Wednesday 30 August 2017

Some great costume inspiration for the 1870s.



Costume inspiration for the 1870s.


http://libmma.contentdm.oclc.org/cdm/search/collection/p15324coll12/searchterm/187*/field/title/mode/all/conn/and/order/nosort/page/2


The Thomas J. Watson Library has an extensive digital collection of Public Domain fashion prints of the 1870s. This archive is a Great Resource for Castle Falkenstein. There are hundreds of period illustrations which you can freely use to depict your Dramatic Characters and their Allies and Villainous Opponents.

The pictures will provide Larpers, like my players, with Great Inspiration for costume designs.  Just click on the banner at the top of the page to find the image collection.







 Just remember to avoid dresses like 
this lovely green one!!!!


 
(I think this might make a plot idea :) )

Tuesday 29 August 2017

Two New "Variation" rule books for Castle Falkenstein



Two new  rules "Variation" books have been written by the Illustrious Mr. J Gray and published by those Fine Persons at Fat Goblin Games.
 
 
 The Second Tarot Variation.

The Second in Mr J Gray’s series on Castle Falkenstein rules variations, once again ,covers the use of Tarot cards instead of an ordinary pack of cards but this time as the general Fortune Cards pack rather than one for Magicians only. There is a very useful page of discussion about the effects on game balance that using a Tarot-based Fortune pack produces and suggestions of a variety of ways this can be balanced or used to enhance the wild card nature of the Major Arcana cards. Just like the previous Tarot Variation, the Minor Arcana cards simply act like slightly altered normal pack of cards. The Major Arcana produce a range of quite powerful negative and positive, but always interesting, outcomes on play.

From my strictly personal view, I won’t be using this Variation in my campaign. I really like the idea of the Tarot pack being a special set of cards just for magical purposes (as in the first Variation) and since Magick gives great power to a Dramatic Persona (or character, if you like), I love the idea of Magicians having less control over the outcome that the Major Arcana cards bring to the game system.
An ordinary pack of Fortune Cards feels better for me for use in mundane (i.e. everyday non-magical) activities. I feel that the Second Variation having, in effect, twenty-two wild cards in the pack overloads the players’ hands in terms of plot manipulation. Just having the two Jokers is enough for me.

That said, what I may do is make a small Host’s pack made up of just Major Arcana cards and use Mr.Gray’s excellent ideas on wild card effects. So, when a joker comes up in the mundane pack, I, as the Host can draw a card from my little pack and gain inspiration for the outcome the players receive.

As ever, this Fat Goblin’s Games product is beautifully laid out with clear text. Even though I am not making use of all of it myself, it scores 5/5 as this is a quality product that many Hosts of “The Great Game” will like.





The Ability Variations.

The Third in Mr J Gray’s series on Castle Falkenstein rules variations, this Variation deals with Ability specialisations, varying the suit of Fortune Cards played for an action and Ability improvement points.

Firstly, the Specialisations Variation allows players to gain an advantage in a specified area covered by an Ability. Secondly, the Divorce Variation gives the opportunity to apply the value of a Fortune Card of a different suit to the one normally used with that Ability, under certain circumstances. Thirdly, the Improvement Variation finally gives a clear format for acquiring new Specialisations and increasing existing Abilities with a choice of mechanics for short or long term campaigns.

In my opinion, this is the best of the variation series yet produced. The other two were nice tweaks but this one makes play easier. Unlike the original Castle Falkenstein books (much as I love them), Mr Gray’s personal Great Ability seems to be in the succinct and clear explanation of rules. These Variations fit very well into the mechanics and spirit of the game. They also clarify and improve the existing rules.

As stated in all the Variation series, the new rules are optional for each Host’s campaign, but I will definitely be opting in with these. A score of 6 out of 5 for this one!


You can keep up with the latest on CF-related Fat Goblin Games’ products via their Castle Falkenstein Blog.

Monday 28 August 2017

'Steamtech' - Herr Frederick Skoda's Ice Boat



‘steamtech’.

Herr Frederick Skoda's Ice Boat



Herr Frederick Skoda, the youngest son of the great Bohemian iron and steel Magnate, is one of the leading proponents of this most exciting new sport.

The Ice Boats, which are the size of a large racing dinghy, generally glide over the ice on three runners (skates). They are usually rigged with two sails but some have a single lateen rigged sail. Due to the lack of friction running over the ice (as opposed to through the water), Ice Boats can Achieve Higher Speeds than boats on water. A wind speed of fifteen miles an hour can impart a speed of twenty-five to thirty-five miles an hour to an Ice Boat.

Ice Boat racing is also a popular sport across the Atlantean Ocean where Dutch colonists began racing modified boats nearly two hundred years ago. Herr Skoda and his friends began racing upon the frozen River Danube two years ago and have now developed a pastime into a Fully Fledged Competitive Sport. In December this year (1874), first race for the Ice Master's Cup will be held near Prague in January. There is a prize of Ten Thousand Florins (833 Pounds sterling) provided through the sponsorship of the Skoda family.

Cost:  14 Days, at 16,800 Florins (1,400c).
Size: Medium [60 wounds].
Description: A wood and iron hull riding on three iron skates.
Operation Time: As long as the wind blows.
Controlled by: A large wheel attached by chains to a rear steering skate.
Moves with: Two small sails or a single large sail


Host’s Note:
This information was inspired by an article from the 1883 volume of Cassell's Magazine.
Not much Steam involved actually.  Somewhere in the loft, I think I still have a set of rules I drew up for a race on the frozen Danube that formed a Chapter of our Second Falkenstein Campaign.