Pages

Showing posts with label System Neutral. Show all posts
Showing posts with label System Neutral. Show all posts

Monday, December 22, 2014

Obscene Serpent Religion From Neoplastic Press For Your Old School Campaigns



Obscene Serpent Religion
Grab It Right
HERE


Sweet mother of serpents, where does one begin upon this pdf of metastatic awesomeness dripping with the 
bile of a thousand serpents echoing from a forgotten age? Hmm Serpent Religion is everything & has everything a DM could want for an OSR campaign all compacted into thirty two pages of disturbing and slightly over the top options for a DM to basically construct a Serpent Religion of Lovecraftian horror from the ground up for any old or new school game system with the emphasis being D&D style systems and retroclones. 
Here all of the options are laid bare right from the get go. 
From Way Of The Circle - This is very foundation core of the Serpent religion well thought out but with a core of over the top metal weirdness and supernatural core belief right out the gate. 
Who Is The Goddess - Whose your serpent goddess at the core. 
Tenets of the Faith - These might be rumors or could be solid core beliefs its really up to the DM Here are rites and disturbing rituals of high weirdness for your NPC's or PC's should you want a really weird campaign. Not my bag but some folks might. 
Quests of the Hexagram - Raise your status in the cult, astound your friends, and put your serpent cult social standing higher. 
Assigned Missions bring even more grim and metal assignments to your NPC foes or dark deeds of renown for your PC's within your serpent based religion. 
Sacred Sites - Adventure locations based in part on your serpent cult's religion. All right there to get your party into deeply assigned random trouble right up to their necks. 
Bestowed Powers - The gifts of the serpent goddess visited upon NPC cult members or high level PC's right in the thick of the coils of the religion itself. Again all randomly chosen. 
NPC in Cities- Where are the movers and shakers of the serpent religion and how deeply does its corruption go in your campaign? This random chart will tell you. 
Encounters In the Wild- This chart will allow PC's to stumble upon the serpent's influences in the wilderness of your world. 
Sable Nectar - A mixture of blood and essence from those half serpent monsters. Don't tell the orthodox serpent religions. 
Scarlet Nectar - This is a potion made from the blood of purer serpents and its effects randomly determined. 
New Monster - Skin vessels - A new serpent religion AD&D style monster with deep campaign usefulness. Very much at the core of serpent religions where stealth verses combat is the norm.



Using Obscene Serpent Religion From Neoplastic Press For Your Old School Campaigns 


Obscene Serpent Religion is a great niche product for creating a whole patheon of foes and foils for your PC's and do it with style and high weirdness. The tables within the thirty two pages give enough background options to make anything from a down & dirty cult of serpent worshiper to a full assassins guild style cult of serpent themed terrorists for your old school waste lands.

From adventure location tables to rites and rituals this OSR product has all of the high points for adventure creation but it does have a very warped sense of humor about it. 



Alright tongue is placed very firmly in cheek with this particular product from the almost unreadable Metal based font of the opening title. Obscene serpent religion plays half heads and tales with the 80's Satanic panic vibe mixed in with a healthy dose of Robert Howard on a Popsicle stick style high weirdness. Yet it still retains a high standard of game utility. 
The artwork and themes are not work safe and have been chosen on purpose. You've been warned. 



This product does one thing and does it very,very well. It randomly generates a Serpent religion and one of an extremely unpleasant nature. Once that's done the religion can be placed in any Lovecraftian horror, science fiction or fantasy, sword and sorcery setting of the DM's choosing. The fact is that this is very cleverly done product that uses OSR random table conventions to create new and different incarnations of a serpent based religions. Everything is right at the DM's finger tips. This product could be used to create a very dark and dangerous PC serpent religion based campaign of obscene and dark evil. I personally wouldn't take this particular avenue but there it is. This campaign tool box of nastiness could be used with many new and old school gaming systems. The core tables can concisely and dangerously be added to any number of old school games. This is a fine product with its forked tongue planted firmly in its cheek with its artwork depicting serpent/human hybrids with slongs, tattas, and scenes of serpent god and religion depravity. The artwork adds in to the 'charm' and humor of the product. 
This isn't a product for everyone at all but a solid investment for a DM with over arching need in the old school traditions of horror and depravity that needs a solid set of serpent based religions for adventure and NPC construction. The added bonus here is that this product has so many versatile and solidly done bits and pieces that I can see using this for years and years to come.

