Saturday, February 28, 2015

Too bad there were no more...

"Sun and Scale: The Gryphon's Legacy" by Wolfgamg Baur
Published and distributed by Gaslight Press
ISBN = 0-9713526-0-7  48 pages

Generally, when you see the name "Wolfgang Baur", you can pretty much guarantee that this Role Playing Game product is gonna be a good one!

The Gryphon's Legacy was to be a start for Wolfgang's Sun and Scale world. 

At only 48 pages, plus coded maps on the inside front and inside back pages, this is basically a module for the D20 system. 

It includes:

1 - The World of Sun and Scale
2 - Adventure Intro
3 - The Gryphon's Legacy
4 - Conclusion

There are three Appendixes:

1 - Quick References
2 - New Items and New Spells
3 - The usual License Agreement

Most of the meat of this module takes place in a small castle with a tower.  The series of maps, which includes the main floor, the tower cellar, the three upper floors of the tower, and the two crypts, are keyed to the text.  There are 56 keyed areas.  This would provide for one very long session, or a small series of smaller adventures. 

As usual, Baur does not disappoint, and this is a worthy mod for anyone still using the D20 system. 

Second Storehouse of Treasures

"Adventurer's Vault 2" by Various
Published and distributed by Wizards of the Coast
ISBN = 978-0-7869-5204-5  160 pages

Adventurer's Vault 2 provides some more treasures for your D&D 4th Edition campaign. 

Broken down, it looks like this:

In the 1st chapter, Magic Items, you find: Armor, Weapons, Ammo, Holy Symbols, Orbs, Rods, Staffs, Tomes, Totems, Wands, Arms Slot Items, Feet Slot Items, Hands Slot Items, Head Slot Items, Neck Slot Items, Rings, Waist Slot Items, Wondrous Items (including Wondrous Lair Items...), Tattoos, and Consumables.

Next, the 2nd Chapter, Item Sets, has sets of weapons and armor grouped by Heroic, Paragon, Epic, and Group sets.

The appendix has an Item Table.

I was hoping that there was more to treasures than what was in the Core Rulebooks.  This provides at least part of the answer.  There's also a first "Adventurer's Guide" with even more...

The Item Sets portion of this book was my favorite part.  I can see players scattering alll over the world trying to find that one last part... :-)

Although players can use this book, it is, of course, primarily for Game Masters.  It contains literally thousands of new items for adding to 4th Edition.  Thank the maker that someone had the idea to group the Master Table by Item Level, and sub-grouped by type.  If you want to still DM using the 4th Edition, I'd say this was a no-brainer.  GM's should try to limit player access to this book.  If you're running 4th Edition, it has my recommendation.

The first storehouse of treasures

"Adventurer's Vault" by Various
Published and distributed by Wizards of the Coast
ISBN = 978-0-7869-4978-6  224 pages

Adventurer's Vault (1) provides some sorely needed treasures for your D&D 4th Edition campaign. 

Broken Down, it looks like this:

In the 1st chapter, Equipment, you find: Masterwork Armor, Masterwork Weapons, Vehicles, and Alchemy.  There are lots of charts for all of these.

Next, in the 2nd Chapter, Magic Items, you find Magic Armor, Magic Weapons, Implements, Arm Slot Items, Companion Items, Feet Slot Items, Hand Slot Items, Head Slot Items, Neck Slot Items, Rings, Waist Slot Items, Wondrous Items, and Consumables.  Yes, more charts here.

Appendix 1 deals with Unique Items, Item Level, and Enchanting Items.  Some good higher level info here.

Appendix 2 is simply a huge chart (called a "master table") for all Magic Items in this book. 

There are only about 16 pages dedicated to Equipment.  However, at least 150 pages for Magic Items.  There are only about 28 pages for both appendixes. 

I was hoping that there was more to treasures than what was in the Core Rulebooks.  This provides at least part of the answer.  There's also a "Adventurer's Guide 2" with even more...

Although players can use this book, it is, of course, primarily for the Game Master.  It contains literally thousands of new items for adding to 4th Edition.  Thank the maker that someone had the idea to group the Master Table by Item Level.  If you want to still DM using the 4th Edition, I'd say this was a no-brainer.  GM's should try to limit player access to this book.  If you're running 4th Edition, it has my recommendation.

Thursday, January 1, 2015

The best Dungeon Master's Guide ever...

