Showing posts with label Ravenloft. Show all posts
Showing posts with label Ravenloft. Show all posts

Thursday, October 23, 2014

Sunday, August 10, 2014

#RPGaDay Day 10: Favorite Tie-in Novel/Game Fiction


I'll avoid the "cheap" answers like citing Marvel Comics or The Dresden Files, which were adapted to RPGs after the fact, and pick this one: I love Ravenloft and Soth was one of my favorite Dark Lords. Heck, most of the Ravenloft novels were great to me. I could easily have said "I, Strahd", "Vampire of the Mists" or even "Mordenheim", but I'll give this the nod.

There's other stuff I liked more, mind you: The Drizzt novels spring to mind...but they only served to show me how limited Dungeons and Dragons was, and how badly it failed at the product TSR was trying to sell at the time.

You know what? The Ravenloft game stuff didn't mesh with the system very well, either. I'm changing my vote back to my original one:

The Buried Tales anthology made me long to play in Pinebox, TX, and I'll finally get to do that with East Texas University. Buried Tales it is.

Tuesday, December 31, 2013

Are You Reading Tales of the Grotesque and Dungeonesque?

Before we shuffle 2013 off into the history books, I thought I would draw your attention to a blog you may not be reading: Tales of the Grotesque and Dungeonesque by Jack Shear.

While not for the faint of heart, Jack's blog is a wonderfully sinister resource for fans of horror gaming, especially Savage Worlds folks as of late.

Among the highlights of Jack's site are his Savage Worlds cheat sheet, which summarizes the basics of Savage Worlds, combined with the Combat Survival Guide (a document many - including myself - make sure their players have access to, given Savage Worlds' combat intricacies).

His Slithdale Hollow mini setting is a very cool and creepy (and completely free) Savage Setting featuring the players playing young kids, ala Lemony Snicket and Coraline. Grub stew, anyone?

His Tales of the Grotesque and Dungeonesque books are a great resource for any fans of earlier D&D editions who want some horror gaming without the baggage of Ravenloft (though some of the inspiration is certainly going to be there) and his Gothic Earth guide will give you similar options but set on (you guessed it) Gothic Earth instead of a Fantasy setting.

Planet MotherF*cker is an over the top post apocalyptic setting that is system neutral, but includes advice on how you should go about reskinning certain bestiary entries to match the horrible things crawling the wastelands (my favorite being Skeletorians...you DO have stats for an undead spellcaster in your favorite RPG, right?).

Aaaaaand these are all completely free in PDF, or you can spring for print copies via Lulu.

And then the blog itself is heaped with wonderful entries, many of them monsters with Savage Worlds statblocks that are suitable for being dropped in on many games, like Solomon Kane, Rippers or even Deadlands...and, for fans of Ravenloft, his Ravenloft remixes make for some great reading, especially the advice given for some of the lesser developed domains (like adding some mind-blasting Lovecraftian life to the underdeveloped Bluetspur. Special mention also goes to his Gothic Fantasy Magic for Savage Worlds. I'm kinda jealous at his output of depraved creativity, but I'm glad I can mine it for my own purposes, since Mr. Shear is sharing it with the world.

While Mr. Shear's blog is certainly not for all audiences, it has a lot of useful and fun information and tools for folks that don't mind a little R-Rated and B(Z?)-Movie in their RPGs.

UPDATE: I intend to release Tommy's Top Six tomorrow as is tradition, though the blog's birthday giveaway will be significantly smaller than in years past, providing fewer chances to win, unfortunately. I am aiming to get a tighter schedule in the new year, with a regular schedule for reviews, and probably a bigger emphasis on board and card games as well.

Thanks to everyone who has continued reading to this point...hopefully 2014 can make up for a lackluster 2013.

Saturday, June 9, 2012

Tommy's Take on Castle Ravenloft



I'm a pretty big fan of Ravenloft. Even as I've decided I don't really care about every trying to run D&D again, I still love some of the settings, with Ravenloft the foremost among them. I also don't really care for D&D4e at all...but I did get the Castle Ravenloft board game by Wizards of the Coast, which does a hefty combination of the two.

WHAT YOU SHOULD KNOW: This is a high end board game, with lots of minis (unpainted D&D minis), map tiles and so forth. It retails for $64.99, but you can usually get it for around $20 less at Amazon.com.(And buying from Amazon through that link helps support this blog). It's recommended for ages 12 and up, but my eight year old and I have played multiple cooperative games together. It supports anywhere from 1 to 5 players.

The "story" of the board game boils Ravenloft down to its basic elemements: Strahd and his nefarious evils are lording over the village of Barovia until a handful of heroes move in to stop him.

The system uses a streamlined 4e...streamlined to the point that the heroes are distilled down to Armor Class, Hit Points, Speed, Surge Value and Powers. Yep, Healing Surges are present here (the default being each group having two), with characters who are reduced to 0 health coming back at half strength.

