Friday, December 22, 2017

Pathways by Rite Publishing: RPG Totally Biased Review

"Pathways #69"
We’re taking a brief look at Pathways, a Pay What You Want E-Zine available at Paizo Publishing, as well as at DriveThruRPG.com & RPGNow.com (One Book Shelf), and published by Rite Publishing (site). Issues are in portable document format (PDF), while a few are available in print as well. Pathways, specializes in Pathfinder content, but features system neutral articles, advertisements, game industry related interviews and RPG product reviews. 

Disclosure: Product images on this page include affiliate links. I receive a token % if you purchase something on the landing page. Thank you for your support.  

Before I start, I must disclose that I’ve authored the occasional article in Pathways. I also plan to contribute more. What can say? Similar to how and why, I began writing articles and eventually an RPG review column with Knights of the Dinner Table (KoDT); the reason why I contribute and support Pathways is very similar.
In my opinion Pathways, is an awesome gaming publication. If you’re playing Pathfinder this one is hard not to love. I’m not an authority on third party publishing (3PP), but Rite Publishing has digitized nearly seventy issues, 2011 to current (knock on wood), and that’s fifty+ issues more than most 3PP E-Zines last. Rite Publishing does this with support through Patreon. (which, you can check out, here)

Pathways, is produced monthly and each issue caters to a theme. Page count per issue varies, but most are around 40 to 50 pages. Within, are usually two or three RPG articles you can use at your table, and as mentioned, these are either catered to Pathfinder or are system neutral.
My favorite regularly featured column is the "Creature Template" articles for Pathfinder. I’ve gotten a lot of ideas from these simple templates, and many (though admittedly, I tweaked them substantially and used them for D&D Basic) have already found my table. The Creature Template provides a modified skin, which is suitable for Non-player character or monster roles. The GM tacks a concept onto a character or creature, and is ready to go. The Creature Template itself usually adds a few tweaks to a standard character type, monster or typical NPC archetype. The true value of this column is beyond the +1s or +2s, by directly engaging the Game Master (GM) and providing a means to make what usually is a typical encounter, interesting.

Most issues include an article or two from RPG veteran Creighton Broadhurst of Raging Swan Press.  I’m constantly impressed by the sheer usefulness of these articles. Mr. Broadhurst certainly has a knack for random tables, though that is not the only variety of article her writes. (Also, on Patreon, here) I’m randomly listing a handful of my “Broadhurst favorites” and the issues these articles are in.


·         Issue #28: Thornhill at a Glance!

·         Issue #10: Sneak Thieves

·         Issue #9: Mad Hermit

·         Issue #2: The Riderless Horse  

Each PDF features full color treatment of unique art, with the bulk of the text in standard double column format. The Table of Contents isn’t hyperlinked, but since no issue is longer than 64 pages, it isn’t too much to sort through.  
To conclude, I’m not exactly unbiased here. I debated a bit about writing a totally biased review because of it, but in the end I hope you’ll check out an issue. I won’t argue that a product which is essentially free is certainly worth it, because that’s pretty obvious, but I will say it’s certainly worth your time.

Happy Holidays!

Friday, December 1, 2017

Dark Albion Cults of Chaos: RPG Review

Cults of Chaos
Welcome to a brief review of the Dark Albion "Cults of Chaos" PDF. Unlike most products I review, "Cults of Chaos" is a system neutral Game Master’s toolkit. This product is a companion module for Dark Albion  a campaign setting, which is serviceable as a standalone product for just about any fantasy setting. The Dark Albion campaign setting is also authored by RPG Pundit & Dominique Crouzet. You can pick your poison be it the The Cults of Chaos PDF or purchase a black & white dead tree version. Both can be purchased at RPGNOW.com and DriveThruRPG.com."Cults of Chaos" was provided free of cost for the purpose of this review.

Disclosure: This review includes affiliate links. I receive a token % if you purchase something on the landing page. Thank you for your support.

In truth, the main reason I’m reviewing "Cults of Chaos," as this column usually focuses on complete game systems and/or settings, is two fold. One, to find out if the product is as advertised. Or, functional with most systems assuming the framework of a fantasy setting; the ladder of which, is actually an assumption based on authorship. And I might add, this is totally a selfish reason because the game I'm running is D&D Basic. And two, I've been wanting to review products outside the scope of what I usually review!

In my mind, the most important thing relevant in a product like this is if its form follows function. This is especially prudent for this reviewer, since I have not read Dark Albion. I can think of a couple of supplements which have made such a promise and utterly failed to deliver… Ultimately no longer on my shelf but… Ah, I digress…

At its core, "Cults of Chaos" provides richly detailed framework for creating and applying a variety of cult types or organizations, as an antagonist plot piece to your campaign. The purpose of which, you will use this very supplement to determine. I would say, just about any type of cult you could imagine, but actually this supplement has it covered well beyond what most, or at least those (including myself) not educated in cult history, would think to imagine. It’s a flexible product. There are plenty of Easter Eggs (I’m not sure what else to call them) which reference the Dark Albion itself, but these are rarely a distraction. The bulk of this product is system neutral, or if not, totally explained in reference within this module. That said, what will be most likely is that if this product appeals, you’ll likely go out and buy Dark Albion, which after reading "Cults of Chao"s is any good author’s intent. This is a product that not only shows me how to use it, but does it well enough that I needn’t look elsewhere for the details that come with creating an antagonist cult and unleashing it upon my hapless victi-I mean players. Needless to say, I’m impressed.

The most serviceable sections include a Cult Generation System from which in utilizing a series of tables you can create your antagonist cult from scratch or use dice to determine its scope and the Running Chaos Cult Adventures section. Both sections are very good reference material to help you hit the ground running. The detail involved with the Cult Generation System allows the GM to custom fit to just about any fantasy system. OSR friendly-yes, but actually, with a few easy tweaks I would argue ANY fantasy system. "Cults of Chaos" provides the GM many useful tips in running an inquisitor style campaign and then closes the deal with the Running Chaos Cult Adventures section, which provides even better advice on running investigative style adventures.

(Note: This RPG review is property of Kenzer and Company and republished here with permission.)

As you can easily guess and especially based on the infomercial style of approval this is a product I thoroughly enjoyed. I sought very hard to find something about it I didn’t like, but not for lack of trying, I failed...