"Premium Dungeons and Dragons Dungeon Master's Guide" by Various
Published and distributed by Wizards of the Coast
ISBN = 978-0-7869-6245-7  320 pages

This is often called "Core Rulebook 2 v.3.5".  Within its pages are the closest thing to perfection that the 3.5 rulebooks have ever had.  In this Premium edition, all errata has been removed, if possible, and entries have been slightly altered to make rulings clearer.

There are eight major chapters in this volume:
     1) Running the Game
     2) Using the Rules
     3) Adventures
     4) NPC's
     5) Campaigns
     6) Characters
     7) Magic Items
     8) Glossary

I'm not going to bore you with long descriptions of the chapters.  But I will say that the Premium volume, with its semi-metallic cover, really stands out in my bookcases.  The art is great, as usual for WotC, and is rarely out of place.  The basics of what might be called "the ultimate D&D" are all included.  In the back of the book are several small maps and map templates, and some color floor tiles.  There's also a removable map of a dungeon.

There is a really good Table of Contents and a good index.  There's also a list of all pertinent tables, which was a nice touch - it makes the specific info you are looking for easier to find.

Folks, if you play =any= 3.5 or D20 game, you should have a copy of this book.  The DMG contains many great hints and tips for running a campaign or adventure.    Highly recommended.

Simply put, the best Monster Manual ever.

"Premium Dungeons and Dragons Monster Manual" by Various
Published and distributed by Wizards of the Coast
ISBN = 978-0-7869-6144-0  320 pages

This is often called "Core Rulebook 3 v.3.5".  Within its pages are the closest thing to perfection that the 3.5 rulebooks have ever had.  In this Premium edition, all errata has been removed, if possible, and entries have been slightly altered to make rulings clearer.

There are seven major chapters in this volume:
     1) Monsters A to Z
     2) Animals
     3) Vermin
     4) Improving Monsters
     5) Making Monsters
     6) Monster Skills and Feats
     7) Glossary

I'm not going to bore you with long descriptions of the chapters.  But I will say that the Premium volume, with its semi-metallic cover, really stands out in my bookcases.  The art is great, as usual for WotC, and is rarely out of place.  The basics of what might be called "the ultimate D&D" are all included.  In the back of the book are two pages of Monsters sorted by Challenge Rating.  There is a really good Table of Contents, making it vary easy to find the creature you want.

Folks, if you play =any= 3.5 or D20 game, you should have a copy of this book.  The Monster Manual contains the stats for all of the basic monsters - from the Aboleth to Zombies.  Don't forget that things like cats and dogs are considered 'animals' and not monsters, and things like ants are considered 'vermin'.  If you're a GM, you gotta love the monster creating chapters.  Highly recommended.

Quite Frankly, the best D&D 3.5 Player's Handbook

"Premium Dungeons and Dragons Player's Handbook" by Various
Published and distributed by Wizards of the Coast
ISBN = 978-0-7869-6146-4  320 pages

This is often called "Core Rulebook 1 v.3.5".  Within its pages are the closest thing to perfection that the 3.5 rulebook has ever had.  In this Premium edition, all errata has been removed, if possible, and entries have been slightly altered to make rulings clearer.

There are eleven major chapters in this volume:
     1) Abilities
     2) Races
     3) Classes
     4) Skills
     5) Feats
     6) Descriptions
     7) Equipment
     8) Combat
     9) Adventuring
     10) Magic
     11) Spells

I'm not going to bore you with long descriptions of the chapters.  But I will say that the Premium volume, with its semi-metallic cover, really stands out in my bookcases.  The art is great, as usual for WotC, and is rarely out of place.  The basics of what might be called "the ultimate D&D" are all included.  In the back of the book is a small section of general guidelines and a glossary.  At the rear of the book is a character sheet.

There is a really good Table of Contents and a good index.  There's also a list of all pertinent tables, which was a nice touch - it makes the specific info you are looking for easier to find.

Folks, if you play =any= 3.5 or D20 game, you should have a copy of this book.  I don't know of a single case where a 3.5/D20 book does not require the Player's Handbook in addition to whatever book you're reading.  And if you're going to need one, you may as well buy the best you can buy.  This is, quite simply, the best.  As a long time player of D&D and D20 games, I find this volume indispensable.  I think you will, too.  Highly recommended.

Tuesday, December 30, 2014

The Stars are slowly dying...

"Fading Suns" by Bill Bridges and Andrew Greenberg
Published and distributed by Holistic Designs
ISBN = 1-888906-18-9  FS 202

Here is one of the more unique and unusual science fiction role playing games I have ever encountered.  In its 312 pages are details of a galactic civilization in decline for one major reason - the suns are slowly dying. 

