The Other Side
Kickstart Your Weekend: Abracadabra: A Guide to Becoming a Magical Games Master
Well, this one looks like it will be fun!
Abracadabra: A Guide to Becoming a Magical Games Master

https://www.kickstarter.com/projects/thegrinningfrog/abracadabra-rpg?ref=theotherside
Described as "an art book that educates. Something to flick through for inspiration, guidance and assistance." This book combines the author's areas of expertise of RPGs, training coach and graphic designer into one whole.
The art is very attractive and this looks like a "coffee-table" or what we like to call a "luxury book" though it has more value than just looking good.
I was pleased that the author mentioned Michael Shea's "The Lazy Dungeon Master" as the go-to guide for learning how to run your games better. This book looks like it is not competing with that and would either supplement or complement Shea's books.
The art in this looks fantastic and there are hardcover and PDF options for the book.
At the current rates, £22 is about $29.20 US (PDF). £32 is $42.22 US (Hardcover) and the combined bundle is £42, or $55.42, not factoring in any shipping.
Considering what you are getting those prices sound good.
Featured Artist: Wylie Beckert
I am not going to lie. I am really excited about the new Tasha’s Cauldron of Everything. One of the things about this book that really grabbed my attention was the cover art of the special edition version of the book.

Dragon+ has a featured article on her now, so please check that out to learn more.


I love her artistic style. Kind of dream-like.






I'd love to see her do Elric of Melniboné some day.
She is also currently auctioning off the underdrawing for Tasha's Cauldron.
https://www.facebook.com/wylie.beckert/posts/10108311523986137
Please check out her links and especially her Patreon and website.
Links
- Website, https://www.wyliebeckert.com/
- Patreon, https://www.patreon.com/wyliebeckert
- Twitter, https://twitter.com/wyliebeckert
- Instagram, https://www.instagram.com/wyliebeckert/
Review & Class Struggles: BX Options: Class Builder

Though I will admit I was at the same time worried that this would just be a rehash of the formulas used in Dragon Magazine #109. Well, I am happy to report it is not, and there is more to this book than just that. In fact, the author even points out in the book the original system. My back-of-the-napkin calculations tell me that for levels 1-14 they both should give you the same numbers. But more on that in a bit.
I am going to break this up into a normal review and then follow with a Class Struggles.
Review BX Options: Class Builder
The BX Options: Class Builder was released originally has a special edition print version via The Welsh Piper's website over the early part of Summer 2020. The book later came to DriveThruRPG in a 2nd Editon mid Summer 2020. I will be covering the DriveThruRPG version only today.
The PDF is 82 pages, full-color art covers, with black, white, and blue color inside. The interior art is all b/w from various stock art publishers from DriveThruRPG. The advantage of this is the style of the book is very likely to fit into all the other books you might have in your collection.
The book is broken down into two larger sections. First is the class builder itself and the calculations for it. Second is a collection of Classes and Sub-classes for B/X D&D and clones, with the math worked out. There are also a few Appendicies.
The layout of the book is very, very clean, and easy to read. The PDF is bookmarked and the table of contents is hyperlinked.
After the Introduction, we get right into the builder itself. There is a single page of explanatory notes (that is all that is needed) and then a worksheet (a plus for the PDFs!).

