Claw Claw Bite Magazine Issue 19 Now Available

And best of all it’s free* here: Claw Claw Bite #19Claw Claw Bite - Issue 19.

Seventy-two pages of fun, action packed science-fiction role-playing goodness!

Use it for a whole campaign, or borrow bits and pieces from it for your own adventures.

Written for Mongoose Traveller, everything here can easily be adapted to other rules systems.

Mechs!

Spaceships!

Droids!

Fantastic Weapons!

Space Pirates!

Planet of the Cybertank, a ready-to-play adventure!

A Detailed Subsector, and a Campaign Seed to use there!

Get it now at DriveThruRPG!

* Pay What You Want


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Claw Claw Bite #19

Claw Claw Bite magazine proudly presents issue 19, 74 pages of content for your Traveller, Starfinder, or other sci-fi RPG. All for FREE! Click here for your copy.

Gritty space opera with fast starfighters, towering mechs, blazing plasma-swords, bizarre psionic powers, strange aliens, and a new campaign seed complete with a fully-detailed subsector known as The Skein Reach.


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Class of 198X Characters

How you make characters for use in Class of 198X – The Adventure is going to depend on what RPG rules you’ll be using, and what type of characters the players will be making.

For modern characters, I recommend using the D20 Modern rules, available here: D20 Modern SRD Rules. The D20 Modern statistics here should work with the monsters from the 3.5 D&D SRD and Monster Manual.

Otherwise, use whatever character creations rules are indicated by the rules you’re using.

When I ran this adventure for the CowChop guys, I used the base classes from D20 Modern, and changed the skills to be 5th Edition Dungeons & Dragons style. The main difference is that D20 uses skill points, and in 5th ed. a character is either proficient with a skill, or they’re not. Doing this let me use the rules and monsters from 5th ed. D&D, which I prefer to the 3rd edition.

Here are their character sheets at the end of the adventure, after they all leveled up to 2nd level.

 

 

 

 


Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, 5th edition Dungeons & Dragons, Editorial, rules agnostic and tagged by with no comments yet.

OPEN GAME LICENSE

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artworks, and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Unicorn Rampant Publishing game product (blog) are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.

OPEN GAME LICENSE
Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. (more…)


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GenCon 2015 – Costumes, Miniatures and Custom Terrain

Now that I’ve covered the phenomenon of crowdfunding and the changes to the tabletop game marketplace evidenced at GenCon 2015, I’d like to move on to the eye candy.

There were a tremendous number of great costumes this year. There were also quite a lot of impressive miniatures and pieces of terrain. I snapped some pictures of everyone’s wonderful hand-made art over the weekend as I wandered the convention. Here are a couple of my favorites.

Miniatures

There were lots of jaw-dropping paint jobs. The painting contest cabinet, in particular, was breathtaking.

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(more…)


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GenCon 2015 – So Many New Games

Kickstarter’s enormous utility has transformed the marketplace for tabletop games, causing an explosion of new games at GenCon

My number one impression from GenCon 2015 was, “Wow, look at all of these games I’ve never heard of!” In all my years of going to GenCon, generally only a handful of publishers were demonstrating wholly new products. This year I saw an unprecedented flood of new games. It seemed like every game I had ever heard of had a new card game, a new board game, and a new miniatures battle game based upon it. And there were dozens of entirely new games. Unsuprisingly, many of the banners said Kickstarter somewhere on them.

Yes, you build your deck of cards and use them to play a game where you build a metaphorical deck.

Yes, this is a game where players play to assemble a deck of cards and then use those cards to play a game where they build an in-game wooden deck. I know I may sound angry about this, but I also admire the courage it takes to spend money and make a game based on a pun. Bonus points for the clear graphic design – I got the joke right away.

To me all the new games demonstrate the transformative power of Kickstarter on the tabletop game market. Tabletop players are a lucrative demographic for crowdfunding solutions like Kickstarter – they have disposable income and are comfortable spending money on the internet. It’s also fun to see corporate juggernauts like Hasbro get cut off at the pass, economically speaking.

With all of that said, I’ll cede the stage to the slideshow. Further thoughts on the show can be read below and in upcoming posts about GenCon 2015. (more…)


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Traveller Fair Use Policy

The Traveller game in all forms is owned by Far Future Enterprises. Copyright 1977 – 2008 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

 


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Regarding Characters – The Wounded

I liked Mad Max – Fury Road quite a lot. There’s been a bit of discussion about it, which I find refreshing. I’m really happy to have something to say about a major motion picture other than, “Wow, another wooden, formulaic, plodding Hollywood film.” Having seen it twice the thing that sticks with me is the detailed, understated writing. One place where you see this in the the characters. Furiosa, Max, and Immortal Joe all have interesting, well-developed characters.