The game is played without a GM, with each monster and villain have a list of tactics that pretty much govern everything they do (move closer to hero, what attacks they use in which situation, etc). The game board is made as you go, using a series of map tiles that range from big, open rooms and hallways to Von Zarovich family tombs, laboratories and magic circles.

Each turn is simple: Each turn you can Move and Attack, Attack and Move or Move Twice. If you end your turn at the edge of a tile, you flip over a new one (which guarantees the arrival of a monster). Every player's turn has a Villain Phase, in which the "Boss" of the adventure, if active, takes his turn, followed by every monster whose card you control taking a turn. Additionally, there are Encounter Cards which are played if you draw tiles featuring black arrows, and these are almost always Very Bad (and are also drawn if you fail to explore on a turn).

Combat is simple: Roll d20, add your attack bonus (based on the attack you are using and any relevant magic items), compare to Armor Class and apply damage. Most non-bosses only have 1-2 HP. You get a magic item for killing them and add their card to the XP pile, which you can use to block Encounter cards or level up to level 2 if have enough XP when you roll a 20 during gameplay (granting you an extra Daily Power, boosting your stats and giving a Critical Hit bonus).

Each Adventure has its own goals, and usually additional rules, giving a sense of variety even though the gameplay is pretty basic. Usually you have a boss fight of some sort to deal with, and occassionally a secondary goal.

The Daily, Utility and At-Will Powers - as well as each character's unique ability - make the characters feel different as well.

Hero options include a Human Ranger (who can "Explore" tiles she's not next to, and has lots of ranged attacks, as well as powers that allow her to either put space between her and the bad guys to open up her ranged attacks), a Dragonborn Fighter (who can breath fire, give an AC bonus to any ally on the same tile, and force monsters into combat even if they aren't adjacent to him), a Dwarf Cleric (who can heal himself and others, and has a few Powers like Bless and Flame Strike which'll be familiar to long time D&D fans), an Eladrin Wizard (who gives his allies bonuses to hit due to his knowledge of monsters, the ability to make a short range teleportation and some classic Wizard Powers like Magic Missile, Dispel Magic and Shield) and a Human Rogue (who gets a bonus to disarm traps, and has a lot of sneaky, high-probability, low damage attack options).

Most of the monsters feel very "Ravenloft", with Zombies, Ghouls, Skeletons, Gargoyles and Wraiths, as well as more esoteric choices like Burning Skeletons. Wolves, Spiders and Rat Swarms also feel at home, though I probably would have left Kobolds out.

The Villains include a Kobold Sorcerer named Klak, a Howling Hag, a Werewolf, a Flesh Golem, a Zombie Dragon, a Dracolich named Gravestorm and Strahd himself.

Treasures you can find include items like Thieves' Tools, Magic Swords, Holy Avengers (which provide an extra bonus against the undead), Crystal Balls and Potions of Healing, as well as Blessings that let you move faster for a turn, heal a hit point or even regain a spent Power.

The Encounter Cards are very flavorful, including things like Animated Armor attacking you, bat swarms filling the Castle to provide penalties to ranged attacks, Strahd getting into your head and forcing you to make an attack against an ally, and even a few Encounters that can go either way, like a movement in the corner of your eye that can either be a sneak attack or a friendly spirit who restores one of your powers.

The game includes 13 adventures (I've played 11 of them), from a solo scenario in which you have to escape Strahd's tomb before he wakes up, to an escort mission in which you have to lead a villager to the Dark Fountain before he transforms into a vampire, to a seek and destroy mission in which you play each of the five heroes (one after the other) taking out as many of Strahd's followers as possible in a blaze of glory, to a two-part mission in which you attempt to finally hunt down and destroy Strahd himself.

Additionally, Wizards of the Coast provides a few free adventures, and this game is also compatible with its sister games Wrath of Ashardalon and The Legend of Drizzt (and you can make your own scenarios, of course).

WHAT WORKS: The minis are great, and will see play in games outside of just this, I'm sure of it. Gravestorm is a particularly impressive centerpiece, although the Flesh Golem is amazing as well. The Heroes all feel unique with their various abilities, and the theme feels about as close to Ravenloft as you can get in a hack and slash dungeon crawler.

WHAT DOESN'T WORK: It's HARD. Like, almost TOO hard. I think that we have only won once, defeating the Kobold Sorcerer. It is a meatgrinder, in part because so many of the monsters and encounters inflict a point of damage even if they miss (as opposed to 2 or 3 if they hit). The rulebooks really needed tighter editing, and it is REALLY easy to overthink the rules sometimes (Tip: Whatever the card, rule, etc, is, read it literally. That's usually the right answer).