After this, there are descriptions of basic abilities (armor, weapons, prime requisites), special abilities (thief abilities, spells, powers), restrictions and "Locked" abilities. All with associated XP costs.
These numbers are then added up. The Base XP is then plugged into one of the four base classes (Cleric, Fighter, Magic-user, Theif) for experience levels 1 to 14 (B/X standard).
Simple really. And that is only the first dozen pages.
The rest of the book is dedicated to "rebuilding" each of the four base human classes and the three demi-human classes. All seven also include various sub-classes. For example, the Cleric is built first and the numbers match those found in most clones and the original sources. Class variants cover new variant classes that add, change and/or remove abilities from the Base class. In the case of the cleric different types of Gods they can worship are covered. These are designed not to differ too wildly from the base class.
After the Base class and Variant classes the Sub-classes, with calculations and full XP tables, are covered. Again in the case of the cleric there is a Crusader (more combat, less spells) and a Shaman.
This is repeated for the Dwarf (Elder), Elf (Archon), Fighter (Barbarian, Beast-talker, Beserker) , Halfling (Warden), Magic-User (Necromancer, Sorcerer), and Thief (Assassin, Bard, Scout) classes.
This covers the bulk of the book (some 50 or more pages) and really is a value-add in my opinion. Some of those classes we have seen in other sources, but others are new or have new ideas. The Necromancer for example can create golems. Great if you think that the golems have the spirits of the dead in them or created Frankenstein-style.
Since this system is aimed at B/X level play, the obvious clone to support it is Old-School Essentials. It is not an "Old-School Essentials Compatible" product as in with a logo, but acknowledgments to OSE are made. So it would be fair really to compare the overlap of classes between this and OSE-Advanced.
The overlap is where you expect it to be, what I call the common Advanced classes (minus a couple); the Assassin, the Barbarian, and the Bard. There are some "near" overlaps as well.
The OSE Assassin compares well to the BXO-CB Assassin. Their XP values do differ, but not significantly so. BXO-CB Assassins have more HP. Both classes have the same skills.
The Barbarians compare well enough with the BXO-CB Barbarian having more HP again.
Bards have the most differences. BXO-CB Bards have more XP per level, less HP, and fewer overall spells. I don't consider any of this to be "game-breaking" or even "game-stretching", just different flavors of the class. Rename one "Bard" a "Skald" and there you go.
Shamans are a little bit like Druids and Crusaders are bit like Paladins, but different enough to provide some nice flavor to the game.
The Appendicies cover a number of topics like adding various thief abilities, a break down of the core seven B/X classes, skills, equipment, spell failure, home terrain, animal special abilities and abilities for higher-level characters.
The book is very high quality and has a lot of utility for all sorts of B/X uses. Working through the numbers it works great for levels 1-14. If you extend it to level 20 this would affect the numbers for spell casters. For example, Magic-users in BX/OSE gain spells to level 6, for a 2,400 XP addition. If you take this to level 20 Magic-users gain up to 9th level spells, this would be 3,600 XP added to the base. GRANTED this book does not claim to support above level 14, or more to the point, spell levels beyond level 6.
Class Struggles
How does this work in the real world? Or more to the point can it work with classes I have worked on.

Printing out the sheet, which is great thanks to the PDF, I worked out what my own Witch Classes would end up. Now please keep in mind I am going to do some things beyond the scope of this book so any issues I might encounter are not due to the Class Builder but more likely my use of it.
I already mentioned there are differences in the Bard class. The author even points out that these differences are really expected and that is OK because it will vary on how each group decides to use a particular class. So with that now as a given, going deeper into this and expecting some variation is fine.
I went through the math on this for my witch class. I will not go into the details here because I created a Google Sheet you can see for yourself. Note you will need the Class Builder book to know what these numbers actually mean. I am going to talk about the cases that vary.
Linked here: https://docs.google.com/spreadsheets/d/10_GxHtudXBGjgnov0W242HTAvj1_6l_17LI1J55b9H0/edit?usp=sharing
Long time readers might recall I did something similar using the Dragon #109 system a while back. In fact the spreadsheet is the same with the Dragon #109/Thoul's Paradise test on the first tab and the BXO:CB test on the second tab.
If the Thoul's Test tab is displayed, click on the next tab arrow to go to the Class Builder Test tab.


- Thoul's Paradise: Customized Classes (part I)
- Thoul's Paradise: Customized Classes (part II)
- The Other Side: Custom Classes from Thoul's Paradise
The witch also has Occult Powers. These are spell-like abilities. Since they can be used more often I gave them a cost of 250xp each. Though 300xp per would have been fine too.
In the end I came up with something pretty close to the numbers I have been using forever and published for close to 20 years. The differences are so trivial as to be considered error or even "noise."
These are also very, very close to the numbers I got using the Dragon #109 system. I have not compared it to the system used in ACKS Player's Companion, but my memory of the system and playing with it when it first came out tells me that I should also expect similar numbers. Especially since the ACKs system and the Class Builder System both use the same BX base and assumptions of 1-14 (or so) levels of play.
Going back to a source the author and I both have used, Breeyark: Building the Perfect Class, I realized that the author of that resource IS the author of this book. The systems are different but are built on similar premises. Also, they should grant the same or very similar results.
The BX Options Class Builder is a very fun book with some great class choices as an added bonus of some worked out classes. There are no spells offered for the new spell casting classes, but that would have been way beyond the scope of the book anyway.
Review: Path of Horror Cards

Up first is something I grabbed at the recent Free RPG Day.
Path of Horror is a Story Path Card collection From Nocturnal Media.
They retail for $11.99. DriveThruRPG also has them as PDFs you can print or POD for $3.99 and $11.99 respectively.
These cards in particular have a horror theme.
The Game Master keeps the "Theme" cards and then deals out 2-3 cards to each player. The play can then play their cards at appropriate times. In the end the Game Master can play the Climax cards.
The theme cards include things like "Lost Cause" or "Hint of Madness." Other cards are "Remembered Dream" or "Found Item" or "Lurker." The cards are all numbered, so lower number cards are played before higher ones. They add a bit of color to your game and a bit more roleplaying and input from the players. They also require the Game Master to think a little more on their feet than usual since not everything can be planned out.