Thursday, November 20, 2014

Kickstarter Silent Legions: A Sandbox Horror RPG by Kevin Crawford

Project image

Pledge Right Over
HERE

Kickstarters are more and more prevalent these days and now author/designer Kevin Crawford has launched a new old school Lovecraftian horror sandbox campaign system. This game looks like it treads the same ground as his Stars Without Numbers Rpg rpg system and its cross compatible. Even though the project is funded, a pledger can get in on the ground floor right now with the Beta version of the rule book. There's a ton more Mythos style rpg systems on the market these days but this looks very well done. Here's the low down on the game from the Kickstarter campaign.
The world is woven of secret names. The skin of our days is stretched tight over strange bones. There are powers that move in the dark corners of the earth, truths that are spoken in lonely places, and heroes who die nameless deaths fighting forces that they dare not comprehend. These are the silent legions that guard the waking world, and their blind armies struggle against the powers of a fathomless night.

Silent Legions is a modern-day Lovecraftian role-playing game, one built to support a sandbox style of gaming and the creation of your own diabolical Mythos. While compatible with the Stars Without Number game system and many other classic old-school games, Silent Legions is built to stand alone and provide you with everything you need to develop a grim world of unspeakable occult secrets and mad, sorcerous scheming.

Silent Legions is 160+ pages of specially-designed material to help a game master create their own cosmic evils and mysterious alien powers. Rather than simply recycle the traditional Cthulhu Mythos baddies, Silent Legions gives you the tools and techniques to make your own, the better to shock and dismay your players with fresh horrors that haven't already been wrung dry by familiarity. The creatures and cults the game helps you build are also fully compatible with most classic OSR games, allowing you to export them to other settings or mix and match with material you've drawn in from your other games.

More than that, Silent Legions is designed to help a GM create a true sandbox horror campaign. Instead of sending the hapless investigators along an intricate story arc, the GM creates a region, seeds it with points of interest, and then uses the tools in the book to quickly and easily create content for the heroes wherever they may go. The faction tools help keep the nefarious cults in motion even when the heroes are otherwise engaged, and both players and GMs are allowed the special excitement of not knowing how their desperate struggles are actually going to end. Will they crush the insidious powers of darkness, or will they miss some cyst of evil until it is far too late?

Inside Silent Legions, you'll find...

Tools for creating eldritch gods, alien races, black sorcery, unique Lovecraftian magical artifacts, fantastic demi-planes of dream, and unspeakable cults of foulest evil. Make your players afraid of the dark again- give them an enemy that's a genuine mystery to them!

Guides for the creation of horrific monsters, building them from basic templates elaborated by unique qualities and special flavors of horror. Use the example templates for a quick abomination or flesh them out to be a special nemesis for your players.

Region creation tools for building your own sections of demon-haunted Earth, including sixty location tags to define the special torments of your land. These tags are largely compatible with the other tags found in Sine Nomine products such as Stars Without Number and Scarlet Heroes, so you can mix things up for even more dread chaos.

Adventure templates for quickly producing an investigative adventure suitable for sandbox use. You can create "blank" templates out of raw plot elements and then drop them on top of your region; the blank spaces in the template interlock with the location tags to create an instant adventure no matter which location receives the template.

