OGL Horror - First Look/Thoughts

jaerdaph

#UkraineStrong
I picked up Mongoose Publishing's OGL Horror by Gareth Hanrahan today and thought I'd post some of my first impressions.

First off, it's a beautiful book (complete with interior color). The layout is well done, Scott Clark's cover art is great (it's nice to finally be able to see it clearly in full size!), and the interior illustrations are top notch. I also like how the material was organized by chapter - what rules were where.

It's a complete game - you won't need any other books (or SRD downloads) to play. Published under WotC's Open Game License (thus the OGL) only, rules are present for ability score generation, character advancement and awarding experience. More on this later.

As an OGL game, it's built off of the Modern SRD from WotC. If you are familiar with WotC's d20 Modern Roleplaying Game or the Modern SRD, you'll recognize a lot of the material in this book, such as starting occupations, equipment, Reputation and the Wealth system. Many of the skills and feats are the same, there are some new ones as well.

While starting occupations are from the Modern SRD, this game does not use the basic or advanced classes from that game. There are 4 new character classes presented, each 10 levels, in OGL Horror: Combatants, Scholars, Investigators, and Ordinary People.

By default, OGL Horror characters are recommended to start at Level 3 (a rule I always use for other d20-based games), and 1st and 2nd level characters are considered "weaker" characters such as children or regular folk. This game only has rules for characters of 10 levels (rather than the traditional, non-epic standard of 20), but unrestricted multiclassing is allowed. Character advancement/experience is considered optional in this game (see next paragraph), but as mentioned above, the rules are there (at least for levels 1 - 10) if you want them.

So why only 10 levels, and why is character advancement optional? Because this is a horror, and survival isn't always the goal or the outcome, or even realistic, if you want to properly emulate the genre. This is similar to the idea behind a classic BRP (non-d20) Call of Cthulhu Roleplaying Game campaign, where characters continue to slide into insanity or face death at the hands of creatures they could never hope to defeat.

Speaking of Call of Cthulhu, it's almost as if OGL Horror takes some of the great ideas presented in the d20 version of that game and addresses the issues people had with that game as well. New mechanics of course, but the inspiration is there.

Monsters - while complete, extensive rules are given for creating your own monsters, I thought the selection of monsters and templates was a bit sparse. Classics like vampires, werewolves, ghosts and zombies are there, but mummies were noticeably absent. There were a handful of new monsters though such as the demon child and the cosmic mess, and I especially appreciated the inclusion of the animated corpse (a construct) for that Frankenstein/Re-Animator feel. A grey alien is included, but it is presented as an Outsider, which I thought was an odd choice. The monsters have no challenge ratings (CRs), but CR isn't a factor in awarding experience in OGL Horror. Of course, since this is an OGL game, you can use certainly use any of the hundreds of monsters available from other d20 and OGL license products.

I haven't looked at the Horror checks section yet, so more on that later as I delve in deeper.

OGL Horror takes occult supernatural abilities (FX from the Modern SRD) in a totally new, non-Vancian direction, similar to what you see in d20 Call of Cthulhu. There are five types of supernatural abilities (Not to be confused with Su supernatural abilities of monsters, which are also still there): Rituals (anyone can cast), Spells (non-level based, ability to cast accessed through feats, Knowledge [occult lore] checks to cast, penalty via ability score or hit point drain for casting), psychic abilities, faith, and artefacts. I've only looked at spells so far, and I was greatly impressed, primarily because you could easily port these rules verbatim into a d20 Modern game. Guidelines are also given for converting leveled spells from other d20 and OGL license products into this system as well, which was the selling point for me on this section.

One more important point: While much of the rules for the game (combat, movement, equipment etc.) come from the Modern SRD, in many cases the material is presented as it pertains to a horror game. For example, Light Sources and Illumination: there are two radii of a torch, for example, given. 20 ft. in bright illumination, 40 ft. in shadowy illumination. Things like that matter in horror...

I'll gladly post more thoughts and observations as I dig deeper. So far though, I'm very pleased with this book. Congratulations to Gareth, Matt and the MGP crew! :)

This book would be perfect if you hadn't forgotten the mummies and the holy water... ;)
 
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Cheers for the comments.

Yeah, the monster chapter is sparse. As soon as my schedule clears, I'm going to try to rectify that a bit, but in the mean time, there are quite a few other d20 modern monster books :-).

And holy water is technically in there. Any monster vulnerable to it is going to have a Vulnerability to it, and you can make it using the Bless faith power.