I would recommend it for mature reading and viewership based on the detail of the content in relation to the subject matter, and based upon the graphic nature of a good deal of the public domain art. Still that is not to say it’s not maturely written or presented and as a product it doesn’t aim for the cheap seats. Each illustration is relevant to the content and is well placed. If you think about it-it would be exceedingly impossible to write such a module and not cover the bare bones in relation to the practices and behaviors, many of which are well documented throughout human history and what many of the more infamous cults are best known for. In fact I might point out in relation, that there are a lot worse elements which could have been more explicitly detailed and weren’t.

To bring it to a close, "Cults of Chaos" delivers a richly detailed framework for running an inquisitor style campaign leaving few stones unturned. The format is cleanly executed and writing is concise. As a product it’s not only a Game Master’s toolkit, but probably the best system neutral plot-kit device I’ve read. I’d give Cults of Chaos eleven and a half Aleister Crowley’s out of ten, but then again I don’t do ratings and such evil must be stopped! Hopefully, my players will be up for the task.

Edit: Since this review published with KoDT I've had the opportunity to use this product. I usually knew what I wanted to do, but I found the chapter: Running Chaos Cult Adventures & the inquisitor style adventure section, very helpful. I'd be remiss not to mention it.

Tuesday, November 21, 2017

Fragged Empire: RPG Review


Fragged Empire
A concession of middle age, but I’m finally starting to warm up to space opera or, science fantasy themed RPGs. I’m still yet to delve into the major IPs. I haven’t read any RPG version of Star Wars, nor did Star Trek ever make it to my table. I’ve played Traveller twice. Admittedly, it’s taken awhile.

Disclosure: This review includes affiliate links. I receive a token % if you purchase something on the landing page. Thank you for your support.

While the excitement about Paizo Publishing's recent release of Starfinder is almost tangible… And on the cusp of Wade Dyer’s third successfully funded Kickstarter (in preorder here), now might be a good a time as any for closer look at Fragged Empire.

Fragged Empire certainly offers a distinct and unique space fantasy setting. A post-post-apocalyptic universe; far removed from the extinction of the human race, and one hundred years from the extinction of humanities genetically engineered descendant, the Archons. (Remember post, post.) Four distinct races/cultures, each of which the players have the opportunity to make a characters, fight for survival -in the cold, dark and war torn galaxy of Haven.

The setting is well done, and presented in my favorite way: A respectable amount of detail and good amount left for the GM to fill in. Stellar maps outline the Haven system and the major locations receive plenty of text. The setting and tone is also presented through a series of short stories between sections. While I usually skip past these, the two I read weren’t awful. In your average RPG product, they usually are... Sorry, “average RPG product,” the truth hurts. The GM should find plenty of ideas for crafting adventures and the GM section has short treatment of adventure hooks just in case. The most expansive aspects of this setting describe the history, cultural differences, and tension between the four playable races.

With character creation players have a choice of four races: the Corporation, Kaltorans, Legion, or Nephilim. Fragged Empire is for the most part a classless system. However, each race is somewhat scoped (due to genetic engineering) into specific role(s), and the creation guidelines provide 3 or more character (suggestions) templates for each.

Corporation characters will be left to subterfuge; the most easily accessed strengths being negotiation and social connections (and, have vital importance with this RPGs sub-system). Kaltorans will likely fill the role of the party smuggler or thief, though this species has a good amount of general utility. Legion will likely fill the role of solider or mercenary. While Nephilim and their cultural drive for genetic perfection is probably the most flexible species of the four. Each race has a specific template of (+/-) modifiers towards attributes, skills and other abilities.

Character creation with Fragged Empire is involving, requiring more than a few flips back and forth due to the amount of detail. The layout doesn’t help this and it extends to gear and other aspects. Players who are familiar with crunchier systems will likely spend extra time making decisions because of the wealth of material. Due to the intricacy (and importance) of character creation, players creating characters in a bubble, is not the best idea. Which, I’ll get to why in a moment. After the race is selected, players will distribute 18 points among 6 attributes, select 10 trained skills and select one Trait (special ability) from among one of the skills chosen.

Side Note: Fragged Empire doesn’t have a standard monetary system (Item A costs: credits/cash) instead, the game relies on an intricate series of system management tools, from everything to weapons, technological tools, to the capability of the starship the players will rely, to jaunt about the universe.

Last in character creation is calculating each character’s starting Resources, Influence and Spare Time Points. Resources will directly tie into each characters gear, weapons and equipment etc., including the number of specific items the character can have in their possession, as well as the care or maintenance of these items. The equipment available depends on how many slots (resources) the character has.


The combined number of Influence points (each character receives 1 per level, but maybe further modified by race, Trait selection or game rewards) will determine the ability that the group can utilize their starship, and maintain its capability mechanically and financially: repairs, maintenance and seeking service at a space station etc. If they player group is low on Influence, this will directly affect the type of weapons systems their starship has, as well as their ability to use its standard systems. Spare Time Points are used as a method to acquire upgrades and new equipment.

Though I’m covering it only in brief, I’ve never been in favor of system management (a sort of min-game) within a RPG, due to the break of immersion. The important question: what is the purpose of such a system? For Fragged Empire the answer seems to consist of two parts: Pushing aside the mundane details for more “epic” play and assisting the GM with managing the player group… But, there is a potential problem here, as player characters will likely manage themselves (or worse each other), in order to acquire the equipment they want and utilize a starship effectively, especially if the game goes longer than a few sessions. What’s in place seems more of a distraction, especially considering the game itself is built on cultural tension and it will be unlikely that players will want to create characters of identical race. While it might be slightly more efficient than a standard monetary system (admittedly as clunky as those are), it also takes some of the choices away from the player characters, which might be a good reason to implement such a thing if you’re in favor (promise I won’t judge you) of these kinds of limits. I will say, what’s present in this material is detailed enough and with a little common sense, chucking out the system management aspects, is certainly (and exactly what I would do) possible.

The core mechanics of Fragged Empire primarily utilizes 3d6+ the skill rank against a target number set by the GM. For a specific task, players are encouraged to select a skill which they think fits the situation, narrate their characters actions and may receive additional points (if the GM likes the description) based on the narrative. Each skill is well outlined in its suggested use and rules beyond skill rolls are more than covered with this system.

