nothing short of awesome. It is the 22nd century. Humanity has reached new heights. Technology has made it possible to populate the solar system. The ecological destruction of the industrial age has begun to heal. War has been rendered obsolete and the future holds the promise of even greater success for the human race. Time to put a stop to all that.
Something primeval and malevolent approaches from the interstellar void and long-dormant horrors have heard its call. Random acts of brutal violence are reported. Ships and people disappear. Strange celestial occurrences are observed. The very edge of the solar system, once seen as the new frontier, is increasingly viewed with dread, a place of nightmares and monsters from the void. And out there, ever vigilant in the Kuiper Belt is Warden 4, the Lighthouse, humanity's most distant outpost, where the Wardens, the Unified World Council's most elite agents, observe and prepare for the arrival of the Chthonian star. How much cool can you stand?
To the guys at Wildfire and Mongoose, please don't mess this up.
-Rognar-
cross-posted at Rognar's Space Horror RPG Blog
Tuesday, September 07, 2010
Rippin' on Marvel Super Heroes, again
I'm back in Cowtown and catching up with all my regularly-scheduled activities, including blogging. Let's start off with the latest offering from Zack and Steve as they once again lay a smack down on TSR's Marvel Super Heroes game, this time, the first module, MH-1: The Breeder Bombs.
Marvel Super Heroes
-Rognar-
Marvel Super Heroes
-Rognar-
Saturday, September 04, 2010
Riding out the storm
Tropical storm Earl has seen fit to keep me back east for another day. I'm watching the trees sway right now and hoping the power stays on, all the while keeping a couple of fidgety preschoolers occupied. See you all in a couple of days.
-Rognar-
-Rognar-
Thursday, September 02, 2010
Pathfinder Fiction
In every Pathfinder Adventure path book since the very beginning there has been a serialized fiction section. In the newer APs the fiction only spans the adventure path but the original story spanned the first 3 APs. They usually give you a feel for the setting of AP and are a decent read. Since I tend to hand off the books as fast as they come in I don't get a chance to read it until after we've played through it and by that point I often forget.
I was digging through my old issues and found that I had never finished reading the first story. I finished the first 6 parts but had never read the next 12. Well I went through them yesterday and was shocked. It totally sets up the Serpents Skull adventure path (the current one). I wonder if this was all part of the plan 4 years ago. Anyway after reading the fiction I now completely understand the opening illustration for the first part of Serpent's skull. It shows the final scene from the fiction.
I found this very cool and it makes me look forward to Serpent's Skull even more.
I was digging through my old issues and found that I had never finished reading the first story. I finished the first 6 parts but had never read the next 12. Well I went through them yesterday and was shocked. It totally sets up the Serpents Skull adventure path (the current one). I wonder if this was all part of the plan 4 years ago. Anyway after reading the fiction I now completely understand the opening illustration for the first part of Serpent's skull. It shows the final scene from the fiction.
I found this very cool and it makes me look forward to Serpent's Skull even more.
Friday, August 27, 2010
AFTK
Hi all. I'm on vacation in Quebec at the moment and heading to points further east. Regular posts will resume after Labour Day. Game on, y'all!
-Rognar-
-Rognar-
Thursday, August 19, 2010
Rippin' on Al-Qadim
At no point in the history of D&D did the number and utter stupidity of monsters reach a higher point than with AD&D 2e. Zack and Steve delve into the madness once again with a look at the Al-Qadim Monstrous Compendium Appendix.
Al-Qadim
-Rognar-
Al-Qadim
-Rognar-
Monday, August 16, 2010
The Expendables was Awesome! No, not really
I don't usually review things I don't like. It's not because I was raised to believe if you have nothing nice to say, don't say anything at all. It's simply because I don't know what to say other than this thing sucks. However, I have received a special request to review The Expendables and I always try to give the people what they want. So here goes. [Minor spoilers ahead (although the plot is so predictable, I'm not sure anything I write could spoil it)]
The Expendables are a group of mercenaries who do the jobs no one else can handle. There's the leader, Barney Ross (Stallone), the aging veteran who has seen it all, his lieutenant, Lee Christmas (Statham), knifefighter, advisor and the only guy with any apparent life outside of the unit, Yin Yang (Li), martial artist who is always lobbying for a bigger take (why? who knows?), Gunner Jensen (Lundgren), badass with a drug problem (gets cut from the group and turns on them, never saw that coming), Toll Road (Couture), the muscle (and a true thespian) and Hale Caesar (Crews), the large black man with a really big gun (a little something for the ladies, wink-wink). There is one additional member of the team, of course. It wouldn't be complete without the retired guy who gives out sage advice, has lots of contacts and runs the business (in this case, a tattoo parlour) where the guys all hang out between jobs. The old wise man is Tool (Rourke).
Now, I won't go into detail on the story itself, as it is pretty typical '80s-era action movie fare. A corrupt ex-CIA agent and a Latin American generalissimo are in cahoots to grow and smuggle cocaine into the US. There's a girl, in this case, the fiery daughter of the generalissimo, who is working against her father. At first, the mercs want nothing to do with the situation, but Ross has feelings for the girl (kind of a father-daughter thing, we hope) and after hearing Tool tell a story of a life he could have saved, but didn't, and the guilt he's lived with ever since, Ross decides he's going to do the right thing. Of course, he intends to do it alone and, of course, his team will have none of that. What follows is a lot of explosions, gunplay and martial arts, all of it awesome. All the bad guys get their comeuppance, all the good guys walk away with barely a scratch and the turncoat is redeemed. Yay for us!
Now for the bad part, the acting and the dialogue in this movie was atrocious. Sure, when we go to a Stallone movie, we don't expect to see Brando or Olivier. But even by the low standards we've come to expect from such films, this was awful. Listening to Randy Couture talk about his therapy and his obvious neurosis about his cauliflower ear was literally painful. It felt like a junior high school public-speaking assignment when the most introverted girl in the class gets up to present her talk on the parallels between Romeo and Juliet and Twilight. Even the brief scene with Stallone, Schwarzenegger and Willis, three giants of my adolescence and early adulthood, was clunky and forced, although I will say, it ended on a high note with the best line of the movie. Basically, every minute of the movie in which somebody is getting beaten up or shot at was cool. Every minute in between was dreadful. If you can overlook the wooden acting and clunky dialogue, go see it, but first be sure to declare 12 bucks and two hours of your time expendable.
-Rognar-
Update: After a big opening weekend, Stallone is talking sequel. My advice, lose Couture and hire some real writers.
The Expendables are a group of mercenaries who do the jobs no one else can handle. There's the leader, Barney Ross (Stallone), the aging veteran who has seen it all, his lieutenant, Lee Christmas (Statham), knifefighter, advisor and the only guy with any apparent life outside of the unit, Yin Yang (Li), martial artist who is always lobbying for a bigger take (why? who knows?), Gunner Jensen (Lundgren), badass with a drug problem (gets cut from the group and turns on them, never saw that coming), Toll Road (Couture), the muscle (and a true thespian) and Hale Caesar (Crews), the large black man with a really big gun (a little something for the ladies, wink-wink). There is one additional member of the team, of course. It wouldn't be complete without the retired guy who gives out sage advice, has lots of contacts and runs the business (in this case, a tattoo parlour) where the guys all hang out between jobs. The old wise man is Tool (Rourke).
Now, I won't go into detail on the story itself, as it is pretty typical '80s-era action movie fare. A corrupt ex-CIA agent and a Latin American generalissimo are in cahoots to grow and smuggle cocaine into the US. There's a girl, in this case, the fiery daughter of the generalissimo, who is working against her father. At first, the mercs want nothing to do with the situation, but Ross has feelings for the girl (kind of a father-daughter thing, we hope) and after hearing Tool tell a story of a life he could have saved, but didn't, and the guilt he's lived with ever since, Ross decides he's going to do the right thing. Of course, he intends to do it alone and, of course, his team will have none of that. What follows is a lot of explosions, gunplay and martial arts, all of it awesome. All the bad guys get their comeuppance, all the good guys walk away with barely a scratch and the turncoat is redeemed. Yay for us!
Now for the bad part, the acting and the dialogue in this movie was atrocious. Sure, when we go to a Stallone movie, we don't expect to see Brando or Olivier. But even by the low standards we've come to expect from such films, this was awful. Listening to Randy Couture talk about his therapy and his obvious neurosis about his cauliflower ear was literally painful. It felt like a junior high school public-speaking assignment when the most introverted girl in the class gets up to present her talk on the parallels between Romeo and Juliet and Twilight. Even the brief scene with Stallone, Schwarzenegger and Willis, three giants of my adolescence and early adulthood, was clunky and forced, although I will say, it ended on a high note with the best line of the movie. Basically, every minute of the movie in which somebody is getting beaten up or shot at was cool. Every minute in between was dreadful. If you can overlook the wooden acting and clunky dialogue, go see it, but first be sure to declare 12 bucks and two hours of your time expendable.
-Rognar-
Update: After a big opening weekend, Stallone is talking sequel. My advice, lose Couture and hire some real writers.
Tuesday, August 10, 2010
Two things I like in the Pathfinder APG
Maybe the power creep of D&D 3.5 has spoiled me a bit, but when I picked up the new Pathfinder Advanced Player's Guide, I was expecting a lot more "That's awesome!" moments than I actually had. Come to think about it, there really weren't any such moments. That may be a good thing because it means Pathfinder isn't going to follow the path of ever more exotic and powerful classes and abilities. Still, I think some classes needed help. Some, like the monk, got it. Others, like the cleric, not so much. Still, there were a couple of things I did like enough to be noteworthy.
Cleric subdomains. Okay, let's face it. Clerics suck to play. You've got to have one for the healing, but playing one is like being someone's personal assistant. They are supposed to be good at combat, but they mostly just get in the way of the real warriors. They don't get much offensive magical ability unless they're evil or fighting undead. Finally, to rub salt into the wounds, they have a bunch of "1 round-per-level" buffing spells. These are truly the most hateful and fun-killing invention in the history of D&D (ok, second after level drain). You can't cast them ahead of time, because they will expire before the next fight. You can't cast them at the beginning of a fight, because by the time you get a decent buff going (typically 3 or 4 spells), the fight is all but over. Sure, you can cast quickened versions, if you want to give up 5th-level spells to cast 1st-level ones, but it doesn't take a genius to see the problem with that. So, what are you left with, channeling and domain powers. The former used to be awesome late in the D&D 3.5 cycle with all the channeling feats, but if you're playing pure Pathfinder, those are gone and what you are left with is an occasional weapon against some exotic opponents and yet another source of healing. Yawn! So, finally, we come to domain powers. There are definitely some cool ones. The domains of War, Protection and Good are particularly sweet. The problem is, designing cleric characters based on a few decent domain powers really limits options and who wants that? Enter subdomains. As the name implies, subdomains are incorporated into domains and act like alternative class features. They don't completely replace the domain, but typically provide one alternate domain power and a few alternate domain spells. The best ones are those that salvage an otherwise useless domain. One I really like is the Feather subdomain of the Animal domain. The latter gives the ability to speak with animals and an animal companion. Yeah, I know. But substitute the Feather subdomain and you give up the talking animals in exchange for a nice Perception skill bonus. You also get feather fall and fly as domain spells.
The Alchemist base class. I loved it in the playtest and I still love it now. There have been many attempts in the past to incorporate pseudotechnology into the D&D rules. Even when done well, such as Monte Cook's Chaositech, it never seemed to catch on. I think it's hard to balance the requirements that pseudotechnology feel different from magic, but be approximately equal to magic in usefulness. The Pathfinder alchemist seems to have finally achieved that. It will be interesting to see if the designers make some effort to incorporate other technologies like steam, clockwork and blackpowder weapons in future supplements. There are third-party publishers who have released 3.x-compatible products dealing with these, such as Dave Arneson's Blackmoor Clock & Steam from Zeitgeist Games and The Tome of Secrets from Adamant Entertainment, but wider acceptance is only achieved when new rules are included in official products.
