Vampire 5th Edition Preview

Today, 6/28/2018, White Wolf Released their first preview of actual pages from Vampire: The Masquerade 5th Edition. Which you can find on www.worldofdarkness.com This release is exciting, both for the content and what it means for the final product being close to completion. You’ll notice this is the first post from this blog in a considerable amount of time. I’ve been quite busy with freelance writing work, and planning for www.hlgcon.com which you should check out.

Highlights

Morality

We’ve discussed the Humanity system before on Keep on the Heathlands, but it has never been a system that I thought actually helped sell the genre. Vampire is known as a game that helps you focus on your struggle between humanity and the hunger(Beast) of being a bloodsucking leech, but it’s fallen short in previous editions for various reasons. We were excited for the introduction of Touchstones (a concept pulled from Vampire: The Requiem) and the other layers from the preview are also interesting and engaging.

Beliefs, Convictions, and Tenets and more

Vampire: The Masquerade has always had a relatively strict expectation of how it could be played, but not every troupe chooses to play the game in the same manner. There are various themes, moods, and concepts that players might find uncomfortable of disinteresting. In earlier editions, altering this had no real impact on the mechanics of the game, which sometimes dropped their importance session to session.

Chronicle Tenets

V5 gives us a new concept that helps to adjust the game to meet the needs of the troupe. This is the Chronicle Tenets system that creates a set of Morality elements for the game you’re running. These can be adjusted every chronicle, or they can be set as a house standard. This allows for customization and focus on story elements that allows you to run the game you want to run at your table.

Convictions

Convictions are human values that you choose prior to game start. They are the rules you play by to retain your sense of morality. These can change if you want to portray an inhuman monster, they play by their own rules. The Tzimisce following the Path of Metamorphosis has rules they follow, and that system is no longer complicated by the sense that Judeo-Christian thought is the default human morality. Creating a Buddhist, Humanist, or atheist is easier to do with the new system of Convictions than previous editions.

Touchstones

Humans are important to the Kindred, both as a source of blood and a reminder of who they were when mortal. By focusing on building and keeping bonds with particular humans, Kindred retain a sense of connection to the world around them. This is probably the only area where I’m not thrilled that each Touchstone MUST be a living person, but I think there are ways to adjust this at the table that would be easy to facilitate for Elder characters and I think it’s a good starting point for individual table customization.

Ambition and Desire

You want things, as a Vampire. Desire is a way to set goals for yourself game to game, things you want, things you want from people, or other Kindred, it’s part of the reason that Vampires steal from one another. They have a sense of ownership of the things they see and want, and they try and take them. Of course, your Desire doesn’t have to be owned by someone else and you can customize this to fit your chronicle design. I like this, because its provides incentive to create and seek goals. There are mechanical benefits referred to as Willpower damage being healed. I’m not sure what these systems will look like in the end, but they are intriguing.

Ambition is the macro level things that keep you moving night to night, and these two concepts act as short term and long-term goal creation.

Stains

The preview only touches on this concept, but it appears as if Stains will be something equivalent to sins against one’s road or path in earlier editions. We’ll have to wait and see what comes of this, but it appears to allow for additional customization that supports a diverse religious and moral compass that previous versions of the game were incompatible with, or required a strange road adherence to mimic.

Buy The Book

Clans

There are two clans presented in the preview. The Toreador and the Brujah. So far, these amazing clans are the same nuanced and interesting concepts they were in previous editions. The Banes, or new weaknesses are a little more nuanced than they once were, and the systems for them sound active and in-tune with the mechanical adjustments we’ve seen from the Alpha and the rest of the preview. They’ll always be pertinent and in most scenes they’ll come into effect or could come into effect easily. Keeping concepts like these central to the story helps cement the clan identity as you’re playing.

Disciplines

Every power level of Celerity does something different, and it appears that you have either multiple options or multiple powers in several of the levels. That should allow for interesting customization and personalization. Again, this is a theme I’m seeing in this edition. Playing how you want to play is important to the creators and it shows in the design of the product. Check out the powers for yourself, and see what you like the most.