Cult rules that adapt the popular Faction system from Stars Without Number for the dark machinations and secret feuding of the malevolent cults you create. Keep your world in a steady downward spiral whether or not the PCs are there!
So what the hell is this game system coming under the swords and sorcery label on my Dark Corner blog? Believe it or not this system is going to be a welcome resource to pull from for S&S because one thing that the Lovecraft circle of writers often did was hint at a myriad of faceless horrors lurking in the backgrounds of their literature and stories.
This book  and attendant systems is going to put the power of random Lovecraftian creation of cults, monsters, and whatnot in the hands of the DM. This enables the Dm to pull enemies from a wide variety of places, times, and circumstances.
All in all I'm really looking forward to using this new system and its up coming products. I'd get in on the ground floor of this one and begin to look into the background of the system's Beta. Even though this project has been funded there is plenty of room for lots of rewards and releases to come. 

Friday, November 14, 2014

Aegean Regional Map (Swords of Kos Fantasy Campaign Setting) From Skirmisher Publishing For Your Old School Sword and Sorcery Campaigns





Grab It Right
HERE
Maps are a very tricky little issue when it comes to rpgs, they set the tone of a campaign. Allow the players to reference the entire campaign and even in someways bring players into having a stake in campaign world by allowing the players to chart the course of their PC's across the face of the world. The Aegean Regional Map (Swords of Kos Fantasy Campaign Setting) From Skirmisher Publishing is a very central resource for the Kos setting. The setting of the Kos campaign and its attendant products has been growing for a long while now. 
If your into the old school Swords of Kos sword and sorcery setting then this map is really a no brainer. This map shows in great detail the world of the campaign and allows a DM to see as well as design their own adventures using the whole cloth of Kos as fodder. This is not our Earth but an alternative world with its own distinctive flavor drawn from the mythology and legends that the designers have come up with. 
Kos has plenty of room for a DM to customize and stake out who, what, where they wish to stake out in their own campaign. Everything is laid out in very nice detail within the cartography of Kos and shows all of the locals that the Kos line of products has produced. There's a nice distinctiveness with this map and its a really nice little piece of artistic fluff that allows a DM to pitch their own campaigns within the confines and use this map as both a campaign resource and as a palette to set down their own old world mythological adventures in one sold product. 
Maps such as this one can also serve a higher purpose as both a hand out and as reference to give credence to the DM's vision for his or her own campaign. There are several things that I really like about this map. One the colors are not exploding off of the page but reflect Kos's Agean grounding. Second thing is the level of detail is just enough to explain but not over state campaign bits and pieces. The third thing is that there's plenty of room for customization and just enough places to fit a plethora of adventures across the area. Not too bad of a piece of artwork that actually has real world gaming applications. 

According to the Drivethrurpg blurb: 
This map is bounded by the Black Sea in the north, mainland Asia in the east, the sprawling island of Crete in the south, and the Ionian sea in the west. It encompasses the area occupied in whole or in part by the modern countries of Greece, Turkey, Bulgaria, and Macedonia. States represented on the map, both with political boundaries and their national symbols, include the city and island of Kos, Abbadonia, the Tetrarchy of Anatolia, Attica and the city state of Athens, Çatalhöyük, the Kingdom of Lydia, Greater Peloponnese, the Grand Duchy of Porphyris, and the Republic of Rhodes.


I've always liked the cartography of acclaimed fantasy artist/cartographer Francesca Baerald. And this map looks like it came out of a Ray Harryhausen film. A piece of artwork set's the tone for an rpg campaign and this map looks like a piece that might be on an Aegean general's desk or within a sea captain's cabin with some old instruments around it. 

Thus a DM can use this map to print out smaller sections to bring his party right into the fray of adventure and detail what will be pivotal to the adventurers. Is it worth the price of admission? Perhaps but I might wait till Drivethrurpg has a sale. But I definitely would purchase this product because of its utility and usefulness in adventure creation and balancing of the Kos campaign setting. This is a really nice piece of artwork and cartography with myriad of uses across the board.  