The PDF digitizing before my screen is 385 pages cover to cover. The look of Fragged Empire is excellent, due in no small part to the quality a frequency of full color illustrations. As mentioned, I’m not a huge fan of the overall layout of the text, but the writing itself is certainly above par.

(Disclosure: This review was originally published on Stuffer Shack [link to the site])
 
Overall, the Fragged Empire Core Rule Book receives a mixed review and it seems at almost every turn of the page something I like, is weighed down with something I didn’t care for. This is a top notch product and on par with the big boys, but the layout and overall arrangement of the material suffers in organization. The detail of equipment, weapons, and guidelines for creating starships, is well done, but acquisition is ruled by a sub-system, which I’d have no use of. The writing is respectable, the setting and cultural history elements are far above the mark of most settings, but at 385 pages the game suffers some bloat (though this is also tied to organization). Characters are well balanced (and not too unwieldy) and a campaign will likely be best served with a mix of each race, while at the same time cultural tension is a core theme throughout.

As excellent as it looks, Fragged Empire wasn't my cup of coffee... But the games certainly earned a RPG base, and it seems much more material is on the way. Whether or not you give this beautiful book a shot I'll leave to you.

Thursday, November 2, 2017

Redemption RPG By Silent Spirit Game Studios: RPG Review

Redemption RPG
Welcome to a review of the portable document format (PDF) of the Redemption role playing game (RPG) and the Redemption Deployment Companion. Redemption was brought to print and PDF format through Kickstarter raising 4.6k internet bucks. You can purchase either product in print or digital format at RPGNow.com and DriveThruRPG.com, as well as receive updates, notes/errata at Silent Sprit Studios website (here).
Disclosure: This review includes affiliate links. I receive a token % if you purchase something on the landing page. Thank you for your support.

Redemption is a military space opera RPG. The setting thrusts campaigners more than 500 years in the future. The human race has colonized mars as well as planets beyond our solar system. Innovative technologies have led to human expansion and exploration. The spearhead of humanity is the Terran Sphere Confederate Navy (TSN), which holds to the traditions and remnants of the (earth bound) Naval and Air militaries.

Humanity is locked in war with the Shohan, a technologically advanced star faring race. While the Shohan are the setting’s main antagonist, Redemption provides a double handful of unique alien races many of which have joined the TSN and are featured as playable character races. The setting and history elements of Redemption encompass over a full third the 300+ page mainbook.

While typically, I’m a proponent of setting; in Redemption the writing is bit overdone. In part this view is derived from the overall length and layout of the material, as well as the relevance of material which lacks certain details (the sort which this reviewer prefers), but it is also because what’s written is in need of a good old fashioned edit. The writing is thorough and for the most part of decent grammar, but the narrative of most subject headers meanders and is occasionally off key from what has been written before.

In short, the writing style overloads the game. Worse and concerning this reviewer’s opinion untenable, is that the setting includes narrative of location upon location: where this battle occurred, where these alien races live; this region of space is where this fleet patrols-so on and so forth and so on… However, Redemption doesn’t provide one single map! Instead there is this section, which “encourages you to DIY:

Stellar Cartography

"Transcribing existing star charts and postulating where drift will take them in the next 600 years would be lots of incredibly boring work, and we don’t want to do it. A much more interesting and interactive alternative is to use the following set of rules to generate your own stellar topography.” (PG 297)

Redemption is a good example of an RPG which (In my humble-all knowing, reviewer opinion) grew too big for its own britches. If I had a craw, something would be sticking in it.

Even the roughest map would suffice. Dots on page perhaps, but nothing? Nope-Nada… Well, if I have to make my own dots on page as representations of planets and systems I suppose I can, but I’d more likely throw the setting material out as well. I don’t need a set of rules to define systems which are already somewhat defined; I need a picture to go with what’s written. I’ve heard they’re worth a thousand words. The mind wonders, then it wanders. I’m going to sing now…

“I used to go swimming with bowlegged women, and dive between their legs!”

Moving on-



Deployment Companion
The mechanics of Redemption utilize variable Target Numbers (TNs) but the game includes a variety of story elements. Players and GMs who are familiar with story building RPGs should feel moderately at home. Yes, Redemption is somewhat a sand box. Most of its core elements, promote creativity over specificity. Despite my aversions, it presents this concept respectably well.In regards to the core game mechanics, the difficulty of a TN is determined by the characters ability rating and requires players to roll a set of specific dice (3d6-3d10 etc.) and tally the result. The fewer number of sides, in rolling a specific set of dice, the easier the check; for a successful check, the player desires to roll equal or less than the target number. This is opposite of most RPGs which focus mechanics on target numbers. The GM determines which set of dice are used in the roll and therefore the difficulty of the check.

The characters ability rating is determined by talents, skills, training and if they are using any tools or equipment, this may aid or inhibit the action being gauged. For beginning characters the number will be around 10-12 and ability ratings with experience cannot exceed 30. The GM may also decide to set the difficulty to 30 which is gauged “impossible,” but can be adjusted down by player characters through story elements built in the mechanics. Action Points can be spent to activate Tags, which could if relevant, lower the difficulty of a specific task. Players can also spend Action Points to Edit the Scene. For the most part both Tags and Action Points are defacto story building elements which player characters can introduce to develop and/or modify a specific scene.

Redemption incorporates this collaborative method from the beginning with character creation. Group Tags are decided on and shared by members of the player character group. Additional Tags are individualized to emphasize each specific character’s concepts and goals. This also entails that the theme of the game or story can be decided on from the jump, which I liked. Apart from Tags each character will have a number of Ranks (or points) to distribute among their core stats (attributes) which are used to further enhance character abilities and/or skills vs. specific checks and challenges.

While in concept Tags are an interesting way to emphasize character and ways in which players can add and change the story, I was disappointed in how they’re presented in Redemption. Certainly how Tags function is explained, but there are a number of Tags which are noted in the game that I had no comprehension of how they might work, because many of the Tags aren’t defined beyond a key phrase. For a game that emphasizes Tags, this is a pretty big hole.

