The Other Side

Mail Call: D&D History and Adventures

 It's Tuesday, and that means mail around here. It also means UPS, which delivers late in my neighborhood. It is also the release date of Wizards of the Coast's new 50th anniversary book.

New "old" D&D books

The Making of Original Dungeons & Dragons, 1970-1977 is a really great book. I can't wait to get into it more.

The Making of Original Dungeons & Dragons, 1970-1977
The Making of Original Dungeons & Dragons, 1970-1977
The Making of Original Dungeons & Dragons, 1970-1977
The Making of Original Dungeons & Dragons, 1970-1977
The Making of Original Dungeons & Dragons, 1970-1977Original Character sheet.

I also spent some cash on a bunch of AD&D 2nd Edition Forgotten Realms adventures and sourcebooks.

AD&D 2nd Ed Forgotten Realms
AD&D 2nd Ed Forgotten Realms
AD&D 2nd Ed Forgotten Realms

I'll get to each one in turn. Looking forward to using these in my AD&D 2nd Ed game. This will be a lot of fun.

Dracula, The Hunters' Journals: 17 June, Jonathan Harker's Journal (Cont.)

 Johnathan keeps himself busy for two to three weeks watching Dracula's minions.

Dracula - The Hunters' Journals


17 June.—This morning, as I was sitting on the edge of my bed cudgelling my brains, I heard without a cracking of whips and pounding and scraping of horses’ feet up the rocky path beyond the courtyard. With joy I hurried to the window, and saw drive into the yard two great leiter-wagons, each drawn by eight sturdy horses, and at the head of each pair a Slovak, with his wide hat, great nail-studded belt, dirty sheepskin, and high boots. They had also their long staves in hand. I ran to the door, intending to descend and try and join them through the main hall, as I thought that way might be opened for them. Again a shock: my door was fastened on the outside.

Then I ran to the window and cried to them. They looked up at me stupidly and pointed, but just then the “hetman” of the Szgany came out, and seeing them pointing to my window, said something, at which they laughed. Henceforth no effort of mine, no piteous cry or agonised entreaty, would make them even look at me. They resolutely turned away. The leiter-wagons contained great, square boxes, with handles of thick rope; these were evidently empty by the ease with which the Slovaks handled them, and by their resonance as they were roughly moved. When they were all unloaded and packed in a great heap in one corner of the yard, the Slovaks were given some money by the Szgany, and spitting on it for luck, lazily went each to his horse’s head. Shortly afterwards, I heard the cracking of their whips die away in the distance.


Notes

Moon Phase: Last Quarter

What has Jonathan been doing for the last two-three weeks? Has Dracula been feeding him still?

We also get our first glance at the boxes the count will fill with earth for his trip to London. Are the square boxes shaped this way to avoid detection? I think so; coffins are a bit too obvious. 

Updates

I have a bunch of projects I need to get done this week including my edits to Thirteen Parsecs. So post will be a touch sporadic.

I do have a bunch of draft posts that just need a bit of editing and polish, so maybe I'll get a few of those off as well.

"It's me. I'm witches." Taylor Quick, Pumpkin Spice Witch

Taylor Quick, Pumpkin Spice WitchWitch by T Leish with minor edits

 I swear. People are losing their damn minds.

I mentioned this all briefly in my Satanic Panic post back in April about how there are a bunch of Right Wing Evangelicals making the claim that Taylor Swift is a witch, or satanic, or both. Some have even gone as far as to "conclude" she must be a clone of Zeena Schreck, daughter of Church of Satan founder Anton LaVey.  Ignoring the fact that cloning tech is nowhere near this good now, let alone when Taylor was born.  I think they watched the movie "The Boys from Brazil" and thought it was a documentary. No. I don't give them the benefit of the doubt for having read the book instead.

I mean, I could go on and on; there is so much stupid shit out there. Just Google "Taylor Swift Witch" and read in horror how gullible (and stupid) some people are. 

Honestly, it boils down to three things.

  • She is a successful woman.
  • She says what she wants, when, and how she wants.
  • They can't control her, and they find that galling.
Plus, she is smart (as evidenced by her taking control of her own record deals) and knows how to have fun with her public persona (see "No, Its Becky").

View this post on Instagram

A post shared by Taylor Swift (@taylorswift)

It's Me. I'm Witches.

So what do they do? They take a page from their favorite playbook, and I honestly think this is Page 1, and they try to demonize her—somewhat literally. 

Parents, know what your kids are listening to!! Here are a few samples of the lyrics from Taylor Swift's new...

Posted by Caring Love Foundation Uganda - CLFUG on Tuesday, April 30, 2024

Though some do have fun with it. 

so proud of taylor swift for finally admitting that she’s the devil pic.twitter.com/Tba4K0YgZ4

— regina george (@meanlore) May 27, 2023

And of course, if someone mentions witches online, it has my attention.

from Imgflip Meme Generator

It has been decided. 

She is a witch in my games, specifically a Pumpkin Spice Witch. But since no PSL is complete without a dash of cinnamon, she has a dash of Mara Witch in her, too. Why? Because she thinks it is funny. 

Sailor Taylor by Delaney ShultzSailor Taylor by Delaney ShultzTaylor Quick
Human Female, Chaotic Good
19th Level Witch, Pumpkin Spice Witch Tradition.

Strength 10
Intelligence 17
Wisdom 15
Dexterity 14
Constitution 12
Charisma 19

Saving Throws (Base)
Death Ray/Poison 7
Magic Wands 8
Paralysis, Polymorph 7
Dragon Breath 10
Rods, Staffs, Spells 9 

Hit Points: 34
AC: 1 (Bracers of Defence) 
Base THAC0: 14
(I know, THAC0 was not used in Basic D&D. You know what this means)

Occult Powers

1st level: Familiar, three cats
6th level: Things Man Was Not Meant To Know Are Fine for Women
13th level: Resting Witch Face
19th level: I Want to See Your Boss

Spells (new spells in italics)

1st Level: Allure, Bad Luck, Call Out, Delicate, Glamour, Greenery Light, Oh My God Becky!, Veritas (Truth Spell), BFFs (Ritual)

2nd Level: Bad Blood, Change Appearance, Light as a Feather Stiff as a Board, Invisible Strings, Sister to the Dark Ones, Witch Slap, You Can't Sit With Us

3rd Level: Bewitch III, Enchanted, Live Laugh Love, Love Attraction Candle, Lover’s Vengeance, Witch Fire, Shake it Off

4th Level: Dream Shield, Ethereal Projection, Intangible Cloak of Shadows, Rain of Spite, Starlight, Bring on the Night (Ritual) 

5th Level: Better than Revenge, Cardigan of Comfort, Overlook, Tripping the Light Fantastic (Ritual)

6th Level: Banshee Blast, Cloak of Dreams, True Seeing

7th Level: Breath of the Goddess, Peace Aura, Hell Hath No Fury (Ritual)

8th Level: Bewitch VIII, Frightful Aspect

Taylor the White WitchNew Spells

Like any witch worth her cauldron, Taylor has written many spells herself. She also altered versions of classic witch spells, which she refers to as "Taylor's Versions."

Bad Blood
Level: Witch 2
Duration: Permanent
Range: All targets within 60'

This spell is like a friendship spell, only in reverse. Once cast, humanoids and intelligent creatures (INT greater than 7) who had previously had good relations will begin to dislike each other and begin to fight amongst each other. 

A successful saving throw redirects these feelings of ill-will back to the witch who cast it. 

Better than Revenge
Level: Witch 5
Duration: Instantaneous 
Range: One target

This spell can only be targeted by someone who has personally hurt the witch. When triggered, usually by damage or some other hurt, the damage is returned back double. So, double damage or other effect.  How that damage or effect is delivered to the victim is up to the witch herself. 
There is no saving throw for this spell. 

Cardigan of Comfort
Level: Witch 3
Duration: One hour
Range: One willing creature

This spell weaves magic like the threads of a well-worn cardigan, granting a sense of security and comfort to the target. Choose a creature you touch. The target gains resistance to cold damage and fey charm effects for the duration. Additionally, if the target falls unconscious while the spell is active, they regain consciousness with 1d8 bonus hit point.

Material Components: Verbal (soothing whispers), Somatic (knitting needles and yarn that vanish at the end of the spell), Material (a small token imbued with a memory of comfort, worth at least 25 gp).

Delicate
Level: Witch 1
Duration: 10 min
Range: Within 15 feet

The witch casts a subtle charm that makes the target more receptive to her words. The witch is treated as having as having a +4 to her Charisma score. This spell can't be used in combat.

Enchanted
Level: Witch 3
Duration: 1 hour
Range: 60 feet

With this spell the witch sings a haunting melody that enchants creatures of her choice within range. Each affected creature must succeed on a saving throw or be charmed by her for the duration. While charmed, the creature regards you as a trusted friend to be heeded and protected.

The witch can use this spell again on the same creature. Once enchanted any future use of this spell is at a -2 penalty for saves.

Invisible Strings
Level: Witch 2
Duration: Concentration, up to 1 minute
Range: Self

The witch can create invisible magical strings they can manipulate with her will. These strings can lift and manipulate objects weighing up to 10 pounds within 30 feet of of the witch. She can use these strings to perform simple tasks or remotely interact with objects.

Shake it Off
Level: Witch 3
Duration: Instantaneous 
Range: All within hearing range

This spell, once uttered, will remove any one condition affecting those listening. This can include a Bewitch, Charm, Hold, Paralyze, Petrified, or Poisoned. Those hearing can also choose to regain half of their lost hit points instead of losing some condition. The only thing that is not affected is Sleep.