Think about the journey that Max’s character makes – he goes from being a completely anti-social animal to reconnecting with people around him. It’s not a character journey you see male leads play very often in film. Hurt Locker was similar in some ways. Sometimes a child’s character goes through something similar, like Newt’s character in Aliens. It is a compelling and timely story. In an age of endless global war the archetype is both familiar and incomprehensible.

Here he is, a person brutalized by living at the edge of his wits for ?? years. Major damage. PTSD or ghosts. Loss. Betrayals. Whatever happened to all those kids that he escaped Barter Town with. After all that he’s in bad shape psychologically. Remind you of anyone? John Rambo? Your buddy who went off to war in central Asia and came back all fucked up? Yourself? Fury Road holds a mirror up to our faces, but it’s not a reflection that we see very much on the silver screen.

Conversely, the character many expect to see in Max is played by Furiosa. She is like Max’s character in the first movie – she sees that shit’s fucked up and she decides to take matters into her own hands. She conspires with the other women, steals a war machine, and makes a break for it.  A warrior turned outlaw, according to the laws and traditions of Immortal Joe’s Citadel. She too has had years of trauma, but she is active, while Max is reactive. It’s a reversal of traditional gender rolls. Also, as a person with a prosthetic hand, Furiosa is another warrior who has been wounded.

It’s a role that seemed a bit odd to me when I first saw it, as I hardly ever see it portrayed. Or at least not by male characters. Is that what has some people complaining about this film? The fact that Mad Max’s character isn’t some heroic superman? To those who decry this movie, my question is, “Have you even been watching these films?”

As a fan of film I was interested by how Fury Road’s departure from the seemingly-omnipresent narrative played out. I liked it quite a lot. And it was totally metal. Five horns up.

\m/. \m/. \m/. \m/. \m/.


Posted in Editorial, Review by with 1 comment.

Dungeons & Dragons 5th Edition – First Impressions

Welcome – I am proud to announce that this review of the 5th edition Dungeons & Dragons Player’s Handbook is the 750th post on Claw / Claw / Bite!

In addition this is the inaugural post on the new blog and website. The server hosting this blog went down a few months ago. Due to incomplete backups we have had to rebuild a several years of the blog one post at a time. This has only been possible due to the Internet Archive‘s captures of the original blog. Thank you, Internet Archive, you were my only hope. With the help of those captures the many years of our creative works are once again available to the public.

To introduce myself – I’ve been playing Dungeons & Dragons since 1982 or so, and I’ve been publishing material for role-playing games through Unicorn Rampant since 2006. You can see the fruits of our labors here. Feel free to leave comments here on the blog, and expect this new site to continue to evolve and change as we clean up from the move and reconstruction.

Now for the review.IMG_20141210_094405638

I’ve been reading the 5th Edition Dungeons & Dragons Player’s Handbook from cover to cover in preparation for playing and writing material for the new rules. As someone who has already played more than 5 different versions of this game, along with many other role-playing games, I’m very interested in how well this new edition of gaming books are written, and how fun the game looks to play.

My summary? The new edition of the Player’s Handbook is well done, both for new players and those of use who have been loving this hobby for a long time. A few of the best ideas from 4th edition have been baked into a streamlined, inspiring, familiar-feeling new edition of Dungeons & Dragons. Clear, evocative writing illuminates character options and rules throughout, with a healthy dose of illustrative art, and fun tables and charts.

Reviewing the table of contents, I’m glad to report that they have more or less kept the same order of chapters that has been in use since the AD&D Player’s Handbook. The 5e D&D PHB has that same sensible old order of topics that make it a quick and easy-to-use resource for a veteran player like me: Characters, Equipment, Rules, Spells, and Appendices. There is also an extensive index.

IMG_20141210_094509298The Player’s Handbook is graced throughout with a generous amount of varied art. Realistic-looking pieces gaze across the page at more illustrative ones, and everything is vividly colorful and well executed.

The introduction lends good context to what this strange game is, with evocative cues for the imagination throughout. For new players this section of a role-playing game rule book is hugely important – not just to summarize how the game is played but to give the reader an idea as to why it is played. If a prospective player reads the fist page and it doesn’t make sense, or if it just falls flat, then that reader might miss out on this incredible game.

The worlds of Dungeons & Dragons are presented as individual creations with similarities, and the official settings of Greyhawk, The Forgotten Realms, and Dragonlance are used for examples throughout. Thus the reader is presented with a rich variety of inspirational details while being encouraged to create their own unique game.

The character creation section does a good job of walking the player step-by-step through the process of filling out the character sheet. The basics of what makes up a character and relevant rules are explained as needed along the way. I applaud the tutorial-style approach to the overview.