Lore-Sheets

These are deeper history connections to the meta-plot of VtM. The Lore-Sheet appears to be something akin to a Background that you purchase, that provides you benefits that fit your clan or character concept. Theo Bell and Helena are referenced and if you’re a long-time fan you’ll know who they are. Also, the Week of Nightmares makes an appearance, meaning that concerns about the late stage lore from previous editions is basically moot. This seems like a great way to again, customize your character and chronicle, and tie it into the awesome meta-narratives that have existed in VtM for the last 30 years. That, honestly, is fantastic and is something I’m happy to see. This isn’t a reboot of the World of Darkness, it’s a celebration of new ways to engage with the world and build games that are interesting, engaging, and emotionally powerful.

You can pre-order Vampire 5th Edition here. So far, I’ve seen nothing that makes me regret my decision to back it on the day it was released for pre-order.

Josh is the administrator of the Inclusive Gaming Network, and the owner of this site. 

*Note, all opinions are the opinions of their respective Authors and may not represent the opinion of the Editor or any other Author of Keep On the Heathlands. Opinions may also turn out to be wrong in the future, and we are more than willing to discuss based on future information.

Pugmire Review – ARE YOU A GOOD DOG?

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Do You Like Dogs?

No? (I’m not sure we can be friends) Even if you don’t like dogs, buy this book. Seriously. This will be the #1 RPG of 2017, hands down. I’m calling it now. You can go home other games.

Now that is out of the way, let’s get into the review.

Buy It

Pugmire will be out this year, likely in a few short months. The final PDF is already in the hands of backers. If you would like to pre-order a physical copy, you can do that here. Buy it. If you buy no other book of any kind this year, buy this one. If you don’t think you’ll ever play it, I don’t care, buy it. That being said, this is the only RPG book that has ever made me cry. I love my dog. I love all the animals I’ve had as companions over the years and this book is filled with elements both cute, and touching.

At the same time, it is a deep fantasy RPG that includes intrigue, horror, action-adventure, and practically any genre you could imagine. This could be Game of Thrones with Dogs if you wanted it to be. The animals in this book will remind you of Redwall, NIMH, CS Lewis’ work, and other deep works. Or, you could play a light-hearted game just as easily.

 

What is Pugmire?

Pugmire is a fantasy RPG from Onyx Path Publishing, largely written by Eddy Webb. Full credits will be at the end of the review. Now, for those of you familiar with OPP you might be expecting the game to be a Storypath/Storyteller/d10 game. You’d be wrong in this case. Pugmire is a gloss for D&D 5th edition. So, you’ll need a d20, and the rest of the standard array of dice you’d need for any D&D game. I’ll talk more about the system later.

The World

Pugmire is a medieval fantasy world, much like the Shannara series is a medieval fantasy world. That is, the game is a far-future post-apocalyptic world where Humanity as we know it no longer exists. Dogs, and other animals, were uplifted at some point in the distant past, and have struggled to survive and build a civilization in the wake of the disappearance of Man, also called The Old Ones. Mankind left behind troves of artifacts, which act as a source of ancient magic for Dogs.

The core setting is Pugmire, a small castle city built atop a reclaimed swamp. The city has several tributary villages, and large towns, and is a decade out from a conflict with the Monarchies of Mau. Yes, Cats are here too, as are Badgers, Rats, and Lizards. Each of these societies is only briefly touched on in the Pugmire core-book, but Monarchies of Mau is already in production. Hopefully we will see the Rats and Lizards further examined, because I find their brief synopses compelling.

The Characters

You have two major choices in character creation. What breed of dog will you be, and what place do you have in society? The latter are called Callings and the former Breeds. The callings are Artisans (Wizards), Guardians (Fighters), Hunters (Rangers), Ratters (Rogues), Shepherds (Clerics), and Strays (Barbarians). These loosely correlate to the D&D classes noted in parentheses.