Starlight
Level: Witch 4
Duration: Concentration, up to 1 minute
Range: 120 feet

The witch calls down shimmering starlight in a 20-foot-radius sphere centered on a point within range. Each creature in the area must make a saving throw, taking 4d8 holy or radiant damage on a failed save, or half as much damage on a successful one. In addition, any area affected by this spell is brightly lit as per the daylight spell for the duration.

Material Components: A small crystal or gemstone.

--

Taylor is a lover, not a fighter. But still, don't piss her off. Or break-up with her. 

Selected Links of Insanity

Other, more important links

The Enchanted World: Magical Beasts

 Magical BeastsI love monsters. Monsters and mythology is what got me into Dungeons & Dragons to start with. Well, that and the fact that everyone in my school seemed to be playing it all at once. So, today's Enchanted World volume, 1985's Magical Beasts, is a rather nice treat for me. In a way, it was a major publisher that paid tribute to my hobby's roots.  While I have no concrete evidence that the Enchanted World series came about due to D&D's popularity, I am not ruling it out either. 

Magical Beasts

by Editors of Time-LIFE Books, 1985 (144 pages)
ISBN 0809452294, 0809452308 (US Editions)

This book is divided into the standard three sections, as with Wizards and Witches it is divided into larger chronological sections. 

Chapter One: Vestiges of the Elder Days

We begin back 40 centuries ago when humans were still primitive hunter-gatherers and how the monsters of our lives, the cave bear, the wolf, the large cat, were just animals that we were barely equal to. Monsters, it seems, go back as least as far as magic. This is not the first or last parallel this volume will have with the W&W book.

This chapter largely covers the creatures of ancient Greece and their mythology. We begin with the minotaur, though its conception is glossed over. The greek myths have quite a number of animal-human hybrids like the minotaur. Also discussed are the centaurs, both noble and savage, satyrs, and stranger creatures like the chimera. Thrown in are the maenads, who look human (are human), but can be as savage as any other monster. From Greece, we head to Egypt to discuss Set, Hours, Tawret, and other animal-hybrid gods. From here, we go on to Ireland and the Fomorians, described as animal-like, though they interact and inter-marry with the more noble Tuatha Dé Danann. The Tuatha defeat the Fomorians and their great ruler Balor of the Evil Eye. 

 Vestiges of the Elder Days

We make quick stops to talk about various dog headed humans, like the inhabitants of the islands of Andaman and Macumeran, whose locations are lost to time. 

In the sub-section, The Tale of the Monkey-God, we go to India and recount the tale of Hanuman, the Monkey King, and Ravana, the many-headed king of demons (Rakshasa). Humans and Monkeys joined forces to defeat the evil king.

Chapter Two: Riders of the Wind

Humankind has always looked to the sky and marveled at the flight of birds. So it is natural that there are so many flying creatures. From the legendary Pegasus, to China's Feng-huang, Japan's tengu, to the Roc, Griffins,  and the Harpies. This chapter hops (flys?) around the globe to give us tales and creatures from all over. Even the hubris of man is discussed in the tale of Daedalus and Icarus. 

An Enchanted Bestiary gives us a brief overview of some "lesser-known" creatures—lesser known if you weren't playing fantasy games in 1985, that is. 

 Riders of the Wind

Chapter Three: Paragon of Purity

Lastly, we get to the unicorn. Following the format of the other books in this series, they equate the death of the last unicorn with the death of magic in the world. But before we get to that the unicorn is discussed at great length. We even get coverage of related creatures like the Yale and the Japanese Ki-rin. And more distantly related creatures like the Mi'raj and Shadhavar.

A Peerless Mount for World-Conquering Alexander ends our talk on unicorns with a tale of the Macedonian King and his quest for a unicorn mount.

 Paragon of Purity

Reading this, I think they maybe could have made a book of Unicorns like they did for Dragons

This particular volume feels like an extended "Ecology Of..." article. Indeed, of all the ones I covered so far, this one might have the most actionable content for your Fantasy RPG. Especially if you want to add more details to some tried and true monsters.

Monster books

There are only a few monsters here that will be new to anyone who has ever played D&D; this is still a great resource.  I *do* have more than a few of these new ones ready to go for Basic Bestiary, but I was still happy to see one or two that were still new to me.

Reviews: The Villains and Heroes of the Forgotten Realms

 Getting back to my Realms reviews I am still in that strange liminal times of 1988-1989 when both AD&D 1st Edition and 2nd Edition were still being supported. I have two books today from the "FR" series that ride that line. 

FR6 and FR7 Villains and Heroes of the Forgotten Realms

Both books have very similar trade dress, if not identical. I am reviewing the PoD and PDFs from DriveThruRPG. 

FR6 Dreams of the Red Wizards (1e)FR6 Dreams of the Red Wizards (1e)

By Steve Perrin (1988)
64 pages. Full-color covers and maps, monochrome interior.

Even with my comparative lack of Realms knowledge I knew about the Red Wizards of Thay. I guess I didn't realize how quickly they had been introduced as the big bads. 

This book reminds me a lot of the old D&D BECMI Gazeteer series in that we we get some history and geography of the lands with some NPCs.

The book teases that it is compatible with the BATTLESYSTEM  rules, but you have to build all of those armies on your own. Too bad, I wanted to do a big battle with the armies of the undead from Thay. Though I still might do that.

The Introduction tells us what this book is about and who and what the Red Wizards of Thay are.

History of Thay. This section gives us a brief overview of Thay's foundation. There is a brief timeline, but it works well here. Some of this information is also found in the later Spellbound boxed set, but that is a way off yet. 

We cover the People and Society of Thay next. Perrin does give us a good explanation of how a whole country can, in fact, be evil, from the Zulkirs to the middle class to the masses of slaves. Honestly, the place sounds like a powder keg waiting to explode, and it is the will and fear of the Zulkirs that keeps everything in check.

Geography of Thay is next and it is good read, though I think it could have been combined with the History of Thay chapter since much of Thay's history has been shaped by its neighbors. This is also a good chapter for me, the newbie, to have a map handy.  I think I am going to need a big wall map of the Forgotten Realms like I do for Victorian London

We get get two chapters that cover the Current Economy and Politics of Thay, respectively. This includes a helpful glossary and a player's guide to Thay.

Magic in Thay, as expected, is one of the larger sections. It has what seems to be a Realms staple; lots of new spells. 

Religions in Thay, is actually an interesting chapter. The Red Wizards themselves seem to be areligious, but not atheists. They acknowledge the gods and do their best not to piss them off. I imagine there are big "media circuses" for when a Zulkir visits a local temple to Mystra for example. 

This has given me an idea. So, according to this book, the slaves of Thay mostly worship Ilmater, who we know from Ed Greenwood's "Down to Earth Divinity," that Ilmater is derived from Issek of the Jug. What if there were some events like "Lean Times in Lankhmar" where Ilmater, via a new follower, took on a role like that Fafhrd did for Issek, but instead of a religious conversion/resurgence, it became the basis for a full-scale slave revolt. Now that is a BATTLESYSTEM game I'd enjoy running. 

Personalities of Thay cover the expected cast of neer-do-wells. OF note here The Simbul does not have a personal name here, yet.

Adventures in Thay give the reader some ideas of things to do in and around Thay. But let us be honest. It is an evil filled with Nazi-like evil wizards who keep slaves. The ideas abound already. 

FR7 Hall of Heroes (1e/2e)FR7 Hall of Heroes (1e/2e)

Many authors (1989)
128 pages. Full-color covers, monochrome interior.

This book looks like a 2nd Ed book on the cover, but 1st Ed inside. 

This is a "robust" rogues gallery of early Realms characters, and frankly, I am happy to have it since so many of these names are new to me. The stats are an odd mix of AD&D 2nd Ed and 1st Ed, but mostly 1st Edition. So yeah, there are Neutral Good Druids and lots of classes from Unearthed Arcana and Oriental Adventures. 

It also has something that is not entirely a Realms-specific problem, but one I associated most often with the Realms. There are lot of characters here that straight up break the AD&D rules. Yes I get that some (many) are here because of the Forgotten Realms novels. So people like Shandril Shessair is a "Spellfire Wielder," and Dragonbait is a Lizardfolk Paladin. This used to bother me. Not anymore. I am more irritated by the fact that most of the women NPCs all have Charisma 16 or 17 (11 out of 15). Where are my hags? 

There are some personal spells and again The Simbul makes an appearance sans proper name. 

Still, this is a good resource for me to have. I like to have it on hand as I am going through other books to double-check who I am reading about. 

The POD versions are nice. The text has a bit of fuzziness, but far less than other PODs I have seen. They are not perfect for, say, collectors but perfect for what I need them for, and that is used at my game table. 

Monstrous Monday: Forgotten Realms Monstrous Compendiums

Forgotten Realms Monstrous CompendiumIt's June! As an academic there is still something not wholly tangible in me when June hits; it is just something I feel. Starting in the 1980s, June also meant days at the library, riding my bike, rolling skating (yes, I used to be really, really good), and nights playing D&D. For seven years straight that meant Basic and Advanced D&D.  So these days I try to focus on Basic D&D in June, but this year is different. 

I am celebrating 50 years of Dungeons & Dragons AND I am also doing my deep dive into the Forgotten Realmsthe Forgotten Realms. Plus in addition to the weekly 5e games, my oldest son and I are starting a new 2nd edition AD&D game set in the Forgotten Realms. This works very well for me since I am already shifting my Realms focus to AD&D 2nd Edition.  

