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Talislanta Final Edition

Sorcerer's Skull - Mon, 03/25/2024 - 11:00


The 6th edition of the Talislanta game and setting (being billed as the final edition) by Everything Epic released in pdf to crowdfunding backers last week. I haven't gotten a chance to review the books in depth yet, but being as Talislanta is a setting that I'm quite fond of I couldn't wait to share some initial thoughts.

One of the main questions for me regarding this edition was going to be how updated was it going to be? I mean this is several different ways. Most (or at least several) editions have advanced the timeline and altered some of the cultures or the political climate. For example, the Arduans became Aeirads and "evolved" in a more human direction in 3e (as I recall), and at some point, the Quan Empire was overthrown by their soldiers, the Kang. 

It looks like this edition has again updated the timeline, changing the political picture and bringing in some of the cultures/species which had appeared in the spinoff setting Midnight Realm--though I'm unsure if there's in "in world" reason given for this last part.

The other, large question of updating was in terms of modernization. The desires and expectations of gamers are different in 2024 than they were in 1987 and even in 2006. The art and presentation in the new edition is largely in keeping with modern gaming which is both more heroic in its depiction of the characters and sexied up at times as well. This will not afford you the chance to play a Marukan dung-merchant, if such was ever your desire.

Given Talislanta's age and source material there were aspects that would be problematic in the current era. Their approach to this is varied, one might even say haphazard. Some things have been removed; others were tweaked in an attempt to ameliorate the more problematic elements. Others appear to have been left as they have always been. I guess this could be viewed as the middle road, which I guess was the way to go, I'm just not sure how they chose what got changed and what didn't.

System-wise, this is just another tweaking of the system Tal has had since the beginning, which is fine, because I think it's a pretty good one.  I have read in places that there is a need for some errata, but that's sort of to be expected.

Anyway, look for more posts on this as I get to read more. Maybe I'll continue my survey of Talislanta across editions and some point.

Build Your Own Dalek with Hachette’s Latest Doctor Who Partwork

Blogtor Who - Sun, 03/24/2024 - 22:00
Build your own remote control half-scale Dalek with the latest partwork from Hachette!

Hachette have launched a new Doctor Who partwork that may just be one of the most ambitious ever. The Dalek partwork enables you to build your own Dalek! At 2:1 scale the result will be a half sized model of the Doctor’s most iconic enemy. What’s more, it will be completely remote controlled! You’ll be able to send your pint sized pepperpot around the house, while controlling the eyestalk and dome movements too. The Dalek’s iris even opens and closes, just like on the show. Eyestalk and ear-lights light up, and it comes with a library of appropriate sound effects to play on command. Even the business end of the gunstick lights up! Your Dalek can also be opened up to reveal the squid like mutant within at the touch of a button thanks to an automated opening sequence.

You can see the finished Dalek in action for yourself in Hachette’s promotional YouTube video below:

 

Choosing to assemble your own Dalek involves a major commitment, though. You’ll collect the pieces over 140 weekly issues — that’s over two and a half years. Moreover, while the first issue is a mere £1.99, issue 2 is £7.99 and every subsequent issue is £11.99. That’s a total spend of £1,664.60! But if you have deep enough pockets, and a deep enough urge to exterminate, Hachette’s Build Your Own Dalek may be your path to conquering the universe.

Each issue comes with a magazine giving instructions on how to assemble the latest parts of your Dalek and join them to what you already have, as well as features on Doctor Who. If you subscribe before the 7th of July, you’ll get one issue free, a binder for your issues, a TARDIS key chain, and a TARDIS mug.

 

The Dalek Issue 1 (c) Hachette The Dalek #1 – On Sale Now

Issue 1 is in shops in the UK now. But as with all partworks, arranging a standing order or subscribing is recommended. Especially on a project like this where missing an issue won’t just mean a gap on your shelf where some figure or book should have gone , but an incomplete or non-working Dalek!

To learn more, visit the official Hachette site.

The post Build Your Own Dalek with Hachette’s Latest Doctor Who Partwork appeared first on Blogtor Who.