Thursday, June 19, 2014

Review of Swords of Kos: Necropolis From Skirmisher Publishing For Your Old School Sword and Sorcery Campaigns



Grab It Right
HERE

So almost a week ago I received this book via email and I've been climbing through it. Not because its an awful read but because its kind of hard to do it justice. Sword of Kos Necropolis is a weird throw back in time to the days of yor. Namely the sword and sorcery fantasy novels of the early 80's which I chewed through like a thresher. Thank the gods above that I joined one of those science fiction and fantasy book clubs. Sword and sorcery fantasy novels were mini campaign resource books as well as entertainment for any DM.  This one is no exception. Sword of Kos Necropolis picks the action up right in the middle of the Kos campaign setting.
The plot goes something like this according to the Drivethrurpg blurb : 
“Paros could only venture a guess as to how many graves the forsaken burial ground in the little valley before him contained. North to south, it ran about a half mile and, from where he stood beside the wrought-iron fence that zigzagged along its eastern edge, it stretched about a quarter mile to the base of the hills that surrounded it. The rolling, broken ground of this unkempt area was heavily overgrown with grass, vines, copses of scrubby little oaks and brushy gray-green juniper, great clumps of flowers in every color, and probably every other sort of vegetation native to the island of Kos. Obelisks, statues of patron deities, and other stones marking the grave sites of families and individuals lay broken and tumbled amongst the rampant growth, and mausoleums of every size were interspersed throughout.
Paros did not know the extent to which this place had been looted over the century since it was last known to have been used but there were undoubtedly hundreds, perhaps even thousands, of graves that had not yet been pillaged. And they were not even the object of their quest, which was marked by the small, columned temple of black marble that he could see halfway up one of the hills at the other end of the cemetery. And there was no telling what else might be hidden within this wild, desolate place. ... “
The characters are well thought out and engaging but its the setting as well that I warmed to. A giant series of mega dungeon location set pieces that could be put down right into your old school sword and sorcery campaign. There are other nice little nods to the old school fantasy novel tradition. There are some lovely maps and images that are insert pieces like you might see in some of the higher end 70's and 80's sword and sorcery novels as well. According to the Drivethrurpg blurb this was done by design: 

Inspired by the works of classic swords-and-sorcery authors like Fritz Lieber, Jack Vance, and Robert E. Howard, Swords of Kos: Necropolis is the first entry in Skirmisher Publishing LLC’s new line of fantasy fiction. It is author Michael O. Varhola’s eleventh book and is illustrated with a series of beautiful images by veteran fantasy artist Amanda Kahl.

Using Swords of Kos Necropolis For Your
Old School Sword and Sorcery Campaign




The characters in Swords of Kos are perfect NPC foils for a tradition fantasy campaign as well as the setting but when playing around with sword and sorcery there are some tropes and traditions that are going to need some adjustment.
Let's look at the Drivethrurpg blurb once again:
"Swords of Kos: Necropolis follows the adventures of Paros, a streetwise rogue with a penchant for alchemy, Parthenia, a savage female Elf barbarian, and Selene, a priestess of the outlawed Titan moon goddess, as they brave the hazards of a long-abandoned cemetery and the catacombs that lie beneath it. Dangerous though the hazards and supernatural guardians of this place are, an even greater threat might be the Necropolis itself .."
The problem is '
Parthenia, the savage female Elf barbarian', in humancentric campaigns such Astonishing Swordsmen and Sorcerers of Hyperborea which relies on the Conan model as well as other traditional pulp sword and sorcery tropes. Elves can be a real pain. Well not really at all. Elves with some adjustment become one of the elder races of pre-humans.Those who come before mankind. The burden of letting them into your Sword and Sorcery game falls on me and you as the DM. Not really a big deal because there are a ton of examples of making these more into a pulp mold then the Peter Jackson Tolkien movie style. Sword of Kos's campaign setting actually addresses this as well. As far as fleshing out their backgrounds, don't. The histories of many of the sword and sorcery campaigns are sketchy at best. 
 Sword of Kos Necropolis does a nice job of rounding out their world. There are bits that can be solidly old school and other bits I noticed that are Pathfindery but those can easily be ignored. Unless that's the style of game edition your playing.
The characters are likable and well though out but here we come to the 'Star Wars' burden. Do your PC's meet up with the novel's characters? My advise is no, its not necessary. There are so many threads left in the wake of 
Paros,  Parthenia,  and Selene, that you could have your PC's doing clean up duty instead and cursing their names as they go from one mess to another at their passage.
 This is actually one of the strengths of the novel as sword and sorcery resource, the characters are heroes with a passion for adventuring and leaving some good hooks for adventures in their wake. By chance or design there are some really nice campaign starters throughout the novel. Not to spoil it but I have a feeling these were done on purpose by the author for further adventures down the line. That being said a clever DM could take full advantage make this setting his own with a bit of old school DYI. 
All in all this isn't a bad place to gain a foot hold into Kos and then jump into the deep end of the Sword of Kos campaign setting! I personally enjoyed my vacation into Kos and look forward to dragging some PC's there soon. 