NPC and character examples have different Tags as well as there is a short list of Tags which are race specific. Racial Tags are better explained however, due to the emphasis of Tags as a mechanic and story building tool, much more should have been written. At the very least, each of the Tags in the mainbook should have been made clear.

I must admit this is something I find very common in RPGs which involve role playing with collaborative story telling; some interesting mechanics without what I (subjectively) consider adequate specificity. To me this turns the game into something I would play into something I wouldn’t touch with a ten foot pole. Gygax-ism aside, while I’m certain in part this is to do with my subjective preference for medium to heavy crunch games, it also has to do with the game itself. In writing, if an RPG doesn’t show me how to play it then it must tell me-either of these work and most games have both sorts. Redemption isn’t the worst offender among RPGs but it certainly could use some refinement.

Certainly, I could throw Tags out altogether (or at least the ones I have no clue of) but its emphasis in Redemption leaves me feeling like I’m missing the point. Which may or may not be the case here? If Redemption wants my group to create their own Tags- (which in part it certainly does) then it should add some specificity to the ones provided and we’ll go from there. Without detail this leaves my review and the potential of playing this system out in cold space.

The Deployment Companion promotes a number of ways in which the player group can interact with the setting (again mostly through text) including some rules errata, NPCs and adventures. The supplement features three Ports of Call or physical locations and three adventures.

(Note: This review is property of Kenzer & Company. It has been republished here with permission.)

Similar to the lack of important details with the mainbook the Deployment Companion just doesn’t appeal. Ports of call have no maps and nothing to tangibly define them and the adventures meander too loosely for my taste. The only saving grace of this supplement is the NPCs and new Alien races, which are well done. Again this may have more to do with the sort of RPGs I prefer but while the writing is serviceable the products lack of specificity doesn’t engage my GM sense to have interest in running it.

So to conclude Redemption left me pretty disappointed. The setting detail concerning the various alien Xenology is very well done; while the rambling meandering presentation of the history and the lack of maps defining any of the stellar systems was a pretty big deal to me. What’s a space opera without space? While I was critical of how Tags are presented, as a game mechanic it is certainly something to work with. It has potential. Also good is the B&W illustrations, which I would have liked to have seen more of.

What can I say? Too much work is left to the GM and players for Redemption to find its way to my table. If you’re in search of a sandbox-space opera and familiar with RPGs of the story building variety, you might consider giving Redemption a try. If you do and quite literally so, more power to you.

Thursday, October 26, 2017

Deadly Trappings by Kenzer & Company: RPG Reveiw

Deadly Trappings
This RPG review of Deadly Trappings starts with a gamer admission, as well as a disclosure. What can I say? The Gawds of the Many Faced Dice, demand my confession. First, I have a long standing, and serious love/hate relationship in regards to dungeon trap manuals and RPG trap rules/guidelines. This is the first section of any new dungeon fantasy RPG I go to. “A rock falls everyone dies,” is my DM mantra.

Also, I write RPG reviews on a monthly schedule and contribute the occasional article, for Kenzer & Co.’s, Knights of the Dinner Table (KoDT) magazine. The Deadly Trappings in this volume published before I’d written anything with KoDT. I don’t’ think it will cause bias in the review, but I’m mentioning it.

Disclosure: This article contains affiliate links and I receive a token percentage if you purchase anything; thank you for that support.

Deadly Trappings is a collection of seventy-seven system neutral traps. Most are designed for use in a dungeon, but there are a couple of oddities (a spaceship trap & and a guy in a cowboy hat, triggering a western genre, bear trap). Each trap receives two or three panels of illustration and at minimum one half, to three quarters of a page description. Text size varies for each, but most trap descriptions are between 300-500 words. The traps are same format of those published monthly in KoDT. Presumably, this book is a collection of the best of those traps, which (originally published 2009) were written before 2010.

The reader immediately gets acquainted with Joe Cocksure, Deadly Trapping’s proverbial, faces of death test monkey. Joe is the featured character of the graphic illustrations of the traps. Joe dies a lot.

The writing of each trap is remarkably consistent given they are authored by about thirty individual contributors. While all of these traps are indeed system neutral, most include a short blurb about the history of the device as well as its mechanics (system less crunch); and/or information about the NPC designer of the trap, and/or the motivation behind the design. The fluff elements create an interesting back story for each trap, something pretty uncommon with supplements such as this, when mechanics are usually the sole focus.

Disclosure: This RPG Review of Deadly Trappings was written for and originally published with Stuffer Shack, republished here with permission

I understand that for some, the most important thing about a trap manual is directly related to how many of these traps the DM/GM might actually use. While others like to use manuals such as this to craft their own ideas. Deadly Trappings should have either camp covered, but the bottom line is, I don’t know your game. And dungeon crawl to dungeon crawl, I’ve seen very different ideas on the “proper way” to utilize traps.

The most useful solution I can think of is giving a baseline description as to the sort of traps featured with Deadly Trappings. I’ve collated a ten point bullet list for consideration. Needless to say, but some of these concepts overlap each other:

· Magic Traps: 21

· Step on it, Trigger: 25

· Total Party Kill (TPK); Or Traps which Feature this Potential: 14

· Traps which De-limb or Maim: 8

· Death by Rock or Stone: 9

· Death by Falling: 16

· Death by Fire: 6

· Death by Asphyxiation: 5

· Death by Poison/Toxin or Acid: 9

· Traps you’d be unlikely to use with Your Favorite Edition of D&D: 3 
In conclusion, Deadly Trappings has a respectable mix of traps. I have the perfect bound print edition which weighs in at 80 pages as well as (though I can’t find my old hard drive) the PDF. Whether you’re a fellow trapmatician, or just a DM in need of some good trap material I don’t think you can go wrong here. But then again, that’s likely the last thought through my player characters minds before… “A rock falls, every one dies.”

Happy trapping!

Tuesday, October 3, 2017

RPG Review: Dead Reign

Dead Reign
Welcome to a review of the portable document format (PDF) of Palladium Books, Dead Reign, which is available at DriveThruRPG.com. If you’d prefer an undead tree version, you can mash some buttons and order one at the Palladium Books website. Though Dead Reign was published late 2008 the PDF version wasn’t put up as a digital product until 2015.