-Rognar-
Cleric subdomains. Okay, let's face it. Clerics suck to play. You've got to have one for the healing, but playing one is like being someone's personal assistant. They are supposed to be good at combat, but they mostly just get in the way of the real warriors. They don't get much offensive magical ability unless they're evil or fighting undead. Finally, to rub salt into the wounds, they have a bunch of "1 round-per-level" buffing spells. These are truly the most hateful and fun-killing invention in the history of D&D (ok, second after level drain). You can't cast them ahead of time, because they will expire before the next fight. You can't cast them at the beginning of a fight, because by the time you get a decent buff going (typically 3 or 4 spells), the fight is all but over. Sure, you can cast quickened versions, if you want to give up 5th-level spells to cast 1st-level ones, but it doesn't take a genius to see the problem with that. So, what are you left with, channeling and domain powers. The former used to be awesome late in the D&D 3.5 cycle with all the channeling feats, but if you're playing pure Pathfinder, those are gone and what you are left with is an occasional weapon against some exotic opponents and yet another source of healing. Yawn! So, finally, we come to domain powers. There are definitely some cool ones. The domains of War, Protection and Good are particularly sweet. The problem is, designing cleric characters based on a few decent domain powers really limits options and who wants that? Enter subdomains. As the name implies, subdomains are incorporated into domains and act like alternative class features. They don't completely replace the domain, but typically provide one alternate domain power and a few alternate domain spells. The best ones are those that salvage an otherwise useless domain. One I really like is the Feather subdomain of the Animal domain. The latter gives the ability to speak with animals and an animal companion. Yeah, I know. But substitute the Feather subdomain and you give up the talking animals in exchange for a nice Perception skill bonus. You also get feather fall and fly as domain spells.
The Alchemist base class. I loved it in the playtest and I still love it now. There have been many attempts in the past to incorporate pseudotechnology into the D&D rules. Even when done well, such as Monte Cook's Chaositech, it never seemed to catch on. I think it's hard to balance the requirements that pseudotechnology feel different from magic, but be approximately equal to magic in usefulness. The Pathfinder alchemist seems to have finally achieved that. It will be interesting to see if the designers make some effort to incorporate other technologies like steam, clockwork and blackpowder weapons in future supplements. There are third-party publishers who have released 3.x-compatible products dealing with these, such as Dave Arneson's Blackmoor Clock & Steam from Zeitgeist Games and The Tome of Secrets from Adamant Entertainment, but wider acceptance is only achieved when new rules are included in official products.
-Rognar-
Friday, August 06, 2010
Paizo dominates ENnies
Pathfinder has dominated the ENnies at Gencon this year, taking home a ton of awards including Best Game and Product of the Year. The success of Pathfinder has also earned Paizo the nod for Best Publisher. I'm also glad to see some recognition for the excellence of Eclipse Phase, which won for Best Writing and was runner-up for Product of the Year. I'm happy to see that my impeccable taste in games has been validated. All the results are presented at EN World.
-Rognar-
-Rognar-
Thursday, August 05, 2010
Pathfinder - Advanced Players Guide
Well I finally got my hands on a copy after drooling over the leaked bits for weeks.
I had a pretty good feel for most of the new classes from the free preview so it will take a while for me to go through the minor tweaks to see what they mean.
The optional alterations to the original classes are interesting. They are very similar to the class kits back form the 2E days. I was a bit disappointed with the rogue ones but the bard,monk (zen archer - woot!) and fighter had some really interesting ones.
There's some good feats too. An alchemy feat that leads to making cheap potions, and one that allows rogues another opportunity to do sneak attacks from range.
I'm only half way through the book (its so good, I'm actually not playing starcraft!) so it remains to be seen what other treasures lurk in the pages!
I had a pretty good feel for most of the new classes from the free preview so it will take a while for me to go through the minor tweaks to see what they mean.
The optional alterations to the original classes are interesting. They are very similar to the class kits back form the 2E days. I was a bit disappointed with the rogue ones but the bard,monk (zen archer - woot!) and fighter had some really interesting ones.
There's some good feats too. An alchemy feat that leads to making cheap potions, and one that allows rogues another opportunity to do sneak attacks from range.
I'm only half way through the book (its so good, I'm actually not playing starcraft!) so it remains to be seen what other treasures lurk in the pages!
Sunward - Eclipse Phase heats up
I'm not sure what I expected to see in the new Sunward: The Inner System sourcebook for Eclipse Phase. In hindsight, I suppose what it contains (which I will discuss below) is exactly what one would expect. Yet, somehow, I feel slightly disappointed. I bought the pdf from DriveThruRPG and have nothing negative to say about the production quality. The artwork is beautiful, the editing appears tight, it has a good ToC and index. The "hack pack" version I bought for $15 includes a printer-friendly map of the inner solar system as well as other goodies made available for use under the Creative Commons License. Really, I have nothing to complain about, so what's the problem?
Sunward: The Inner System is basically an encyclopedia of the inner solar system in the Eclipse Phase setting. It provides an exhaustive list of colonies and space stations throughout the inner system, from the hell mines of Mercury to the nomad settlements of the Martian outback to the luxurious Venusian aerostats, there are plenty of ideas and settings to exploit. I found two of these particularly inspiring and it may be a window into my soul that both are bleak and gritty. One is the "TITAN Quarantine Zone" or TQZ on Mars and the other is Earth itself. At this point, a little background may be in order. Eclipse Phase is set in the far (but not really far) future after a "war-against-the-machines" scenario. The machines, in this case, are the TITANs (Total Information Tactical Awareness Networks), military AIs, not unlike the famous Skynet, that turn on humanity. They don't simply nuke us to extinction, however. They collect our consciousnesses (usually by way of decapitation followed by download directly from the harvested brain) and store them for some unknown purpose. Most of humanity is slaughtered, but many escape offworld. The lucky ones are able to escape intact, but most are infugees, digital consciousnesses uploaded and stored in hope of one day earning the means to have a body or "morph" and becoming a functioning individual. Most never will. Anyway, the TITANs were not defeated, although the commonly held belief is that they were contained. The discovery of Pandora Gates, portals to other star systems, which have distinct TITAN design features lead most to conclude that the TITANs built them to leave the solar system completely. The problem is, even if the TITANs left for good (an open question, to be sure), they left behind most of their automated weapons. Nanoswarms and warbots patrol the scorched ruins of Earth's great cities, while dormant viruses lie in wait to infect any biomorph that encounters them. Yet, despite these horrors, small pockets of humanity remain on Earth, ten years after the Fall. Do these survivors look up to the heavens and wonder if rescue is just a few thousand kilometers away in the glittering space stations that orbit overhead or do they assume the TITANs must have pursued humanity to the very edge of the solar system and left none alive? How can one not find that compelling? In fact, the TITANs did pursue humanity beyond Earth, most notably to Luna, the near-Earth orbital habitats and Mars. The most troubling reminder of that pursuit is the TQZ on Mars. It is a little taste of what Earth is like on the most populated planet in the system. The same technological horrors inhabit the zone, yet for some reason, do not seek to expand for the moment. Imagine the role-playing possibilities. Corporate agents, separatist militants, desert nomads and TITAN technology, Mars is a pretty interesting place.
So, what about the crunch? I guess perhaps this is where I feel a bit let down. Maybe, there wasn't much left to offer after the core rulebook, but a paltry selection of new morphs, some rather silly (sun-worshipping space whales, WTF?), as well as new traits and gear. There's also a selection of new character templates. The Earth Survivor is the coolest damn thing I've seen in months, but the Martian Ranger, the Scavenger and the Siftrunner Techie are pretty sweet too. An encounter between a group of Scavengers in their flexbot morphs and Earth Survivors, looking like Tusken Raiders after ten years on a heavy diet of steroids and hate, would make for a pretty sweet evening of hardcore gaming. While Sunward is not everything I'd hoped for, it has a lot to offer and the hack pack is worth the extra few sheckels if you want to customize your game setting or maybe use some of the artwork for a blog or other website.
-Rognar-
cross-posted at Rognar's Space Horror RPG Blog
Sunward: The Inner System is basically an encyclopedia of the inner solar system in the Eclipse Phase setting. It provides an exhaustive list of colonies and space stations throughout the inner system, from the hell mines of Mercury to the nomad settlements of the Martian outback to the luxurious Venusian aerostats, there are plenty of ideas and settings to exploit. I found two of these particularly inspiring and it may be a window into my soul that both are bleak and gritty. One is the "TITAN Quarantine Zone" or TQZ on Mars and the other is Earth itself. At this point, a little background may be in order. Eclipse Phase is set in the far (but not really far) future after a "war-against-the-machines" scenario. The machines, in this case, are the TITANs (Total Information Tactical Awareness Networks), military AIs, not unlike the famous Skynet, that turn on humanity. They don't simply nuke us to extinction, however. They collect our consciousnesses (usually by way of decapitation followed by download directly from the harvested brain) and store them for some unknown purpose. Most of humanity is slaughtered, but many escape offworld. The lucky ones are able to escape intact, but most are infugees, digital consciousnesses uploaded and stored in hope of one day earning the means to have a body or "morph" and becoming a functioning individual. Most never will. Anyway, the TITANs were not defeated, although the commonly held belief is that they were contained. The discovery of Pandora Gates, portals to other star systems, which have distinct TITAN design features lead most to conclude that the TITANs built them to leave the solar system completely. The problem is, even if the TITANs left for good (an open question, to be sure), they left behind most of their automated weapons. Nanoswarms and warbots patrol the scorched ruins of Earth's great cities, while dormant viruses lie in wait to infect any biomorph that encounters them. Yet, despite these horrors, small pockets of humanity remain on Earth, ten years after the Fall. Do these survivors look up to the heavens and wonder if rescue is just a few thousand kilometers away in the glittering space stations that orbit overhead or do they assume the TITANs must have pursued humanity to the very edge of the solar system and left none alive? How can one not find that compelling? In fact, the TITANs did pursue humanity beyond Earth, most notably to Luna, the near-Earth orbital habitats and Mars. The most troubling reminder of that pursuit is the TQZ on Mars. It is a little taste of what Earth is like on the most populated planet in the system. The same technological horrors inhabit the zone, yet for some reason, do not seek to expand for the moment. Imagine the role-playing possibilities. Corporate agents, separatist militants, desert nomads and TITAN technology, Mars is a pretty interesting place.
So, what about the crunch? I guess perhaps this is where I feel a bit let down. Maybe, there wasn't much left to offer after the core rulebook, but a paltry selection of new morphs, some rather silly (sun-worshipping space whales, WTF?), as well as new traits and gear. There's also a selection of new character templates. The Earth Survivor is the coolest damn thing I've seen in months, but the Martian Ranger, the Scavenger and the Siftrunner Techie are pretty sweet too. An encounter between a group of Scavengers in their flexbot morphs and Earth Survivors, looking like Tusken Raiders after ten years on a heavy diet of steroids and hate, would make for a pretty sweet evening of hardcore gaming. While Sunward is not everything I'd hoped for, it has a lot to offer and the hack pack is worth the extra few sheckels if you want to customize your game setting or maybe use some of the artwork for a blog or other website.
-Rognar-
cross-posted at Rognar's Space Horror RPG Blog
Wednesday, August 04, 2010
I write like Arthur C. Clarke
Yeah, sure I do, if Clarke suffered a massive brain trauma and a partial lobotomy, perhaps.
-Rognar-
-Rognar-
Monday, August 02, 2010
Rippin' on Planescape
It was only a matter of time until Zack and Steve turned their attention to the wild and weird Planescape campaign setting.
Planescape
-Rognar-
Planescape
-Rognar-
Monday, July 26, 2010
Gaming Kingmaker
We've completed a year of nation-building in our Kingmaker campaign and have learned a few things about gaming the system. I will outline some basics and then suggest a house rule to make the building process more rational.
1.Build a Shrine early. It is the cheapest building unit in the game that makes items. A DC 20 Economy roll and you have 2 BP. A Shrine will pay for itself faster than anything else.
2.Pedal to the metal on Economy and Stability, Loyalty can wait. Your early goal is to make Economy rolls, so you want to up the Economy modifier with cheap units that give Economy bonuses, such as Smith, Tannery and Mill. These units also have the virtue of providing Stability bonuses as well. Missing Stability checks isn't quite as dire as missing Economy checks, but they do cause Unrest which penalizes your Economy rolls. If you start to get a few Unrest points, build some House units. You don't want to fall into an Unrest death spiral.
3.Don't expand too fast and keep your consumption at zero. Farmland reduces consumption. Claim and farm just enough hexes to keep your consumption at zero. Adding hexes makes your Control DC go up and makes it more likely you will fail your Economy rolls. You should always keep your Economy modifier close to your Control DC. I can't stress this enough, missing Economy checks sucks.
4.Take advantage of cost savings offered by big buildings. After you have a nice comfortable little barony, with Economy and Stability modifiers in the low 20s, take a few months to build your treasury and then build something big. It will save a fortune in future building costs. Also, plan ahead. Don't build a Market, then build a Waterfront. Hold off and build that Waterfront. The Market will be much cheaper.