This book was originally conceived by developers of White Wolf's World of Darkness, and thus has more than a bit of angst.  Psychic powers are called "occult" by the church, and are generally frowned upon on civilized worlds.

There are nine chapters in this volume:
     1) The Universe
     2) Rules
     3) Characters
     4) Traits
     5) Occult
     6) Combat
     7) Technology
     8) Gamemastering
     9) Planets
and a small appendix.

Far into the future, a few major "houses" and several minor "houses" battle over the remnants of the universe.  There are five major houses: the Hawkwood, the Decados, the Hazat, the Li Halan, and the al-Malik.  In addition, a huge church-like group also has its tendrils everywhere.  Also, there is a mercantile guild that has almost a stranglehold on shipping.  This is not to mention the alien races, and the enigmatic Anunnaki.  There are "jump gates" originally created by the Anunnaki that make system-to-system travel possible. 

There is a very small table of contents, and a good index.  There are two pages of additional products for the game, and a character sheet.  There's also a D20 edition, and the newly invigorated FASA has printed a third edition of the Player's Handbook and the Game Masters Guide.  I look for more from FASA for the new third edition of Fading Suns. 

I would like to take this short opportunity to tell you that I use this game for an adaptation of "Dune".  Although I have eliminated the references to the suns going out, the Spice provides just as much, if not more, reasons to use this material.  I believe this game is just about tailor made for "Dune".  If you are looking for a different setting for a sci-fi game, look no further.

The Age of Exploration for D20

"Twin Crowns" by John Faugno and Steven Novella
Published and distributed by Living Imagination
ISBN = 0-9712145-0-6

"Twin Crowns" bills itself as "Age of Exploration Fantasy" and it delivers a nice mesh of quasi-Victorian and semi-Renaissance feel to the world of D20.

There are 304 pages, broken down into three "books" - The Player's Section, the World, and the GM's section.

In Book 1 - in the Player's section lie nine chapters:
     1) Races - there are a total of ten playable races
     2) Classes - there are 16 classes - some old and some new
     3) Skills - some dealing with rituals and some with professions
     4) Feats - Feats new to D20
     5) Equipment - including gunpowder weapons
     6) Naval Adventuring - rules for ships
     7) Religion and Magic - much on the unique religious system
     8) Spells
     9) Rituals

Book 2 - The World in four parts:
     1) History
     2) The Northern Empire
     3) The Southern Empire
     4) Other Lands

Book 3 - The GM's Section covers:
     1) Adventuring
     2) Magic Items
     3) Monsters

There's also a small appendix with maps and tables.

Right now, I can't think of a better book for Naval adventures.  Although there are only 20 pages here, it provides detailed info on ships, ship-to-ship combat, and other naval hazards.  The religious chapter has a unique take on the Gods and Goddesses of the world.  The spells included are in addition to what is normally available in D20.  The new "Rituals" section has some rather interesting additions to your D20 collection.  GM's may want to limit PC access to rituals, as they can be rather powerful.  One of the more interesting additions are the gunpowder weapons, and how they are created so as to not unbalance a campaign.  This book includes a small Table of Contents, =and= an index, a rarity to find both in a single game book. 

My take on this book is simple - should you want to move ahead in time to at least the Renaissance, if not to the Victorian age, you should highly consider this book.

Saturday, December 27, 2014

Review of "More Guns"

"More Guns" by Greg Porter,
Published and distributed by BTRC.
ISBN = 0-943891-26-4  BTRC # 4002

More Guns is Greg Porter's expansion to his highly popular "Guns, Guns, Guns".  Within its 232 pages is even more info on firearms and ammo then was included with the first book. 

There are three major sections - Archaic Weapons, Modern Weapons, and The Future.  There's also a chapter on guns that never were.  Near the back are the conversion parts for Time Lords, CORPS, GURPS, Torg, Hero, Traveller, Twilight 2000, and Cyberpunk 2020. 

Within the chapter on archaic weapons are Pistols, Rifles, Shotguns, and Heavy Weaponry.  Within the chapter on modern weapons are: more Civilian Pistols, Machine Pistols, Civilian Rifles, Military Rifles, Shotguns, Machine Guns, and heavy weapons.  Inside the Future are: even more Civilian Pistols, Machine Pistols, Civilian Rifles, Military Rifles, Shotguns, Machine Guns, and more heavy weapons.  Included with the "Guns that Never Were" are, of course, Civilian Pistols, Machine Pistols, Civilian Rifles, Military Rifles, Shotguns, Machine Guns, and even more heavy weapons.  If these categories seem familiar, they are.  But the separation into the types make it easier to find that little detail you knew you missed.

