Posts Tagged ‘ogl’

Review: Secrets of Pact Magic

Friday, November 27th, 2009

Secrets of Pact Magic is a very interesting set of alternative rules for any OGL game.  I’ve often enjoyed fantasy worlds where magic is performed by binding spirits, or at least where such rituals are fairly common (say, more frequent than castings of planar ally spells, which have never been used in any game I have played in for the last seven years).  So, at first blush, pact magic looks like a good way to incorporate that feeling into D&D with both crunch and roleplaying.

Over the last several days, I’ve had the chance to read through Secrets of Pact Magic and have absolutely fallen in love with the way pact magic is presented.  A word of warning – I haven’t had time to do a playlets, so I cannot speak definitively about balance or the way the crunch plays out.  I’ll offer my opinion (since when has anything stopped me from doing that?), but take it with a grain of salt.

First, production values.  Secrets of Pact Magic is about what I’d expect from a third party publisher.*  The pages of the PDF have a nice background and border that add some flavor without being too distracting.   The art is not quite as good as, say, something from Paizo or Wizards, but its style fits with the rest of the production choices in the PDF and that’s really my highest requirement.  The typographic and other layout choices are mostly good, but the headers on some sidebars can be distracting.

The book begins with an introduction to pact magic, which is a good primer for the flavor of the pact magic system.  Reading it for the first time, I was immediately drawn in and wanted to give it a spin or work it into my own campaigns.  I love the idea of small bargains or deals that aren’t quite on the Faustian level (at first) in order to gain a measure of personal power.   It’s a delicious approach to magic ripe for roleplaying opportunities.

The way pact magic is presented in Secrets gives GMs a chance to use it either as a full-blown change to D&D’s magic system, or as an addition to the game as it stands.  I think the best way to use pact magic is by making it an option, but not necessarily by making it the primary source of magic in the world.  Part of my reasoning is that the pact magic system doesn’t seem meant to be a replacement for arcane/divine magic.

The classes offered in Secrets have a few holes.  Not big ones, mind you, but for the kind of game that I like to play the pact magic classes aren’t quite adequate.  I like having a cleric class, for one.  Pact magic offers the Occult Priest, but it doesn’t have quite the flavor I’m looking for.  So, pact magic can’t replace magic in D&D for me, but the beauty of Secrets is that it works just as well as a complement to the stock classes.

The way I played with my friends in high school was that all the standard classes in the Player’s Handbook were available, and then the GM picked from the dozens of supplements we collectively owned which other classes would be permissible.  There were usually at least two dozen.   I like having options, and pact magic adds some good ones.

I’m a particular fan of the Foe Hunter, a ranger-like class that lets the Hunter vary his/her abilities based on the currently-bound spirit.   I can see using the Foe Hunter as a holy warrior who calls upon spirits to hunt the enemies of his/her faith.  Alternatively, the Foe Hunter sells little bits of his/her soul at a time (sorta like a time share, but in hell) to gain the skills needed to off the next contract.

Note to GMs: want to make the supernatural a very important part of your campaign that is fundamentally tied to at least one character in the game?  This will do it.

In short, I love Secrets of Pact Magic.  The designers put some serious thought and effort into writing this supplement, and I think it makes a great addition to any D&D game.  I’m looking forward to working it into a game soon, possibly using the Pathfinder conversion.  I would have loved to review that as well, but this review ended up being way longer than I expected so I’ll save that for another day.

Disclaimer: I received a review copy of Secrets of Pact Magic, Villains of Pact Magic, and the conversion guide from Ed Healey at Atomic Array so that I could write this review.

* That is, a company with less in the way of resources than a one of the few major hitters in the field.  I love small presses, and this one is no different, so please don’t take this as a negative.

Want to learn more about Pact Magic? Read on…

Drop by Radiance House
Publishing
today!