Currently, my son is using them in his "Curse of Strahd" D&D 5 game and I am planning on using them in my "Ordinary World" for Night Shift and "War of the Witch Queens" for Basic-era D&D.
There is quite a lot that can be done with these cards and since they rely on player input they can also be reused a lot.
What attracted me to them originally was the cover of course. The art reminded me of this card deck I had as a kid.

Certainly worth giving them a try in your games.
Welcome September! Night Shift and Mages

I have a new banner up. I am planning to do a lot more with Night Shift in the coming months.
Night Shift was designed to replace many games in my library, but that doesn't mean I am ready to stop playing or talking about those games yet.
In fact last night I was reminded about a game I really love and I really should do more with.
Satyros Phil Brucato had posted about a book he had done and it really reminded me how much I love Mage. Both Mage: The Ascension and Mage: The Awakening. Though I lean more towards Mage: The Ascension. But the post was about his book, Mage Made Easy: Advice from That Damn Mage Guy.
Part of the Storytellers Vault (a bit like DMSGuild, but for White Wolf/Onyx Path games) this book is about...well...Mage, made easy.
Now. Anyone who has ever played any version of Mage is likely to be incredulous about now. I mean, Mage is many, many, many things. Sometimes too many. But easy? No. Easy is never a word used with Mage. But Phil is the Mage expert. Mage: The Ascension 20th is close to 700 pages and he wrote the bulk of that. So if he is telling me that MME is something I can read in 60 pages, well I am going to pay attention.
And I am glad I did.
While I am conversant in most Mage matters, I do not by any stretch consider myself an expert, or even an advanced player. I am quite enthusiastic though. I found Mage Made Easy to be a nice breeze guide of solid advice that did two things right away for me. First, it made me want to play Mage: The Ascension again and secondly it gave me solid advice that is good for many modern supernatural games.
The book is very heavily focused on Mage and Mage: The Ascension 20th Anniversary in particular.
It shows you how to use the vast Mage meta-plot OR discard it altogether (that's me!). It gives you some fantastic archetypes to try out and even solid advice on Mage's biggest issue, Paradox.
Plus the art, as expected, is fantastic.

While I do say there is good advice for any modern supernatural game, the advice is also very Mage specific. This means to use this book it helps to have a basic working knowledge of the Mage RPG. Once you have that then translating this advice to your own game, be it Mage or something else, is pretty easy. BUT that is going beyond the scope of the book and not the fault of this book if it doesn't work out. But advice like "start small" or "start with the characters" is ALWAYS good advice.
While the focus is on Mage: The Ascension 20th Anniversary Ed. (Mage20), I found there was good advice here to apply to my particular favorite flavor of the game in Mage The Sorcerers Crusade.

Makes me wish I had a Mage game going, to be honest!
Monstrous Monday: Apple Tree Man
It might still be August, but tomorrow is September and for my family, that means trips to the apple orchards.
Apple Tree Man

Large Fae
Frequency: Very Rare (Unique per orchard)
Number Appearing: 0 (1)
Alignment: Neutral (Neutral Good)
Movement: 60' (20') [6"]
Armor Class: 3 [16] (should always sum to 19)
Hit Dice: 10d8+10* (55 hp)
Attacks: 2 limbs (bash)
Damage: 1d8+1, 1d8+1
Special: Double damage from fire and cold iron, immune to charm, hold and sleep spells. Awaken trees.
Size: Large
Save: Monster 11
Morale: 11
Treasure Hoard Class: See Below
XP: 2,400
Similar to treants, the Apple Tree Man is an ancient fae that lives in orchards. They are often the oldest apple tree in the orchard. It is not completely clear if these creatures are fae that have become tree-like or a tree that has awakened. It could even be that the spirit of the apple tree man is present in the oldest tree in the orchard and he passes from orchard to orchard making him effectively immortal and unique.
The Apple Tree Man will not attack unless provoked or if his orchard is in peril.
The Epimēlides (q.v), dryads of apple trees, are considered to be his daughters and granddaughters. He can summon 2 to 8 (2d4) Epimēlides to aid him in protecting the orchards. Additionally, he can "awaken" 1-4 (1d4) normal apple trees to fight as 6HD Treants to fight.
If a party though respects the orchard, does not harm any trees, and only eats the apples they need, the Apple Tree Man will be obliged to show them the quickest path out of the orchard.
If they offer him hard apple cider, especially cider made for Apple Wassailing, then the Apple Tree Man will tell the party where they can find buried gold in the orchard. Usually 1d6x100 gp worth.
If a witch is present then the Apple Tree Man will hide their tracks and make the party undetectable by foes. A witch may also be gifted a special apple wand that will cast one 1st level spell just once. The wand can be used later for other magics if desired.
The Apple Tree Man will appear as a treant with apples growing from his hair, an old man or some combination of the two.
#RPGaDAY 2020: Day 31 Experience
And here we are at the end of another #RPGaDAY for August. What new Expeiences has this given me?