Disclosure: This article includes affiliate links. I receive a token % if you purchase something on the landing page. Thank you for the support.

In the interest of transparency it’s important to disclose that I published three game articles with Palladium Books quarterly publication the Rifter from 2013-2014. I do not know anyone at Palladium Books personally and if I thought for a moment I couldn’t write a fair review you wouldn’t be reading it. Let’s get into it…

Zombie games, will they ever go away? The darn things just won’t die. What was once considered a fad has morphed into a full blown-movement people! If I had a nickel for every zombie I’ve slain at the gaming table, as the saying goes I’d be a rich man. Instead, I write the occasional game review to supplement my RPG habit...

RPGs are representative of a small but respectable share of the zombie movement. The first table top RPG which comes to my mind was Eden Studios, All Flesh Must Be Eaten, which was published in 1999. Credit to them for being zombie, before zombie was this cool… Fast forward almost ten years (and another 7 for the PDF) with a lot of games in-between and we arrive at Dead Reign.

As a publisher and of the many games under their flag, Palladium Books is known for the strength of its settings. In this regard, Dead Reign doesn’t disappoint. What’s important for any respectable zombie RPG; is that it must remain true to the media that came before it, yet not just settle on the creative common of that which has come before.

Dead Reign encapsulates two popular media tropes; part survival horror, something akin to George A. Romero’s Night of the Living Dead and part modernization such as with Max Brook’s World War Z. Though the elements from these media are familiar Dead Reign doesn’t just sit idly upon them. The game defiantly has its own take on the zombie apocalypse and most importantly successfully translates it for the purposes of an RPG.

Palladium Books is also known for their old school approach to game mechanics and rules coined the Megaversal System. Coming up on nearly forty years in the business of publishing games, Palladium Books has never produced what one would consider a major system over haul or second edition. If you’re privy-no, in this reviewer’s opinion -though it did present some updates, Rifts Ultimate Edition doesn’t count. The rules are also slightly tweaked per each setting in which Palladium Books has produced. The Megaversal System is indeed looser (and inconsistent) than most modern role-players are accustomed and not to mention old school.

While Dead Reign continues both traditions (excellent setting/Megaversal System) it also has some useful approaches to help expedite character creation (the length of which to roll a character is usually a criticism) and a lot of interesting tweaks to the zombies you’ll try and head shot.

Creating a character in Dead Reign presents two options, traditional character creation and quick character creation. The quick method is not only as advertised it’s a bit more advantageous for the player character’s attribute scores-that is, if we consider the RPG Dice Gawd’s law of averages.

The traditional method will likely have its appeal to the purest while the quick method will likely have its appeal to those new and most importantly, those wanting to slay some zombies! Characters in Dead Reign have eight attributes three mental, five physical. Rolling attributes involves rolling 3D6, tallying and placing the result in order. The crux of this old school method is that you may get a low score someplace you’d prefer it not to be, while if you happen to roll a total of 16 or higher the player can roll an additional D6 to add to that specific attribute.

The quick method has eight options. The choice of which will leave few rolls but sum up the physical and mental attributives of the character. As with any system that utilizes standard attributes, Dead Reign provides ability and situational benefits (+/-) based on attributes. Utilizing the quick method you can really create the character you want. Want a character who’s physically tough, or one who can think themselves out of the situation? Dead Reign has this covered. Also of note is that the average attribute score using the quick method pushes attribute scores higher than they would be (on average) than using the traditional method. While making character creation a little less random I thought it was an excellent option for an old school system.

Dead Reign supplies two categories of characters to play, Occupational Character Classes (OCCs) and Survivor Occupants. OCCs are well detailed character classes with a range of special abilities and skills catered for the setting. There is even an interesting variant of playing a half-zombie like character. Survivor Occupants are ordinary folks-the cooks, cleaning ladies and TV repairmen; average Joes and Janes trying to survive in a world gone to heck.

Though there isn’t a huge dissimilarity in ability or power between the two sorts of characters you can roll up, there certainly is a difference. Point of fact it’s enough of a difference that it should make for some interesting choices in the sort of characters being played. For instance having a player group comprised of Survivor Occupants is going to necessitate a toughie based game, while choosing to use the Survivor OCCs will facilitate a more heroic or action themed game. Also while the two sorts of character categories are different they aren’t so out of whack that a Game Master (GM) if they so choose, can’t integrate a mix of both with the player group.

Zombies! - Available Now @ DriveThruRPG.com 

The setting of Dead Reign is modern day. The player characters are thrust into the role of survivors who have survived the initial zombie onslaught or wave. Instead of presenting a single theory or as some games often do or no theory in regards to the origin of the zombie apocalypse; Dead Reign presents five open ended scenarios. I liked the presentation in leaving the cause of the zombie apocalypse up to the Game Master (GM). Also, though it’s been left unsaid, offering the setting in this way allows the GM to have a bit of wiggle room. Seeing how the players react to the setting elements of the game may very well shape the overarching campaign in the hands of a forward thinking GM.

Disclosure: This review was originally published in Knights of the Dinner Table and is property of Kenzer & Company. It has been republished here with permission.

What about Zombies? You ask. Dead Reign features seven types. Though for the most part zombies are zombies, Dead Reign has some interesting variants, which in turn will offer some unique challenges. I’m leaving a bevy of excellent setting info out, but the short of it is I could probably write a review twice as long concerning this game.

There is a decent section of 101 Hook Line and Sinkers (AKA: Bait and Tackle in KoDT Parlance) which do a great job of bringing all of the setting elements of the book together. What’s also really good about this game is the work the writers put in to not only define the zombies, but the human presence within the zombie apocalyptic setting.

Ok-so what don’t I like…

My criticisms concerning Dead Reign are twofold. Having played Dead Reign as well as being familiar with the Megaversal System for many years, the tweaks for the game are less dice roll friendly than what has been published before. One example of this is the dice mechanics involved in killing zombies. In short, it is pretty difficult to land a head shot at relatively close range or least much more difficult than it should be. I think the tweaks are an attempt to simulate realism (fear anxiety) but as far as a game dynamic I would have liked to see something different in place.