To this end I have been buying a lot of Forgotten Realms PDFs from DriveThruRPG. This has also given me many new monsters from the AD&D 2nd ed era in "ready to print" Monstrous Compendium format. 

Forgotten Realms Monstrous Compendiums

I have talked about the AD&D 2nd Monstrous Compendiums at length before. I have even talked about the Forgotten Realms ones in detail.  So when I began printing out the various Monstrous Compendium sheets from the various PDFs I have bought it became very obvious to me I would need a binder just for them.

This was sealed for me when I remembered that the Forgotten Realms MC Appendix had been labeled "Vol. 3" on the cover. My choice had been made for me. Turns out is was a good choice, because there are TONS of Forgotten Realms Monsters.

Forgotten Realms Monstrous Compendium Vol. 3

I grabbed some alphabetical tabs and began loading this up. I concentrated on monsters from the MCs I already had that were Realm-Specific. Then, I went through the pages of monsters I rescued from my This Old Dragon copies, unless they were too far gone due to water or mold. In these cases, I printed them out from my Dragon Magazine CD-ROM. But my "rule" was I had to have had a physical copy first. There is some 1st Ed monster material here, but that is fine, really.

Monstrous Compendiums

Then, every time I bought a Forgotten Realms PDF, I printed the monsters.

Monster pages from the Forgotten RealmsCampaign Setting boxed set
Monster pages from the Forgotten Realms
Monster pages from the Forgotten RealmsDragon Mountain
Monster pages from the Forgotten RealmsOh, look at that. Lawful Good orcs from 1995.

In the cases where I had loose Forgotten Realms pages, like from the AD&D 2nd Ed Campaign Setting boxed set, I made copies to keep the set intact. 

It has been a great experience to discover all the unique creatures I have found in the Realms versus Greyhawk or other worlds.

Currently, I do not have monsters for I, J, and Y. I could mine my other compendium for these, but I am also waiting to see what creatures I might find in other PDFs of Realms material. I still have a few I bought before I started this project, and they might have a few treasures for me. There are also more monsters in my Dragon magazines. Ones written by Ed Greenwood go to the top of the list. 

Right now my Forgotten Realms campaign has no focus. This is on purpose. I have so many campaigns with Big IdeasTM and Lofty GoalsTM. I don't need another one. Maybe I'll just do an old-fashioned monster hunt to mirror my real-life monster hunt.

This has, though, given me another realization. I had planned to get through all of my Realms books this year, but that was before I started buying more. Now, I think this year will just be about AD&D 2nd Edition. Who knows, really? 

BUT I will say this. I am having a lot of fun with this.

Kickstart Your Weekend: Last Chance to support Thirteen Parsecs!

Thirteen Parsecs

Thirteen Parsecs

http://tinyurl.com/13psignuptim

We want this game to be your sci-fi RPG of choice, so help us make that happen.

This uses the same O.G.R.E.S. as NIGHT SHIFT and Wasted Lands. 

Much like NIGHT SHIFT, there are core rules for playing in all sorts of Sci-Fi genres; Space Opera, Action, Comedy, Horror (of course!), and more.

There will be "Solar Frontiers," mini-settings you can use to start your game (much like the Night Worlds for NIGHT SHIFT). My Solar Frontiers will be "Space Truckers" and the currently titled "Dark Stars," my "aliens and horror in space" setting.

Jason will provide the bulk of the core rules and his two Solar Frontiers, and our long-time collaborator (and demo game GM extraordinaire) Derek Stoelting will also add his Solar Frontiers. We are all working on adding rules and expanding what worked best in NIGHT SHIFT and Wasted Lands. We have over 75 years of game design experience for a couple dozen different companies/publishers.

Speaking of our other games, Thirteen Parsecs is 100% compatible with NIGHT SHIFT and Wasted Lands.  Do you want to play deeper, dark sci-fi horror? NIGHT SHIFT + 13P has you covered. Want to pilot your Time Ship back to after the KT extinction and find a world populated by the proto-human experiments of the Great Old Ones? Wasted Lands + 13P! Or combine all three.

I am planning an epoch-sweeping adventure that takes you from Wasted Lands to NIGHT SHIFT to Thirteen Parsecs, in the vein of one of my favorite books and movies, 2001: A Space Odyssey. It's not exactly the same, of course (I do not liken myself to a Clark or a Kubrick), but it's an echo of a time when I read both 2001 and Lord of the Rings one summer.

Help us make this a reality! We are going strong out of the gate but let's hit those stretch goals.

We are exactly the type of publisher these crowdfunding sites are really for: small professionals with grand ideas and the desire and skills to get it done; we just lack the capital for some art and printing costs upfront.

All of our and Jason's crowdfunding has met our goals, and more importantly, we have delivered on time. We are even offering some nice perks for early backers.

So please check us out!

http://tinyurl.com/13psignuptim

THESE ARE THE FINAL HOURS!

 

Go for the Eyes Boo! New Monster Manual 2025 Cover

 The new cover for the 2025 Monster Manual has been revealed.

Monster Manual 2025

That is Minsc and Boo on the front and a character I do recognize but can't name at the moment.

A beholder makes perfect sense really. 

I know some people out there won't like it call it a "crash grab" but the truth is anyone that cares about that isn't buying this anyway and anyone buying it doesn't care.

Me? I like it! Lots of monsters, a call back to some classic characters. Yeah, this looks great.




Witches in Space for Thirteen Parsecs

"Any sufficiently advanced technology is indistinguishable from magic." 

 - Clarke's Third Law

 Come on. You knew I was going to go here.

Before I start I will say this, there is no "witch" class in the core Thirteen Parsecs book. But that doesn't mean you can add one yourself. As I mentioned yesterday, Thirteen Parsecs is 100% compatible with NIGHT SHIFT and Wasted Lands, and those games have witches and sorcerers, respectively.  Rules-wise, there is nothing at all stopping you from adding either to your sci-fi game of Thirteen Parsecs

The only thing that remains is "How?"

Well. I have you covered.

Witches...in SPAAACE!!

While there are not a lot of witches in science fiction, they are there and they have made quite an impact. 

Bene Gesserit

The easiest one to talk about, and the one we should really talk about first, is the Bene Gesserit Order from Frank Herbert's Dune Series.  This order of Sisters practice extreme mental control, have psychic abilities, and have secret, occult even ways. They often even play the role as witches when being set up against the "Holy Order" that Paul is trying to create. I don't pretend to be an expert on Dune at all, but it is my wife's favorite series, and she can go on and on about much in the same way I can about Dracula or Lord of the Rings. So, I trust her assessment of this. Note that we both ignore the Brian Herbert books. Me out of no desire to read them and her for "dancing on the corpse of his dead father to make a buck with high school English class level writing." 

The Nightsisters, the Witches of Dathomir

Ok. What is not to love about the force using, Dark Side, magic (or even magick) Nightsisters, aka the Witches of Dathomir? Nothing. That's what.  There is even a great meme out there for them. 

Nightsisters

I learned about these witches, and really, that is what they are, via the Star Wars RPG. I don't recall if it was a later book in the d20 line or if it was from the Saga system. But my very first experience was getting a box of Star Wars minis from Wizards of the Coast and there was a "Dathomir Witch" in the pack. Well, you can imagine my surprise.

We finally saw some on screen in the Ahsoka series. We even got Claudia Black to play one! 

Bellerians

Ok...I am not really serious here, but hey, if I can have a Pumpkin Spice Witch, then certainly, space is large enough for the Bene Gesserit, the Dathomir Witches, and the Bellerians. BUT if we take the equally not-so-serious idea that Space Mutiny exists in the same universe as the original Battlestar Galactica, well, they already had Space Angels and Devils. Witches don't seem to be that much of a stretch. 

Plus Bellerian sounds enough like Raëlian for me to have some fun with. 

Occult Themes in Doctor Who

I talked at length about this in a full post. Based on a recent line dropped by the Head of U.N.I.T. Kate Lethbridge-Stewart in the recent "73 Yards," supernatural elements seem to be going to become more common. 

And these are only a few easily accessible ones. I have not even gotten into books, like the Morgaine Saga by C.J. Cherryh, that have witches or witch-like characters. While Trek is notoriously light on witches, there was mention of the Wiccan religion in Season 2 of Discovery. Even Babylon 5 had "techno-mages." So yes, there is room in a large universe for witches. 

Witches in Darker Stars

While I have had witch-like characters in my play-tests of Darker Stars, there are no witches. The two starships I have been using in my games, The Protector and The Imbolc Mage, have their roots in my Witchcraft/Buffy games. But even the "witch" characters only have psychic abilities, and none to any great extent. I like to play-test with normal characters to start with, to get a feel for the game.

I do acknowledge that my own Sisters of the Aquarian Order would fit right into my Darker Stars setting and maybe even other "Solar Frontiers."  While overtly designed for the White Star system, they do work with NIGHT SHIFT and Thirteen Parsecs. But my habit is to make a new Tradition for different games. If I had the inclination to update the Aquarian Order, I might instead come up with something new for Thirteen Parsecs.  

My idea at this point? Something like the Aquarian Order, but maybe not so "light." An order of witches that began in the Dreaming Age of the Wasted Lands, part of the supernatural underground of NIGHT SHIFT, and then to the stars in Thirteen Parsecs.  An ancient, primordial witch cult that spans æons and light years. 

I certainly have my work cut out for me. 


Vampires in Space for Thirteen Parsecs

 June is the month I usually dedicate to Basic-era (B/X, BECMI) D&D, but not always. I have D&D-related plans for June, but I am not entirely done with science fiction yet. 