Of particular interest, at least to me, are Shepherds and Artisans. Shepherds are part of the religious tradition that worships Man, and promulgate the Code of Man. The Code of Man is derived from recovered texts and artifacts. It exhorts Dogs to Be Good, Loyal, and to fight the Unseen, and more. Artisans collect the artifacts of Man, and use them to create magical effects. Both Callings are incredibly deep and offer nuanced options for players.

Breeds

There are 7 overarching Breeds. These are Companions (Pugs), Fettles (Bulldog), Herders (Corgi), Pointers (Labrador), Runners (Greyhound), Workers (Husky), and Mutts (Mutts). Each has an example of a modern dog breed associated with each in parentheses. These breeds are divided into family groups that match their breed to some degree, but the world of Pugmire offers a lot of freedom in these elements of character creation.

The Mechanics

Pugmire uses a system based on the OGL license for 5th Edition Dungeons and Dragons. These mechanics are expertly explained in Pugmire. Character creation is straightforward, and it is easy to make a character in a very short amount of time. Mechanical discussions are well presented, thoroughly and expertly explained in the main text and asides are presented from a semi-in-character view.

This is the most effectively explained RPG book I have ever read. This makes Pugmire an excellent starting point for new gamers of all ages. On top of that, there is enough crunch inherent to the system to make the most mechanic focused player happy. The mechanics and the story merge with each other in a way I don’t think I’ve ever seen before. I’m sure it isn’t perfect, but I personally don’t see any real flaws here. In fact, reading through this has made me understand some 5th edition mechanics in a way I wasn’t before.

What Stories Will You Tell?

We, the players of this fine game, are provided a starting adventure at the end of the book, starting at page 200. This is a great module. Play it. Now, what other stories will you tell? This book is filled to the brim with story hooks, chronicle concepts, and threads that can keep you coming back for years. If Onyx Path collapsed the day we all get this book (I hope they don’t), we would still have decades of story to fall back on.

If you would like a standard adventuring hook, we are provided with the Royal Pioneers of Pugmire, who are explorers and adventurers looking to recover the artifacts of Man. If you are interested in war, you can pit Dogs against Cats, or any of the other uplifted beings. As I’ve said before, there is enough here to run almost any genre of game. Also, there are the demonic Unseen stalking the world, seeking to destroy Dogs. In case you want some horror gaming to go along with your cute Pugs and Corgis wearing armor.

Inclusive?

Without a doubt, Pugmire is an inclusive game. It is easy to learn for young players, and deep enough for any grognard. Gender and sexuality are explicitly non-issues in the world of Pugmire. The world of Pugmire isn’t Utopia, there are inter-species conflicts and elements of discrimination and classism. These issues are presented to allow for deep introspection, if your group wants to explore them. Pugmire is an impressive game.

May Man watch over you.

Pre-Order It.

The Ferryman: An Introduction to Curse of Strahd

I recently started DMing Curse of Strahd, the 5th edition re-introduction to Ravenloft, based on the classic Castle Ravenloft module by Tracy Hickman and Margaret Weis. To say I’m a huge Ravenloft fan is a slight understatement. The AD&D Ravenloft books were some of the few I have ever owned, I purchased nearly every 3.0 and 3.5 Ravenloft book that was produced and I ran 2 fairly long campaigns in the world.

Images used are owned by Wizards of the Coast: Buy Curse of Strahd from your local gaming store, buy WOTC products, and support their artists and writers. The written work in this piece is covered under the Open Gaming License, as I understand it.

5th Edition is cool, and I wrote about Advantage/Disadvantage a few weeks ago. That being said, I haven’t played or run many games yet. I actually purchased Curse of Strahd well before I knew I’d even run it. Heck, when it came out, I was in my last year of Grad School, and there was zero chance I was running or playing any role-playing game. It didn’t matter, I wanted to own a copy of this game. Ravenloft was my jam, man…

Well, last week I finally got the chance to introduce a few friends to Ravenloft and 5th Edition. I wanted to create a short introduction that was deeper than the “Mists Take You” option, but slightly less in-depth than some of the other opening options in the book.

 

What follows is an introduction to Curse of Strahd which I welcome you to incorporate into your own game if you’d like.