My second criticism is that some of the content and choices include elements of the Megaversal system, though don’t actually apply to the game itself. I see this creating some confusion to any gamers new to the system. One example of this has to do with two attributes Physical Endurance and Mental Endurance. Both include listed bonuses for saving throws that aren’t particular to Dead Reign a save for magic and a save for psionics. Admittedly I’m not sure how big a deal this is but the layout could have been a little better defined-or magic and psionics included with the setting?-hey yeah!

Speaking of content, the illustrators of Dead Reign did an excellent job of setting the mood. The interior art is black and white and like any Palladium Books product there is plenty of it. While usually I like art being more consistent in my RPGs, the contrast in styles (perhaps because of the genre) works really well to my taste. The cover sets the tone and is both horrible and wonderful, illustrated by E.M Gist. If you’re looking for a zombie game, a PDF of Dead Reign is certainly worth the asking price.

Tuesday, September 19, 2017

RPG Review: Alpha Blue

Alpha Blue
In the vast expanse of the inter-web, a role playing game (RPG) titled Alpha Blue was successfully funded October 2015, via Kickstarter to the tune of $4.5K internet bucks. Authored by Venger As’Nas Satanis of Kort'thalis Publishing (site), the book was up for general sale in the adult section with Onebookshelf (OBS: drivethrurpg & rpgnow) in December the same year. In March 2016, the title was temporarily pulled from OBS for “potentially offensive,” content. Namely, as OBS put it; customer complaints, but after in-house review, the title back up for purchase two days later.

Disclosure: This review includes affiliate links. I receive a token percentage if you purchase something from the landing page. Thanks for your support.

The origin of the controversy, what most of the RPG community picked up on, (Links for reference at Tenkar's Tavern & to RPG Pundit) was the use of a fictional Muslim terrorist organization the “Interstellar Caliphate,” and descriptive text of a plot device, the “Rape Machine.”

Despite the above, Venger As’Nas Satanis’s, Alpha Blue isn’t quite the campy, oversexualized, space station hive of scum and villainy, I might have been looking for.

Move along, move along…



..

.

(Still here?)

Alpha Blue might be cult campy, if there is such category. If by oversexualized, I refine the word to mostly male, metrosexual fantasy tropes. But, then again what else is there (insert, sarcasm)? Hive of scum and villainy? Okay, we give it Dirk Diggler points for that. It’s a brothel, in space! Sort of, but wait there’s more!

Once upon a wishing well, Alpha Blue was the Terran Federation’s (earth’s) repository for sexual deviants, derelicts, and nymphomaniacs. Now embarking upon the 23rd century, it drifts about, never in one place… It roams around, around, around, around, around. The sleaze of Alpha Blue’s half a million many, out sleazes the needs of the galactic stew (promise that’s almost the last, bad pun).

The setting material or where Alpha Blue will roam is presented with a basic outline of the galaxy. A number of brief plot hooks are seeded throughout the writing, as well as chapters for scenario seeds and NPCs do a good job of engaging the reader to potentially run the material. I’m in favor of writing which directly engages the Space Dungeon Master (SDM) to run said material, and it’s not always a given with a setting treatment.

System wise, Alpha Blue utilizes a unique and light, d6 dice pool. Most conflict resolution involves a character rolling 2d6 against a target number of 4 or better, 3d6 if the character has an advantage or 1d6 for situations which the SDM determines the character has a disadvantage. The highest die total of the pool is taken. Success or failure is rated on a sliding scale: 4 being a partial success, 5 a success, 6 a critical success. There is short section on converting the material to OSR and even a couple of interesting ideas for doing so, but it will need a few more hours, to be properly configured on the navi-computer. Instead of the system, converting the setting material to the space opera themed RPG of your preference, be it Stars Without Number, Traveller, or even Starfinder is probably just as likely.

Character creation is just as light as the system. No traits, attributes or (+1 and/or -1) modifiers. Players will pick their poison rolling twice (either once for each, of twice on the same) on the Respectable Careers Table and/or Scoundrel Career Table; or roll once on either of the prior mentioned tables and instead roll for their characters to have mutation, be an alien, or be “something special,” which I’ll leave to the reader’s imagination.

Speaking of tables, Alpha Blue has heaping handful of them. It’s certainly enough to sprain your dice wrist, if you’re not careful. There are tables for: alien creatures, creating character backgrounds, fashion (really fashion…? Yes.). Also, more tables such as character astrology, sexual fantasies & fetishes, wealth, and whole bunch of other stuff, including elements which should assist the SDM in regards to fleshing in some of the details of their adventures.

The portable document format (PDF) of Alpha Blue in 114 pages cover to cover including a basic un-specified map of the station, finishing with character sheets and a lined notes section. The Table of Contents is hyperlinked, which is a nice feature. The color cover does an adequate job of portraying the source material or sleazy theme. The interior illustrations are black and white ranging from semi-raunchy (partial nudity, sexual overtones), interesting, to mundane.
"Note: This review originally written and published on July 28, 2017, Stuffer Shack."
As far as the sexual elements go, Alpha Blue doesn’t go near the level I thought it might. In fact, the writing of these elements are just that, elements (more optional than not) and not a requirement of using the setting. The "Interstellar Caliphate" is a religious group of bad folks doing bad things, and the "Rape Machine" is a plot device used by bad guys. Subjectively speaking, could these elements been pulled off with a little more class, yeah… But, I doubt the author of an RPG who coins his own title as “sleazy, gonzo science-fantasy,” had interest in doing such…

For certain, if you consider yourself sensitive to sexual themed material then Alpha Blue probably isn’t your cup of coffee (if you’re still reading). If you’re mostly indifferent, then this is a product has a respectable amount of material, whether you decide to run it as is, or mine it for ideas in regards to the space opera themed RPG of your choice.

Friday, September 1, 2017

RPG Review: Werewolf the Forsaken 2nd Edition

WtF 2E
This is a review the portable document format (PDF) of Werewolf the Forsaken 2nd Edition, published By: Onyx Path Publishing (company site)which is available in PDF as well as in full color, hard cover print. Either product can be purchased at DriveThruRPG.com and RPGNow.com. To assist with saving space, Werewolf the Forsaken 2nd Edition will occasionally be shortened to WtF 2Ed.
Disclosure: The links (& product images) within this post include my drivethrurpg.com affiliate identification. I receive a token % if you purchase something from the landing page. It's one way to show support of this blog and its content; share, like, subscribe, is another. Thank you.

