100 Days of Halloween: BlaszczecArt Stock Art: Halloween Witch
BlaszczecArt Stock Art: Halloween Witch
This one features a long-haired witch riding a broom. Had to grab it. I am not sure where I will use it yet, but I will certainly find a spot.
Original Roleplaying Concepts
BlaszczecArt Stock Art: Halloween Witch
This one features a long-haired witch riding a broom. Had to grab it. I am not sure where I will use it yet, but I will certainly find a spot.
Today's question looks to the future. What should #RPGaDAY do for its 10th anniversary next year?
Two things I can think of.
1. Poster's choice. You participate in a past #RPGaDAY that you did not do originally or did not complete. So for me 2017 and 2018.
2. Roll a d10 to and post for whatever that year was. This means Dave still needed to come up with things for Year 10 (2023)
I think my money is on #1.
Troll Witch
A cool bit of art from Daniel Comerci. It is labeled as a "Troll Witch" and that works for me.
I used this one for my Winter Witch book and it is rather perfect to be honest.
PDF. 223 pages. Full-color covers and interior art.
For this review, I am considering the PDF from DriveThruRPG and my hardcover I had a number of years ago.
Published in 2007 this was one of the last hardcovers published for the D&D 3.5 game prior to the announcement of the D&D 4e.
I picked this one up cheap at the local RPG auction and I think I sold it back at next year's auction. Not a ringing endorsement I know, but in mine (and this book's) defense I was reducing my 3.x collection to make room for more OSR books and the upcoming 4e. I am glad I picked up the PDF though.
There are just over 110 monsters in this book (ranging from CR 1/2 to 22), the least amount for any of the "Monster Manuals" for 3.x. There are 11 templates, and many companion and summonable creatures. There are even new feats and spells. So at least this late in the game there is (or was) new material that could be shared.
The monster entries are again limited to whole pages. To make up the space there are "Lore" entries on some monsters. Others even have a Sample Encounter, Typical Treasure and/or how the monster appears in various campaign worlds. I admit these do not feel like padding and instead feel like a value-added feature.
Alignments are also prefaced with "Always" or "Usually" in some cases, giving more variety to alignments.
Among my favorite creatures here are" the Arcadian Avenger, the various new demons, the unique Dragons of the Great Game, Frostwind Virago, the God-Blooded creatures, Kuo-toa (finally!), Mindflayers of Thoon, Skull Lord, Spawn of Juiblex, the unique vampires, and the Wild Hunt.
While I was expecting a lot of "also-rans" and some diminishing returns on monsters this one actually is pretty good. The details are greater for each monster entry, so this explains the low monster-to-page ratio here.
Still, you have to be playing D&D 3.5 to really get the most out of these monsters.
Who would you like to see take part in #RPGaDAY?
Honestly? I would like to see some of the big names in the industry do something with it. So Wizards, Paizo, and others. Sure, use it to sell your own games, but it would be fun to get some of the big names involved.
Though the more the merrier to be honest!
As always, to stay objective I will be following my rules for these reviews.
Children of Midnight: Coven Quickstart
PDF. You get six files with this:
In order, the GM Session Notes are exactly that, a form for recording sessions. The Consent form is similar to others I have seen before. Green, Yellow and Red indicators on what all the players think on various topics. Starting Undertaking is a three page document with an overview/background on the game rules and the world. Quickstart GM Cheat Sheet is a 6 page PDF with various guidelines and rolls used in the game. Children of Midnight Coven Quickstart Grimoire is a colorful 2 page character sheet.
Children of Midnight Coven Quickstart is the game proper. This is a 40 page PDF. It uses a system called Forged in the Dark that I am not entirely familiar with. The authors are Gavin and Áine Moore. For 40 pages there is a lot of material here. The font is a little small, but I can put this on a larger monitor than what I am using now.
There is an absolute ton going on in this game. There is lore. There are detailed NPCs with photos and social media. I honestly feel I need to do some more research into this game before I can even properly review it. So since this is a quickstart, I feel a quicky review right now is good. But really there is a lot of promise here.
To get a better feel I'll certainly need to play it, but I like what I am seeing so far.
Style Sunday: Roll 1d8+1, tag that many friends with your favorite RPG cover art.
Well. Again, I am not a huge fan of tagging people at random.
So instead here are some (1d8+1) of my favorite pieces of RPG art.
Today is not one of those days.
Now. I try to avoid ripping into products. There are plenty of bad products out there that you will never hear about from me because frankly, I would rather talk about products and books I like.
The White Vale: Sex Starved Witch, Alien Horrors,& Dark Secrets
PDF. $4.00. 10 pages. One cover, one title. 4 pages of art. 1 map. 3 pages of content.
So yeah there is this title.
I am not sure what this is supposed to be. Is it an adventure or a location? Hard to tell. The art is...sub-par to say the least and mostly terrible to be honest. There is no witch mentioned, but there is one pictured, though it looks really amateur.