From the start, this month has been about my reflection of a Summer with the BECMI rules and Basic-era rules in general. I spent a lot of time here thinking about what these rules do that is different than what I have been used too over the last few years (read: Modern D&D) and what I was used too back in the 80s (read: Advanced D&D).
My lens for this #RPGaDAY was these experiences. Because of that reading what others had posted gave me a very different viewpoint. It was not 2-3 blog posts and 5-7 tweets that were all identical and everyone talking about the same thing. This was nice. While I was not as responsive as I would have liked to have been to others on this, reading them all was fun.
Since I also spent a lot of time talking about my BECMI/BX campaign, War of the Witch Queens, maybe I'll use that map as a simple dungeon crawl. Maybe using ideas from my various posts here and when those don't work, well, I am sure I'll think of something.
Hopefully, next year when this starts I'll be at Gen con again with my kids. That would be really great.
#RPGaDAY 2020: Day 30 Portal
There are all sorts of portals to be found in RPGs and D&D in particular, but one was the most important to me.

In these 16 pages, I got a glimpse of something more. More worlds than I knew existed out there and they could be mine...all I needed was more paper-route money.

Here I first learned the differences between D&D and AD&D, though it would be a longer before I really knew. Other games I have heard about but had not seen. Games like Dungeon! and Vampyre. I learned of Gen Con and I wanted one of those T-Shirts.

I am a little sad we don't have these anymore, but there are far too many products these days to make it practical.
I see Archive.org has a copy archived if you want to take a look.
Zatannurday: New DC Movies & TV


Let's start on the big screen and with the one I am looking forward to the most. Wonder Woman 84!
It has Maxwell Lord, Cheetah (Barbara Ann Minerva version), and...Steve Trevor? No idea how they are going to do that, but I am betting it was Maxwell Lord's doing. In any case, the movie looks great and I bet soundtrack is going to be awesome.
For the next one, let me say I am cautiously optimistic.
Look, I am a Batman fan as much as the next DC fan, but there are other characters out there and we have had several Batman movies.
Speaking of other characters, there is one that not a lot of people know about so it will be interesting to see how it works out on screen. A sequel/prequel to the successful Shazam movie we are introduced to Shazam's main enemy, Black Adam.
On the smaller screen, we are going to get the "Snyder Cut" of "Justice League". I am also looking forward to this one as well.
If you recall a few ago Warner/DC released the "Richard Donner" cut of "Superman II." Personally, I prefer the Donner cut over the Lester/Theatrical original. Given what I know of what was going on on the set of Justice League I am also hopeful that this one will be good too. Though I am now hearing it will be four hours long!
You are going to need HBO Max for it, but that is fine if you already have HBO.
We are also hearing more about one of the refected Justice League Dark ideas. This one was from Joseph Kahn. I am not sure how far along this one ever got, but there was some cool concept art.

Dan Stevens was cast as John Constantine. But the best is a punk-looking Zatanna played by Natalie Dormer. I miss the fishnets, but this is cool too.
There is another FanDome coming up in a couple of weeks. I bet they will cover more of the TV shows then.
#RPGaDAY 2020: Day 29 Ride
Lost our Internet yesterday do to a neighborhood outage.
When it came back on finally I had day job stuff to finish. So I am "phoning it in" today with my Ride post. Though I am still doing the topic I wanted.
Today's post is "Why Do Witches Ride Brooms?"

Here a couple of videos to answer that question.
First up one that talks about in terms of the practice of witches and witchcraft.
Second, we have Greg Owens from the Department of Chemistry at the University of Utah, College of Science.
Maybe one day I'll work up an in-game reason for witches and brooms.
Here is a bit of an episode of Charmed to help explain why the Warren Witches are depicted on brooms. It is a little silly, but fun.
#RPGaDAY 2020: Day 28 Close