(And - aw smeg, this is embarrassing. I've just noticed that a table is missing from the Bless power. This is, genuinely, the first major typo I've noticed, and I have looked for 'em. Typical that this would be the one power that comes up for discussion in this thread. God hates me.)

Anyway - consider this the first bit of errata.

Add this to the end of the Bless effect on page 167.
The Dc and effectiveness of blessing vary depending on what the item is.
Item DC Effect
Holy symbol 10 Can be used against creatures with Aversion (Holy)
Jury-rigged holy symbols (two sticks in the shape of a cross, etc) are DC15.
Water 20 Inflicts damage on creatures with Vulnerability (holy)
Weapon 25 The weapon is considered holy for the purposes of bypassing Damage Resistance.

Gar
 

Hmmm. I'm not sure I like that.

There are all types of horror. Some is incredibly lethal, some is not.

For instance, the X-files - I would imagine Mulder & Scully were higher than 10th level after what, 6-7 seasons? Donald Pleasance (and Jamie Lee Cutris) survived numerous Halloweens. Surely Van Helsing (the original, in Dracula) was more than 10th level. Or Dr. Quatemass. Etc, etc, etc.

I hate to say it, but that, and the small amount of critters (I can't believe I'll have to buy another book for that) - I'm starting to regret that I ordered it. Oh well, serves me right, buying something based on hype.
 

It's not like the book is monster free - there are 20+ creatures in there. And it's presentation in the adventure that counts, not base stats...

As for character level - the 10-level spread works for horror games in my experience. While you can model characters like Mulder and Scully or Van Helsing in the game (and both were in my head when writing it),
a) I don't think any of them need to be more than level 10 - far from it
and
b) even if they did - the book is about running and roleplaying horror, not modelling characters from tv shows and books. The needs of the game would take precedence over absolute faithfulness to the source material.

Wait until it's arrived and you've read it before regretting anything. :-)
 

trancejeremy said:
For instance, the X-files - I would imagine Mulder & Scully were higher than 10th level after what, 6-7 seasons? Donald Pleasance (and Jamie Lee Cutris) survived numerous Halloweens. Surely Van Helsing (the original, in Dracula) was more than 10th level. Or Dr. Quatemass. Etc, etc, etc.

I don't want to give the wrong impression based on my first day cursory read-through. The tools *are* there for running X-Files type campaigns and characters. There's even a chapter with rules for running entire cult/conspiracies and agencies that I haven't commented on yet. And since this is all built off of the Modern SRD, the new rules are portable into a d20 Modern game with 20 levels.
 

Mytholder said:
Wait until it's arrived and you've read it before regretting anything. :-)

Yes - I certainly don't regret buying this. As a stand alone game or as a toolkit for "classic", cinematic d20 Modern, it works.

Thanks for stopping by Gareth - hope to see more of you :)

P.S. - God could *never* hate a native son from Cork (my mother was born in Kinsale). ;)
 

Hang on, Gareth, clarify something for me.

Are you saying that advancement beyond 10th level isn't possible?

Understanding of course that d20 Modern only presents classes up to 10th level, but the assumption is that everyone over 10th level will multiclass, advanced class, or prestige class.

So can you clarify? Is 10th level really the top CHARACTER LEVER or just the maximum for any given CLASS LEVEL?


Wulf
 

Wulf Ratbane said:
So can you clarify? Is 10th level really the top CHARACTER LEVER or just the maximum for any given CLASS LEVEL?

It's the maximum Character Level. The XP chart only goes to level 10.

But again, you can use most of the new rules material in a standard d20 Modern game with a max character level of 20.
 
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Mytholder said:
As for character level - the 10-level spread works for horror games in my experience. While you can model characters like Mulder and Scully or Van Helsing in the game (and both were in my head when writing it),
a) I don't think any of them need to be more than level 10 - far from it
and
b) even if they did - the book is about running and roleplaying horror, not modelling characters from tv shows and books. The needs of the game would take precedence over absolute faithfulness to the source material.

I have to agree. As a point of reference, and IIRC, in the old (2e AD&D) Masque of the Red Death setting, Van Helsing was a 10th level character.
 

More on the Four OGL Horror Core Classes:

1. You actually accumulate more feats than you would with the basic classes found in d20 Modern. Bonus Feats are essentially the only thing in what would be the Class Features column in a class description table.

2. There are no Talents in OGL Horror.

3. There are no Action Points in OGL Horror.
 

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