Categories: Doctor Who Feeds

COMICS SHIPPING NEXT WEEK

First Comics News - Sun, 03/24/2024 - 20:51
AARDVARK VANAHEIM Cerebus The Aardvark #1 (Facsimile Edition), $20.00 ABRAMS BOOKS FOR YOUNG READERS Captain Marvel Soars Above GN, $14.99 ABRAMS COMICARTS Here Comes Charlie Brown A Peanuts Pop-Up Book…
Categories: Comic Book Blogs

Thought: Players, not the GM, are Responsible for Campaign Continuity

Tenkar's Tavern - Sun, 03/24/2024 - 19:08

This last week (or so) I have noticed that I haven't slung dice since maybe before Thanksgiving(?), even if I had since then it definitely was last year, so like....WTF? Work has been keeping me busy, but that's like a M-F endeavor that so doesn't impede on the normal every-other-Friday night game.

Now I'm not calling out my GM, which I probably should......but I realized that I was getting a weak-ass fix by playing a turn-based "RPG" on my Xbox....it's more like sustenance-gaming, just enough to take off the edge of withdrawal. Kind of like a Vampire feeding off of cow's blood. Sure, it'll kind of get the job done, but just isn't the same.

Now as much as it might feel good to throw my GM under the bus for me not playing, and I'm only saying this for sake of my fellow players who I know read this, I should have options.....and one of those options is to once again pick up the GM shield again...

....so I have been thinking heavily about running a game again, but I haven't broached the subject with anyone until now (SURPRISE fuckers!, I mean fellow players who read this...)

As is (probably) natural, I've been thinking of my last campaign. It was a current-edition (low magic fantasy) HackMaster game set in the last-edition (High Magic fantasy) game world, with a plausible (if you take the last two national-level tournaments as cannon) backstory explaining the transition from magic-rich to magic-poor. I had a blog for the campaign which is somewhat broken as I had hosted portions, mostly graphics, on my own domain. I fixed part of it today, so if anyone is interested (https://garweezewurld.blogspot.com/2013/07/the-adventure-begins-16th-haarkiev.html).

The whole idea wasn't so much to keep an online journal for sharing, but to help me keep track of NPCs and past events. The blog really was too much work, mostly because of the graphics. I should have used something like Tiddlywiki instead.

Reviewing all this info I have come to what might be an unpopular opinion: It is not the responsibility of the GM to provide campaign continuity.

As the GM I want to create the game world and let the players loose in it. I decide some big-picture stuff that'll happen to the game world and as the players interact, if they change to course of things I'll adjust and if they don't well the big things still happen. As far as actual campaign continuity, well that's the player's responsibility. As the GM I put things together and the players do what they do. As they discover and interact with the world, the onus is on them to remember the NPCs and to enjoy or suffer the repercussions of their interactions.

It is also the responsibility of the players to "pass down" information to other players and other player characters. If there is a total party wipe (Total Party Kill) then I hope the players arranged for some manner of contingency. Henchmen or protégés need to be created before the PCs kick the bucket specifically so that campaign information doesn't die out. 

This why I like when GMs don't necessarily ensure the party knows exactly what they're fighting unless they've met one/some before. I think the whole aspect of exploration, in every sense of the word, is... underrepresented in a lot of games. The big strokes for sure, but the little things that would actually be new to the PCs.....not so much. I know it's more difficult for players to not go off of player knowledge, but when PCs encounter zombies (for example) for the 1st time, that should be a HOLY SHIT moment for them. Hell, even with the glut of video games, movies, and TV shows with zombies in them....can you imagine how freaked out you'd be in real life if you stumbled across some zombies?!

I like it when games have a mechanic for these first-time interactions with what should be some horrific/strange/otherworldly encounters. Subsequent times not so big of a deal and if the party can maintain that campaign continuity then maybe those subsequent PCs can not be as scared/subject to penalty.

As a GM one of the ways I've encouraged players to do this campaign continuity, maintenance really, is to provide some bonus XP for keeping campaign journals. In-game they are remittances "back home" to those henchmen or protégés and allow the transfer of XP from one PC to another. This is really a HackMaster (4th edition) concept, so I'm just giving the broad strokes. PCs can funnel XP to future PCs essentially through "adventuring through correspondence", allowing for these future PC to not have to start at 1st level.

Just some thoughts I'm tossing "out there" as I'm contemplating a new campaign when I pick up the mantle of GM once again.


Categories: Tabletop Gaming Blogs

Next up!