But this summer was a strange one really. The whole Covid-19 thing changed a LOT of plans, one in particular was available free time to get other projects done. The day job was just too involved.
So I am still closing out my Summer though and looking ahead to Fall and beyond plans. Here is what is going on for me and The Other Side.
Right now I am archiving old projects, both personal and work, I like to have a nice cleaned out work space on my computers. This also gives me the opportunity to see what I have been working on and what still needs to be done.
I still have a little bit more I want to do for BECMI month Summer, including a deep dive into the Shadow Elves like I mentioned on Day 9. That though is in a couple more weeks.
The really GREAT thing about this #RPGaDAY2020 posting is it has me thinking about all my stacks of research material and upcoming projects.
War of the Witch Queens Campaign
The War of the Witch Queens has been on my mind a lot since I want to run it under the B/X or BECMI rules. I just have not figured out all the points yet. I pointed out on Day 20 that Kelek is likely to be my bad guy. And I think that still works. In fact if the campaign only goes to level 14 (B/X, OSE) then that will be my guy. BUT What if Kelek sets thing into motion he didn't predict and it quickly got out of hand? The Witches, held in check by the Witch Queens are now doing some real damage? What then? Well. In that case we continue on to level 36! Who knows, I might even start it with the classic "You meet in an Inn".
Super Dungeon Explorer Adventure Team Go, Go, GO!
This is a bit of a goof, but it has gotten a lot of attention. I secured an artist this week for the first release of this. It will be for 5e and likely 180° away from anything Old-School.
Basic Bestiary and High Witchcraft
The first draft of Basic Bestiary is done, working on the beta draft now. I also put together my spreadsheet to track art development. Sadly I have not actually secured any new artists for this one. So that might be a delay.
The High Witchcraft book is no where near ready. I was going over my notes and I am not even sure I have anything that can be considered a draft at this point. Just about a dozen or so files of notes that need to be collated, edited and then made into something. Additionally I have files of materials that did not make the cut for some of the other books; usually due to space or because the idea was not as complete as I would have liked. If this is really going to be my "last witch book" then it behooves me to either find a home for those orphans here or on my blog. One such orphan was the Goblin Forest of Haven.
I really want the High Witchcraft book to be really special. I want it to feature some of the ideas I have been playing with for years and to be my Coda for this series.
I have a couple of other projects on the burners, but nothing I can share just yet.
#RPGaDAY 2020: Day 27 Favor
Today is my younger Brother's Birthday. I also always associate this day as the real first day of the Fall Term. I have been in academia for so long (all my life really) that my calendar still pivots on the Fall term.
So my youngest son started his senior year last week. My older son can't go back to culinary school just yet. My Fall term started on Monday. Time to clear up old summer projects and move into new Fall ones.
And for this, I am asking for a Favor.

I want to get a few more of my books out into the hands of reviewers.
So if you are interested in reviewing one of my witch books or even (or especially) Night Shift, drop me a note. You can post below, but send me an email so you can include all your contact details and where you plan on leaving your review.
Thanks!
#RPGaDAY 2020: Day 26 Strange

Again a couple ways to go.
I could comment on these strange days, but I have other social media outlets for that.
I am going to comment on the #RPGaDAY2020 list itself in that these are a lot of strange words.
Ok, I get it, Dave has been doing this a long time and maybe he is running out of words to use. but knowing and the work he has done in the past I highly doubt he is lacking in ideas. So I'll just put this here as my commentary and that's it.
Ok. Strange. Let's get to the meat of this.
Many of my contemporaries will point to Fritz Leiber, Robert E. Howard, Edgar Rice Burroughs, Tolkien, Moorcock, and Lovecraft as their main sources of inspiration to D&D. While I share the Tolkien, Moorcock, and Lovecraft influences, I also add Clark Ashton Smith.
But those were not my only sources.
Dr. Strange and Tomb of Dracula
The 1970s were a strange time to be sure. The 70s Occult Revival fueled my tastes in games in ways I never knew at the time and only saw in retrospect. Case in point. Dr. Strange comics and Tomb of Dracula. Both were favorites of mine but when Strange, along with Blade, would battle Dracula? Yeah, THAT was an adventure. I wanted my games to have these epic world-changing battles that start small but then go on out to the cosmic scale. Strange didn't just defeat Dracula. He destroyed all vampires.
I was already a huge horror fan at this point and Hammer Horror in particular. So these comics sent me searching more and more strange ideas for my games. I think by 1982 I had read every book of occultism in my local public library. Creating a witch class was an inevitable conclusion at that point.
When the Ravenloft module was released it found a no more welcome home than mine.
I have mentioned this in greater detail here.
Strange Stories, Amazing Facts

My parents were voracious readers. Books filled every corner of my home growing up and every room had at least one bookshelf, some like the living room had three.
They, like many people of their generation, had a lot of Reader's Digest books. One, in particular, was Strange Stories, Amazing Facts.
This book should not by any stretch of the imagination be considered good literature or even good research. It is however good fun and a fun read.
While the book is divided up into roughly chronological sections including one on the future, it was the past and the monsters of myth that always grabbed my attention. Though flipping through it now that section on the end of the world would be fun to use.
For my birthday about 10 years ago my family found a copy and gave it to me. Complete with original dust jacket (I am book snob and prefer my dust covers intact).
I have been asked in the past to assemble my own "Appendix N". Maybe I'll do that one day.
#RPGaDAY 2020: Day 25 Lever
Archimedes, the polymath of classical antiquity, is quoted with "Give me a lever and firm place to stand and I will move the world."