The races presented are divided into common and uncommon races, the former being the humans, halflings, elves and dwarves we’re familiar with from Tolkien’s Middle Earth. Personally, I find it jives nicely with my mental image of a fantasy world, wherein the included dragonborn, gnomes, half-elves, half-orcs and tieflings are presented as being less prevalent. Of course an individual Dungeon Master could write whatever mix of races they wanted into their own campaign, changing things to suit their group’s tastes, but that goes for everything in these books. There are a wealth of explanatory sidebars filled with in-game role-playing details about how the various races relate to each other in this typical fantasy world. In an example of how this edition has streamlined the rules Darkvision has been simplified – they combined what previous editions have called low-light vision and darkvision and gave it to everyone except humans, halflings, and dragonborn.

IMG_20141210_094641224The classes received a similar treatment – there are lots of well-written inspirational passages that give a variety of ideas about what each different class can be. Class abilities have been both expanded and streamlined. For example there are now five different fighting styles, and rangers, fighters, and paladins get to chose from different subsets of the five. For the magically inclined classes spellcasting has also been simplified and made more flexible while retaining the core feel for each class. Also, some of the most popular prestige classes have been written into the core classes as options that can be chosen as the character progresses to higher levels. The cherry on top is the inclusion of the warlock class as one of the core classes. Recognizable feats have been combined and made more fun – the cleave and power attack feat takes effect on rolls of natural 20, for example. Other rules have similar dramatic effects when a 1 or a 20 is rolled.

IMG_20141210_092048814Throughout the book there are great tables and charts. Finding the trinkets chart, for example, just thrilled me. What a great resource to inspire players and DMs! And there are nods there, as well as through the rest of the book, to great classic D&D adventures and supplements I’ve played with such as The Temple of Elemental Evil. When looking for inspiration, trying to create your first dungeon, or just rolling random encounters and treasure, a evocative table to roll or pick from is a great tool. I’m glad they included lots of them.

IMG_20141210_092025490The excellent writing continues in the character details chapter, which covers description, values, bonds, flaws, alignment, backgrounds, feats, and inspiration. The backgrounds feature is a great innovation – players pick one of the many backgrounds, such as folk hero, noble, or acolyte, and that background confers skill and tool proficiency along with other character features. Each background has plenty of example prompts to inspire some creative storytelling for your character. It’s a huge improvement, in terms of player experience, over the skill point system which was always one of the most tedious parts of character creation in my opinion. Now players can just pick one background that confers a group of related skills and be done with it. Since your choice is not tied to your class players get to have a bit more variety in their characters. For those who prefer to craft something individual and different there are rules for that as well.

5th edition magic missileThe magic section includes all the expected spells, and some new ones from 4th edition. The spells are simple and clear, most a few short paragraphs long, and the mechanics for increasing the power of lower-level spells are great. Using a higher level spell slot boosts the power of most spells in a nice, linear way. Spellcasting classes have 0th level cantrips they can cast an unlimited number of times, but because the hit point and damage totals are lower than they were in 4th edition, players shouldn’t have to actually cast them an unlimited number of times any more (sorry, 4th edition. That’ll be the only joke I make about you). Even spells that have been tricky or confusing to some in previous editions , such as Dispel Magic, have been streamlined and given more flexibility. Spells are one of the most important aspects of Dungeons & Dragons and the authors have done a great job with them.

IMG_20141210_092220219In an admirable move, Wizards of the Coast has released the basic rules for free as a PDF. It includes rules for playing a human, dwarf, elf or halfling and cleric, fighter, rogue and wizard, and about as many spells as were in the AD&D PHB. http://dnd.wizards.com/articles/features/basicrules?x=dnd/basicrules

In conclusion I will say that I’m really looking forward to giving this new set of rules a spin. The writers at Wizards of the Coast have produced a new edition of the game that looks to have gotten the rules out of the way so that we can focus on the exciting stories we’re trying to tell. Keep watching this spot on Claw / Claw / Bite for more impressions as we play.


Posted in 5th edition Dungeons & Dragons, Editorial, Review and tagged by with 2 comments.

One Page Dungeon Contest 2014

The April 30th deadline for the One Page Dungeon Contest 2014 is rapidly approaching! This fantastic “competition” is a great excuse to dust off an old adventure you’re run and distill it to its essence. You can find out lots more about what one pagers are all about, including the submission rules and guidelines on their site in case you want to share your one-page creations with the (role playing) world.

The site is also a fine repository of fantastic ideas for adventures if you’re running one in the near future.  Nothing quite like being prepared for a game you’re running…

I have put together a one-page version of an adventure we ran at a few Houston gaming conventions in 2013, The Tomb of Athganazar and just submitted it. Regardless of how it fares, the joy is in the making!


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