Thursday, June 12, 2014

Review & Commentary on Kos City (Swords of Kos Fantasy Campaign Setting) From Skirmisher Publishing For Your Old School Sword & Sorcery Campaigns



Grab it Right Over 
HERE 

Swords of Kos - Fantasy Campaign Setting - Kos City is the main title in a shared world by Skirmisher Publications. The book has a throw back sword and sorcery  flavor to it. Thi
Its basically their go to fantasy campaign setting with a Greek/Minoan spin on it. The pdf weighs in at about eighty pages and its well written. The book describes about 50 locations in a system neutral bent with a leaning towards the old school flavor that we've been seeing for the last couple of years. Personally I wouldn't use it with a Pathfinder game but friends of mine whom I showed it too said that they would. Your mileage may vary as well your choice in games or editions. 
The Drivethrurpg blurb: 

Welcome to the world of Kos and to Kos City, the first volume of the highly-anticipated Swords of Kos Fantasy Campaign Setting!
This book contains descriptions of 50 different specific places that can be used either individually or in conjunction with one another, and within the context of the city of Kos as presented here or as part of any other community a storyteller might have established within their own campaign setting. It also includes a fully-keyed map of the city of Kos, both in the book and as a separate 11 x 17 file that can be printed out on a single sheet of paper.
The Swords of Kos Fantasy Campaign Setting has deliberately been designed to be system free, not tied to any particular game setting, and to be compatible with any set of role-playing game rules suitable for ancient, medieval, or fantasy venues. In that the setting was used as the playtest backdrop for games using the OGL/d20, Pathfinder, “Basic” Dungeons & Dragons and Labyrinth Lord retroclone, and Advanced Dungeons & Dragons rules, of course, it is an especially ideal setting for them.
There has been a boat load of work that went into this book and it seems to be a labor of love. Some might even say Herculean in scope. Many of the locations link up with the Kos Necropolis books by Micheal Varholus. This is really where the shared universe bit comes in and its not a bad little hook for the DM to get some fast background. 
The book is very well written, its concise, has a ton of adventure hooks, NPC's and a complete city too boot but is it really 'plug and play' friendly in the tradition sense of the word?  Let's really find out!

Using Kos City For Your Old School Sword and Sorcery Campaigns


If we take a look at a game like Astonishing Swordsmen and Sorcerers of Hyberborea with it's Green Death plague sewn into the background and its pseudo Greek cultures as well. This book's locations can easily be dropped into the background of the game campaign. There are ton of opportunities that suddenly open up with the campaign city and its environs. 
With the recent firth of Hercules movies hitting the pop culture landscape this book might not be a bad choice to use as a campaign jump off point if the PC's are not ready for the bright lights of the main campaign cities of Hyperborea.  There is a lot here to use and with a bit of work and luck the DM could have almost an entire campaign in the isles surrounding the Kos locations in a quiet corner of Hyperborea. That's where the strength of the setting comes into play. The flavor of Kos literally crawls off the pages and demands to be added into a sword and sorcery campaign. The thing about Kos is that to my mind there is more pulp and less slick fantasy artwork that puts it square in the old school tradition in my book.
Because of the way that the Kos Pdf is set up its quite easy to print the section that you need to plug the city into the background of your PC's. The fantasy races lurking in Kos's background can easily be transformed into their AS&SH equivalents. 
The set up of the book which gives location then adventure hook works to pull in the PC's world of Kos when they may not quite be ready for the heady bright lights of certain sections of Hyperborea.
   Kos is a smaller pond for adventurers to swim in but make no mistake this isn't a nice little place. The NPC's, locations, businesses, etc. are all done in the pulp tradition of Howard in some respects. Tread very carefully where you will. 
All in all a real game of play is truly needed to know if Kos City works as a complete campaign or even a convention set adventure game. This review and commentary is only a 'thought exercise' in reality. Play is very different. 