A lever is one of the six simple machines described by Renaissance writers. The lever is usually the first, though I think the inclined plane or ramp may have historically been the first.
How does this apply to my games? Well...it does in a couple of ways, but the underlying theme is "keep it simple."
Design
Like a lot of people, I have been working from home since March. It has worked out well for me since I can work anywhere I have a solid internet connection. My wife has been home as well and I will admit I have enjoyed being home with her and my kids quite a bit. I often get to listen in on her meetings when I go upstairs (my office is in my basement next to the game room) to get coffee. She has been talking about Optimization Levers all week. In her case it has to do with software development. But it is something I think about a lot in my day job and in my own RPG design work.
One of the reasons I feel I will never fully be part of the Old-School movement (whatever the stripe) is that I prefer simple solutions over complicated ones. Don't give me 10 different ways of doing something in a game when one will suffice. I don't need tables when a simple algorithm and a number will work just as well or even better.
This is one of the reasons I feel that modern D&D is superior, design-wise, to older D&D. I don't need pages of attack matrices for different classes and monsters when 3.x BAB and AC as DC works so much better. I don't need percentile dive for thieves skills and d6s for ranger skills when both can be done with a d20.
The more you can simplify the rules the more then fade into the background and people can just play.
This is the central design philosophy behind Cinematic Unisystem. Everything is d10 based. Successes are based on any adjusted roll over a 9. Simple.
But simple mechanics do mean the game as been "simplified" or "dumbed down." It means the esoterica has been removed. For D&D and Unisystem the lever is the d20 and d10 respectively.
I see a lot of people online complaining that such and such game is "dumbed down" or "made simple," often accompanied by a confession of never actually have played the game in question.
Don't confuse simple with simplistic.
Tools of Design
Likewise, I like to keep my process of design simple. I feel it puts me into the right headspace for design. So my levers here are the basic sort. Paper and pencil.
Don't get me wrong. I am a technophile. My wife and I love to be on the cutting edge of technology. I can even remember a time in the early 90s where I was looking for 50Ω terminators for the in house network we had built when such things were not only not common, but there was no good place to buy all the parts we needed for the multiple types of computers we had at the time.
I will still run stats to determine spell levels and figure out which levels are needed. While I can, and do, run those on my computer, I taught stats for long enough to also do the calculations with a pencil.
Research still involves me, some books, and a folded up sheet of paper that serves as a bookmark and a place to keep notes.

I mean yes. I will still transcribe those notes onto my PC/Laptop/Phone with some more details. but it has worked well for me for years.
So my advice is to be like Archimedes. No, I don't mean run through the streets of Syracuse naked yelling "Eureka!" But rather use the simple tools and find a good place to stand.
Tasha's Cauldron of Everything
Wizards of the Coast just announced their next book for Dungeons & Dragons 5th Edition and I could not more excited.

Tasha's Cauldron of Everything is set for release on November 17, 2020. I already pre-ordered the standard and alternate cover from my FLGS so I should be getting it on Nov. 7.
What is this book about? Well, that is Tasha, aka Natasha the Dark, aka Iggwilv the Witch Queen on the cover. Honestly, that is all I need to know.
But...I can see why others might want to know more.
It is going to be set up similar to Xanathar's Guide to Everything with new rules. What do I know is in it so far?
- New subclasses for every class.
- The Artificer class.
- Some psionic classes such as the Aberrant Mind.
- A new lineage system that adds on to and supplants the D&D racial system. Rather looking forward to that.
- Group Patrons and sidekicks. Add a little more organization to your adventuring group.
- New spells, artifacts and magical tattoos. That chicken foot tattoo on Tasha's face is a huge clue as to what you are likely to get. (more on that later)
- Puzzles and more puzzles!
I am sure I will find out more, but that chicken foot tattoo on Tasha/Iggwilv gives me a LOT of ideas. It also might help me figure out some details of my own Pact of Baba Yaga that I talked about a bit ago. Though now I might call it "The Mark of Baba Yaga" and it is how the Daughters of Baba Yaga can recognize each other. I can expand on the magical tattoos I presented in The Craft of the Wise: The Pagan Witch Tradition.
The art for this also looks fantastic as to be expected.

There is nothing I don't love about that picture. The color palette, moon, and satyr remind me of the cover of Dragon #114.