Two Hour Wargames - Sun, 03/24/2024 - 18:48

 


Categories: Tabletop Gaming Blogs

SUNDAY SUPER CINEMA: Web of Spider-Man I Chapter I: Penance

First Comics News - Sun, 03/24/2024 - 15:25
In the wake of an unimaginable tragedy, college student Peter Parker is forced to grapple with his double life as The Amazing Spider-Man while sinister new threats – both old…
Categories: Comic Book Blogs

SAG-AFTRA Members Ratify TV Animation Agreements

First Comics News - Sun, 03/24/2024 - 15:20
LOS ANGELES (Mar. 22, 2024) — In national voting completed today, members of SAG-AFTRA ratified the 2023 Television Animation Agreement and the 2023 Basic Cable Animation Agreement with the Alliance of Motion…
Categories: Comic Book Blogs

Night's Dark Terror 10: Xitaqa 1, Round the Houses

Roles & Rules - Sun, 03/24/2024 - 14:46

This is part of a series of posts with a scene-by-scene critique, appreciation, and improvement of the 1986 TSR module B10, Night's Dark Terror

Neolithic ruins at Ҫatalhöyük - an inspiration? World History Encyclopedia.

The ruins of Xitaqa are a very difficult location, even for super-powered 5th edition D&D heroes. The party has to make their way through a platoon of hostile goblins who cohabit with a troop of rock-throwing baboons. It's likely they have no real effective area damage spells, so infiltration should occur to them. When they get to the tower there are three tough fights in succession as they seek the captive Stephan Sukiskyn and chase his captor, the evil wizard Golthar. This bad guy will surely kill Stephan out of spite if he is given any time to react when alerted of the players' approach. Luckily he is cooped up in a windowless tower. Still, with Stephan's rescue in mind, there's little time to rest and recuperate in between bouts of combat.

First, though, there's a logical course of action for Golthar that the module authors missed. Stephan's capture creates a stalemate: the wizard knows that the tapestry he seeks belongs to his captive's family, but the strongest army he could command failed to take it by force. Why doesn't he just let the family know (by a message wrapped around an arrow shot into the front gate of the homestead) that he has Stephan and is willing to trade him for the tapestry? He'll try to disguise his intentions by asking for both tapestries in the hall, the secret map one and the one of a horse, passing the request off as a consolation trophy in acknowledgement that he was defeated, a small price to strike a peace. He'll also be explicit that any attempt to ambush the exchange or rescue Stephan will result in the captive's death. Such threats, for adventurers, were made to be ignored. But if the heroes do let the exchange go ahead, they will have more leeway to attack Golthar in stages. Not infinite leeway; the wizard will likely leave Xitaqa to mount his own expedition to the Lost Valley a few days after learning of its secret.

Some editing is also needed to have the defenders of the ruined village make sense. As Loshad told the party before the werewolf fight, creatures leave their lair during the active period -- but this isn't reflected in the three groups inhabiting Xitaqa, and we're led to believe that bats are active in the day. Here's a more sensible disposition of Xitaqa's home team that, incidentally, gives the infiltrators a bit more of a chance.

1. The baboons are massed and awake around dawn and dusk. By day most of them fan out into the hills around the ruins looking for forage. Only 5-8 apes -- those that are injured, unwell, old, or caring for very young ones -- stand guard on the top level of the canyons, but they will make noise if they sense strangers approaching. By night the baboons are all at home and have holed up in their designated building lairs, with only 2-3 insomniacs keeping watch up top.

2. The goblins sleep indoors by day, with a patrol as described going through the canyons - perhaps with makeshift parasols if the day is sunny? By night most of the goblins go hunting, and 12 or so of them are left doing various household tasks, going through the streets in groups of 1d4 individuals.

3. The bats from the tower flit around by night and will harass the party if they hear strangers moving about above the canyons. Fortunately, any fight with bats does not need to make noise as their screeches are infrasonic, and the combat will only be noticed within a range  of 30' by creatures moving in the canyons below.

4. Don't forget the mounted Iron Ring operatives who lair in the ruins. They ride out in the morning to patrol the area between the holls and the river, and at night can be found in the empty building next to the stables S.

5. Finally, there is the retinue of Vlack, and these hobgoblin soldiers watch the entrance to the tower at X4 night and day, a pair of them on the steps in front of the double doors.

From these dispositions it becomes clear that the party will have a hard time sneaking up to the tower, but if they do so it should be at night, given the limited range of goblins' dark vision. A single alarm going up will likely alert the whole complex, and although goblin squads will likely arrive in dribs and drabs, the graver threat to the mission is Golthar being alerted by his hobgoblin lieutenant Vlack. All the same, there is a plausible sequence of events that makes the rescue of Stefan a possibility, if a difficult one...