CONCLUSION: If I got to roleplay more, the game would have been worth the price of admission for the minis alone. That said, the production values are fantastic and the gameplay is fun, if very difficult. I've had a blast playing with my son, in part because he takes it upon himself to roleplay his character, talking in character as we adventure through the castle, which usually sparks me into doing the same. It would just be nice to actually WIN sometime. Now I know how everyone that played in my Ravenloft games felt. Still, I don't regret the purchase at all. Probably not the best "gateway game", though, given the Meatgrinder effect.

Friday, January 8, 2010

Savage Ravenloft: Gnomes

Continuing the Savage Ravenloft series...now we hit the final Ravenloft race not available in the Fantasy Companion: Gnomes.  These Gnomes were created by Ron Blessing of http://www.thegamesthething.com


Gnome

Gnomes tend to be spindly humanoids with tanned skin, fair hair and blue eyes.  Gnomes often wear bright colors and gaudy jewelry.  Gnomes make great court jesters as they have a knack for humor and storytelling, though in Ravenloft this can tend toward the macabre.

*Jovial: Gnomes are boisterous and cheerful, making it very hard to dislike them. They have a +2 to Charisma.

*Short: Gnomes average 4' tall. They are Size -1 and cannot take the Small Hindrance.

*Tinker: Gnomes are naturally attracted to inventing and, well, tinkering. They begin play with a d6 Repair skill.

With races complete, next time I'll delve into just how The Land of Dread changes some of the Edges your characters may possess.

Saturday, January 2, 2010

Savage Ravenloft: The Half-Vistani

Half-Vistani

The products of human and Vistani breeding, half-Vistani (or giomorgo) are outcasts in human society and Vistani society as well.  Half-Vistani take after their Vistani parents, with dark hair, dusky skin and angular features.

*Spiritually Connected
:  Half-Vistani retain some measure of their parent's sixth sense.  This allows them to start with a d6 in Spirit.

*Child of Both Worlds
: Half-Vistani don't fit in with humans or Vistani, and so have the Outsider hindrance.

*Moon Madness:  On the three nights of the full moon, Half-Vistani lose the ability to heal without magical healing, and lose the ability to use any Arcane Background they may possess.  In addition, they must succeed at a Spirit test or run wild for the three nights of the full moon.

*Survivors:  All half-Vistani gain +1 to Survival checks, +2 if starting a fire is involved.

*Tribal Blood:  Depending on the tribe the half-Vistani hails from, they gain an additional boon:

Canjar: Gain +1 on Spellcasting rolls and +2 on Knowledge (Arcana) rolls.

Corvara: Gain +2 on Lockpicking rolls and +1 on Notice rolls involving other people's motives.

Equaar: Gain +2 the Beast Master Edge and +1 Ride checks.

Kamii:  Gain +2 on Repair checks and, with a Common Knowledge roll, can identify a metal and determine its origin.

Naiat:  +2 on Perform checks, even if they don't have the Troubadour edge or Arcane Background (Miracles).  As well, they are not subject to the Outcast hindrance as are other half-Vistani.

Vatraska
:  Gain the Healer edge and +1 on Knowledge, Common Knowledge or Survival edges involving herbs and herbalism.

Zarovan
:  At the start of each encounter, roll a d10.  1-4: No effect.  5-7: The half-Vistani gains the Quick edge for this combat.  8-10: The half-Vistani gains the Level Headed Edge for this combat.  If they already have Level Headed, this becomes Improved Level Headed.

Half-Vistani are found in the Ravenloft Player's Guide.  This work references the Savage Worlds Explorer's Edition and Savage Worlds Fantasy Companion.

If I get permission, I will be posting Gnomes here next, followed by a discussion on how Ravenloft modifies some of the available Edges your characters can take.


“This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.”

Friday, January 1, 2010

Savage Ravenloft: The Beginning

My present gaming obsession is Savage Worlds, which is a tremendous roleplaying game released by Pinnacle Entertainment.  Now, I am also a huge fan of the Ravenloft campaign setting by TSR/Wizards of the Coast for Dungeons and Dragons.  For those who don't know, Ravenloft is a Gothic Horror fantasy setting...or, more disparagingly, D&D meets Dracula, Frankenstein and The Wolf-Man.

Thing is, I don't much like any incarnation of D&D anymore, so I am bending Savage Worlds and Ravenloft into a perfect mish-mash of what I want the setting to do.  For this I am drawing from my Ravenloft collection, spanning from AD&D second edition through D&D 3.5, and a variety of Savage Worlds products: Savage Worlds Explorer's Edition, The Fantasy Companion, Shaintar, Rippers, Deadlands Reloaded and the Horror GM's Toolkit.  As this progresses, I will post my conversions piecemeal.  I welcome comments, preferably constructive, and feel free to use anything I post in your own games.

Keep an eye out here, and enjoy!

“This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.”