I have been doing a feature most nights, largely without pomp or circumstance, called Dracula, The Hunters' Journals, where I post the entries from the novel Dracula on the day they were recorded.  It has been a odd thing to post all this Dracula and Victorian content in the midst of all the sci-fi material I have been talking about all month.  But it is not unprecedented. 

Vampires in Space, via NIGHT SHIFT

Vampires in Space

What do Buck Rogers, Doctor Who, Vampirella, and Colin Wilson all have in common? They are all different science fiction media properties that have featured stories of vampires in space.

One of the strong selling points I think of our new Thirteen Parsecs RPG is it's 100% compatibility with NIGHT SHIFT.  Creatures, characters, classes, and more can be lifted whole from NIGHT SHIT and dropped right into Thirteen Parsecs.  You just need to figure out why they are there.

The vampire in NIGHT SHIFT is based on the Gothic vampire of old, which, of course, has roots in mythology, but mostly in Dracula, Ruthven, and Carmilla. It is also flexible enough to allow for various modern re-interpretations against the Gothic archetype. There is no reason why this can't be extended beyond that to space.  And like I said before, I kinda owe it to my 10-year-old self to at least try a Space Vampire. 

Vampires in Space

So, how have Space Vampires been done already?

Buck Rogers TV Series: "The Space Vampire"

In this episode from the 1979 TV series "Buck Rogers in the 25th Century," Buck Rogers faces a creature known as a Vorvon, a space vampire that drains the life energy from its victims. The episode blends science fiction with classic vampire mythology and powers, as the Vorvon can possess and control other beings. Buck must find a way to stop this menace before it can spread its evil influence throughout the space station. As expected, the Vorvon goes after Col. Wilma Dearing (though it does give Erin Gray a bit more to do). The vampire here can only be destroyed by flying it into a sun.

Doctor Who: "State of Decay"

This 1980 serial from "Doctor Who" features the Fourth Doctor, played by Tom Baker. The Doctor and Romana II and unknown to them, Adric, land on a planet where a trio of ancient vampire lords. These human explorers encountered the last of a race known as the Great Vampires, and have enslaved the local population. The story explores the conflict between the advanced Time Lords and the primitive yet powerful vampires, mixing gothic horror with futuristic elements.  Here the Great Vampires are depicted as an ancient race, as old as the Time Lords themselves, and their wars with the Time Lords. Again, like the Buck Rogers episode, many Vampire mythological elements are re-translated here.

Of note, well at least to me, is a line dropped by the Doctor that every inhabited planet has myths about vampires. We will later see other types of vampires in future episodes. The Haemovores in the 7th Doctor's "The Curse of Fenric," the Plasmavore in the 10th Doctor's "Smith and Jones," and the Saturnyn, another type of vampire (sexy fish vampires, according to the 11th Doctor) in "Vampires of Venice."

I discuss both of these episodes here and more about vampires in Doctor Who specifically here

Lifeforce (1985)

"Lifeforce" is a fairly notorious sci-fi horror film directed by Tobe Hooper. The plot centers on a space mission that discovers an alien spacecraft hidden in the tail of Halley's Comet. Inside, the crew finds three humanoid creatures in suspended animation. When brought back to Earth, these beings awaken and reveal themselves to be energy vampires, draining life force from humans to survive. 

The film was a minor hit in 1985, maybe not so much for the plot or story, but because it featured then-newcomer Mathilda May, who appeared completely nude throughout most of the film. It also included Steve Railsback, who would later give a strong and memorable performance as the abductee Duane Barry in the "X-Files" and Patrick Stewart who would the following year go on to star in "Star Trek the Next Generation."

This movie is, in theory anyway, based on the 1976 book by Colin Wilson, "The Space Vampires." I read the book after seeing the movie, and they have a few connections, like some vampires and character names. They are so different. I'll talk about the book separately.

Vampirella

Ah, Vampy. Vampirella is a character from the eponymous comic book series created by Forrest J. Ackerman and artist Trina Robbins, first appearing in 1969. She is an alien vampire from the planet Drakulon, where blood flows like water. After her planet is doomed, she travels to Earth. Blending science fiction and horror, Vampirella fights evil supernatural beings while struggling with her vampiric nature. The character has become iconic, appearing in various comic series, novels, and a 1996 film adaptation. of late she is often paired with Red Sonja in a number of reality spanning adventures. The strangest, and oddly the most fun one? "Red Sonja & Vampirella meet Betty & Veronica." On paper it should never work, yet it does.  Part of this, I think, also is due to the amazing art of Maria Sanapo.

Clark Ashton Smith's Works

Clark Ashton Smith, a long-time favorite here at The Other Side, incorporated vampiric themes into his science fiction and fantasy stories. In "The Vaults of Yoh-Vombis" (1932), explorers on Mars encounter a parasitic creature that drains their life force, functioning similarly to a vampire. His works often feature otherworldly landscapes and cosmic horrors, blending the supernatural with speculative elements.

The Space Vampires by Colin Wilson

This 1976 novel is the basis for the movie "Lifeforce." It follows the story of alien vampires who travel to Earth and attempt to drain the life energy of humans. The novel delves into themes of sexuality, existentialism, and the survival instinct, blending sci-fi with classic vampire lore. 

The vampires, the almost Lovecraftian "Ubbo-Sathla," here, are more like Sex-Vampires. So that much tracks with the movie. The novel takes place in the late 21st century, not the 20th, and the discovery of the alien ship is in the Asteroid belt. 

Shambleau by C.L. Moore

"Shambleau" is a science fiction short story written by C.L. Moore, first published in the November 1933 issue of "Weird Tales" magazine. It is the debut story of her character Northwest Smith, a space-faring adventurer often compared to figures like Han Solo or Conan the Barbarian. "Shambleau" is noted for its innovative blend of science fiction and horror, as well as for its exploration of erotic and psychological themes.

The creature, Shambleau, is an exotic alien beauty with snakes for hair like Medusa. She has a hypnotic effect on those around her and, like Wilson's vampires, drains life energy. In many ways, she is a vampire, much in the same way that the Leanan sídhe is. There is also a scene in the Lifeforce movie where the female vampire (Mathilda May) is created out of the blood of two victims and she bears a passing resemblance to the description of Shambleau. 

Vampires in Thirteen Parsecs

How you do vampires will largely be up to your Thirteen Parsecs campaign. For example, I will likely not have them in my "Space Truckers" games except as a gag. But "Darker Stars" is a different story. 

I would have them as an ancient but dying race. Their homeworld orbits a "Black Sun," a Brown Dwarf star. Their planet would be the last dying remains of a great feudal empire where Vampires were all the nobility. They took to the stars to find new planets to drain, but encountering humanity from Earth, they met their first real resistance in their 10,000-year reign. Part of the Darker Stars camping mode would be this first contact.

I once saw a meme that said you can turn a Gothic cathedral on its side to make a gothic-looking spaceship. That's what the ships of the vampires look like. Something that should look ancient and like it was built as an act of worship to their Vampire masters. 

To give you an idea of what I am doing in Darker Stars, I don't even consider the Vampires to be the biggest threat. 

I can't wait to get this all to you.

Dracula, The Hunters' Journals: 31 May, Jonathan Harker's Journal (Cont.)

 Jonathan awakens to a new horror.

Dracula - The Hunters' Journals


31 May.—This morning when I woke I thought I would provide myself with some paper and envelopes from my bag and keep them in my pocket, so that I might write in case I should get an opportunity, but again a surprise, again a shock!

Every scrap of paper was gone, and with it all my notes, my memoranda, relating to railways and travel, my letter of credit, in fact all that might be useful to me were I once outside the castle. I sat and pondered awhile, and then some thought occurred to me, and I made search of my portmanteau and in the wardrobe where I had placed my clothes.

The suit in which I had travelled was gone, and also my overcoat and rug; I could find no trace of them anywhere. This looked like some new scheme of villainy....


Notes

Moon Phase: Waxing Crescent

So where was Jonathan hiding his Journal? If Dracula took everything why not this? I am sure it is because Jonathan would have kept his journal on his person. Everything that Dracula took were things he expected Jonathan to have and things he had use for; the letter of credit, travel documents, and even the suit. 

It will be a bit before we hear from our heroes again.

Sci-Fi Month Final Thoughts

 This Sci-fi month was a lot of fun. I got to look into the history of Gamma World, reminisce a little on Star Frontiers and Star Wars, and finally spend some quality time with Alternity. 

All fun games that I enjoyed, but none really hit the mark I am looking for. Now to be fair, this is largely about me and not the games themselves.  Next year I am going to cover a bunch of d20 based games, but in the meantime I have a solution to my sci-fi game problem, and it is one I knew I had to do for a very long time.

I am just going to have to do my own. 

With Thirteen Parsecs, that is exactly what I am doing. 

Thirteen Parsecs

This game uses the same O.G.R.E.S. game system that you find in NIGHT SHIFT and Wasted Lands. Also, like NIGHT SHIFT's "Night Worlds," this one has new "Solar Frontiers."

At least for me, I want to make a game to fill the hole in my life that Star Frontiers, Star Wars, and Alternity would have filled. 

Thirteen Parsecs will be hard sci-fi for people who like that (me!), Space Opera for people who like that, and futuristic military in space. It will also fill my need for horror in space. Something that Dark•Matter was also doing. 

You can combine Thirteen Parsecs with NIGHT SHIFT for all sorts of horror in space or even just horror sci-fi.  If you also like this sort of thing, I recommend the "No One Hears You Scream" pledge level. 

We are very close to offering hardcovers and leather-bound editions, and I really, really want to see that become a reality. 

If you want to know more, beyond the funding page information, then check out this Q&A Jason, Derek, and I did with Dan Davenport. 