The Bottom Line 
Is Kos City worth your money? Yes! The production values and locations are cool, well done, interesting, and engaging. The pseudo Minoan spin is different, solid, well done and very dangerous in its own ways. Its something I'll get into in another commentary on the Kos campaign setting.   

Wednesday, June 11, 2014

Review of Encounters (Swords of Kos Fantasy Campaign Setting) From Skirmisher Publishing For Your Old School Sword and Sorcery Campaigns



Grab It Right 

Welcome to Encounters, the fourth volume of the highly-anticipated Swords of Kos Fantasy Campaign Setting! This book contains 17 system-free encounter tables for general and specific areas on the island of Kos and the lands surrounding it. All of them can be used either individually or in conjunction with each another, and within the context of the Kos campaign setting or as part of any other milieu. It follows Kos City and Lands Beyond Kos and is fully compatible with and expands upon concepts that appear in them.
The Swords of Kos Fantasy Campaign Setting has deliberately been designed to be system free, not tied to any particular game setting, and to be compatible with any set of role-playing game rules suitable for ancient, medieval, or fantasy venues. In that the setting was used as the playtest backdrop for games using the OGL/d20, Pathfinder, “Basic” Dungeons & Dragons and Labyrinth Lord retroclone, and Advanced Dungeons & Dragons rules, of course, it is an especially ideal setting for them.

We've got an interesting part of the Sword of Kos fantasy campaign from the Skirmisher publications folks. This is a pretty interesting little supplement and its pretty solidly system neutral with some original ideas in its eighty eight pages of material. Much of the material here is specific in some ways to the Kos setting.

What Is The Kos Campaign Setting?
I've been following the Kos Kickstarter and Skirmisher's efforts for some time. As a fan of both Greek Mythology and Skirmisher Publications this was pretty much a no brainer.
They've gone to town on the setting with very game neutral books and instead concentrating on the setting material as well as the world.

Kos Island is located two miles off of the humanoid-infested Anatolian mainland. It is home to capital Kos City, two dozen large villages — and innumerable venues for adventure! This graphic was created by artist William Thrasher.
According to the campaign setting Kickstarter:

At the heart of this setting is the City and Island of Kos, located in the southeastern quarter of the wine-dark Aegean Sea. Although devastated by the volcanic cataclysm that blew apart the nearby island of Thera and threw the world into chaos a century earlier, Kos has since enjoyed a cultural and economic resurgence. Its main geographic characteristics are broad plains, arid hills, and a deepwater harbor along its eastern edge near the straits that separate the island from mainland Anatolia, just two-and-half miles away. Kos city is a metropolis located on this harbor and is home to innumerable merchants, rogues, adventurers, thieves, mercenaries, harlots, hedge wizards, cultists, and other transients. It is dedicated to the god Hermes and committed to commerce. It is also more tolerant than many other Hellenic cities of the resurgent trend toward devotion to the pre-Olympian Titans.
Here's the Kickstarter for the Kos fantasy campaign setting HERE
Much of the eighty eight pages of the Encounters book takes this campaign material and builds as well as expands it. This could be a traditional  D&D fantasy setting or with very little work this material could be turned into a solid sword and sorcery setting with little issue. The book is very well done. There is however a very solid Greek mythology feel to the Kos setting as you can see. Encounters takes that setting and expands upon it.
The setting is playable with a number of systems and with  a bit of work it could be used as a solid sword and sorcery addition to a campaign world. Because of the isle nature of the setting and its expansions as well as encounter this book is easily dropped into the background of your favorite fantasy world.
All in all I was pretty impressed with the Encounters book a solid read from beginning to end. 