We built our city with the intention of maximizing economic output and with little regard for logic or the wishes of the citizenry and the rules do not penalize us for it. For example, our town has a tannery, a smithy and a mill, but no shops, inns or taverns. The reason for this is because craftsmen tend to contribute to Economy and Stability, while services tend to contribute to Economy and Loyalty. Stability is more important than Loyalty, at least at the beginning, so the service sector gets neglected and the town's business profile becomes unbalanced. I think there is a simple and logical solution to this dilemma. Since the Stability of any nation depends, to some extent, on the general happiness of the people, make it a rule that the kingdom's Stability modifier can never be more than 5 points above the Loyalty modifier.
-Rognar-
1.Build a Shrine early. It is the cheapest building unit in the game that makes items. A DC 20 Economy roll and you have 2 BP. A Shrine will pay for itself faster than anything else.
2.Pedal to the metal on Economy and Stability, Loyalty can wait. Your early goal is to make Economy rolls, so you want to up the Economy modifier with cheap units that give Economy bonuses, such as Smith, Tannery and Mill. These units also have the virtue of providing Stability bonuses as well. Missing Stability checks isn't quite as dire as missing Economy checks, but they do cause Unrest which penalizes your Economy rolls. If you start to get a few Unrest points, build some House units. You don't want to fall into an Unrest death spiral.
3.Don't expand too fast and keep your consumption at zero. Farmland reduces consumption. Claim and farm just enough hexes to keep your consumption at zero. Adding hexes makes your Control DC go up and makes it more likely you will fail your Economy rolls. You should always keep your Economy modifier close to your Control DC. I can't stress this enough, missing Economy checks sucks.
4.Take advantage of cost savings offered by big buildings. After you have a nice comfortable little barony, with Economy and Stability modifiers in the low 20s, take a few months to build your treasury and then build something big. It will save a fortune in future building costs. Also, plan ahead. Don't build a Market, then build a Waterfront. Hold off and build that Waterfront. The Market will be much cheaper.
We built our city with the intention of maximizing economic output and with little regard for logic or the wishes of the citizenry and the rules do not penalize us for it. For example, our town has a tannery, a smithy and a mill, but no shops, inns or taverns. The reason for this is because craftsmen tend to contribute to Economy and Stability, while services tend to contribute to Economy and Loyalty. Stability is more important than Loyalty, at least at the beginning, so the service sector gets neglected and the town's business profile becomes unbalanced. I think there is a simple and logical solution to this dilemma. Since the Stability of any nation depends, to some extent, on the general happiness of the people, make it a rule that the kingdom's Stability modifier can never be more than 5 points above the Loyalty modifier.
-Rognar-
Friday, July 23, 2010
Rippin' on D&D, again
I was more of an AD&D guy myself, so I really know very little about BECMI D&D modules. For that reason, I can't say if B8 Journey to the Rock is a classic or not. Still, Zack and Steve show it their usual level of respect.
Journey to the Rock
-Rognar-
Journey to the Rock
-Rognar-
Thursday, July 22, 2010
Kingmaker report #3
As our initial stipend from the swordlords of Restov begins to dwindle, building projects become less ambitious. In the fourth month since the founding of the Barony of Drekmore, we decide to switch our efforts to our borders. We accept the offer from Chief Sootscale to join our fief. A mutual defense pact is signed and part of the kobold cave complex is made available to us in times of national emergency. We also build roads into the kobold territory and stake out some nearby farmland. Beckwitt is none too happy to be working road construction in kobold territory, but what can you do?
Satan! That no good, lowdown, sneaky, smelly bastard. Never trust a sorceror, especially if he's a tiefling. I go drinking with him for one night and he talks me into volunteering to build a road for a month. Do you know how much work that is? Oh and on off-days we will just help clearing the farm fields. Next time he wants to go for a drink, I'll throw him in the lake.
Those kobolds give me the willies, but they can work when they want to. It would have taken much longer to clear that land without their help. Still, I wouldn't want them in Dunwin. The Baron seems to have a handle on them. He has them sticking close to the caverns and they have laid up some supplies and fortified the place a little. The local farmers have been told they could go there in case of trouble.
In the fifth month, we attract a tanner to our growing town. Craftsmen are the lifeblood of any town and the addition of a tannery is most welcome news. We had set our edicts to include one festival this year. Since it is harvest time, this is a good time to let the people have some fun. Once again, we hear from Beckwitt:
I had a good month, work in Dunwin was slack with just some housing and the tannery going up. Out on the farms, the first harvest is coming in. The weather has been so good, the Baron thinks we will fit in another crop before winter. The harvest has been bigger than thought and most folks are happy.
Satan must have realised he pushed me too far last month. He has been real nice and even paid for a night at the Aphrodisia House, when I got back from working in the boonies. He can be a real nice guy. We have even started playing cards again, of course, only when we are playing on a team against someone else.
Tomorrow is the big harvest festival and the Baron promises it will be a great time. I'm not sure Erastil knows how to party, but I sure do. There will be some free drinks and a nice meal. I helped start the pig roast this afternoon.
A half year has past and our grand diplomat has been recalled to Dunwin. Batholomew Hester, besides being our eyes and ears in the courts of Brevoy, is also a paladin of Erastil. The Baron, the High Priest and the Grand Diplomat, all holy men in the service of Erastil, have gathered together to consecrate the first holy shrine in Dunwin. Though not all the town's inhabitants are adherents, most are and the service is well-attended. Father Jhod and his acolytes begin work immediately, producing healing potions and other items for the greater good of Drekmore. The following month, we expand our borders a little further north, before the cold winter months settle in. Anything to add, Beckwitt:
When you're busy, time sure does fly. We are celebrating our six months of existence and things are going well. None of my debts seem to have followed me from Brevoy, the boom times continue here and everyone seems happy. The crazy pace of the first few months has slowed a little.
I have a new job, and I get to hang out with Satan most days. He hired me on in the treasury department even though I don't know much about it, he says he 'll watch out for me. I know my letters and numbers and mostly I copy stuff from one book to another. There's only five of us working in the treasury, so I feel mighty important.
We built a Shrine to Erastil a month back and it has generated some economic benefits, or that's what Satan tells me. Just in the last two weeks we claimed some more land to the north and have started some roads and farms in the area. The Kobolds made a big deal of going up there and burning down some tree. Crazy buggers.
We will take a few months to consolidate or territory and build our treasury. We have an ambitious plan to build up our waterfront next year. Piers, drydocks and warehouses will hopefully attract merchants and shipbuilders, allowing Drekmore to become Brevoy's doorway to the south.
-Rognar-
Satan! That no good, lowdown, sneaky, smelly bastard. Never trust a sorceror, especially if he's a tiefling. I go drinking with him for one night and he talks me into volunteering to build a road for a month. Do you know how much work that is? Oh and on off-days we will just help clearing the farm fields. Next time he wants to go for a drink, I'll throw him in the lake.
Those kobolds give me the willies, but they can work when they want to. It would have taken much longer to clear that land without their help. Still, I wouldn't want them in Dunwin. The Baron seems to have a handle on them. He has them sticking close to the caverns and they have laid up some supplies and fortified the place a little. The local farmers have been told they could go there in case of trouble.
In the fifth month, we attract a tanner to our growing town. Craftsmen are the lifeblood of any town and the addition of a tannery is most welcome news. We had set our edicts to include one festival this year. Since it is harvest time, this is a good time to let the people have some fun. Once again, we hear from Beckwitt:
I had a good month, work in Dunwin was slack with just some housing and the tannery going up. Out on the farms, the first harvest is coming in. The weather has been so good, the Baron thinks we will fit in another crop before winter. The harvest has been bigger than thought and most folks are happy.
Satan must have realised he pushed me too far last month. He has been real nice and even paid for a night at the Aphrodisia House, when I got back from working in the boonies. He can be a real nice guy. We have even started playing cards again, of course, only when we are playing on a team against someone else.
Tomorrow is the big harvest festival and the Baron promises it will be a great time. I'm not sure Erastil knows how to party, but I sure do. There will be some free drinks and a nice meal. I helped start the pig roast this afternoon.
A half year has past and our grand diplomat has been recalled to Dunwin. Batholomew Hester, besides being our eyes and ears in the courts of Brevoy, is also a paladin of Erastil. The Baron, the High Priest and the Grand Diplomat, all holy men in the service of Erastil, have gathered together to consecrate the first holy shrine in Dunwin. Though not all the town's inhabitants are adherents, most are and the service is well-attended. Father Jhod and his acolytes begin work immediately, producing healing potions and other items for the greater good of Drekmore. The following month, we expand our borders a little further north, before the cold winter months settle in. Anything to add, Beckwitt:
When you're busy, time sure does fly. We are celebrating our six months of existence and things are going well. None of my debts seem to have followed me from Brevoy, the boom times continue here and everyone seems happy. The crazy pace of the first few months has slowed a little.
I have a new job, and I get to hang out with Satan most days. He hired me on in the treasury department even though I don't know much about it, he says he 'll watch out for me. I know my letters and numbers and mostly I copy stuff from one book to another. There's only five of us working in the treasury, so I feel mighty important.
We built a Shrine to Erastil a month back and it has generated some economic benefits, or that's what Satan tells me. Just in the last two weeks we claimed some more land to the north and have started some roads and farms in the area. The Kobolds made a big deal of going up there and burning down some tree. Crazy buggers.
We will take a few months to consolidate or territory and build our treasury. We have an ambitious plan to build up our waterfront next year. Piers, drydocks and warehouses will hopefully attract merchants and shipbuilders, allowing Drekmore to become Brevoy's doorway to the south.
-Rognar-
Wednesday, July 21, 2010
Kingmaker report #2
Progress is being made on the expansion of Drekmore. To keep us updated, I have asked Beckwitt, sometime friend and drinking buddy of Satan, to offer his views from the point of view of a commoner on the streets of Dunwin.
Founding a kingdom is damn hard work and don't ever let anyone tell ya different. Bloody Satan the Sorceror with his silver tongue, he convinced me to join up and come out here to the middle of nowhere. I had a nice house and I could have paid my debts eventually.
This first month has gone well, I think. The castle looks like a castle, if you don't look too hard. The layout for more buildings is ready and hopefully we can build some real houses soon and get out of these damn tents.
Satan and I had a drink last night and he mentioned that the treasury is a little better off than expected. Something about all the fish in the lake and the natural radish patches. It was nice that things were so quiet. From all the stories you would think there was a bandit behind every tree, but this month has been peaceful. We have done well and our reward will probably be to work harder.
In the second month, we decided to begin expanding. We need farmland and we have to get going on the road northward. We also need to start building our economy, so we built a smithy and enticed a blacksmith to immigrate. We also received an emissary from Chief Sootscale, the leader of a nearby band of kobolds. We had encountered the kobolds during our initial clearances and had developed a friendly relationship. The emissaries expressed the Chief's desire to join our growing barony. More from Beckwitt:
Second month and all I got is more blisters. A blacksmith shows up and we gotta build him a workshop, while I live in a tent? Sure I know his job is important but come on, I just want a roof that don't leak.
Besides me it seems most of the people here are happy, they probably didn't have Satan Snaketongue convince them to come. Baron Dakros has done a fine job, he works hard and don't spend too much time talking at us. I guess we all see winter a few months ahead and want to be ready.
We started some farms to the north along the river, I still can't remember all the names. I guess those crazy kobolds to the northeast asked to join the kingdom, don't know what the kings will say about that. Seems they like our style and see our human ways as superior.
Had beers with Satan last night and lost at cards to that shark. Don't know why we play, I should just hand over my money right away. Seems we are a happy crew and that has made us more efficient. That has carried over to the treasury in general, sounds like boom times.
By the third month, we have begun to attract some attention from the wider world. First off, Lady Helibet and her retinue arrived to offer their services to our growing number of labourers. While the Baron and the High Priest do not endorse such activities, both are wordly men and are willing to overlook the appearance of a new brothel in town.
Secondly, Dunwin has attracted its first celebrity visitor, the famed bard, Kvothe Lightfinger. The castle was made available for the distinguished guest and several prominent (and somewhat adventurous) patrons from Restov came to meet him.
We also addressed our growing housing shortage, by building several permanent homes for our earliest immigrants. What say you, Beckwitt:
Woohoo, what a month! A house, a brothel and entertainment in the same month. Poor Satan, I found a better way to lose my money than playing cards with him. The Aphrodisia House is the best.
Things have been chaotic around here all month. Some of the new people were grumbling about how us first settlers got the best spots, but what did they think? We was going to choose to live in swampland? Anyway, the Baron talked to some of them and they seemed to accept his explanation.