 

The Ferryman: An Introduction to Curse of Strahd

For 3-5 1st Level Characters

5th Edition D&D

 

Background

 

You are settled in for the night at the Wizard’s Wand, a tavern on the edges of Lake Galifar in Aundair, near what used to be the city of Arcanix. The mood in the tavern is muted, a few other patrons are sitting drinking their ale speaking rarely to one another. Since Arcanix disappeared, things have been looking more and more like war. No one has proven that the disappearance of Arcanix was performed by Brelish agents, but more and more hawks in the nation are pushing to attack SOMEONE for the event.

Six months ago, a great fog, much like the mists that surround the Mournland of former Cyre flowed off of Lake Galifar and surrounded Arcanix. That night it seemed to choke out the city, and when the sun rose the next day, the city had vanished with the misty fog.

 

The party has known one another for some time, either having done some minor adventuring with one another, or as children growing up in the area. You trust one another, and that trust is important. War is coming, and you need someone to trust when war is on the horizon. It has been a pleasantly warm summer.

 

Scene 1

 

As you drink your ale, the door to the tavern swings open. A man, dressed in thick winter cloak, boots, and hood strides in. As he does so, a thick fog accompanies him. The mists seem to creep toward the other patrons of the tavern, stopping short and then receding as if they were hands scraping the floor. There is not a drop of sweat on the man as he steps up to the bar, in fact, he looks frigid. He takes off a frost coated glove and slides an odd looking silver piece across to the innkeeper.

 

Any party member that looks out the window will see the streets are filled with fog, so thick they can no longer see to the other side of the street. Some of the mist curls around and for a moment, a spectral face will appear and loom toward the player character. A character with the ability to sense undead or see into the ethereal realm will see the streets filled with ghosts and skeletal spectres.

Not Yuri

If the players do not initiate contact with the strange man, he will turn to them and begin to stare. Eventually, he will stride toward them with purpose.

The man is Yuri Iljavanovich. Yuri speaks with a thick accent, clearly not from any of the Kingdoms of Khorvaire. He will ask the characters questions about their lives, what do they do for work, if they are looking for jobs, where they grew up. If a player is a Cyran refugee, he will pay particular attention to them. If the players turn his questions on to him, he will respond with the below.

 

“I am from a place called Barovia, which has been conquered by a demon. We are seeking those who would help us. You all had something, perhaps a look, about you that made me think you would be interested in helping. We are slowly being hobbled by the devil, and need some fresh blood who can fight against him. The devil keeps us from leaving Barovia, only a select few have been able to escape, and even then, not for long.”

 

Yuri will admit to being a Cleric of Ezra. “Ezra is our Guide of the Mists. She allows those of us who worship her to briefly escape the clutches of the Devil Strahd. With this lantern (which he’ll hold up and appears to be a normal gas lamp) we are able to use the Mists to travel to other places. The devil forces our return though, and we can only bring people in, we ourselves cannot escape, though of course, I would be able to return you here if you choose.”

If the players choose to accompany Yuri, have him instruct the players to put warmer clothing on, as Barovia is in the middle of a harsh winter. If the players choose not to follow Yuri, you may of course ensnare them with Mists when they leave the Wizard’s Wand, or not, the choice is yours.

 

Scene 2

 

When the players leave the tavern with Yuri, the mists seem to part only slightly from himself and the party. He turns the lantern on, and the fog recedes a few feet. If asked, Yuri will tell them the journey will take a minimum of three days in the mists. If pressed, Yuri will tell the party very little about Barovia, except that the Devil Strahd is a great beast that feasts and hunts his people. They have tried to fight him themselves, but have always failed.

 

The Mists wrap around the characters and they are quickly far away from Arcanix, Aundair, and even Eberron. The thick fog wraps around them, masking their journey, and they cannot even see if they are on a road, and it appears they are simply walking within dark clouds. Eventually, they will come to a clearing, after almost a day’s walk. Before them will be a few large boulders and a makeshift lean-to. A fire pit has been used recently, and the Mark of Ezra is painted on a boulder facing the party as they arrive.