Sunday, November 3, 2013

Review and Commentary For The Free OSR Resource Phonomicon Ex Cultis From Wedge the Halfling Under the Door! For Your Old School Horror Campaigns


 Get It right Over HERE

 Every DM needs a handy god now and then. This book has a pretty innovative and quite awesome way of doing it. This is a pretty sweet little free book.
According to the Drivethrurpg report: 
Phonomicon ex Cultis is an aid for any, primarily fantasy, roleplaying game; a glorified random table of 100 gods and cults for your PCs or NPCs to follow.
The premise behind Phonomicon ex Cultis is simple. At its heart, it’s a table of 100 gods, goddesses and powers to provide a pan-system source of small religions as a springboard for use in your roleplaying game. The concept underpinning this was to take the most common phonemes (or word sounds) in the English language and use them as a basis for generating powers that NPCs worship. If words have power, then do sounds have power too? And if similar sounding words can be grouped by similar meaning, do they take on further strength?
Take AIN as an example – you’ll find it in slain, sprain, strain, pain… all words concerning damage and discomfort – and all of a sudden you have AIN, Patron Deity of Injuries. Perhaps the civilised folk known him as Bain, and appeal to him for a quick recovery from wounds; perhaps the barbaric humanoid tribes know him as Tarrainain, and revel in his name as they butcher villages in their path; further still, perhaps the snake-headed Inquisitors of Koth whisper their prayers to Ain’ts’sain as they prepare the torture implements for the next victim.
Phonomicon ex Cultis is a springboard for any DM – use as much or as little as you need, and get creating!

 Using The 

Phonomicon Ex Cultis
 For Your Old School Campaigns
Including horror 

Phonomicon Ex Cultis actually does work and works quite well for many old school games the system is simple, the idea quite easy, and the writing on this one is tight. These are doable on the fly but using this sort of divine related system might be better before a game. Most of this system could be used with any role playing game. But the book is really geared for old school play. Using root words as the power base for a god has both awesome connotations and some limiting factors. For horror based campaigns this system works well for demons and Lovecraftian gods.  

The system is pretty nicely laid out and has suggestions for all kinds of gods and such. The ideas though could easily translate into a more modern gaming style if the DM wanted it. I can see the system for everything from a modern 'Silent Hill' style game, Call of Cthulhu  or any modern horror game.
The simplicity of the system is its strength. There are lots of examples throughout and the approach is simple, easy, and concise within its forty seven pages. Did I mention its free? 

Wednesday, July 3, 2013

Trashtastic Horror Role Playing At Its Best! Planet Motherf#$%er By Jack W. Shear

Planet Mother#$@er By Jack W. Shear is out! This is a high octane horror and mutated system neutral setting! I do pay attention to the author's blog over HERE and was expecting this thing to come out for the Savage Worlds system?
 Nope this puppy is system neutral and balls to the walls weirdness! 

According to the author - It's a "Psychoholic Trash Culture setting" in slim trade paperback form.  If you're into compendiums of fully fleshed-out setting info, this will disappoint.  This supplement sketches the lines of a setting, hands you the keys to the Camaro, and says "Your turn to drive."  As I've said elsewhere, Planet Motherf&$%^er is less a completely realized thing and more a state of mind."
Que some Rob Zombie and begin reading. 


Here's the idea.

So if the quality is anything like what I've seen out of the insane mind and pen of Jack then we're in for a road trip to the Abyss using a lowrider, a pack of cigs, and some rot gut! From what I'm reading this bad boy looks like it could be cousins with any retroclone. Very DYI material which suits me just fine. Your mileage may vary however. I'll be covering more of Jack's material and its usage coming up in my own campaigns coming up. In the mean time here's my boomstick!
 Groovy!