Well, right after we got going on the houses our first official visitor showed up. One of the most famous bards in all the land showed up on the Baron's doorstep. Kvothe Lightfinger, master of six strings came to Dunwin! Well you can't say no to him when he asks to stay. So, he stayed the whole month. We had people from all over come to town to hear him play music and tell stories. I tell you, we barely got half the work done this month as we done in the last two. Everyone was cutting out early to see what Kvothe was doing.
Satan says he actually came to hear about the exploration of these lands. I figure Satan's just jealous. He seems just a small man beside Kvothe. Anyways, we are still waiting to hear if the Sootscales are going to join, seems like the Baron is stalling a little, but he did mention they have some nice land with a good river that you could travel on.
-Rognar-
Thanks to Tayloritos for his commentaries from Beckwitt.
Founding a kingdom is damn hard work and don't ever let anyone tell ya different. Bloody Satan the Sorceror with his silver tongue, he convinced me to join up and come out here to the middle of nowhere. I had a nice house and I could have paid my debts eventually.
This first month has gone well, I think. The castle looks like a castle, if you don't look too hard. The layout for more buildings is ready and hopefully we can build some real houses soon and get out of these damn tents.
Satan and I had a drink last night and he mentioned that the treasury is a little better off than expected. Something about all the fish in the lake and the natural radish patches. It was nice that things were so quiet. From all the stories you would think there was a bandit behind every tree, but this month has been peaceful. We have done well and our reward will probably be to work harder.
In the second month, we decided to begin expanding. We need farmland and we have to get going on the road northward. We also need to start building our economy, so we built a smithy and enticed a blacksmith to immigrate. We also received an emissary from Chief Sootscale, the leader of a nearby band of kobolds. We had encountered the kobolds during our initial clearances and had developed a friendly relationship. The emissaries expressed the Chief's desire to join our growing barony. More from Beckwitt:
Second month and all I got is more blisters. A blacksmith shows up and we gotta build him a workshop, while I live in a tent? Sure I know his job is important but come on, I just want a roof that don't leak.
Besides me it seems most of the people here are happy, they probably didn't have Satan Snaketongue convince them to come. Baron Dakros has done a fine job, he works hard and don't spend too much time talking at us. I guess we all see winter a few months ahead and want to be ready.
We started some farms to the north along the river, I still can't remember all the names. I guess those crazy kobolds to the northeast asked to join the kingdom, don't know what the kings will say about that. Seems they like our style and see our human ways as superior.
Had beers with Satan last night and lost at cards to that shark. Don't know why we play, I should just hand over my money right away. Seems we are a happy crew and that has made us more efficient. That has carried over to the treasury in general, sounds like boom times.
By the third month, we have begun to attract some attention from the wider world. First off, Lady Helibet and her retinue arrived to offer their services to our growing number of labourers. While the Baron and the High Priest do not endorse such activities, both are wordly men and are willing to overlook the appearance of a new brothel in town.
Secondly, Dunwin has attracted its first celebrity visitor, the famed bard, Kvothe Lightfinger. The castle was made available for the distinguished guest and several prominent (and somewhat adventurous) patrons from Restov came to meet him.
We also addressed our growing housing shortage, by building several permanent homes for our earliest immigrants. What say you, Beckwitt:
Woohoo, what a month! A house, a brothel and entertainment in the same month. Poor Satan, I found a better way to lose my money than playing cards with him. The Aphrodisia House is the best.
Things have been chaotic around here all month. Some of the new people were grumbling about how us first settlers got the best spots, but what did they think? We was going to choose to live in swampland? Anyway, the Baron talked to some of them and they seemed to accept his explanation.
Well, right after we got going on the houses our first official visitor showed up. One of the most famous bards in all the land showed up on the Baron's doorstep. Kvothe Lightfinger, master of six strings came to Dunwin! Well you can't say no to him when he asks to stay. So, he stayed the whole month. We had people from all over come to town to hear him play music and tell stories. I tell you, we barely got half the work done this month as we done in the last two. Everyone was cutting out early to see what Kvothe was doing.
Satan says he actually came to hear about the exploration of these lands. I figure Satan's just jealous. He seems just a small man beside Kvothe. Anyways, we are still waiting to hear if the Sootscales are going to join, seems like the Baron is stalling a little, but he did mention they have some nice land with a good river that you could travel on.
-Rognar-
Thanks to Tayloritos for his commentaries from Beckwitt.
Tuesday, July 20, 2010
Kingmaker report #1
The Stag Lord and his bandits have been destroyed and it is now time for our group to build our fief. Dakros, priest of Erastil, has assumed the throne of the newly-founded Barony of Drekmore and has established his capital city (ok, town...ok, small gathering of tents surrounding a ruin) of Dunwin on the site of the Stag Lord's fort. Satan, the mysterious southerner with a faint aroma of brimstone, has taken over the treasury. The witch, Rahasia has assumed responsibility for magical and scholarly affairs. Halak, our stout ranger and woodsman, has been tasked with defense of the hinterland, while the warrior, Lung, will command the city guard and ensure the rule of law is maintained within the realm. Several other courtiers have also been appointed to deal with internal security, foreign affairs and the spiritual and worldly well-being of the people.
Our first task is the repair and expansion of the Stag Lord's stronghold such that it may serve as a suitable seat of power. With a generous stipend from the swordlords of Restov, construction has begun and should be completed within a month. We have also brought in labourers to clear the land around the castle so that construction of the town may proceed and begin the efforts to build a road north to Oleg's trading post to provide a vital connection to Brevoy. Assuming all goes well, we will then begin our expansion northward, building the road, opening up farmland and attracting craftsmen to Dunwin.
-Rognar-
Our first task is the repair and expansion of the Stag Lord's stronghold such that it may serve as a suitable seat of power. With a generous stipend from the swordlords of Restov, construction has begun and should be completed within a month. We have also brought in labourers to clear the land around the castle so that construction of the town may proceed and begin the efforts to build a road north to Oleg's trading post to provide a vital connection to Brevoy. Assuming all goes well, we will then begin our expansion northward, building the road, opening up farmland and attracting craftsmen to Dunwin.
-Rognar-
Sunday, July 18, 2010
Interesting WEG news
Zachary at RPG Blog II has the latest (and very likely last) bit of news to come out of the sad story of West End Games. With Septimus returned to Bill Coffin and TORG already sold off to a German publisher, the last remaining IPs were sold to Precis Intermedia. I can't say I know much about Bloodshadows or Masterbook. Truth be told, I thought they were part of TORG. I would be interested in seeing a revival of Shatterzone, however.
Shatterzone is an edgy, space-based campaign setting featuring corrupt megacorporations, nihilistic cults, a great alliance of three races (including humans) that excludes all others and a malevolent and powerful alien empire. The title of the game refers to a region of space that separates the Consortium of Worlds from the Armagon Empire. It is a zone of disturbed space with asteroid fields and dark matter making travel very hazardous. Many adventurers still risk it though, for there are great riches to be found. I think with some dedicated support behind it, the setting could be a real winner. I checked out the website of Precis Intermedia. It appears their plans for Shatterzone do not include the Open d6 license. Too bad, but I remain cautiously optimistic.
-Rognar-
Shatterzone is an edgy, space-based campaign setting featuring corrupt megacorporations, nihilistic cults, a great alliance of three races (including humans) that excludes all others and a malevolent and powerful alien empire. The title of the game refers to a region of space that separates the Consortium of Worlds from the Armagon Empire. It is a zone of disturbed space with asteroid fields and dark matter making travel very hazardous. Many adventurers still risk it though, for there are great riches to be found. I think with some dedicated support behind it, the setting could be a real winner. I checked out the website of Precis Intermedia. It appears their plans for Shatterzone do not include the Open d6 license. Too bad, but I remain cautiously optimistic.
-Rognar-
Wednesday, July 14, 2010
Predators - it's not crap!

I went to see Predators last night. It has been savaged by both critics and fanboys alike, so my expectations were low. But you know what, it wasn't that bad. It was clearly an homage to the original, although the characters were somewhat less heroic than Dutch and his crew. [minor spoiler alert] A cutthroat band of mercs and murderers is paradropped on an alien planet, still carrying the weapons they had on them when they were beamed off Earth by the Predators (sucks to be the deathrow inmate, armed only with a small knife). Let the bloodshed begin. The major innovation to the Predator canon in this movie is the addition of a second type of Predator, bigger and stronger than the original. They hunt both humans and the smaller Predators.
There were a couple of minor plot holes. For example, the token female in the cast, an Israeli sniper who serves as the conscience for the group, turns out to know a lot about the original mission which encountered the first Predator. Considering this was highly-classified information about a US military/CIA operation, it's not clear how an IDF soldier would have that intel. Also, the dreaded alien sky trope was displayed in all its glory as a sky full of planets, so close together they would tear each other apart if the laws of gravity were being enforced, suddenly appeared to inform the cast of the enormity of their plight.
Minor aggravations aside, the action was tight, the acting was satisfactory and there were a few easter eggs for fans of the original (as well as the Alien franchise, the convict starts channelling Private Hudson at one point). Worth the price of admission, especially if you are already a fan of the series.
-Rognar-
Update: I should add, some firearm aficionados may be underwhelmed by the obligatory minigun scenes in this movie. While just as incapable of killing anything in Predators as it was in Predator, it also seems to have lost its ability to defoliate huge swaths of forest as well.
X-Wing or Y-Wing?
I've always had the sense that my sci-fi inspirations were outside of the mainstream. A good example would be my love for the largely unloved Y-Wing fighter. In that final assault on the Death Star, as a small squadron of rebel pilots flew out to meet their destinies, it was obvious the X-Wings were the stars of the show, and why not? Just look at it:

The very personification of cool, a hunter, fast and deadly. It looks like a modern fighter jet with just enough stylistic changes (like lack of tail) to make it look futuristic. But it doesn't look like a spaceship to me. Spacecraft don't need wings. Yes, I know they are actually X-foils, but they look like wings and that makes it look like an airplane to me. Contrast that with the rugged and unsexy Y-Wing:

Instead of wings, it has nacelles. Also, there is very little effort at aerodynamics. Real spaceships don't need aerodynamics, except when lifting off from a planet. In a couple hundred years, when starfighters battle for supremacy in the skies over Mars (it will happen and it will be awesome), I think we will see a lot more Y and a lot less X in their designs (insert Men are from Mars, Women are from Venus joke here).
-Rognar-

The very personification of cool, a hunter, fast and deadly. It looks like a modern fighter jet with just enough stylistic changes (like lack of tail) to make it look futuristic. But it doesn't look like a spaceship to me. Spacecraft don't need wings. Yes, I know they are actually X-foils, but they look like wings and that makes it look like an airplane to me. Contrast that with the rugged and unsexy Y-Wing:

Instead of wings, it has nacelles. Also, there is very little effort at aerodynamics. Real spaceships don't need aerodynamics, except when lifting off from a planet. In a couple hundred years, when starfighters battle for supremacy in the skies over Mars (it will happen and it will be awesome), I think we will see a lot more Y and a lot less X in their designs (insert Men are from Mars, Women are from Venus joke here).
-Rognar-
Monday, July 12, 2010
Traffic report
Now that I have run my traffic counter for a few days, I'd say my initial excitement has worn off. We do get a lot of views from all over the world, but the average viewing time for the majority of these is only a couple of seconds, not long enough to even read a single post. It makes me wonder if most of these are not even real people, but just automated spambots. Not surprisingly, our biggest source of traffic is us. Roughly a third of our traffic comes from Calgary and it is generated from 15 unique visitors. Since most of us view the blog from multiple locations (home, work, mobile), it's possible most of those unique visitors are still us (and our friend from Citadel). In a way, it's reassuring since it appears nothing I write here will come back to haunt me if I decide to enter politics.
-Rognar-
-Rognar-
Sunday, July 11, 2010
Kingmaker - game design by committee
So, we finished the initial part of the Kingmaker adventure path involving the exploration and mapping of part of a region known as the Stolen Lands and have now been given a charter to set up a fief in the territory. We have had a chance to examine the new rules for creating and ruling our new lands. Any hopes that these new rules would compare favourably to my beloved Birthright Campaign Setting have been dashed. There are nearly a dozen rulership positions that need to be filled in order for the newly-established barony to function effectively. Certainly, every lordship needs a Treasurer and a High Priest, but many of these jobs seem to be the same thing with a slightly different focus. For example, the Warden administers to the defense of the realm, but the General leads the army and the Marshal organizes patrols and administers justice in rural areas. I guess if we were comparing this situation to a modern nation state like Canada, the Warden would be Minister of National Defense, the General would be Chief of Defense Staff and the Marshal would be Minister of Public Safety. It seems like a lot of redundancy for a small medieval fiefdom, however.