I can even begin to tell how excited I am for this game and to get it into your hands.

Recently I saw copies of Wasted Lands at my FLGS and they told me it was selling great. Tim Kask gave us praise on his post-Gary Con wrap-up show. We have a lot of great things for you and can't wait to get them all to you.

Back Thirteen Parsecs if you can!

Larina Nix for Alternity Dark•Matter

 It's time to put everything together and see how it works. Since this is a modern horror sci-fi game, I'm going to use my standard character for these things. But first, I should at least talk about how I'm going to do it all.

Alternity Dark Matter books

I knew I had to use both the Alternity Core rules as well as the Dark•Matter campaign setting. I also looked into two of the other books I have here, Mindwalking: A Guide to Psionics and Beyond Science: A Guide to FX. Both books are good, but they are designed with Star*Drive in mind. Plus the rules for Psionics and FX, in particular Arcane and Miracles, have been updated in the Dark•Matter book. The designers even mention there are differences. So as fun as those too books look, I am going to not use them for this build.  

Now, one of the things I have had for Dark•Matter, well, forever, it seems, is this download on Witchcraft FX. While I am not 100% sure where I got it originally, it can still be downloaded from the alternityrpg.net site. 

I like it. I have liked it for many years now*, and I really wanted to use it. Instead of explaining it, you can download it for free yourself.  Here Witchcraft is a Faith-based FX. I like this. It tracks with what I was doing with Larina and all my witches at the same time. My own 1999 Complete Netbook of Witches & Warlocks had witches as a type of priest using wisdom. 

I began my base stats for Dark•Matter Larina using her AD&D 2nd Ed stats as a base. I used the guidelines in the Alternity Gamemaster's Guide for conversion. For her "back story" well, I used the version I was using at the time in WitchCraft. Here she is, a 29-year-old divorcee living in Chicago and working in the library of a major university. She is a librarian and linguist by training but an occultist "by night."  This gave me a good idea of who this Dark•Matter Larina was going to be.


Larina "Nix" NicholsLarina "Nix" Nichols

Human Female, Age 29 (1998)
Height: 5'4"  Weight: 125 lbs

Level: 10

Profession: Diplomat
Career: Occultist

Attributes
Motivation: Find the truth
Morals: Ethical / Just
Traits: Curious

Allegiance: Independent

Ability
Strength 8  (Res. Mod. 0)
Dexterity 9  (Res. Mod. 0)
Constitution 9
Intelligence 14  (Res. Mod. +2)
Will 14  (Res. Mod. +2)
Personality 14

Stun 9
Wound 9
Fatigue 5
Mortal 5

Last Resorts 3

Action Check Score
Marginal 13+
Ordinary 12
Good 6
Amazing 3

Combat Movement Rates
Sprint 8
Run 6
Walk 2
Easy Swim 1
Swim 8
Glide (8)
Fly (16)

Armor: None

Special Abilities: Witchcraft (Faith) FX

Perks: Great Looks, Second Sight

Flaws: Obsessed (+2)

Social Class: Middle Class

Contacts: Scott Elders (Psychic), Heather McHael (Seer). 

Enemies: Eric MacAlister (ex-husband, former IRA operative)

Attack Forms
Unarmed 4/2/1 LI/O Personal d4a/d4+1s/d4+2s
Athame 8/4/2 LI/O Personal d4w/d4w+1s/d4+2w

Skill Points Spent: 91  Stored: 6

Skills

Skill    CostAbility RankScoreAthletics3STR
842Vehicle Operation3DEX
942Land Vehicle3DEX11052Stamina3CON
942Knowledge3INT1473Lang. English1INT31784Lang. Latin1INT31784Lang. Greek1INT31784Lang. Hebrew1INT11573Lang. Russian1INT11573Medical Science3INT11573Psychology5INT21684Physical Science7INT11573Astronomy3INT11573Social Science6INT11473Anthropology3INT21684Linguistics3INT21684Awareness3WIL1473Intuition3WIL11573Perception2WIL11573Investigate7WIL11473Research3WIL31784Lore6WIL11473Conspiracy Theories3WIL11573Occult Lore3WIL21684Psychic Lore3WIL11573Entertainment4PER11473Sing2PER11573Interaction3PER
1473Charm3PER21684Seduce3PER11573

Bolded skills are Free. Skills in Purple are from Dark•Matter.

FX

SpellCostAbilityRankScoreWitchcraft13Glamour4INT11573Cast the Circle2WIL21684Divination3WIL31784Earth's Harvest2WIL31784Part the Veil4WIL31784Spellbind2WIL21684Ward of Protection3WIL21684Call Familiar3PER11573Crone's Curse4PER11573

I went ahead and gave her Glamour even though it is not on the witchcraft list—it should be.

--

So I REALLY like this build. A few notes.

Levels in Alternity are treated differently than they are in *D&D games. In D&D games, you gain a level, and that helps define how powerful your abilities and skills will be. In Alternity, it is the other way around; your skills and powers help determine your level.

So Larina here would be a lot more skilled if she had dumped all of those skill points she spent on FX  (65 total) on more skills. 

She is not a combat person. She has no combat skills to speak of, and I am not likely to add much more to her for that. She can read a lot of languages and is a good researcher. More importantly, she has magic. I should give her some sort of blasty magic, but she is a support character for the most part. 

She compares well to her WitchCraft and AD&D 2nd Ed versions. I should get her WitchCraft version up sometime.

I will admit this build took me a while. A lot of it was my unfamiliarity with the system. It still took a bit. Going between multiple books is never really ideal. But this is a character I would play.

Now, if I were to get serious about Alternity Dark•Matter, I would likely work up my go-to psychic character, Scott Elders. He is a good choice since it would allow me to use all of the Mindwalking rules. He has alternates in AD&D, Modern times, and the Far Future so that also makes him a good fit.

*In the process of re-reading this to post today I found my original Dark•Matter sheets for Larina AND the printout of the Witchcraft Faith FX.

I started working on her back in March of 2000.

Original Witchcraft FX
Larina's first Dark•Matter character sheet

It only took me 24 years to finish.

Review: Alternity Dark•Matter

Alternity Dark*Matter Ah. Now, this one is hitting me where I live. By 1999, Alternity was already interesting to me. I had, of course, seen bits of it online and knew about it from the internet and talking to other gamers. But it was 1999's Dark•Matter Campaign Setting that REALLY got me interested. 

Dark•Matter came out at a time when Dark Urban Fantasy was my drug of choice, and I was an addict.  I had played Chill off and on (mostly off) through the 80s and I had picked up a new copy of Chill 2nd Edition. It didn't have enough magic in it for me. Oh the Art and the Evil Way were fun, but I wanted something more.

I will get into what was going for me in 1999 a bit later on and talk about how Dark•Matter almost made the cut, but didn't. But first lets talk about what it is and what was good about it.

Dark•Matter (1999)

by Wolfgange Baur and Monte Cook. Full-color covers and interior art. 288 pages.  Wizards of the Coast logo.

Like all the books in the Alternity line, Dark•Matter is out of print and not available on PDF.

By this time, the Alternity line has given over completely to Wizards of the Coast, with the TSR logo only seen in ads on the back few pages.  Reading through this book, its layout, and its art make me think of the early d20 Modern books and the d20 Call of Cthulhu book Wizards would later do. They share some artists. 

Ok stop me if you have heard this one before, Dark•Matter takes place on Earth, but not the Earth we know. This is an Earth with a hidden history where monsters, aliens, psychic powers and even magic are real. 

Now I freely admit, I love the name. It is sci-fi and yet spooky at the same time. I mean what is not to love really?

Chapter 1: An Introduction to Dark•Matter

Like our previous books, this is an introduction and some fast-play rules with a sample adventure. Nice way to do it. Maybe it is because it is Baur and Cook, but this seems a little more readable to me.

Chapter 2: Welcome to the Hoffmann Institute

Ah, now we get into some in-world background on what is going on. The Hoffmann Institute is our BPRD, our SAVE, our SPC, our Sanctuary, our in world organization to help our character push back against the night. 

 Welcome to the Hoffmann Institute

Unlike Star*Drive, which didn't grab me, this grabbed ahold of me pretty hard. I remember reading websites on the Internet dedicated to the Hoffmann Institute and thought it was great. Yes, I had read similar things about SAVE back in the days of Chill, that doesn't matter. The fact was this stuff was new and it was out there and I was enjoying it. This fluff, as much as anything else made me want to play this game more.

Chapter 3: Heroes of Dark•Matter

This is our hero creation chapter. The rules for hero creation are still in the Alternity Core rules, this just adds some additional skills, perks, flaws, and careers. As expected most of the high tech or advanced sci-fi stuff is out. No alien heroes, no cybertech (well...limited). But Mindwalking is now a "core" profession. 

Chapter 4: Arcana

Now this is something new! In the Dark•Matter world, magic is real. There new FX rules here that replace the FX rules from Alternity and the FX book (more on that). There is Arcane Magic in the form of Diabolism, Enochian, and Hermeticism. And Faith magic in the form of Monotheism, Shamanism, and Voodoo. Really fun stuff. Magic FX is taken like a broad skill with skill-specific "spells" chosen under each one. The spells are powered by a limited resource of FX points. So, magic-using characters will not be the magical powerhouses seen in D&D, or even Mage or WitchCraft, but they are more powerful than the ones found in games like Chill.  Honestly, this worked GREAT for me since my own home campaign was based on the idea that as we approached, the new Millennium magic was going to increase. 