Wizards is hosting a D&D Celebration on September 18-20 and will be revealing more. I am going to try to make it.
Too bad it won't be out for Halloween!
Of course let's not forget the art Jacob Blackmon created for me of the Witch Queens, Larina, Feiya, and Iggwilv!

#RPGaDAY 2020: Day 24 Humor

Like anything, it can be overdone. In high school during our AD&D games, we had to put a moratorium on stupid puns in our games. It got so bad that it led to our DM creating the "Wandering Damage table" or just damage your character took from the universe reacting to your pun. It, in of itself, was a humorous solution to the problem.
For Ghosts of Albion, I wrote a section on horror role-playing. I got into some detail that is appropriate for that game but I also included a section called "See A Little Light" (yes, I am a Bob Mould fan). The point was that constant horrors will wear your characters, and players, down. That every so often you need to lighten the mood. Even the Ghosts of Albion web-episodes and books had a good mix of humor to them. I mean you can't have the ghost of Lord Byron and not have fun with that.
The topic of RPGs and humor is vast really. So there is no way I am going even cover 1% of it in a blog post. But I figure I will cover one other thing.
I don't want to make it look like that all my games are Toon or Paranoia, I do like a serious game. BUT just like too much humor is a bad thing, taking yourself too seriously is also bad.
A while back I was at a game at Gen Con. This was before my family started going with me and I was in a Mutants and Masterminds game. The GM was a real dick. There were a couple of younger kids in the game and like kids do, they joked and had fun, and the GM was just a real bastard to them. Yes you can have a serious game, but don't be an asshole about it. It was this dudes game, so I was not going to tell him how to run it, so I did the "dad thing" I just inserted myself between the kids and the GM. I turned the three of us into this little mini-team of the eight sitting there so he didn't have to talk to them directly. I don't think he knew how to deal with kids really.
So be like Bob Mould and see a little light.
#RPGaDAY 2020: Day 23 Edge

Right now the hottest thing for D&D 5 is the Combat Wheelchair.
Sara Thompson is a D&D player and accessibility educator (and if you had any clue how much money my company spends on accessibility issues you would understand why such a person is vital today) has designed a "Combat Wheelchair" for D&D 5e.
You can get a copy of it here, Combat Wheelchair 2.0.
It is actually kind of awesome, and I wonder why it was never dreamed up before. I mean seriously how many D&D games can point to X-Men comics as a source of inspiration? Certainly someone, somewhere had D&D versions of the X-Men and Professor X included.
She released it on Twitter and very quickly it caught attention. Artist Claudio Pozas even provided some free art for it. She even got a lot good press on this.
- https://www.dicebreaker.com/games/dungeons-and-dragons-5e/news/dnd-5e-combat-wheelchair-rules
- https://nerdist.com/article/dungeons-and-dragons-combat-wheelchair/
- https://www.belloflostsouls.net/2020/08/dd-combat-wheelchair-makes-splash-with-wotc-staff-critical-roles-dm-but-not-all-agree.html
- https://www.cbr.com/dd-fan-created-combat-wheelchair-inclusivity/

AS you can imagine not everyone is seeing this as the good thing it is. I am not going to reiterate their rather tedious arguments here; go look them up if you like. I'll just say that in a game with magic, flying lizards, giants and all sorts of wonders how is this a bridge to far?
Find out more about this on these sites:
- https://twitter.com/mustangsart
- https://twitter.com/HwithoutLimits
- https://www.twitch.tv/hwithoutlimits
#RPGaDAY 2020: Day 22 Rare
I am what I would call a casual collector of old-RPGs. I don't think I go crazy to find certain items, but there are some I am always on the lookout for.
I am particularly fond of anything printed in England for example. I have mentioned before I am an anglophile and a huge fan of anything English/British/Celtic/Gaelic. So I have made some effort to get some of the older D&D/AD&D books that were printed in England by Games Workshop.

All these books are softcover, which is kind of interesting.
On my list is a Holmes Basic box published by Games Workshop.


I don't have one of these and all the ones I have found are really expensive.
I am also not an autograph hound, but I have a couple items that I am proud of.
First, Deities & Demigods signed by Jim Ward and a couple of the artists.

Need to get some more of these. Erol Otus and Darlene are my goal.
And my only Gary Gygax signed item.

One last thing on my list is a carded set of Dragon Dice.