Even stranger, the occupant of each position appears to be qualified based solely on his or her ability scores. Our tiefling sorcerer with the Cha 20 would make a more effective High Priest than our actual priest of Erastil who only has Wis 18, because class and level seem to be completely meaningless as far as ruling our fledgling state is concerned. In any case, despite being a monarchy, we are given the option of swapping places after each turn. Each turn is a month, so if the Ruler wants to see how his ministers live, he can switch places with a different one each month. Maybe he'll try out Spymaster next month, then take a turn as Grand Diplomat after that. I don't know if this was inspired by reality TV, but even post-war Italy didn't turn over governments that quickly.
I hope more detailed rules will be revealed in future issues of the Kingmaker AP, because what we have right now seems bizarre to me.
-Rognar-
Even stranger, the occupant of each position appears to be qualified based solely on his or her ability scores. Our tiefling sorcerer with the Cha 20 would make a more effective High Priest than our actual priest of Erastil who only has Wis 18, because class and level seem to be completely meaningless as far as ruling our fledgling state is concerned. In any case, despite being a monarchy, we are given the option of swapping places after each turn. Each turn is a month, so if the Ruler wants to see how his ministers live, he can switch places with a different one each month. Maybe he'll try out Spymaster next month, then take a turn as Grand Diplomat after that. I don't know if this was inspired by reality TV, but even post-war Italy didn't turn over governments that quickly.
I hope more detailed rules will be revealed in future issues of the Kingmaker AP, because what we have right now seems bizarre to me.
-Rognar-
Thursday, July 08, 2010
Build a better poison
Apparently, the brain trust at Paizo reads this blog, or maybe it's just a case of great minds thinking alike, but back a few months ago when I first started looking at the new Alchemist class, I suggested that the rules governing the use of poison would have to be changed to make them worth it to play an alchemist. Well, the second preview of the Pathfinder Advanced Player's Guide has been posted and I direct your attention to this:
Concentrate Poison: The alchemist can combine two doses of the same poison to increase their effects. This requires two doses of the poison and 1 minute of concentration. When completed, the alchemist has one dose of poison. The poison's frequency is extended by 50% and the save DC increases by +2.
I think poisons are still too expensive, but options like this certainly make them a lot more attractive. Maybe, my next character will be another alchemist.
-Rognar-
Concentrate Poison: The alchemist can combine two doses of the same poison to increase their effects. This requires two doses of the poison and 1 minute of concentration. When completed, the alchemist has one dose of poison. The poison's frequency is extended by 50% and the save DC increases by +2.
I think poisons are still too expensive, but options like this certainly make them a lot more attractive. Maybe, my next character will be another alchemist.
-Rognar-
Another look at Weird War II
Aside from the corebook, Weird Wars: Blood on the Rhine, the Weird War II line includes sourcebooks for North Africa (Afrika Korpse), the Pacific theatre (Land of the Rising Dead), the air war (Dead from Above) and a bestiary (Horrors of Weird War Two). I really like Weird Wars: Afrika Korpse with its promise of ancient horrors buried in the sands of Egypt, but to really capture the Weird War II mood, I think the best supplement is Weird Wars: Hell Freezes Over - The Russian Front. It was in the east that the Nazis committed their greatest atrocities. The death camps, the einsatzgruppen, the seige of Leningrad, the battle of Stalingrad and the relentless brutality of the Russian winter, even the mundane horrors of the Eastern Front were almost too terrible to imagine. Throw in Nazi sorcery and weird science, as well as fiends from Russian folklore awakened by the anguished screams of millions of victims, and you have quite a potent mix.
Weird Wars: Hell Freezes Over - The Russian Front was one of the last supoplements published for Weird War II. It introduced three new base classes, the Cavalryman, the Commissar and the Siberian Shaman. The last of these is the first base class with supernatural abilities. Of course, the Grunt, Officer, Scout and Resistance Fighter base classes also have equivalents on the Eastern Front. There is one new prestige class, the Guardsman. The Red Army has no equivalent to the Commando (although Russian partisans may take that PC), so the Guardsman fills the role. However, the Guardsman is more of an elite fighter than an infiltrator. The Soviet version of the ISO, called SOPA, has its own versions of the OSI Adept, OSI Operative and OSI Chaplain (although the SOPA Chaplain is very rare due to the hostility of the Communist Party to the Russian Orthodox Church).
As with the corebook, this book contains a history of the war (obviously in this case, concentrating on the Eastern Front) and a good accounting of arms and equipment not previously detailed in other books. There are many new feats, including weird feats, a concept first introduced in Afrika Korpse. These are feats which provide some supernatural ability, but come with a disadvantage. For example, Below Zero Resistance gives a character unnatural tolerance for cold temperatures. On the other hand, such a character finds more temperate conditions uncomfortable, even dangerous.
There is a sizable selection of new monsters as well as a section on vampires. In Weird War II, the Nazis have an obsession with vampires. Senior Nazis, including Hitler, seek the gift (or curse) of immortality offered by vampirism, so as to ensure the 1000-year reign of the Third Reich. Much of the efforts of the SS blood mages in Eastern Europe are directed toward acquiring this power.
-Rognar-
Weird Wars: Hell Freezes Over - The Russian Front was one of the last supoplements published for Weird War II. It introduced three new base classes, the Cavalryman, the Commissar and the Siberian Shaman. The last of these is the first base class with supernatural abilities. Of course, the Grunt, Officer, Scout and Resistance Fighter base classes also have equivalents on the Eastern Front. There is one new prestige class, the Guardsman. The Red Army has no equivalent to the Commando (although Russian partisans may take that PC), so the Guardsman fills the role. However, the Guardsman is more of an elite fighter than an infiltrator. The Soviet version of the ISO, called SOPA, has its own versions of the OSI Adept, OSI Operative and OSI Chaplain (although the SOPA Chaplain is very rare due to the hostility of the Communist Party to the Russian Orthodox Church).
As with the corebook, this book contains a history of the war (obviously in this case, concentrating on the Eastern Front) and a good accounting of arms and equipment not previously detailed in other books. There are many new feats, including weird feats, a concept first introduced in Afrika Korpse. These are feats which provide some supernatural ability, but come with a disadvantage. For example, Below Zero Resistance gives a character unnatural tolerance for cold temperatures. On the other hand, such a character finds more temperate conditions uncomfortable, even dangerous.
There is a sizable selection of new monsters as well as a section on vampires. In Weird War II, the Nazis have an obsession with vampires. Senior Nazis, including Hitler, seek the gift (or curse) of immortality offered by vampirism, so as to ensure the 1000-year reign of the Third Reich. Much of the efforts of the SS blood mages in Eastern Europe are directed toward acquiring this power.
-Rognar-
Rippin' on White Plume Mountain
Zack and Steve at SomethingAwful.com have decided to abandon their exploration of Marvel Super Heroes and have returned to the one what brung 'em, D&D. Their latest target, the classic module, White Plume Mountain.
White Plume Mountain
-Rognar-
White Plume Mountain
-Rognar-
Is there anybody out there?
It turns out, the answer is yes. I was playing around with Google Analytics yesterday and installed a traffic tracker on this site. In the one day it has been active, we have had 21 unique visitors from seven countries including Brazil, Australia and Israel. Now I'm sure some of you more tech-savvy readers will probably yawn at this revelation (no doubt, our resident computer guru, Obiri, will chuckle at the old greybeard), but I actually find this pretty darn cool. We don't really do this to attract a following (although we certainly cherish every one of our regulars), but it's nice to know someone is actually reading some of our stuff.
-Rognar-
-Rognar-
Tuesday, July 06, 2010
What excites me in 2010?
This year has so far been a bit of a bust for me as far as cool new releases go. Paizo has just released the Pathfinder Roleplaying Game: GameMastery Guide, the first core rulebook of 2010 and as far as what I look for in a rulebook, this offers nothing. On top of that, the problems over at Catalyst Game Labs have done a real number on the release schedule for Eclipse Phase. Posthuman Studios, the creator of Eclipse Phase, is back on track with a new publisher, but the release date of Sunward: The Inner System is still something of a mystery (fingers crossed for GenCon).
Fortunately, the second half of 2010 looks a lot more promising. These are the upcoming releases I am particularly excited about:
Chthonian Stars - Wildfire and Mongoose Publishing (expected release: Oct., 2010)
It is a good time to be alive. The nations of the world still exist, but they have become more civilized. Countries resolve their disputes through the forum of the United World Council. Colonies of mutual cooperation exist throughout the solar system. We have stretched to the edge of our known world.
But, alas, it is not to be our time.
Something approaches, a thing on an orbit from far away. Seemingly a large shard of dark matter, this object is known in obscure prophecy as the Chthonian Star. It is a thing that has been traveling through the universe on its oblique trajectory for millions, if not billions, of years. It is a part of the natural cycle of things, on its eon-long orbit. The Chthonian Star is the thing that caused the end of the dinosaurs, among other things. Now, again, it is awakening things long thought lost or dead, things that have slumbered awaiting its return.
Created by WildFire, the team behind the award-winning CthulhuTech, Chthnonian Stars is an original setting for Traveller. It brings a Lovecraftian flair to the Traveller family of products, in a near future setting where mankind has expanded out into our solar system, where old things are beginning to awaken.
This is the core setting book, with everything a new players needs (other than the Traveller Core Rulebook). It includes robust setting material, including a look at the planets and colonies of our solar system, new technology and starships, and a peek behind the curtain at the occult history of our part of the galaxy. It also includes new optional rules for character generation, including point allocation and half-terms, and new rules for psychology and combat.
Traveller Book:9 Robot - Mongoose Publishing (expected release: Oct.,2010)
From the characterful and sophisticated droids of film to simple drones, this book will allow players to construct and play a variety of robots covering all Traveller universes. From the Third Imperium to Judge Dredd, robots rapidly become ubiquitous items on high technology worlds, and this book will allow you to construct, outfit and modify robots of any type with a simple to use yet comprehensive system.
And of course:
Pathfinder Roleplaying Game: Advanced Player's Guide - Paizo Publishing (expected release: Aug., 2010)
Explore new and uncharted depths of roleplaying with the Pathfinder RPG Advanced Player’s Guide! Empower your existing characters with expanded rules for all 11 Pathfinder Roleplaying Game core classes and seven core races, or build a new one from the ground up with one of six brand-new, 20-level base classes. Whether you’re designing your own monstrous helpers as an enigmatic summoner, brewing up trouble with a grimy urban alchemist, or simply teaching an old rogue a new trick, this book has everything you need to make your heroes more heroic.
The Pathfinder RPG Advanced Player’s Guide is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds upon more than 10 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.
The 336-page Pathfinder RPG Advanced Player’s Guide includes:
Six new base classes: the monster-hunting inquisitor, the explosive alchemist, the noble cavalier, the prophecy-haunted oracle, the monster-crafting summoner, and the hex-weaving witch
More than a hundred innovative new feats and combat abilities for characters of all classes, including Steal, Point-Blank Master, and Bouncing Spell
Variant class abilities, rules subsystems, and thematic archetypes for all 11 core classes, such as the antipaladin, the hungry ghost monk, and the urban ranger
Hundreds of new spells and magic items, from phantasmal revenge to the Storm King’s Cloud Castle
A wealth of fantastic equipment, such as fireblast rods and fortune-tellers’ cards
New prestige classes like the Master Chymist and the Battle Herald
AND MUCH, MUCH MORE!
-Rognar-
Update: Another title which interests me is The Chronicles of Future Earth from Chaosium, but alas, this seems to be another game supplement with a migratory publication date. Maybe another GenCon release...
Fortunately, the second half of 2010 looks a lot more promising. These are the upcoming releases I am particularly excited about:
Chthonian Stars - Wildfire and Mongoose Publishing (expected release: Oct., 2010)
It is a good time to be alive. The nations of the world still exist, but they have become more civilized. Countries resolve their disputes through the forum of the United World Council. Colonies of mutual cooperation exist throughout the solar system. We have stretched to the edge of our known world.
But, alas, it is not to be our time.
Something approaches, a thing on an orbit from far away. Seemingly a large shard of dark matter, this object is known in obscure prophecy as the Chthonian Star. It is a thing that has been traveling through the universe on its oblique trajectory for millions, if not billions, of years. It is a part of the natural cycle of things, on its eon-long orbit. The Chthonian Star is the thing that caused the end of the dinosaurs, among other things. Now, again, it is awakening things long thought lost or dead, things that have slumbered awaiting its return.