Upcoming at Creative Anomalies and Creatively Anomalous

Tuesday, July 14th, 2009

I have a number of projects currently in the works, and I hope to be able to bring some of them to you here.  Soon.  I promise.  Here’s what’s going on at Creative Anomalies:

  • A new comic schedule and a buffer of new comics
  • A new comic THIS WEEK
  • A new site theme

And at Creatively Anomalous:

  • Buffy the Vampire Slayer Savage Worlds fan conversion
    • Need to get permission from the rights holders to publish this
  • Apocalypticon campaign setting
    • A Savage Worlds Savage Setting published under a fan license
  • Thelenia campaign setting
    • A D&D campaign setting published under the OGL or Creative Commons if I eliminate any remotely proprietary material and any references to the D&D system
  • Some short works of fiction

All of the above will be available as a free download to you, the public.  It will most likely be in PDF format, though I will probably add .doc and/or .html files so that you can edit and change it to your collective heart’s desire.  I hope that you will use and abuse it, and send/post feedback.  My plan is to get the basics for all of my blogging items posted some time in August, if not sooner.  The fiction will be posted as it comes, and I hope it will be somewhat regular.  And with that I return to my normal workday…

Update 7/14/09: I will also be writing some tips for Johnn Four’s excellent e-zine Roleplaying Tips.  My tips will appear in August.  I highly recommend signing up for the e-zine (it’s free) and checking out the website, if you haven’t already.  Excellent tips for all systems.

Roleplaying Games

Wednesday, May 6th, 2009

One of my great obsessions would have to be roleplaying games.  I love them, especially Dungeons & Dragons and the Star Wars RPG.  Ever since I started playing D&D in 7th grade, I have almost always been the Dungeon Master.  I love to create, write, and act out the environment around the players.  Recently, I have become interested in the world-building aspects of D&D, and have been working on a campaign setting or two of my own.  My current project, Thelenia, can be seen in bits and pieces, wiki style, over at Obsidian Portal.  It has moved through stages, and I’m hoping to find just the right blend of high fantasy and post-apocalyptic insanity.  It’s a fine line…wi

Recently, an idea came to me in a dream (strange, I know, but I swear I’m not crazy!) and I have been working to flesh it out and put it together.  Over the summer I will be creating the system and setting for the project I am currently calling Pandemonium.  The basic premise is that a cataclysmic event caused ancient powers around the world to resurface and assert control.  The idea came from AeschylusEumenides, in which the Furies agree to lie dormant beneath Athens until the system of trial by jury ceases to work.  In my world, the Furies were awakened by an as yet undetermined event.  Then, a rogue nation shot a missile at Athens, which they were ravaging at the time.  The Furies were unharmed, but Athens was devastated and, in their rage, the Furies awoke the primal forces of Earth.

Now, technology and magic vie for supremacy in different regions of the world, each with its own preference based upon the regional power.  Germany, Austria, and Switzerland, for example, rely mostly on magic and are ruled by the vampires (Bram Stoker’s vampires, not some ridiculous sparkly twits from certain popular fantasy novels).  The East Coast of the former United States is the Lovecraftian Zone in which Cthulhu and other aberrations terrorize the populace.  Some Asian nations have developed far superior technology, but must import the resources for production from Russia.  Canada remains the last bastion of civilization, and suddenly everyone is very glad that it has miles and miles of boundless wilderness.

The basic tone for the setting is post-apocalyptic, with devastation and lack all around.  People lack for everything – supplies, shelter, government, and safety.  Some regions are more stable and offer almost-normal life, while in others each day is a new fight for survival.  Neither technology nor magic has the upper hand, and traveling characters pick up some skills in both.  Technology may be advanced, but new stuff isn’t always available or cheap, and most often people must make do with what they can scrounge.

So, there’s my summary of my upcoming RPG stuff.  I’m also hoping to submit some OGL stuff to the Grand OGL Wiki for the DM Sketchpad.  If you haven’t checked it out, do so now.  I highly recommend the monthly PDF compilation – it is neat, concise, and very useful.  In the mean time, check me out at Obsidian Portal and enjoy my webcomic offerings.

PS I posted a new comic today!