Although there is no index, the Table of Contents should allow readers to quickly access the info they want.  If you already own Guns, Guns, Guns ("3G3") and like it, you owe it to yourself to get a copy of More Guns.

Review of "Guns, Guns, Guns"

"Guns, Guns, Guns" by Greg Porter,
Published and distributed by BTRC.
ISBN = 0-943891-19-1  BTRC # 4001

3G3, as it is affectionately known to its fans, provides weapon and ammo statistics for role playing games such as CORPS (Greg Porter's own game), Cyberpunk 2020, GURPS, Hero, Traveller, Time Lords, Torg, and Twilight 2000.  In its about 136 pages lie hundreds or even thousands of firearms and ammo.  Remember, this is =far= before the advent of the Open Gaming Licence. 

It starts with a section on basic terminology, and moves from that beginning to a section on conventional weapons.  This is the meat-and-potatoes for people wanting to use this book's highly accurate statistics for running games other than the ones included.  Fade that into a section on Lasers, followed by sections on: Particle Beams, Railguns, and melee weapons. 

Then starts the games sections with conversions to: Time Lords, CORPS, GURPS, Master Book, Hero, two flavors of Traveller, Cyberpunk 2020, Battlelords of the 23rd Century, Nexus, and Heavy Gear.

Although it has no table of contents, the index is good.  In the back of the book are charts for ammunition, and design sheets for several types of weapons and ammo. 

Although this does not include ay D20 Modern conversions, the info on the weapons and ammunition are easily converted into almost any game system.  I would recommend this book (even now!) to GM's who want to add more than a dash of realism to their modern campaigns. 

Review of The Book of Fiends

"The Book of Fiends" by various,
published and distributed by Green Ronin.
ISBN = 1-932442-09-X  GRR # 1025

Although the Book of Fiends is an older book, I think it is one well worth considering.  Here are some details.

There are a total of nine chapters in this volume, which I will look at in four sections.

The first four chapters deal with "The Armies of the Abyss" - a section based on Green Ronin's earlier book, "Armies of the Abyss", but it has been revised and expanded for this book, and has some new material as well.  Some of the more important features of this section are the new Thaumaturge class (which I only recommend for NPC's), and the denizens of the Abyss, including some info on the rulers of the Abyss and detailed info on the creatures of the Abyss - namely Demons.  There are 21 entries for the rulers of the Abyss, and 43 various creatures of the Abyss.

The next two chapters are concerned with the never before seen "Hordes of Gehenna" and its residents - the Daemons.  There are entries for 44 totally new monsters that you can perplex players with.  There's also info about the plane of Gehenna, its rulers, and inhabitants.

The next two chapters deal with the "Legions of Hell" - material formerly presented in Green Ronin's "Legions of Hell" book, and once again it has been revised and updated for this volume and includes some new material.  There are 51 more residents detailed. 

The final section deals with the appendices, including three new Prestige classes (better off left to NPC's). info on Angelic choirs, the most useful section - info on the Unholy Warrior (think "Anti-Paladin"), two fiendish cities, and monsters ranked by challenge rating - all the way from 1/2 to (believe it or not) 40!

There's a useful Table of Contents, =and= an equally useful index.  Altogether, there's over 130 various Devils, Daemons, and Demons.  The black-and-white art is a bit put-offish, but I think that it is put to good use to illustrate things in this volume.  I think this is a very good book for details on the Underworld races and rules.  Although 3.5 is a little out of date nowadays, it can be converted easily to other systems. My recommendation to GMs - buy it.

Monday, December 8, 2014

It's been a =long= time since I posted here, but I'm rebooting my 13th Age campaign on Sunday Dec 14 2014 at the Dragon's Horde in Staunton VA at about 12 noonish.  I have pre-gens and blank sheets for new players, and plan on using this as a springboard for Pelgrane's Organized Play scenarios.  If you need directions, please do not hesitate to ask.  The only thing that might get in my way is a storm, so keep the Shenandoah Valley in mind when traveling. 

Friday, March 28, 2014

Judges Guild is back!

Yes, for all of you old school games, Judges Guild is making a restart on Kickstarter.



Come on and pledge for one of the best, if not =the= best, Old School gaming settings!