Created by WildFire, the team behind the award-winning CthulhuTech, Chthnonian Stars is an original setting for Traveller. It brings a Lovecraftian flair to the Traveller family of products, in a near future setting where mankind has expanded out into our solar system, where old things are beginning to awaken.
This is the core setting book, with everything a new players needs (other than the Traveller Core Rulebook). It includes robust setting material, including a look at the planets and colonies of our solar system, new technology and starships, and a peek behind the curtain at the occult history of our part of the galaxy. It also includes new optional rules for character generation, including point allocation and half-terms, and new rules for psychology and combat.
Traveller Book:9 Robot - Mongoose Publishing (expected release: Oct.,2010)
From the characterful and sophisticated droids of film to simple drones, this book will allow players to construct and play a variety of robots covering all Traveller universes. From the Third Imperium to Judge Dredd, robots rapidly become ubiquitous items on high technology worlds, and this book will allow you to construct, outfit and modify robots of any type with a simple to use yet comprehensive system.
And of course:
Pathfinder Roleplaying Game: Advanced Player's Guide - Paizo Publishing (expected release: Aug., 2010)
Explore new and uncharted depths of roleplaying with the Pathfinder RPG Advanced Player’s Guide! Empower your existing characters with expanded rules for all 11 Pathfinder Roleplaying Game core classes and seven core races, or build a new one from the ground up with one of six brand-new, 20-level base classes. Whether you’re designing your own monstrous helpers as an enigmatic summoner, brewing up trouble with a grimy urban alchemist, or simply teaching an old rogue a new trick, this book has everything you need to make your heroes more heroic.
The Pathfinder RPG Advanced Player’s Guide is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds upon more than 10 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.
The 336-page Pathfinder RPG Advanced Player’s Guide includes:
Six new base classes: the monster-hunting inquisitor, the explosive alchemist, the noble cavalier, the prophecy-haunted oracle, the monster-crafting summoner, and the hex-weaving witch
More than a hundred innovative new feats and combat abilities for characters of all classes, including Steal, Point-Blank Master, and Bouncing Spell
Variant class abilities, rules subsystems, and thematic archetypes for all 11 core classes, such as the antipaladin, the hungry ghost monk, and the urban ranger
Hundreds of new spells and magic items, from phantasmal revenge to the Storm King’s Cloud Castle
A wealth of fantastic equipment, such as fireblast rods and fortune-tellers’ cards
New prestige classes like the Master Chymist and the Battle Herald
AND MUCH, MUCH MORE!
-Rognar-
Update: Another title which interests me is The Chronicles of Future Earth from Chaosium, but alas, this seems to be another game supplement with a migratory publication date. Maybe another GenCon release...
A look at Weird War II
There has been some recent interest from members of our gaming group for a World War II campaign following an apparently awesome game at PaizoCon with a similar theme. For this reason, I have decided to take a look at my Weird War II game materials. I will start with the first book, Weird Wars: Blood on the Rhine.
Weird Wars: Blood on the Rhine is a d20 OGL publication by Pinnacle Entertainment Group set in World War II. It can be played as a straight WWII rpg, but personally, I don't think the d20 system is well-equipped to capture the gritty realism such subject matter should possess. However, the Weird Wars series is not intended to be historical anyway. All manner of fantastical, occult and weird science elements have been included from Nazi blood mages and Waffen-SS wehrwolves to haunted tanks and the shadowy Allied espionage unit known simply as the OSI. The book starts out pretty mundane. The first five chapters include a brief history of WWII, a description of important organizations (i.e. the Gestapo, the SS, the Resistance) and individuals (i.e. Hitler, Himmler, Goebbels, Rommel), character generation, equipment and combat. All characters are assumed to be Allied military personnel or members of the Resistance and none start with supernatural knowledge or ability. The base classes are Grunt, Officer, Medic/Nurse, Resistance Fighter and Scout. There are several new feats and skills, although only the Prayer skill has any supernatural application. The equipment lists are quite extensive, including American, British and German arms and vehicles. Combat is somewhat more deadly than in D&D 3.5. Most rifles do 2d8 pts. of damage, mines and grenades do even more, armour classes are quite low (AC 14 or 15 being typical at low to mid-levels) and healing is far less effective.
The weird stuff starts to make an appearance in Ch. 6 with the introduction of prestige classes. The Commando and Sniper prestige classes are still mundane, but the OSI Chaplain, the OSI Adept and the OSI Operative have supernatural abilities. The OSI Chaplain can invoke miracles by using the Prayer skill, the OSI Adept can cast spells using any runes he knows and the OSI Operative eventually gains the ability to employ magic items. After that is a chapter describing magic in the Weird War II setting. It is less powerful than in D&D 3.5, but still potent. Divine magic requires a successful Prayer skill check and any successful casting causes some non-lethal damage to the caster in the form of fatigue. Arcane spells are cast using runes. Adepts learn new runes as they gain levels and may cast any spells that are based on those runes. Again, spellcasting is very fatiguing and adepts suffer non-lethal damage every time they cast. The next chapter deals with haunted vehicles, followed by a GM's section that includes background information on the OSI and the SS blood mages, as well as a bestiary. Finally, there is a short starting adventure entitled "Dogs of War". Given that the cover art for Weird Wars: Blood on the Rhine features a werewolf in a Waffen-SS uniform, it's not hard to imagine what the title of the starting adventure refers to.
Next time, I will take a look at Weird Wars: Hell Freezes Over - The Russian Front. After all, the horrors of the western front pale in comparison to those in the east.
-Rognar-
Weird Wars: Blood on the Rhine is a d20 OGL publication by Pinnacle Entertainment Group set in World War II. It can be played as a straight WWII rpg, but personally, I don't think the d20 system is well-equipped to capture the gritty realism such subject matter should possess. However, the Weird Wars series is not intended to be historical anyway. All manner of fantastical, occult and weird science elements have been included from Nazi blood mages and Waffen-SS wehrwolves to haunted tanks and the shadowy Allied espionage unit known simply as the OSI. The book starts out pretty mundane. The first five chapters include a brief history of WWII, a description of important organizations (i.e. the Gestapo, the SS, the Resistance) and individuals (i.e. Hitler, Himmler, Goebbels, Rommel), character generation, equipment and combat. All characters are assumed to be Allied military personnel or members of the Resistance and none start with supernatural knowledge or ability. The base classes are Grunt, Officer, Medic/Nurse, Resistance Fighter and Scout. There are several new feats and skills, although only the Prayer skill has any supernatural application. The equipment lists are quite extensive, including American, British and German arms and vehicles. Combat is somewhat more deadly than in D&D 3.5. Most rifles do 2d8 pts. of damage, mines and grenades do even more, armour classes are quite low (AC 14 or 15 being typical at low to mid-levels) and healing is far less effective.
The weird stuff starts to make an appearance in Ch. 6 with the introduction of prestige classes. The Commando and Sniper prestige classes are still mundane, but the OSI Chaplain, the OSI Adept and the OSI Operative have supernatural abilities. The OSI Chaplain can invoke miracles by using the Prayer skill, the OSI Adept can cast spells using any runes he knows and the OSI Operative eventually gains the ability to employ magic items. After that is a chapter describing magic in the Weird War II setting. It is less powerful than in D&D 3.5, but still potent. Divine magic requires a successful Prayer skill check and any successful casting causes some non-lethal damage to the caster in the form of fatigue. Arcane spells are cast using runes. Adepts learn new runes as they gain levels and may cast any spells that are based on those runes. Again, spellcasting is very fatiguing and adepts suffer non-lethal damage every time they cast. The next chapter deals with haunted vehicles, followed by a GM's section that includes background information on the OSI and the SS blood mages, as well as a bestiary. Finally, there is a short starting adventure entitled "Dogs of War". Given that the cover art for Weird Wars: Blood on the Rhine features a werewolf in a Waffen-SS uniform, it's not hard to imagine what the title of the starting adventure refers to.
Next time, I will take a look at Weird Wars: Hell Freezes Over - The Russian Front. After all, the horrors of the western front pale in comparison to those in the east.
-Rognar-
Monday, July 05, 2010
A look back at Space Opera, pt.3

Part 3 - the Setting
Space Opera has a default setting, much like Traveller although it is much less developed. Much of the setting detail is revealed in the miniatures game Space Marines which serves as a companion game to Space Opera. It is in Space Marines that we learn about the various races that are described in generic terms in Space Opera. Humans/humanoids comprise several star nations which fill the various space stereotypes; Terran Union ("The Federation"), Azuriach Imperium ("Space Nazis"), Galactic People's Republic ("Space Commies"), Mercantile League ("Space Capitalists"), Ranan Horde ("Space Mongols") and IRSOL Confederacy ("Space Elves"). Beyond these, things really start to get cheesy. You have two feline races, the sensuous, hunter race called the Avatars and the technophile MekPurrs. The democratic, but militant canines are called the Rauwoofs, the traditionalist, monarchist bear-people are the Blarads, the flightless, egg-worshipping bird-people are the Whistlers and the fecund, expansionist lizardfolk are called Hisss'ist.
While hostility between the races is common, the Azuriach Imperium and the Hisss'ist seem particularly prone to aggression, they are still considered to be player races. There are, however, several truly alien races which are considered to be NPC races only. These are the Bugs, the Klackons and the Mertuns. The Bugs are pulled right out of "Starship Troopers" (the book, not the movie). They have workers, warriors and brain bugs, they use advanced technology (though primitive by human standards) and the communicate by telepathy. Individual bugs (not brain bugs) are fairly unintelligent, but not mindless. They are capable of some independent action, though tactics and coordination are limited. As such, they tend to utilize swarm tactics, sacrificing individual warriors the way humans would spend ammo. Klackons are large, intelligent crabs. They are more sophisticated than the Bugs and may engage in trade with other races. However, they are just as likely to eat foreign emmissaries as parley with them, so caution is always warranted. Finally, the Mertuns are technologically-advanced octopoids who are always seen in personal tripod units when encountered by other races. They are not so much evil as simply alien. They have little interest in other races except when they have something the Mertuns want.
Part 4 - final thoughts
Although for the most part, Space Opera is not a game I can recommend, there are some parts I quite like. Two things in particular, come to mind, space combat and worldbuilding. In the case of the former, it is not so much the mechanics of space combat I find appealing (they are, in fact, just as complicated as the personal combat rules). Rather, it is the basic assumptions I like. Ship-to-ship combat in Space Opera takes place at ranges of tens or hundreds of light-seconds. None of this "don't-shoot-till-you-see-the-whites-of-their-eyes" Star Trek space combat. Considering that naval combat today typically takes place at ranges beyond the horizon, it's hard to understand why spaceships would have to be bow-to-bow before opening up on each other. Of course, when you are firing at a ship that is 300 LS away, if you use conventional EM-based weapons and sensors, you're never going to hit a darn thing. After all, what you are seeing is the location of the enemy vessel five minutes ago. So Space Opera ship weapons and sensors utilize tachyon technology. Also, there isn't the variety of spaceship weapons that you find in some space games. I've never been all that impressed with massive catalogues of weapon technologies, many of which seem to be variations on a theme, like lasers, blasters, masers, grasers, phasars, proton beams, etc. In Space Opera, you have nova guns (a type of tachyon particle beam), megabolt torpedoes (a pulsed nova gun) and startorps (a powerful guided missile), that's it. Nova guns are based on "Precursor" technology, so there is no issue with more advanced weapons coming into the campaign.
As mentioned above, the other thing I really like in Space Opera is worldbuilding. Anyone who has ever played the game or even read the rules can't help but be inspired by reading the descriptions of increasingly more hostile planet types and the sorts of effects they have on characters and creatures inhabiting those worlds. Section 15.5 is my personal favourite, going into detail on how the combination of axial tilt, orbital eccentricity and location relative to the stellar ecosphere affects climate. The thought of getting stranded on a type 12 planet (extreme orbital eccentricity leading to the planet passing right through the stellar ecosphere) and facing whatever local fauna is tough enough to survive such conditions, is the stuff of nightmares. There are loads of good stuff in there for GMs running space-based rpgs to mine.
-Rognar-
Wednesday, June 30, 2010
A look back at Space Opera, pt.2
Part 2 - Personal Combat
I think the best way to grasp the beautiful insanity of Space Opera combat is to go through a single attack step by step. Our subject is Trooper Borman of the Terran Union Guard. Trooper Borman is armed with a 7mm blaster rifle, the standard weapon of Terran light infantry. A platoon of Azuriach CAP (combat armour, powered) troopers is approaching across the scarred battlefield. The Azzies are equipped with jump belts and are moving quickly. Trooper Borman has to make every shot count.