I used to get these at B. Dalton's Bookseller in Springfield IL. Had I know how much they go for now I would have bought a couple extra sets.
Yes I know. There are superior dice. And what I would pay for these I could several dozen sets of other dice. But what is the point of going to grad school for 14 years and living on popcorn and pineapple for a year if I can't spurge now?
Kickstart Your Weekend and Interview: Christopher Grey and the Great American Witch
Today I am talking with Christopher Grey, designer of The Great American Novel and The Great American Witch (Games) and author of Goddamn F*cking Dragons, Will Shakespeare and the Ships of Solomon. (Novels)
Christopher is currently coming to the end of his latest Kickstarter for The Great American Witch.

https://www.kickstarter.com/projects/greyauthor/the-great-american-witch?ref=theotherside
Tim Brannan/The Other Side: Let’s start at the beginning, who are you and what do you do?
Christopher Grey: I’m Christopher Grey and I’m a game designer and novelist. I created The Happiest Apocalypse on Earth, an ENnie-nominated PBTA game about an evil children’s theme park, and The Great American Novel RPG, which was recently nominated for the Indie Groundbreaker Award.
TB: How did you get into gaming?
CG: It’s hard to pinpoint a starting place, I feel like I’ve always been gaming. When I was eight I was making board games on my dad’s file folders. My first RPG design happened somewhere in the neighborhood of 15 or 16. In the early days I played AD&D 2e, then graduated to Rifts, then hobbled over to World of Darkness. I think it’s fair to say I’ve been playing some sort of RPG for at least thirty years.
TB: What are some of your favorite games? Why?
CG: It’s so hard to choose! And it changes fairly regularly. I basically love anything Free League puts out and their latest game Vaesen I think is a masterpiece. The game system is slick and easy and the setting/content is perfection. But they get lots of love, so I’d like to point out some of my favorite indy games. I’m a big fan of Monkeyfun Studios and they are close friends--Bedlam Hall is still on my list of all-time favorite games. I mean you basically get to play Downton Abbey meets The Addams Family. I think Kimi Hughes’ Decuma is a huge innovation in gaming and I shamelessly robbed her approach for a game concept of my own. I’m a big fan of world-building games like Dialect and Microscope. Ten Candles is also top of my list. Oh! And Icarus… that kind of lands in the world-building category. For the Queen changed my understanding of game design. Really loving Lighthearted by Kurt and Kate Potts. I should probably stop. I love so many games.
TB: Very cool! Let’s get into what is important! What is The Great American Witch?
CG: The Great American Witch is an RPG where you get to play in the secret world of witches as they protect humanity from supernatural threats and secret societies. It was built on The Great American Novel chassis so it is story and character-focused. It is designed for campaign play of the kind you see from World of Darkness games.

TB: What sorts of games do you see others playing with these rules?
CG: The rules are highly tuned into the Great American Witch setting and experience. I think folks will have a tough time playing something other than powerful secret witches with the ruleset. However, it was adapted from a generic rule system that has a lot of flexibility. I do intend to expand this rule set into other categories of the GAW fictional universe. So stay tuned on that!
TB: How does it relate to your earlier game, the Great American Novel, and can the two be used together?
CG: Great American Witch adapted the GAN rule-set heavily in order to create an experience unique to it. They aren’t really compatible as they are working toward different things. GAN is designed for one-shots or short campaigns of a literary nature (the sorts of slow-moving narratives you find in classic literature), whereas GAW is designed for extended play that creates cinematic experiences (like the dramatic tension you find from your favorite streaming shows). However, if you’ve played GAN you’ll find a familiar approach to game design--one that focuses on characters and motivations, not on attack rolls or skills.
TB: Of course while the title is clearly an homage to your earlier game, I have to ask are you a Rob Zombie fan? And was the title inspired by his “American Witch”?
CG: I almost didn’t go that direction in order to differentiate it from American Witch. I do like Rob Zombie, but this experience is more like American Horror Story: Coven, the Craft, or True Blood. Ultimately I couldn’t resist calling back GAN since that is the primary engine running it. Plus, it has a nice ring to it.

TB: I loved American Horror Story: Coven and The Craft! What are your future plans for this game?
CG: Oh so much. I intend to work in this system and setting for quite some time. I’ve already started supplements for GAW that will include more play options (such as covens and crafts) as well as additional settings within the same world. I’m also working on other types of games for the setting, such as a story-prompt card game that is already in the editing phase. Eventually, I will expand to other supernatural groups, like the Illuminati, vampires, werewolves, etc. Frankly, I’ll be doing this for a while.
TB: Nice. That sounds great. And for me and my audience here. Who is your favorite wizard, witch, or magic-user?
CG: Considering the amazing examples of magic-users throughout recorded history, this is a hard one. Ultimately, I’d have to say Kiki from Kiki’s Delivery Service. I just absolutely love that movie and character.

TB: I adore Kiki! She is fantastic. Finally, where can we find you on the internet?
CG: Best place is my site christopher.world where I keep all my stuff and links to my social channels.
Links:
https://www.christopher.world/
https://twitter.com/greyauthor
https://www.drivethrurpg.com/browse/pub/12812/Christopher-Grey