 Arcana

Chapter 5: History of the World

Dark•Matter was released between two great paranormal TV shows; The X-Files and Buffy the Vampire Slayer. It manages to capture the zeitgeist of both of them well. This chapter feels like it could have come from the series bible of either show. 

 History of the World

There is a timeline of the world that manages to incorporate some sort of malignant, evil force, the arrival of aliens, and the rise and fall of Atlantis. There is the expected involvement with the Egyptians, and then later the Olmecs, Mayans, Aztecs and Incas. Tesla gets name-dropped, as do the Templars and Masons. Nazis, Roswell, New World Order. It's like we all read the same books! Even the rising "Dark Tide" to the new Millennium. I would say I read it here, but it was something I was doing in Chill 2nd ed. 

There is no "game" information here, but it is a great read.

An aside: I wonder how this timeline tracks with the one from TSR's Masque of the Red Death. I have no expectations they are the same on purpose save that they both are drawing from the same sources of information. It might be fun (yes I said fun) to see how they line up. 

Chapter 6: The Illuminati

With conspiracy theories, the Illuminati will inevitably be brought up. This covers a bunch of topics related to the Dark•Matter world. We get a bunch of groups that are vying for control of knowledge of the world. These include The Free Masons, the Rosicrucians, The Hidden Order of St. Gregory, The Invisible College, the Knights of Malta, The Final Church, The Bilderbergers, and of course the Hoffmann Institute. All of these factions are trying to control and all of them will either try to stop or recruit the heroes. There are also plenty of governments, the UN, and other organizations involved. 

It reads like a who-who of conspiracy theories. 

Chapter 7: Places of Interest

A trip around the globe starting in Africa and giving the Congo, Sahara, and Egypt their due. Lots of locations in America. I was happy to see a local favorite while growing up, the Cahokia Mounds, get some good ink as well as a place more local to me now, Lower Wacker Drive in Chicago. All the expected sites are here. Groom Lake (Area 51), Rosewell, Los Alamos. Moving on to Asia, Australia and Europe. There is even coverage of Atlantis, Earth Orbit, and Mars. 

 Places of Interest

Chapter 8: Xenoforms

Or our Monster chapter. We get all sorts of creatures here including aliens, demons, trans-dimensional travellers, Elohim, Ghosts, Men in Black, Sasquatches, and Yeti just to name a few. No vampires though. 

Chapter 9: Running a Dark•Matter Campaign

This is all pretty good advice for a lot of modern supernatural/conspiracy style games. Non of this is game specific and would work well for WitchCraft, Chill, Conspiracy X, and yes even NIGHT SHIFT.  There is a huge list of topics on page 240 that is a fantastic starting place for any intrepid Game Master. 

Chapter 10: Campaign Options

This chapter covers various ways to see up a campaign and give the characters (and players) a focus. There are even nots here on playing a Grey, Kinori, Mothman, Sandman or even a Sasquatch hero. 

Chapter 11: Raw Recruits 

This is a sample adventure where the characters are new recruits to the Hoffmann Institute. 

Thoughts: 1999 to Now

1999 was a pivotable year for me and gaming. I wanted a new modern supernatural game. I had flirted with Vampire: The Masquerade off and on for years. I played Chill 1st Ed, and had made the drive out to Mayfair Games (which was now local to me) to buy one of the apparently "hundreds" of Chill 2nd edition books they still had laying around. But neither Vampire nor Chill were giving me what I wanted. 

Enter the Dark Trio.

WitchCraft, Dark*Matter, and Mage

Around the same time, I discovered Mage: The Ascension (and Dark Ages Mage), C.J. Carella's WitchCraft, and Dark•Matter.

All three of these games can do very similar things. They all draw on a lot of the same history, myths, and legends. In my mind, all were very good games.

I love Mage. But there is a lot going on there. Dark•Matter had nearly everything I wanted, but at the time, I had a new baby on the way and not a lot of readily disposable cash to drop on three hardcovers to play a game. WitchCraft though. Man, that game hit me hard and never stopped. 

You can play the same game with all three rule sets. I think even that each of these has Roscrucians, Hermetics, and stats for the Comte de Saint-Germain.

Dark•Matter is excellent. It really is, but it also suffers from the same Alternity system that bogs it down. Also, I am partial to Roll-Over Mechanics and not Roll-Under. Mage is Dice-Pool. 

A lot of these arguments against Dark•Matter go away when you consider the 2006 d20 Dark•Matterreleased by Wizards of the Coast. But that is a discussion for next year.

All three are at least thematically compatible with each other. You can move characters between the games with some effort, and as expected, I have done so. 

Let me restate it. Dark•Matter is excellent. It is a wonderful game that, in the end, fell just a little short of perfection. At least for me. In another world, a world where I didn't find the Unisystem WitchCraft, I'd still be blogging about this game today.  I am looking forward to covering the d20 version next year when I take on the 25th Anniversary of the d20 system.

Dracula, The Hunters' Journals: 28 May Jonathan Harker's Journal (Cont.)

Harker sends his letters before the trap closes and a plan is foiled.

Dracula - The Hunters' Journals


28 May.—There is a chance of escape, or at any rate of being able to send word home. A band of Szgany have come to the castle, and are encamped in the courtyard. These Szgany are gipsies; I have notes of them in my book. They are peculiar to this part of the world, though allied to the ordinary gipsies all the world over. There are thousands of them in Hungary and Transylvania, who are almost outside all law. They attach themselves as a rule to some great noble or boyar, and call themselves by his name. They are fearless and without religion, save superstition, and they talk only their own varieties of the Romany tongue.

I shall write some letters home, and shall try to get them to have them posted. I have already spoken them through my window to begin acquaintanceship. They took their hats off and made obeisance and many signs, which, however, I could not understand any more than I could their spoken language....

 

I have written the letters. Mina’s is in shorthand, and I simply ask Mr. Hawkins to communicate with her. To her I have explained my situation, but without the horrors which I may only surmise. It would shock and frighten her to death were I to expose my heart to her. Should the letters not carry, then the Count shall not yet know my secret or the extent of my knowledge....

 

I have given the letters; I threw them through the bars of my window with a gold piece, and made what signs I could to have them posted. The man who took them pressed them to his heart and bowed, and then put them in his cap. I could do no more. I stole back to the study, and began to read. As the Count did not come in, I have written here....

 

The Count has come. He sat down beside me, and said in his smoothest voice as he opened two letters:—

“The Szgany has given me these, of which, though I know not whence they come, I shall, of course, take care. See!”—he must have looked at it—“one is from you, and to my friend Peter Hawkins; the other”—here he caught sight of the strange symbols as he opened the envelope, and the dark look came into his face, and his eyes blazed wickedly—“the other is a vile thing, an outrage upon friendship and hospitality! It is not signed. Well! so it cannot matter to us.” And he calmly held letter and envelope in the flame of the lamp till they were consumed. Then he went on:—

“The letter to Hawkins—that I shall, of course, send on, since it is yours. Your letters are sacred to me. Your pardon, my friend, that unknowingly I did break the seal. Will you not cover it again?” He held out the letter to me, and with a courteous bow handed me a clean envelope. I could only redirect it and hand it to him in silence. When he went out of the room I could hear the key turn softly. A minute later I went over and tried it, and the door was locked.

When, an hour or two after, the Count came quietly into the room, his coming awakened me, for I had gone to sleep on the sofa. He was very courteous and very cheery in his manner, and seeing that I had been sleeping, he said:—

“So, my friend, you are tired? Get to bed. There is the surest rest. I may not have the pleasure to talk to-night, since there are many labours to me; but you will sleep, I pray.” I passed to my room and went to bed, and, strange to say, slept without dreaming. Despair has its own calms.

--

Notes

Moon Phase: Waxing CrescentWaxing Crescent

The "Szgany" or more likely "Tzigane" are a Romany people common to the area at the time. 

Harker tries to bribe them with a French gold coin, the "Travelers Checks" of the Victorian age. The Tzigane though know what was asked of them since it is likely they were multi-lingual, but Harker (and maybe even Stoker) doesn't know that.


New Dungeon Master's Guide Cover

 The new cover for the new 2024 Dungeon Master's Guide is now out and features some fan favorites.

Dungeon Master's Guide Cover

So we got Venger, Warduke, and favorite of the Other Side, Skylla!

When I started posting about Skylla years ago, she was a relatively unknown character save for some Old School gamers like me. Now, she is moving up in the world.

I like the red spine. Help differentiate them from my 5.0 books.

Skylla is looking good. I am hoping we will be getting some more of her.  Greyhawk will be the core setting so I am expecting more Tasha/Iggwilv material too. 

Cover Girl Skylla

I'll keep you posted on this new 5R version of D&D. 


Review: Alternity Star*Drive

Alternity Star*DriveContinuing on with Alternity, I am turning my attention to the Star*Drive Campaign Setting. Before I go too deep into it I have to say that I think TSR, before their purchase by WotC was on track to making the same mistakes with Alternity that they were making with AD&D Second Edition. That is having a core system and too many campaign settings. Now, to be 100% fair here, Alternity only has two different but linked campaign settings; Star*Drive and Dark*Matter. Two and a half if you also count Gamma World. Two and two halves if you add in the Starcraft material too. But the seeds are here. Sadly, they never fell into fertile ground, and even the ones that did were not well tended to.

Star*Drive Campaign Setting

by David Eckelberry and Richard Baker, 1998. Full-color covers and interior art. 256 pages. 

This book still features the TSR logo, but all details of the company that produces it is Wizards of the Coast. I only point this out because it is a weird transitional time for the company and I can't help but think this as much as anything else sealed the fate of this game.

As with the rest of the classic Alternity material, this is out of print and there are no PDFs availble. 