Trooper Borman sights up an approaching Azzie and at about a half a klick, he fires off a burst. He’s prone and the target is at medium range, so his base chance to hit is 60%. He and his company are under fire from enemy mortars, however, which gives a -10% penalty. Borman has blaster rifle/5 skill, which gives a +10% modifier. The target is moving fast, which gives a modifier of -25%. Therefore, his hit % is 35%, but he fired a burst, so he gets three attack rolls and hits on one.
Next, hit location is determined. The roll indicates a lower abdomen/groin hit. Ouch! That could hurt. However, he still has to penetrate. The Azuriach Imperium believes in the power of heavy infantry and its troopers are among the most heavily-armoured to be found anywhere in explored space. Borman’s target is wearing a Marauder-class PAPA (power-assisted, personal armour) unit, so he needs a 7+ on a d10 to penetrate. He rolls an 8, his lucky day.
Having successfully wounded his enemy, Borman now has to determine how severely. He rolls a d20 with a +2 wound factor modifier for his weapon. He gets a 15, a critical wound for a lower abdomen shot. The damage is 2d6+13 pts., but there is also a 12% chance of an instant kill. He fails on the instant kill check, but still does a lot of damage. The Azzie CAP trooper fails his Shock CR and goes down. The impact of the crash probably finishes him off.
So, to summarize, a successful attack in Space Opera will require, a hit roll, a hit location roll, a penetration roll, a wound severity roll and a damage roll, with an instant kill roll being a possibility as well, a minimum of five rolls. Needless to say, on the GNS plot, Space Opera is firmly entrenched in the simulationist corner
-Rognar-
I think the best way to grasp the beautiful insanity of Space Opera combat is to go through a single attack step by step. Our subject is Trooper Borman of the Terran Union Guard. Trooper Borman is armed with a 7mm blaster rifle, the standard weapon of Terran light infantry. A platoon of Azuriach CAP (combat armour, powered) troopers is approaching across the scarred battlefield. The Azzies are equipped with jump belts and are moving quickly. Trooper Borman has to make every shot count.
Trooper Borman sights up an approaching Azzie and at about a half a klick, he fires off a burst. He’s prone and the target is at medium range, so his base chance to hit is 60%. He and his company are under fire from enemy mortars, however, which gives a -10% penalty. Borman has blaster rifle/5 skill, which gives a +10% modifier. The target is moving fast, which gives a modifier of -25%. Therefore, his hit % is 35%, but he fired a burst, so he gets three attack rolls and hits on one.
Next, hit location is determined. The roll indicates a lower abdomen/groin hit. Ouch! That could hurt. However, he still has to penetrate. The Azuriach Imperium believes in the power of heavy infantry and its troopers are among the most heavily-armoured to be found anywhere in explored space. Borman’s target is wearing a Marauder-class PAPA (power-assisted, personal armour) unit, so he needs a 7+ on a d10 to penetrate. He rolls an 8, his lucky day.
Having successfully wounded his enemy, Borman now has to determine how severely. He rolls a d20 with a +2 wound factor modifier for his weapon. He gets a 15, a critical wound for a lower abdomen shot. The damage is 2d6+13 pts., but there is also a 12% chance of an instant kill. He fails on the instant kill check, but still does a lot of damage. The Azzie CAP trooper fails his Shock CR and goes down. The impact of the crash probably finishes him off.
So, to summarize, a successful attack in Space Opera will require, a hit roll, a hit location roll, a penetration roll, a wound severity roll and a damage roll, with an instant kill roll being a possibility as well, a minimum of five rolls. Needless to say, on the GNS plot, Space Opera is firmly entrenched in the simulationist corner
-Rognar-
Tuesday, June 29, 2010
A look back at Space Opera, pt.1

In my early days of tabletop rpging, I always played with the same group of guys. We went to school together, we were friends from a time before we had ever heard of D&D and as far as we knew, the only company that made games was TSR. Now, that's not to say we only played Dungeons & Dragons. We had a spirited Star Frontiers campaign going for awhile and even gave Gamma World a try (although we found that one a bit silly). Anyway, my gaming horizons began to expand after my first gaming convention. It was Halcon, in Halifax, Nova Scotia and it was probably around 1983. I decided to run a Gamma World game at the convention (after extirpating all the talking chickens and other annoying aspects of the game setting). I had a group of guys sign up for my game who were already playing together. It was like I was a guest GM at their home game. They completely destroyed my game, but I learned a lot about running a tournament game and it turned out, these guys were pretty cool. They even invited me to join their group. Now, my regular group of guys were playing pretty sporadically at this time, so I decided to take them up on the offer. I was a student and a nerd, so I had all the time in the world for gaming. Heck, I probably could have participated in half a dozen different games at the same time back then. Anyway, these guys played a foreign game from an unheard-of publisher. That game was Space Opera and the publisher was Fantasy Games Unlimited. It was like a whole new world had opened up for me. Then I started reading the rules and it was like "What the F...! You guys play this?!" So, without further ado, let me introduce you to the most complicated game system I have ever played (and yes, I did play it, for months).
Part 1 - Character Generation
Chargen starts out pretty straightforward with the selection of character class. There are only six classes and this will be the last time I will ever have to use the word "only". The classes are Armsman, Tech, Research Scientist, Medical Scientist, Engineering Scientist and Astronaut. The Astronaut is sort of a jack-of-all-trades type of character which incorporates combat and technical skills sets together. The others are fairly self-explanatory. Your choice of class gives you a number of points that you can use to top up some of your rolls in the next stage, which is the generation of personal characteristics (i.e. attributes). There are 14 such characteristics. Yes, 14. They are Physique, Strength, Constitution, Agility, Dexterity, Empathy, Intelligence, Psionics, Intuition, Bravery, Leadership, General Technical Aptitude (GTA), Mechanical Aptitude (MechA) and Electronics Aptitude (ElecA). Each is determined by a percentile roll which is then converted to a value between 1 and 19 using a table. For some stats, bonus points provided by the character class are needed to get the highest scores.
After generating personal characteristics, homeworld characteristics are generated and these can result in further adjustments to personal characteristics. For example, high gravity worlds give bonuses to strength and agility, while simultaneously reducing physique. Planets with extreme climates tend to give constitution bonuses.
Next comes the determination of the character's race. It is a veritable parade of furries, as a variety of manimals (Canines, Felines, Ursoids, Saurians, Avians, Pithecines) stand shoulder-to-shoulder with humans and humanoids to defend the galaxy from the various evil squid-people, crab-people and bug-people. Of course, this being Space Opera, one doesn't simply choose a race, one must qualify by having suitable personal characteristics. Humans and Avians have no prerequisites, so lousy dice-rollers always have a refuge, but if you have the stats, you can play the awesome Ursoids (bear-people) or most desired of all, Transhumans (supermen that resemble Vulcans). The more difficult a race is to qualify for, the more benefits one derives from it. Thus, a player lucky enough to have rolled great personal characteristics will be rewarded with even more benefits. Although it is nearly impossible to achieve, if a player is lucky enough to qualify for a Transhuman, he will truly dominate.
Calculation of the various derived characteristics is next. These include carrying capacity (Transhumans are nearly as strong as Ursoids), damage factors (i.e. hit points, Transhumans rule), stamina factor (again, Transhumans have the advantage) and movement (Transhumans can run as fast as the cat-people and for as long as the dog-people). There are also a ton of other things like shock resistance, fatigue, wind, balance and initiative, but you get the idea.
Career experience is determined next and this is somewhat reminiscent of Traveller, although with far fewer steps. The number of tours is determined by a single roll and any service may be selected if the PC has the required personal characteristics. A roll is made for each tour to determine promotions and then severence benefits are calculated.
Finally, skills are purchased. Each character receives a certain number of skill points determined by his personal characteristics and the duration of his service as well as a small number of randomly-rolled general skill points. These may be used to purchase skills, most of which have 10 levels each and some have prerequisites. For example, taking a level in Hyper-Dimensional Physics requires equivalent levels in both Nuclear Physics and Force Field Physics as well as a minimum intelligence of 13.
Watch for my next post as I describe Space Opera combat. You will not believe it.
-Rognar-
Thursday, June 24, 2010
Rippin' on Marvel Super Heroes, pt.2
Zack and Steve continue their analysis of TSR's Gamers Handbook of the Marvel Universe: Abomination Thru Dreadnought. Considering there are four such handbooks, I hope they don't pummel a deceased equine on this one.
Marvel Super Heroes
-Rognar-
Marvel Super Heroes
-Rognar-
Saturday, June 19, 2010
Second dispatch from PaizoCon
Derobane-bane has been rubbing shoulders with some big names in the business. Yesterday, he played in a marathon session with Erik Mona behind the screen. Erik Mona was the former editor-in-chief of both Dragon and Dungeon magazines and is now head publisher for Paizo. D described Mr. Mona as having prodigious stamina, showing no signs of fatigue after nine hours of DMing. He also said Mr. Mona is very skilled at bringing his NPCs to life.
After his marathon gaming session, D later found himself having a discussion at the lounge with a friendly British guy who turned out to be none other than Wayne Reynolds, the artist most responsible for the Pathfinder style. He produced the cover art for both the Pathfinder Core Rulebook and the Pathfinder Bestiary, as well as the famous (and, in some cases, controversial) iconic portraits.
My envy is growing by the day.
Update: Let the games begin
Derobane-bane
Tayloritos
-Rognar-
After his marathon gaming session, D later found himself having a discussion at the lounge with a friendly British guy who turned out to be none other than Wayne Reynolds, the artist most responsible for the Pathfinder style. He produced the cover art for both the Pathfinder Core Rulebook and the Pathfinder Bestiary, as well as the famous (and, in some cases, controversial) iconic portraits.
My envy is growing by the day.
Update: Let the games begin
Derobane-bane
Tayloritos
-Rognar-
Friday, June 18, 2010
First dispatch from PaizoCon

Our own "Derobane-bane" and frequent commenter "Tayloritos" are in Bellevue, WA this weekend for PaizoCon 2010. We have received our first dispatches from the guys. They've met fellow gamers from Montreal, New York and Manchester (England, I presume) and last night, Tayloritos had supper with Dave Gross, author of several Forgotten Realms novels for WotC and more recently, the upcoming Prince of Wolves for Paizo. Mr. Gross is an expat American living in Edmonton.
Keep those updates coming, guys.
-Rognar-
Thursday, June 17, 2010
Eclipse Phase and CthulhuTech reunited
The well-publicized flameout of Catalyst Game Labs and the subsequent departure of Posthuman Studios (Eclipse Phase) and Wildfire (CthulhuTech) led to much speculation about the future of those games. Fortunately, some former employees of Catalyst have come to together to form a new publishing company called Sandstorm and it has lured back both companies. Happy days are here again.
-Rognar-
-Rognar-
Rippin' on Marvel Super Heroes, pt.1
Zack and Steve are back (finally) and they have something to say about Marvel Super Heroes. I am fairly indifferent to most everything about the superheroes genre, but its inherent homoeroticism seems like fertile ground for mockery.
Marvel Super Heroes
-Rognar-
Marvel Super Heroes
-Rognar-
Monday, June 14, 2010
The latest purchase from my FLGS, pt.12
Pathfinder Chronicles: Classic Treasures Revisited
The latest release in the Pathfinder Chronicles line delves into ten of the greatest and most iconic magic items in the history of D&D; the bag of holding, the helm of brilliance, the deck of many things, the cube of force, the vorpal sword, the well of many worlds, the sphere of annihilation, the staff of the magi, the horn of Valhalla and the figurines of wondrous power. This lavishly-illustrated, 64-page book contains a wealth of information (and a fair bit of useless filler) on each of these items.
Each entry includes a reprint of the description of the base item as presented in the Pathfinder Core Rulebook, followed by a "Utility" section describing how the item may be used. This section is fairly handy because it describes a few uses that some players maybe haven't considered, although if any party has a spare Type IV bag of holding that they use to carry water, they might be a bit too well-equipped.
Next is a section called "Related Items/Spells". This section is clearly filler. Why yes, now that you mention it, a handy haversack is rather similar to a bag of holding. Thanks for pointing that out.
After that is a section entitled "Campaign Role". This bears a lot of similarities to the "Utility" section, but there are some additional bits of useful stuff in there for DMs because it provides additional tactics that a villain might use against the party if he was in possession of the item or ways to defeat a party which relies on such an item too heavily.