Onyx Path Publishing (OPP) is the licensed publisher of White Wolf (WW) products and has been since 2012. I queried the company on a complete lark, inspired by the quality of the art: which for this book is absolutely beautiful. It wasn’t till I clicked off the first page that I realized that this product (OPP) was once that (WW) product.

Honestly, I had some trouble with this review. This is the (second, no) third draft. I usually don’t draft. When I finished reading Wtf 2Ed, I wasn’t evaluating it fairly. What happened?

Well, my first problem was that I have a habit of perceiving RPGs in a bubble. Sometimes this approach is works, other times (like for this game) it doesn’t. The second problem (upon thoughtful reflection) is that RPGs are not meant for just reading or case in point, reviewing. RPGs are meant for gaming. Read, comprehended and played. Certainly, the middle one took more time, than most games require.

The main issue with Werewolf the Forsaken 2nd Edition is that the beginning text assumes familiarity. This fact put me a bit off my normal review talents because obviously I was unfamiliar, and neither did this situation provide a simple read. Not even my vague 90’s recollections of the White Wolf games I played back in the day could assist me. To make long story short (too late) comprehension required more than one pass.

My criticism of this RPG is it’s a bit over sophisticated. The confusion starts at the table of contents with how the chapters are titled and continues through with the introduction of vocabulary which is presumed the reader already understands the significance of. It’s not that the game doesn’t define itself, it actually does it very well-it’s about how it goes about defining itself.

While the writing itself is excellent and the art is spectacular, the organization and layout is far from intuitive. I saw this as a problem concerning new storytellers (or GMs) and players. Then again maybe I’m being unfair, as WtF 2Ed won’t be played in a bubble; it will be played with friends. This sophisticated approach is clearly beneficial to those already familiar with Onyx Path Publishing and the new World of Darkness line. To that customer base, I’m certain it appeals. Based on the jaw dropping quality of this product how could it not? Take it with a grain of salt and let’s get to it.

At its core, Werewolf the Forsaken 2nd Edition is a story and character driven RPG. While there might be an argument that all RPGs are character driven or story driven etc. etc. few games in comparison provide the appropriate amount tools for this to be true. Though I hesitate to say WtF 2Ed is a sandbox, given the depth of detail concerning werewolf mythology, as well as in how it coincides with character play, it certainly can or perhaps should be utilized as such.

The mythos of Wtf 2Ed is given in fragments throughout the book, which cover what the werewolf is and how it comes to being. Concerning character, each werewolf is a member of the pack and the pack must hunt. Being a part of the pack and the hunt is the werewolf’s or Uratha’s nature and these dual drives create the story building engine for this RPG.

Auspices are in relation to the face of the moon upon the characters first change to the wolf and outline the characters personality, goals and desires. Auspices are (think character class) The Visionary, The Walker Between, The Stalker, The Spirit Master and The Warrior. Each of these is interesting as well as very distinctive. In regards to character mechanics, each Auspice starts with a specific grouping of gifts, skills, renown and benefits. The tail wags the wolf in this section (a compliment) as everything to do with the individual character builds, keeps to its own and will so in gameplay in regards to dice rolls and mechanics.

(Disclosure: This review is property of Kenzer & Company and republished here with expressed permission.)

Tribes provide a comprehensive subset of culture and philosophy for the characters, the RPG provides five, with the sixth entry involving those who choose to go without a tribe association. Most likely is that the characters will all be in the same tribe and same lodge/pack though it is certainly possible for them not to be. Whichever culture is selected to presumably play is very important. So much so, that it will steer the scope of the game or chronicle. Each tribe is just as diverse as the next, allowing a great deal of variation in regards to the sort of RPG going to be played or the type of story going to be told. I’ll let the game speak for itself:

“Some werewolves turn their back on the duty of Father Wolf. Some remove the marks of Mother Luna upon their spirit, following those Firstborn who ignore their duties, calling themselves the Pure. Others try to ignore the call of the hunt entirely, turning their back not just on Mother Luna and Father Wolf but on their need to hunt. These Ghost Wolves try to ignore what they are, embracing a life that has can never be the same.” ( Pg. 33)

While Auspices cover what the character is and Tribes provide a culture, Lodges are the main setting piece for the how and why the characters interact with the game world. To put it shortly lodges are the finger on the bow, on the gift of the setting. Though the lodges sections are brief when you combine these three elements the picture of the game you want to play comes together quite nicely.

Creating a character with WtF 2Ed is involving without being too time consuming and a lot of fun.

Step one is creating a concept for the character and determining three aspirations. These are exactly what they seem. Create a concept and a list of what the werewolf character aspires to.

Steps two through four are about traits (attributes), skills (generic) and skill specialties (specifics). Nine traits are separated equally into three categories; trait categories are mental, physical and social. In regards to game mechanics the strength of each trait as well as the proficiency in skills are represented by a dot on a character sheet. Each dot represents a D10.

With character creation each of the nine traits receives one dot to start. The player allocates additional dots to each of these three categories, and then distributes the dots based on preference or character concept. In other words, what the player considers the most important trait category receives the most dots to distribute-the least important fewer dots.

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Skills are grouped by the same three categories as traits and the distribution of dots follows the exact same model as the player decided for traits. The trait with most dots receives the most skills selections. Each character receives three specialties to start the game. For instance, a character has three dots in the drive skill but has selected a specialty in motorcycle, provides the player with an additional dot (or D10). When (or if) required to apply a driving check three D10s are rolled, if driving a motorcycle four D10s are rolled.

Steps five six and seven are about rounding out the character. Step five is choosing an auspice, tribe and lodge. Steps six and seven are about distributing dots for Merits and Advantages. Merits reveal the characters allies, holdings, and experiences while Advantages is a matter of looking over your character sheet and calculating.

In regards to game mechanics WtF 2Ed is all about the D10s. In all honesty I despise just about any D10 system I’ve come across except the one used here. While I’m a critical pundit concerning the level of crunch with most RPGs, WtF 2Ed does it well. Specifically, the skills section is an excellent example as each skill is listed, given a general description, and provides an actual breakdown of how it will work mechanically. Each One! Crunch wise this RPG does not outline a huge list of possible events and provide rules so I would put it on the lighter side, but with how skills are presented in the hands of an experienced storyteller this is not a problem.