Bruce

Monday, March 10, 2014

Linwood Whitsel passed away a few days ago, and his wife and friends are having a Celebration of Linwood Whitsel Party at American National University on Country Club Rd on Saturday March 22, at 2pm.  Many friends and family are attending.  If you cared in any way about my good friend, I suggest you try to be there.

Tuesday, February 4, 2014

Lost our cat today...

We had to put down our cat just a couple hours ago - giant tumor in it's intestines.  Just too much money to fix - and that's if the tumor was benign.  His name was Smokey and he was only three.  Please send positive thoughts to me and my daughter as we deal with this tragedy......

Friday, January 31, 2014

Birthday Blast!

Hi!  It's my birthday this Sunday February 2!  I'm planning a get-together and gaming session probably with the new Pathfinder Card Game (Rise of the Runelords).  C'mon out and have a good time at the Dragon's Hoard, 17 East Johnson St, Staunton, VA 24401.  I plan on getting there at about noon.  I may bring some other treats. 

Monday, November 18, 2013

13th Age at Comic Toast in Harrisonburg VA

I'll be trying to get a group up for 13th Age tomorrow, Tues 19 Nove at 5:30 pm. Anyone availablr is invited. I hae dice and blank character sheets, as well as some pre-gens if you want to go that way. 13th Age is sort of a D&D clone with lots of dieeference.

Sunday, September 8, 2013

Burning Suns - Looks Like a Great Board Wargame...


 

 http://www.kickstarter.com/projects/suntzugames/burning-suns?ref=category

Burning Suns is an intense tactical science fiction game set in an expansive universe, where you'll be competing for supremacy through technology, diplomacy, exploitation, and destruction.

Tactical 4X thematic action > Burning Suns is not a traditional 4X game. It takes the 4X actions and gives you complete tactical control. This means you'll have to adapt and improvise on the way to victory.

A strategy can only take you this far, in the meantime you'll have to rely on your abilities to analyse the situation and calculate the best possible moves ahead of you.

Being able to force, trick, and outmanoeuvre your opponents is key to success. Seize opportunities as they arise and don't wait for the perfect moment - because it doesn't exist! It's about being proactive and reactive according to your chances and the risk you're willing to take!

Create an Empire > You'll be able to create no less than 343 possible empires, using the 3 elements of Ideology, Race, and Structure. All with unique strengths and weaknesses.

Galaxies in motion > Galaxies can be created just as you see them fit. And they might evolve during a game.

Immediate actions > The order in which actions are executed will change every turn. All actions in Burning Suns are carried out immediately and players are therefore involved throughout the game - bringing downtime to a minimum.

Your empire, your strategy > In Burning Suns there are many ways to victory. Depending upon your empire, how you use abilities, leaders and agents, whether you choose to ally or conquer worlds and how you choose to engage your opponents with the many various units.

Probably one of the better board wargames with miniatures I've ever had the chance to look at.  Pledged enough to get a copy, and, since it's already funded, can't wait to see it in person.  Feel free to add your name to the list of supporters even though it's already funded.  Looks like a lot of fun...




Friday, September 6, 2013

...and another good author leaves us

Sad news...

Boing Boing is reporting that Author Ann Crispin has died. Ann, one of the founders of Writer Beware who published 23 novels writing as A.C. Crispin, is perhaps best known for her Starbridge series of science fiction novels, as well as several Star Wars novels (The Han Solo Trilogy) and Star Trek novels (Yesterday's Son). She also wrote 2 books in the Witch World series (Gryphon's Eyrie and Songsmith).

Wednesday, September 4, 2013

One of my favorite authors is getting ready for the final leap...

Ann Crispin is saying goodbye, farewell and thank you. The acclaimed author of her own, original StarBridge series and novels set in the Star Wars, V, Alien and Pirates of the Caribbean universes, as well as, of course, such beloved and bestselling Star Trek tales as Yesterday’s Son, Sarek and Time for Yesterday, has revealed that she’s nearing the end of a protracted battle against cancer.

“I've been hesitant to make this post, but it's time,” Crispin – whose pen name is A.C. Crispin -- wrote today on her Facebook page. “I want to thank you all for your good wishes and prayers. I fear my condition is deteriorating. I am doing the best I can to be positive but I probably don't have an awful lot of time left. I want you all to know that I am receiving excellent care and am surrounded by family and friends.

“I wish all aspiring writers the will to finish and a good contract. Please continue to monitor Writer Beware and be careful who you sign with. Victoria Strauss and Richard White are there to help.
“I've asked Michael to collect and read me your messages. As I don't know how things will proceed, I don't know if I'll have the strength to post on Facebook again.”