The crunchiest section is next, that being "Variants". Each item has several different versions with stat blocks. Some of these are simply variations on a theme, like the helm of electric radiance, a variant helm of brilliance which employs electricity-based spells instead of fire-based ones, but there are some pretty interesting artifact-level items in there as well. My favourite is Shelana, the Mother Deck, an intelligent, superpowered deck of many things that is believed to be the precursor to all lesser decks (nitpickers will note that the entry on the Mother Deck is not actually in the "Variants" section, but has a section all its own, see below).
The next section deals with details of each item related to the Pathfinder campaign world of Golarion. This is largely historical detail which may be of some interest to DMs using this setting.
Finally, there is a loose section describing various odds and ends associated with each item. Spells, feats, extra-powerful unique versions (like the aforementioned Shelana, the Mother Deck), alternate theories on the origins of some items, etc. This a mixed bag with some really cool stuff and some pedestrian bits. Your mileage may vary.
Overall, Pathfinder Chronicles: Classic Treasures Revisited is a decent offering. If it sounds like something that interests you, I suspect you won't be disappointed. If, on the other hand, this sounds like something of limited value, you will find more than enough wasted space between the covers to confirm your suspicions. I give it a thumbs-up, but not a wholehearted endorsement.
-Rognar-
The latest release in the Pathfinder Chronicles line delves into ten of the greatest and most iconic magic items in the history of D&D; the bag of holding, the helm of brilliance, the deck of many things, the cube of force, the vorpal sword, the well of many worlds, the sphere of annihilation, the staff of the magi, the horn of Valhalla and the figurines of wondrous power. This lavishly-illustrated, 64-page book contains a wealth of information (and a fair bit of useless filler) on each of these items.
Each entry includes a reprint of the description of the base item as presented in the Pathfinder Core Rulebook, followed by a "Utility" section describing how the item may be used. This section is fairly handy because it describes a few uses that some players maybe haven't considered, although if any party has a spare Type IV bag of holding that they use to carry water, they might be a bit too well-equipped.
Next is a section called "Related Items/Spells". This section is clearly filler. Why yes, now that you mention it, a handy haversack is rather similar to a bag of holding. Thanks for pointing that out.
After that is a section entitled "Campaign Role". This bears a lot of similarities to the "Utility" section, but there are some additional bits of useful stuff in there for DMs because it provides additional tactics that a villain might use against the party if he was in possession of the item or ways to defeat a party which relies on such an item too heavily.
The crunchiest section is next, that being "Variants". Each item has several different versions with stat blocks. Some of these are simply variations on a theme, like the helm of electric radiance, a variant helm of brilliance which employs electricity-based spells instead of fire-based ones, but there are some pretty interesting artifact-level items in there as well. My favourite is Shelana, the Mother Deck, an intelligent, superpowered deck of many things that is believed to be the precursor to all lesser decks (nitpickers will note that the entry on the Mother Deck is not actually in the "Variants" section, but has a section all its own, see below).
The next section deals with details of each item related to the Pathfinder campaign world of Golarion. This is largely historical detail which may be of some interest to DMs using this setting.
Finally, there is a loose section describing various odds and ends associated with each item. Spells, feats, extra-powerful unique versions (like the aforementioned Shelana, the Mother Deck), alternate theories on the origins of some items, etc. This a mixed bag with some really cool stuff and some pedestrian bits. Your mileage may vary.
Overall, Pathfinder Chronicles: Classic Treasures Revisited is a decent offering. If it sounds like something that interests you, I suspect you won't be disappointed. If, on the other hand, this sounds like something of limited value, you will find more than enough wasted space between the covers to confirm your suspicions. I give it a thumbs-up, but not a wholehearted endorsement.
-Rognar-
Monday, June 07, 2010
Thinking about Birthright
The Birthright Campaign Setting was an attempt by TSR to introduce empire-building into AD&D. Although the execution was remarkably sound, the idea never really caught on and the line was unable to set itself apart from more popular settings at the time. Still, I think it is worthy of praise, so I do so now. In some ways, the setting is very conventional. The PC races are the same, although often with a twist. For example, there are five human races, the Anuireans, the Brecht, the Khinasi, the Rjurik and the Vos. They are modeled on High Middle Age French/Normans, Hanseatic League/Venetians, Arabs, Celts/Norse and Russian/Tatars respectively and each has racial ability adjustments, just like non-humans. The races tend to mix less than in standard D&D campaign settings and, in fact, many elves are murderously hostile towards humans.
Beyond the superficial differences related to races, gods and classes (i.e., true wizards are very rare), there are two basic concepts in Birthright that set it apart from other settings. The first of these is bloodlines. Centuries past, a great battle took place in which both mortals and gods took part. The most powerful of the deities was the evil Azrai and the only way he could be defeated was through the combined sacrifice of all the other gods who opposed him. The resulting release of divine energy blasted down upon the battling mortals below. Those closest to the gods, the earthly lieutenants of the gods themselves who contested atop Mount Deismaar, absorbed so much of the divine essence, they became gods themselves and took over for the deceased gods they followed. Beyond that, many of the lesser, but still potent mortals, absorbed smaller amounts of divine energy and became blooded. Blooded individuals (called scions) enjoy special powers from their bloodlines. These bloodline powers resemble spell-like abilities or feats and the strength and derivation (i.e. which god's essence was absorbed) of one's bloodline determines the strength, number and types of bloodline powers that manifest. Bloodlines can also be strengthened by way of bloodtheft, that is, the killing of other scions (in a precise manner). As such, many weaker scions are advised to hide their bloodlines lest more powerful scions choose to slay them for their bloodline strength. The most powerful scions tend to be evil because they are typically imbued with the bloodline of Azrai, the most powerful of the gods, and because they have few qualms about wanton bloodtheft. Over time, the effects of their bloodlines tends to twist them into monstrous form. These abominations, called awnsheghlien, are generally extremely powerful versions of more common monsters, such as The Gorgon or The Vampire. Many of the more powerful awnsheghlien even rule their own kingdoms.
The second unusual aspect of Birthright derives directly from the first. Regency is power that a blooded ruler derives from the land and peoples he or she rules. This power can be used for the benefit and expansion of the ruler's holdings, which, in turn, may enrich his bloodline. There are four types of holdings, law, temple, guild and source, and it is typical for different regents to control and draw regency from different holdings within a kingdom. For example, the king may control some or all of the law holdings (depending on how tyrannical his rule is) in his kingdom, while the guildmaster controls some of the guild holdings and a large multinational church may control some or all of the temple holdings. Source holdings are magical in nature and are controlled by wizards through the use of ley lines. A powerful wizard may control source holdings from several lands across the continent. Since few unclaimed territories remain, expansion is typically achieved at the expense of other rulers. There are rules for mass combat, which are functional, if a tad clunky, as well as more treacherous means of conflict resolution, like assassination and subterfuge. Many of these actions could lend themselves to role-playing, making it possible for groups to play alternate non-regent characters working in the service of their regent characters.
-Rognar-
Beyond the superficial differences related to races, gods and classes (i.e., true wizards are very rare), there are two basic concepts in Birthright that set it apart from other settings. The first of these is bloodlines. Centuries past, a great battle took place in which both mortals and gods took part. The most powerful of the deities was the evil Azrai and the only way he could be defeated was through the combined sacrifice of all the other gods who opposed him. The resulting release of divine energy blasted down upon the battling mortals below. Those closest to the gods, the earthly lieutenants of the gods themselves who contested atop Mount Deismaar, absorbed so much of the divine essence, they became gods themselves and took over for the deceased gods they followed. Beyond that, many of the lesser, but still potent mortals, absorbed smaller amounts of divine energy and became blooded. Blooded individuals (called scions) enjoy special powers from their bloodlines. These bloodline powers resemble spell-like abilities or feats and the strength and derivation (i.e. which god's essence was absorbed) of one's bloodline determines the strength, number and types of bloodline powers that manifest. Bloodlines can also be strengthened by way of bloodtheft, that is, the killing of other scions (in a precise manner). As such, many weaker scions are advised to hide their bloodlines lest more powerful scions choose to slay them for their bloodline strength. The most powerful scions tend to be evil because they are typically imbued with the bloodline of Azrai, the most powerful of the gods, and because they have few qualms about wanton bloodtheft. Over time, the effects of their bloodlines tends to twist them into monstrous form. These abominations, called awnsheghlien, are generally extremely powerful versions of more common monsters, such as The Gorgon or The Vampire. Many of the more powerful awnsheghlien even rule their own kingdoms.
The second unusual aspect of Birthright derives directly from the first. Regency is power that a blooded ruler derives from the land and peoples he or she rules. This power can be used for the benefit and expansion of the ruler's holdings, which, in turn, may enrich his bloodline. There are four types of holdings, law, temple, guild and source, and it is typical for different regents to control and draw regency from different holdings within a kingdom. For example, the king may control some or all of the law holdings (depending on how tyrannical his rule is) in his kingdom, while the guildmaster controls some of the guild holdings and a large multinational church may control some or all of the temple holdings. Source holdings are magical in nature and are controlled by wizards through the use of ley lines. A powerful wizard may control source holdings from several lands across the continent. Since few unclaimed territories remain, expansion is typically achieved at the expense of other rulers. There are rules for mass combat, which are functional, if a tad clunky, as well as more treacherous means of conflict resolution, like assassination and subterfuge. Many of these actions could lend themselves to role-playing, making it possible for groups to play alternate non-regent characters working in the service of their regent characters.
-Rognar-
The Drow War: A Review
I've always been a fan of adventure modules, I had a ton of them back in 1st edition days but I've managed to stay rather restrained in recent years. The other day I came across a super adventure. It spanned levels 1-10 in 256 pages, while books two and three went from 10-20 and from 20-30 respectively.
Now the title seemed rather cheesy. Drow War? How cliche can you get but I took a closer look at the first two books and I'm so glad I did. Drow War: Book 1: The gathering of the Light by Adrian Bott is great. The setting is supposed to be transferable but probably would not be worth the effort. The characters themselves are called the Starchosen and are sent by the forces of light to combat the rising darkness (the Drow) in a prophesied conflict that occurs every thousand years.
The adventures themselves are well written and interesting with a good variety of environments. Most adventures have multiple solutions and there is often so much to do that the heroes will have to pick which problems they wish to solve as they are often on a time limit and won't be able to do everything.
The adventure has two massive battle that the heroes will be able to take part in and influence the outcome. Each part of the adventure is influenced by what came before so the DM will have to keep decent notes to ensure that things run as they should.
A major part of the quest line was for each hero to recover their soul item. This is an item that each hero carries and it powers up as they do (usually a sword, shield or armor but rules for other items were present.)
There are a few problems with the book. I haven't tested the mass combat rules but I noticed the way that the command score was generated and I didn't like it. If the party lacks a fighter, your command score is going to be poor. Some of the maps were a bit confusing and I think at least one was missing. There were a few typos but nothing that could not be figured out.
Its almost half a decade old now and was written for 3.5 so to convert it to Pathfinder would require a bit of work. I think the effort would be worth it. There are lots of great ideas packed into this book and it might be fun to give a shot someday, although I think I'd actually prefer to run the second part which I may review later. I would have to find some way to give the players all of the background they'd be missing from the first book however...
Now the title seemed rather cheesy. Drow War? How cliche can you get but I took a closer look at the first two books and I'm so glad I did. Drow War: Book 1: The gathering of the Light by Adrian Bott is great. The setting is supposed to be transferable but probably would not be worth the effort. The characters themselves are called the Starchosen and are sent by the forces of light to combat the rising darkness (the Drow) in a prophesied conflict that occurs every thousand years.
The adventures themselves are well written and interesting with a good variety of environments. Most adventures have multiple solutions and there is often so much to do that the heroes will have to pick which problems they wish to solve as they are often on a time limit and won't be able to do everything.
The adventure has two massive battle that the heroes will be able to take part in and influence the outcome. Each part of the adventure is influenced by what came before so the DM will have to keep decent notes to ensure that things run as they should.
A major part of the quest line was for each hero to recover their soul item. This is an item that each hero carries and it powers up as they do (usually a sword, shield or armor but rules for other items were present.)
There are a few problems with the book. I haven't tested the mass combat rules but I noticed the way that the command score was generated and I didn't like it. If the party lacks a fighter, your command score is going to be poor. Some of the maps were a bit confusing and I think at least one was missing. There were a few typos but nothing that could not be figured out.
Its almost half a decade old now and was written for 3.5 so to convert it to Pathfinder would require a bit of work. I think the effort would be worth it. There are lots of great ideas packed into this book and it might be fun to give a shot someday, although I think I'd actually prefer to run the second part which I may review later. I would have to find some way to give the players all of the background they'd be missing from the first book however...
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