The next two episodes will focus on the rooms in the base and the main part of the tower. They involve much speculation beyond the "facts" in the adventure as written, helping to add weight to what the Hutaakans were up to and weave a golden thread of meaning through the players' encounters with their artifacts.

Categories: Tabletop Gaming Blogs

Preschool – March 24th

Mark Hughes (Church of the Rock) - Sun, 03/24/2024 - 14:00

ACTIVITY PAGES TO DOWNLOAD

Worship Video

 

Check out our ongoing resources for each age group: And don’t forget to follow Kidz Rock on Facebook and Instagram!

   

The post Preschool – March 24th appeared first on Church of The Rock.

Categories: Churchie Feeds

Elementary – March 24th

Mark Hughes (Church of the Rock) - Sun, 03/24/2024 - 14:00

ACTIVITIES FOR THIS LESSO

Worship Video

Check out our ongoing resources for each age group: And don’t forget to follow Kidz Rock on Facebook and Instagram!

   

The post Elementary – March 24th appeared first on Church of The Rock.

Categories: Churchie Feeds

Collide – March 24th

Mark Hughes (Church of the Rock) - Sun, 03/24/2024 - 14:00

Collide Discussion Questions

Decision

Check out our ongoing resources for each age group:

The post Collide – March 24th appeared first on Church of The Rock.

Categories: Churchie Feeds

Artists I Like: Bruno Prosaiko

Doomslakers! - Sun, 03/24/2024 - 13:00

It's a series!

Bruno Prosaiko is a Brazilian artist whose work I first encountered when I saw a pretty kickass character sheet he created. From that point I followed him on Instagram, FB, or wherever fine arts are served.
Bruno's work is stylized, as they say, and has a strong sense of design from composition to color choice (his color eye is fantastic!). I'm not sure what medium he works in. Possibly digital, but I'm not familiar enough to say. I think his colors are probably digital, but even that is not certain to me and I haven't done the research to find out because honestly all that matters is how incredible he is.
You can find him across the RPG universe (check out the covers of Knock magazine 3 and 4) and even comic books too










Categories: Tabletop Gaming Blogs

Special Comic Preview POOH vs BAMBI

First Comics News - Sun, 03/24/2024 - 03:00
ISSUE #1 OF 3 In war there are rules, but the forest has none. Abandoned by his country, betrayed by those he once called family, and hunted by those who…
Categories: Comic Book Blogs

THUNDERZONE COMICS

First Comics News - Sun, 03/24/2024 - 02:09
2 exciting new titles and 3 more new releases from Thunderzone Comics! THUNDERZONE COMICS is proud to present -MARSHAL STRONG from the U.S. and  NIGHT CLAW produced in the Philippines. Thunderzone’s newest titles continuing our commitment to scour the globe to bring…
Categories: Comic Book Blogs

INDY SPOTLIGHT: Thrill Seeker Comics Anthology #1

First Comics News - Sun, 03/24/2024 - 02:04
Thrill Seeker Comics Anthology #1 Thrill Seeker comics is a pulp action and adventure anthology series about a ragtag group of heroes fighting evil in globe-spanning adventures on Earth-24. At…
Categories: Comic Book Blogs

Doctor Who: The Fifteenth Doctor #1 Arrives in June

Blogtor Who - Sat, 03/23/2024 - 23:00
Doctor Who: The Fifteenth Doctor from Titan Comics begins in June

The first covers and synopsis for the first issue of Titan Comics’ Doctor Who: The Fifteenth Doctor are here. The ongoing series debuts in May from the new team of writer Dan Watters (Batman: Urban Legends), artist Kelsey Ramsay (Good Deeds), and colourist Valentia Bianconi (Dogs of London). The Time Lord hero and his companion Ruby Sunday are ready for new adventures too wild, too loud, and too colourful for even a Disneyassisted budget!

 

Cover B (c) Titan Comics

The first issue hits shelves on the 26th of June and comes in seven variant covers. Titan have revealed art for five of them now, along with the names of the artists for the remaining two.