Chapter 1: The Star*Drive Campaign

This covers what this setting is about and some basics and a timeline of contact with the Fraal to the modern day of the 26th century (2501).  Interestingly we are 100 years away from constructing the first Star Drive tech. This is roughly comparable to the timeline we would later see in Star Trek.  This chapter also discusses different ways to play this game. The feel is somewhere between Star Frontiers and Traveller, with dashes of Star Trek and/or Starship Troopers added in. 

Chapter 2: The 26th Century

An aside. Are we in the 26th Century because it is not the 25th century of Buck Rodgers? 

Anyway. Here we get an overview of what our setting is like now. Science, Technology which includes cybertech and biotech, mutants and psionics, medicine, and even religion, is covered here. There is not a lot of game text here, this is all an overview.  The religion section is interesting since it usually gets ignored by most sci-fi games. Unless it is Star Wars.

Chapter 3: Stellar Nations

This takes us into more detail of the who, what and where of this campaign setting and feels most like an extension of the Alternity rules. Note, not a lot of mechanics, but more information on material presented in the core rules. All of the species from the core are here, with their home worlds. Also, the various "Nations" in space, including the Solar Union (oddly not established in 2112). 

Chapter 4: The Verge

This is the area of unexplored space and the part that gives me the "Star Trek" vibes.  We are introduced to "The Lighthouse" which I will get into more detail about later on. Plenty of new worlds and systems are detailed, but the obvious thing here is that GMs will create their own worlds and systems. Still, though, there is plenty here to keep you busy. This section is the bulk of the book; over half. Game stats are largely limited to NPCs, some ships, and planets. 

Chapter 5: Hero Creation

This is the most rules heavy section of the book, but that is not say a lot. It is largely additional information to what is found in the Core Rules. The additions here include Homeworld or Nation and a few new careers. Though there are a lot of new details here that can affect every career. 

While there is a lot of material here, it is really all "World Building" material. While it is interesting, I don't find it compelling. Chances are very, very good that if I had played this game in the late 1990s, I would have converted it all to some sort of Star Trek-like game and used that background. In truth, I also find it less compelling than Star Frontiers, which tried to do something similar 15 years prior. I mean the Fraal are interesting, but they are no Vrusk!

Still I can't fault the game for what I want it to be, only what it is. It is somewhere between a fully realized campaign setting and a toolbox. Maybe if it had been allowed to continue on we could have seen more growth. Certainly, sites like Alternityrpg.net give credence to this idea. Their Star*Drive section certainly has enough to keep anyone busy for a long time. 

Select Supplements

I don't have a lot of material for the Star*Drive Setting, but I have some. Here are a few.

Alternity Star*Drive Supplements
Game Masters' Screen
This is lighter card stock. Not too different than some of the early D&D 3.0 screens. 

Gamma World

Softcover, 192 pages. Color cover, black & white interior art. 2000. This one has a TSR prefixed product code (as did Dungeons & Dragons 3rd Edition) but the logo and company information is all Wizards of the Coast.

I briefly discussed this one in my discussion of post-TSR-Gamma World offerings. This softcover book by Andy Collins and Jeff Grubb takes us back to Gamma World—or at least, a Gamma World. It is still Earth, and it is still post-apocalyptic. 

This book uses, but doesn't require, the Alternity Core. Also it feels like Gamma World. I think this is because the design of Alternity had Gamma World in mind. Mutants and the like are already baked in to the core so no extra rules are needed to add them, just some extra options.  

While the rules are 100% Alternity, the background sort of precludes Star*Drive. Unless of course you want the Galaxy to have moved on without humans and Earth is this wasteland, OR, this is different, very Earth like planet. Imagine the shock when space travelers from Earth/Solar Union find this planet out in the Verge and there is a colasping Space Needle in a town called Seatle. This is something that would work, and work well, in Alternity. 

I would say that if you like Gamma World and Alternity is your system of choice then this is the version of it to play. 

Starships

by David Eckelberry. 96 pages, color covers, monochrome interior. 1999.  This one has the TSR Silver Anniversary logo on the cover. Listed as copyright 1999 TSR.

This one is fun. Not only do we get some cool spacehips (always a plus in my mind) but there are alternate FTL systems listed here so you can have the kind of game you want. Me? I would have seen the section on Warp and never looked back. Though there are some other good options here including relativistic travel with time dialation effects. And get out your scientific calculators, because in relativistic flight you will need to caluclate gamma changes. Yes. This is a selling point to me. 

We cover basic spaceship operations, technology, some skill uses and most importantly Spaceships!  The last third of the books covers ships and deck plans with costs. Again, not sure how acurate the costs are, but who cares! Spaceships!

The Lighthouse

by David Eckelberry. Color covers, mono-chrome interior. 1998. 64-pages. Features the TSR logo of the late 90s. Contact information is all Wizards of the Coast. 

This is the space station mentioned in the Campagin setting. The cover come free (like the old adventure modules) and has deck plans for all (well most) 200 decks. The feel is a cross between a Star Trek Starbase and Babylon 5. 

The history of the lighthouse is discussed including why it was built. We get some details on it's various systems and who lives there. It is be necessity a broad overview, but there is enough here to let me really dive into it. 

One of the reasons I have kept this one around becuse the plans are really perfect for my various Ghost Tower/Ghost Station of Inverness ideas [1][2][3]. For this reason alone I am glad I have held on to this.

--

Alternity Star*Drive has a lot going for it. If you are a fan of the system then I think this is a must aquire set of books. It doesn't do anything above and beyond what we have seen in Star Frontiers, Traveller or many other games, BUT it has a great flavor and the oprotunity to add material from Gamma World, Starcraft and even their other campaign setting, Dark*Matter. 

Sadly all of this was superceded by the d20 system. Much of Star*Drive (and Dark*Matter) would go on to live in d20 Modern and d20 Future. I will deal with those in another time. Likely next May.

I can't say for sure, but I have the feeling that Alternity was never given the chance it needed to survive. Cut off early and not supported. We saw the leel of support WotC could give to d20, which was in truth their darling. Alternity was the lost and forgotten older sibling of d20.  I am happy to see it has support online and that it still has fans out there.

Review: Alternity RPG (1998)

 Here we are for the last week of Sci-Fi month, and I wanted to dedicate this week to the game I really wanted to love. Mind you, there is nothing wrong with this game; it just never had the chance to connect properly. But more on that. This week is Alternity week.

Alternity RPG Player's Handbook and Gamemaster's Guide

Alternity was a noble effort. A new Sci-Fi game that would allow you to play hard sci or science fantasy as you saw fit. It had a core system and there were supplements and campaign guides to extend from the near, and dark future (Dark*Matter) to the stars (Star*Drive).  Even Gamma World was updated to this new system.  It was, honestly, a wonderful idea. 

Sadly, Alternity suffered a fatal blow in the death throws of TSR. Published in 1998 it was the last RPG developed and published by TSR. Wizards of the Coast bought TSR in 1997 (and lets be honest, saved TSR in 1997). In 2000 the Alternity line was dropped. While you can find the Quick Starts online in PDF form, there are no legal PDFs of the Alternity game. There is an online community and a new RPG that uses the same system (more or less), the 1998-2000 version of the game is very much out of print.

For this review, I am going to focus on my print copies.

Alternity Player's Handbook (1998)Alternity Player's Handbook (1998)

by Bill Slavicsek and Richard Baker. Full-color covers and interior art. 256 pages.
Art by rk post, Todd Lockwood, William O'Connor, Dennis Kauth, Rob Lazzaretti.

Released, April 1998.

Let me start with the look and feel of this game. If you are familiar with the later TSR offerings, in particular the Revised 2nd Edition of AD&D, then you will get a good idea for the art and layout here. Picking up the books they feel "familiar." Though I can't help but smile at the "lens flare" in the Alternity logo. Hey, we are all allowed to use a lens flare once non ironically and if you can't do it in 1998 then when can you? This does make me feel nostalgic for late 90s.  

Authors Bill Slavicsek and Richard Baker had grand hopes for this game in 1998, and their love for it shows throughout the book. Whatever other issues I might have with this system (and spoilers: they are minor), their efforts here are not among them. They start be justifiably comparing what they are doing to Dungeons & Dragons. Rereading these rules now, so many years later, the similarities are much closer than I recalled. 

I am breaking out the chapters into sections here since they are largely mirrored in the Gamemaster's Guide.

Introduction

This covers the basics. What is role-playing, what is this game and so on. Veterans can skip this, but there is some good insight here about what they are trying to do. 

Chapter 1: Fast-Play Rules

This covers the game in a very fast-paced and simplified manner. Designed to get everyone up and running right away. Personally, I like the idea, but I wonder if it is not better served with a PDF or a soft-cover freebie alone and not included in this book. Granted, in 1998, not as many people were on the internet, and freebie printed products were likely still too much for a company that had just been rescued from financial oblivion. Still, we are only talking about a handful of pages here, and it really helps set the stage for what is to come. The Gamemaster's Guide also had a free PDF.

Note: The new Alternity also offers this for free for their updated version. 

Chapter 2: Hero Creation

What is says on the tin. We have nine steps in our hero creation, which feels very, very similar to D&D. Even the six attributes are similar. You choose a concept, a species (Fraal, Mechalus, Sesheyan, T'sa, Weren, and Human), and a Career and Profession. Careers are your concept in a few words and Professions are bit like classes, but certain skills and abilities are cheaper/easier to acquire. So anyone can take any skill, some are just easier. It's a good approach. The Professions are Combat Specialist, Diplomat, Free Agent, Tech Operative, and the psionic Mindwalker. Mindwalkers are detailed later.