It has an "Adult Content" warning for the previously mentioned "witch" art.
No. This is pretty bad.
After 40 years all my characters have changed a bit.
One character I had, Nigel was a Neutral Evil assassin, but over the years my DM pointed out he wasn't actually acting very evil anymore and he slowly had drifted to Chaotic Neutral, even to the point of losing his assassin's guild.
Larina went from a rather minor character in the late 80s to more and more importance in my games. I even made subtle changes to her looks, ie her eyes went from brown to blue, and in-story I claimed it was because her magic had become more powerful.
Now how *I* have changed with my characters is I am far more willing to try weird characters. Crazy Gnome bards (although not that weird anymore), crazy little goblin cultists, anything. I was never big on the Sword & Sorcery trope characters, but now even less so.
A long time ago I picked up a bunch of stock art for my witch books. I never got around to using all of it. I might one day. But until then here are some reviews/overviews.
As always I will be following my rules for these reviews.
Be-witched Stock Pack10 High-res CG images of witches.
I like Sade's style and I would love to find more places I could use this art.
I used some of this art for the Sisters of the Aquarian Order.
A cute little frog-fae girl. 7 images, beautifully done with transparent backgrounds.
6 images, three different figures with a transparent or detailed background each.
The art is good and I am glad I bought it, I just need to find a good use for it.
The art is good and hi-res. Not sure why it is called a "witch", "moon elf" would be better. I had been using these for characters in my old D&D4 game.
Good art for a character concept. The variety of images/poses are good.
Nine images of the pictured hero. Works great as a noble or other important NPC.
The art is very good.
Fantastic works of art. Human (or half-elf) cleric/druid girl in a variety of poses and backgrounds. 3 with backgrounds and 8 without. She wears armor and carries a staff.
There is no attached license though the main page says for commercial or personal use. The lack of a clear-to-understand and read license is a bit of a downgrade for me, but if you are looking for art for your own personal use then this is a 5/5.
8 image files of a redhead sorceress. Various poses with transparent backgrounds.
She is partially armored and carries a staff.
Ah. The age-old question. Why do characters adventure?
For the Johans it was always about destroying the forces of evil. Fighting the undead and demons so innocents would not have to perish.
For Larina, it was always trying to uncover that next occult secret. Or in my case with her, discover the ins and outs of a new game system and its magic.
For each character for me it is usually about exploring some archetype or some aspect of the rules I want to uncover.
And some characters, like my gnome bard Jassic Goodwalker or my goblin warlock Nik Nak, it is just about having a good time. Both for me and the character.
Published by Straycouches Press, Crawl! is one such fanzine dedicated to the Dungeon Crawl Classics Role Playing Game. Since Crawl! No. 1 was published in March, 2012 has not only provided ongoing support for the roleplaying game, but also been kept in print by Goodman Games. Now because of online printing sources like Lulu.com, it is no longer as difficult to keep fanzines from going out of print, so it is not that much of a surprise that issues of Crawl! remain in print. It is though, pleasing to see a publisher like Goodman Games support fan efforts like this fanzine by keeping them in print and selling them directly.
Where Crawl! No. 1 was something of a mixed bag, Crawl! #2 was a surprisingly focused, exploring the role of loot in the Dungeon Crawl Classics Role Playing Game and describing various pieces of treasure and items of equipment that the Player Characters might find and use. Similarly, Crawl! #3: The Magic Issue was just as focused, but the subject of its focus was magic rather than treasure. Unfortunately, the fact that a later printing of Crawl! No. 1 reprinted content from Crawl! #3 somewhat undermined the content and usefulness of Crawl! #3. Fortunately, Crawl! Issue Number Four was devoted to Yves Larochelle’s ‘The Tainted Forest Thorum’, a scenario for the Dungeon Crawl Classics Role Playing Game for characters of Fifth Level. Crawl! Issue V: Monsters continued the run of themed issues, focusing on monsters, but ultimately to not always impressive effect, whilst Crawl! No. 6: Classic Class Collection presented some interesting versions of classic Dungeons & Dragons-style Classes for Dungeon Crawl Classics, though not enough of them. Crawl! Issue No. 7: Tips! Tricks! Traps! was a bit of bit of a medley issue, addressing a number of different aspects of dungeoneering and fantasy roleplaying, whilst Crawl! No. 8: Firearms! did a fine job of giving rules for guns and exploring how to use in the Dungeon Crawl Classics Role Playing Game and Crawl! No. 9: The Arwich Grinder provided a complete classic Character Funnel in Lovecraftian mode. Crawl! Number 10: New Class Options! provided exactly what it said on the tin and provided new options for the Demi-Human Classes, whilst Crawl! Number 11: The Seafaring Issue took the Dungeon Crawl Classics Role Playing Game.