  • Cover A is by Stanley ‘Artgem’ Lau (Action Comics, Supergirl, Heat Seeker)
  • Cover B is a photo cover featuring the Cybermen
  • Cover C is by Joshua Swaby (Ms Marvel, Miles Morales: Spider-Man, Star Wars: Doctor Aphra)
  • Cover D is by Christopher Jones (Young Justice, Detective Comics)
  • Cover E is by Alex Moore (Red Sonja, Cat Fight, Killer Queens)
  • Cover F uses the same Artgem art as Cover A but with foil print
  • Cover G features a large diamond logo on a black background

#1 is available for pre-order now from Forbidden Planet in the UK and The Things from Another World in the US. Before that you can catch our heroes in Titan Comics’ Doctor Who: Free Comic Book Day 2024. Like the name suggests, you can get that special issue free from your local comic book shop on Free Comic Book Day, the 4th of May.

 

Cover D by Christopher Jones (c) Titan Comics Doctor Who: The Fifteenth Doctor #1

Join the Fifteenth Doctor in a new comic book adventure! The Fifteenth Doctor and Ruby Sunday have followed a mysterious signal to a shopping mall in the last days of Earth. It’s sure to be a trap, but to find the source, The Doctor must face his greatest fears…

The post Doctor Who: The Fifteenth Doctor #1 Arrives in June appeared first on Blogtor Who.

Categories: Doctor Who Feeds

Bundle of Holding - Goodman D20 Monster Guide

Tenkar's Tavern - Sat, 03/23/2024 - 21:04

It's strange. I kinda missed the whole D20/3.0 Era of gaming. Sure, I picked up the core books upon release and snagged the random Forgotten Realms release, but I stepped away from gaming from 1997 to 2007, give or take a few months. When I did return to gaming, the OSR had firmly taken root, even if it was young. The rest, as they say, is history.

This is a long, roundabout way of saying I missed these Goodman Games D20 Monster Guide releases when they were fresh. Hell, this is the first I've heard of them, and it makes them a tempting pick-up.

Of course, the Minor Threats Collection is less interesting, I think, than the Major Threats Collection, but you can't get the second without getting the first.

Adventurer! This all-new Goodman d20 Monster Guides Bundle presents 13 big d20 System monster sourcebooks from Goodman Games. Published in 2006-2009 for D&D 3.x, these inventive and detailed treatises describe, in 32 to 128 pages each, adversaries both major (beholders, liches, rakshasas) and minor (velociraptors, wererats). As d20 System supplements, these d20 Guides work as-is with Pathfinder 1E – and gamemasters of Fifth Edition and compatible "ampersand fantasy" systems can easily adapt the extensive discussions of monster physiology, social structure, culture, tactics, and campaign use. It's 770 pages of terrific monstrous classification, explication, and interpretation for an unbeatable bargain price.

For just US$9.95 you get all six d20 System monster sourcebooks in our Minor Threats Collection (retail value $46) as DRM-free ebooks, including Doppelgangers, Dragonkin, T-Rex, Treants, Velociraptors, and Wererats.

And if you pay more than the threshold price of $18.98, you'll level up and also get our entire Major Threats Collection with seven more sourcebooks worth an additional $60, including Beholders, Drow, Fey, Liches, Rakshasas, Vampires, and Werewolves.

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Categories: Tabletop Gaming Blogs

Saturday Morning Art Rumble 1

Doomslakers! - Sat, 03/23/2024 - 13:49

Saturday mornings are very special to me. When I was a kid, they meant cartoons. As an adult working a Mon-Fri office job, they mean no work. In any case, this is sacred space. I think I'll celebrate Saturdays by posting some of my drawings, old and new, because I don't post consistently enough on this blog.

This week, I'm going to roll my 3000+ sided die and randomly pick a 5 drawings. I'll give each some ♥s for giggles. I was gonna make it a whole contest thing but there's no way in hell I'll maintain that over time. I know myself too well. But fuck all that, let's ROLL!

I got 754, 794, 2925, 1809, and 2533. Oh god I'm scared. But here we go.

♥♥♥


♥♥
Oh... the 2010s era JVW. Lots of catgirls. ♥♥♥
Title header thing for a GOZR comic I didn't finish. Yet. ♥♥
Everyone loves a good Zarp! ♥♥

Oh damn, got a tie! How to break it?? The only fair way is to do a roll off. Graveyard Catgirl vs. Back Scabbard... Each rolls 1d20...

Oh snap! Catgirl got an 11 and Back Scabbard got a 18. Shit, even with her +3 for Charisma she can't beat him. Back Scabbard for the win.

 

Categories: Tabletop Gaming Blogs

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