Ability scores are assigned, largely compatible with AD&D scores. Some species have ability score minimums and maximums. Skills are also bought/assigned. Some species lend themselves to some skill easier. The Mechalus, for example, get computer science for free. Weren get unarmed attacks.

Characters get perks and flaws, a popular game design choice of the later 90s. Choose some attributes, and complete the character sheet. I'll work through an example later this week.

Chapter 3: Heroes in Action 

This chapter covers the basic rules of the game. The basic idea here is to roll a d20, sometimes with some additional dice as a bonus or penalty, and roll under a given margin. The additional dice are called "steps" and they change based on the situation. Trying to reprogram a computer when you are at ease, have all the time in the world and it is a system you know well might be a "Cakewalk" step. So you roll your d20 and then roll a d12, you minus whatever you get on the d12 from the d20 for your final result. Remember rolling low here is good. On the other hand reprogramming the same computer in another language while being shot at might be a "Grueling" step. So roll a d20 and add another d20 to that! There are plenty of examples given in the book.

Dice Steps Difficulty

Which skills and abilities to use in what situation are also covered. 

Combat is a big one and here we have four types of damage. Stun, Wound, Mortal, and Fatigue. Anyone one can incapacitate a character. Ok four damage types is not ideal in my mind, but it works here and that is fine with me. 

Chapter 4: Skills

This covers the skills, how they work and where they are used. As expected for the time there are LOT of skills here. Of course the advantage to this is character customization is great. 

Chapter 5: Perks & Flaws

These sorts of mechanics were very popular starting in the 80s and into the 90s. These also help improve or hinder a character to some degree or provide some role-playing fodder. Many here are common ones you see in other games. Ones to make the character harder to kill (Tough as Nails), lucky (Good Luck), Ambidextrous, Great Looking, and more. These sorts of things are still popular in newer games, but to a lesser degree.  Flaws work the same way. Bad Luck, Powerful Enemy, Fragile, and so on. 

Chapter 6: Sample Careers

The flexibility of this game is baked in. Here we only get a sampling of potential careers. The various supplements can (and will add) more. Not a long chapter, but long enough.

Chapter 7: Attributes

These are character "tags" and descriptors that help round out the character. They include various Motivations, Moral Attitudes, and Character Traits. I can't help but notice that is pretty much all some new games have for their character-building. Also not a long chapter. 

Chapter 8: Achievements

The Achievement Point system works a little different than the typical XP system that many readers of this game would have been used to. These allow the character to advance skills, add a new perk, remove a flaw, and so on. 

Chapter 9: Goods & Services

Our goods and equipment chapter. Important here is the PL or Progress Level of the game and the place where the characters will be buying things. The PL of our current time is PL5 or Information Age. D&D, not counting the effects of magic, is PL 2. Star Trek is PL 7. There is a rough timeline from 4,000 BCE to 5000+ CE. 

Lots of fun things here too. I am not going to gripe about some of the "future tech" projections that are a bit off. Instead I will point out that they do a better job than many other games. Speaking of which...

Chapter 10: Computers

Covers the ubiquitous computers of all sci-fi games. There is a great little overview of Computers through the ages which is a good read. I do like how they try to get cyberware and computers right into the core rules from the start.

Chapter 11: Weapons & Armor

Again, what is says. PL values are given. I didn't see anything to adjust prices based on PL, but I could have missed it. I guess that is the biggest fiction of all here, that standard wages keep up with inflation and supply/demand. This is fine. This is a sci-fi RPG, not an econ textbook.

I am not one to get all gaga over guns, but I do love some sci-fi weapons. Give me lasers, phaser, pulse rifles, I love them all. 

Chapter 12: Vehicles

This covers both personal craft and space ships. There are more in the Star*Drive game. 

Chapter 13: Mutations

I think Gamma World was very much on their minds here. 

Chapter 14: Psionics

Ah, now I look forward to this chapter in every sci-fi game I read. This covers the powers and Mindwalkers. The idea here is to be a really good psionic character who have to train for it. This fits. The feel here is solid Babylon 5 and Catspaw by Joan D. Vinge. Mind you these are good things. 

Cyber Characters

Chapter 15: Cybertech

It has been threaded through out the game, but this chapter cover cyberware and cybertech (it was the late 90s remember) in detail. 

We end with some compiled tables, an Index and character (Hero) sheets.

Alternity Gamemaster's Guide (1998)Alternity Gamemaster's Guide (1998)

by Richard Baker and Bill Slavicsek. Full-color covers and interior art. 256 pages.
Art by rk post, Charles Bernard, D. Alexander Gregory, Hannibal Kings, Terese Nelson.

Released May, 1998.

Notable, the authors' order is swapped on the cover. While reading this, I felt that this was a full joint effort.

The layout and organization mirrors that of the Player's Handbook. One thing is pretty clear that Game Masters should (maybe "need" is a better word) read both books. 

The Gamemaster's Guide has an Introduction, Chapter 1: Fast-Play Rules, and Chapter 2: Hero Creation, just like the Player's book, but from the Game Master's perspective. This includes what to allow (or not allow) during character creation. The same is true for Chapters 4 and 5, Skills and Perks & Flaws, respectively.  

Chapter 3 is Gamemasters in Action. This is more detail on the rules of play. The GM side of the Heroes in Action chapter in the Player's book.

The biggest changes from the format come in Chapters 11 to 17. 

Chapters 10 and 11 cover Vehicles and Spaceships, respectively. Now I love Starship and Spaceship design. So this is a chapter I kept coming back to, just like I did during my days with Traveller and Star Frontiers. Spaceship design and creation might be more fun than character creation to be honest.

Chapter 12: Alien Artifacts

This would be the "magic items" chapter in D&D-like games. There are some good background details here to add to the campaign chapters (13 and 14) that follow. 

Chapter 13: Campaign DesignChapter 14: Campaign Architecture, and Chapter 15: Adventure Design

 These chapters detail how to create your own campaigns. They are both about 20 or so pages of material. More details are given in the various campaign settings. Still, there is enough here to keep any sci-fi busy for a while.

Chapter 16: Optional Rules

Mutants, Psionics, Cybertech, AI, and FX are all covered here. FX, which is short for "Special Effects" (here and elsewhere), deals with all the other sorts of things in the game, like magic, miracles, and superscience. Normally, I don't like to mix magic and sci-fi, but in this game, I didn't mind it, really. Maybe it was more due the Dark*Matter setting.

Chapter 17: Creatures & Aliens

People who want to meet or eat you. The stat blocks are similar to PC/NPCs. They remind me a lot of Gamma World in terms of layout and presentation. There are some animals (earth standard) and some templates for alien animals. 

Appendix

This fun appendix covers converting AD&D 2nd Ed Characters to Alternity and back.  It's actually kind of fun and I admit, one of the first chapters I first went to when I first started looking into this game.

AD&D 2e to Alternity

We end with an index, spaceship sheets, system sheets, and a bibliography. 

Thoughts

I wanted to love this game. I really did. So here is what works and doesn't for me.

I love what the developers were trying to do here, a system to cover all sorts of different kinds of sci-fi. A way to combine genres like Gamma World, Traveller and Star Frontiers. Plus I love the style of this game. 

While it has a certain "AD&D meets GURPS IN SPAAACE!" vibe, I really like this vibe. This is increased when we bring in the Dark*Matter and Star*Drive settings. 

On the downside, this game suffered from the death of TSR. While reading the history of the company pretty much guaranteed the game was doomed from the start, this was sealed when the d20 system was introduced.  The d20 system did everything the Alternity system was trying to do and then some more. This becomes obvious in the d20 Future book, which includes Alternity and Star Frontiers material.

The system itself, while it takes some of the best of AD&D, also has some of its problems. They tried to patch over them, so some degree of success, but not say as much as the d20 system would later do. 

I know that there was not a lot of love for this system back in the day. Again, I wanted to love it, and Dark*Matter in particular. Well, I discovered the WitchCraft RPG at the same time, and that was pretty much love at first sight. But like many games, I kept coming back to it and thinking, "What if..." 

Re-reading it now, many years later, I still see that it has all of the elements of things I would love. They are all here, but maybe not in the order I need them to be. But there is still a really fun game here, and I am looking forward to exploring it more.

Alternity RPG Today

While the original Alternity RPG is out of print, there are still options for players today.

There is the new Alternity RPG out. Richard Baker, who was half of the original team, worked on this version. I like it and I will try to review it at some point.

There is also a great Alternity RPG website with a LOT of material. There is so much here I might have to spend some time reviewing it as well. 

Looking forward to getting into my other Alternity books.

Dracula, The Hunters' Journals: 26 May Telegram from Arthur Holmwood to Quincey P. Morris.

 A note from Arthur to Quincey

Dracula - The Hunters' Journals


Telegram from Arthur Holmwood to Quincey P. Morris.

26 May.

“Count me in every time. I bear messages which will make both your ears tingle.

“Art.”


--

Notes

Moon Phase: New Moon

Not much here. But I do want to call out the use of the Telegram.  Later on, we will see Harker trying to pass a note to the Count's servants to get a message back to London. These two methods, telegrams and letters, help show the divide between our heroes and Dracula even more.

I wonder if a tale like this could have been done in any other time and done as well. The Victorian, especially the late Victorian, was on the cusp of a brand-new world. The 20th Century would shrink the world down to just one place in the minds of many. World Wars I and II would later make this painfully and tragically obvious. But for now, in the 1890s, there are still "two worlds," the Old World and the New World. Our heroes are firmly part of the New.

Also, Dracula was published on this day in 1897.

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