 

Either before bedding down, or in the morning, run the first encounter.

 

Encounter 1

Though the mists are not quite as close as they were while you were walking, they are still close and it is hard to see far from your resting place. The fire isn’t really warm, but it gives you something to crowd around. Everything around you seems to devour your body heat, and you find yourselves shivering with little provocation. Sleep helps, but standing watch is a thankless job. Yuri ignores any request to join a watch rotation, he goes immediately to sleep.

 

As you gaze into the fog, you smell the thick scent of pine and then you hear an odd sound. Scrape, thump, scraaaapppeeee, thump, scrape, thump. The sound seems to both echo and be muted. It becomes louder, and stronger, and finally, the mists peel back farther. You can seen pines all around you, and 10 – 15 feet away, are 3 Skeletons. These skeletons are wrapped in the remains of Cyran armor, holding rusty swords and tattered shields. One skeleton has on a thick iron boot, which appears to be some form of prison gear.

 

Any magic used against the skeleton with the boot only causes half damage. The boot is immune to all magic, but it incredibly heavy and largely useless to the players. If hit with any spell that is force related, like lighting or eldritch blasts, the boot will glow with runes describing its use to restrain magic using prisoners. The skeletons laugh every other turn in which they are hit for damage. This laughter sounds like dried bones hitting against each other.

 

During the fight, Yuri will be praying in incomprehensible gibberish. He will not attack the skeletons. They will generally avoid him, unless one of the players intentionally pushes him into their path.

 

After this encounter, Yuri will finish praying and will ask if the characters wish to continue along their journey. If asked, he will say that he knows that there are many undead in the area wearing similar clothes to these skeletons, and he believes they are related to the a group of refugees that entered Barovia a few years ago. They call themselves Cyrans, and a few have integrated into the local population.

Scene 3

On the second day, have the party reach a river. Yuri seems shocked and concerned when you reach the river. You can see a rope has been cut that used to cross the raging river. There are no mists around the river area, which is odd, as the mists hang thick not 500 feet or so on either side of the river.

 

“There used to be a ferry here, it looks like someone cut the rope.” If pushed, he will suggest heading north, as there is the possibility of another way to ford the river in that direction. He will refuse to try and wade or ford the river without a rope and boat. If the party constructs a way across at this point, hold the next encounter until they reach the other side. If the party heads north, or south, run the following encounter there.

 

Encounter 2

Please take your time….

Whichever way the party chooses to go, they will hear the same horrid skeletal laughing from their last fight. This warning will allow them to attempt to sneak up on the enemies. They will crest a small hill, and then be able to see through the trees, that there are 3 figures crowded around one another, swaying, making an eerie creaking laugh. When the players get within sight of them, they will notice 3 zombies, wearing the same outfits as the skeletons, with similar weapons. If the players have not crossed the river, the zombies will be guarding a boat which is attached to another ferry line across the river.

 

Once the players have defeated the zombies, they will be able to commandeer their boat, or, if they found another way to cross the river, they will find a small pouch of silver coins. There are 7 pieces of silver in the pouch. This pouch will be in the boat, and can be found by attentive characters or by Yuri at the least opportune time. If Yuri finds the pouch, he will inadvertently scare the characters who will have to make a strength check to keep hold of the ferry rope.

 

Scene 4

My favorite vampire meme

Night will fall, and players will be able to rest again at another similar way station to before. In the morning, Yuri will wake the party and push them to continue on. As they crest a high hill, they will see the valley of Barovia spread out before them. A dark shape takes flight from Castle Ravenloft in the distance, and a thunderstorm can be heard from far away.

 

“Welcome to Barovia, my friends. The Devil Strahd awaits you, I hope you do not make the same mistake I did, all those years ago. Go to the village below the mountain, it is a good place to begin your journey to hell”

 

The characters turn, and see Yuri become a spectral form before them, he smiles horrifically and lets out the same laugh which the zombies and skeletons made. Then, he vanishes.
From there, have your players follow the road into the village of Barovia.