To conclude, Werewolf the Forsaken 2nd Edition captures the essence of what a story building engine should be, without deteriorating into the common trap of having more sand than box. Character and Setting elements are very detailed, yet the writing allows for a lot of wriggle room in the sort of game that can be played. Not many RPGs even attempt to pull this off, let alone do it successfully. Though this RPG is a bit too sophisticated for my tastes overall I’m impressed. The old World of Darkness line is definitely in capable hands.

Wednesday, August 2, 2017

RPG Review: Crime Network



Crime Network
Welcome to Crime Network Cosa Nostra, published by Bedrock Games (company site). This review concerns the portable document format (PDF). Print and PDF products are available through the company website at Bedrockgames.net. As I recently watched The Godfather trilogy I’m feeling inspired to write this review. We begin by letting the game speak for itself…

“Crime Network is a fast-paced, gritty role playing game, set in the underworld of organized crime. Players control mobster characters as they rise through the ranks of the American Mafia. In the spirit of Goodfellas, Donnie Brasco, and The Godfather, players will work with and against each other in their pursuit of infamy.” (Pg. 5)

Disclosure: This review includes affiliate links. I receive a token % if you purchase something from the landing page. You purchases support this blog and its content. Thank you for that support.

Crime Network is exactly the above; a mafia themed role playing game (RPG), which utilizes a basic system of rules which are just as easy to learn as apply.

In regards to mechanics, the system is for the most part what I call a skill based and utilizes a unique D10 dice system. This system doesn’t include incremental +1 or +2 modifiers to damage etc. but relies on the number of dice to increase the chance of success, given a specific situation.

In short, dice rolls involve the player rolling against a target number (TN) set by the Game Master (GM). Character skill or level of aptitude, is reflected in the total number of dice rolled. A player with less skill may attempt to succeed using one dice, while a player with great skill rolls up to six dice. As long as one of the dice the player rolls is a number equal or higher than TN, the character succeeds on the specific task. Though combat is bit more involving (and death delightfully just around the corner), as well as situation and circumstance may have a number of modifiers explained in the rules, this in a nutshell is the system.

The timeline of Crime Network is modern day. The main setting is Baybridge, a city on the coast under the yoke of organized crime. The city setting is sprinkled with a respectable amount of detail, while plenty is left to the GMs creativity to fill in. Baybridge is made up of twenty-two districts. Each district is provided with a basic outline, a few notable businesses and recent “family,” happenings. Following this a section is dedicated to specific gangsters their personalities and criminal activities. The setting information is very well presented and provides a respectable amount of tools to assist in getting a game going.

(Disclosure: This review is property of Kenzer and Company and republished here with permission.)

Featured is the adventure, “Remo Loves Lucy.” While it’s certainly serviceable, it’s a bit mundane in my opinion for a featured adventure. The introduction specifically mentions the game as one of paranoia and suspense, the adventure doesn’t reflect this, more on this, later.

Chapters written to assist the GM with weaving and running a mafia themed RPG present the basic tropes of (movie inspired) the gangster existence. While there isn’t much original it was nice (even essential) to be able to reference these themes in writing.

Overall, Crime Network is a sort of hit and miss, RPG. The writing is well executed, I felt as an RPG it could have done a better job by showing in certain parts, rather than telling.

Also content of some sections just didn’t capture the essence of the heading. Specifically, this is reflected in the "Creating Tensions" section where the advice summarizes to-and I’m paraphrasing: eventually a gangster character will be targeted to be whacked, perhaps months after a possible transgression and the GM has to decide whether or not to leave that task to the other player characters. I just don’t think the above really captures the essence of tension. Certainly it might create tension between players rather than characters, but this isn’t the sort of tension I usually enjoy with my RPGs.

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Tension in any gangster movie I’ve watched usually related to one or two themes, getting caught or the power struggle. Tension is a matter of degree and hard to encapsulate. There are hints of this throughout Crime Network, but central to the game? Ehh!?

Like I mentioned, hit and miss. I really enjoyed the system and the setting elements of this game. I like it when creators balance the setting information as they did in this case: A good amount of detail, a good amount left to the GM to create. The art and layout is refreshingly crisp and easy to follow. I think the game does a decent job of scratching the surface of a mafia themed RPG, though I’d like to have read a bit more depth.

The price for a PDF Crime Network Cosa Nostra is currently $1.99. Is that an offer you can’t refuse? I’ll leave you to it.

Saturday, July 1, 2017

RPG Review: Pirates & Dragons

Pirates & Dragons
Avast!
And welcome to a review of the portable document format (PDF) of Pirates & Dragons, written by Peter Cakebread & Ken Walton (site). Pirates & Dragons is available at drivethrurpg.com. Cakebread & Walton were generous enough to provide a complimentary download as well as a digital copy of Curious Creatures of the Dragon Isles, the RPG book of beasts and animals and a full color quality resolution map of The Dragon Isles, the main setting for adventure. Pirates & Dragons was brought to life via Kickstarter to the tune of £6,544 or a bit over $7K US.

Disclosure: Product links within this post include my drivethrurpg.com affiliate identification. At no additional cost I receive a token % if you purchase something from the landing page. It's one way to support this blog and its content. Thank you for that support.

The Pirates and Dragons PDF is full color and clocks in at whopping 349 pages cover to cover. Curious Creatures of the Dragon Isles is full color as well and 147 pages. Fortunately, I’m an avid reader and I take good notes. By page count, the game is by far the largest I’ve reviewed for Indy Game Scene.

Similar to my review of LotFP, I’m breaking tradition of my regular format and focusing the review on the most interesting aspects of this RPG. Let’s jump in and read what the game has to say for itself.

“Pirates & Dragons is a role-playing game of fantasy swashbuckling in a world of magic and treasure, of fantastical islands inhabited by strange beasts and vile necromancers, of treachery and heroism. Together with a group of friends, you take on the role of pirates, out for adventure and booty – raiding the treasure galleons of Esbania, the merchant fleets of Gaule and Batavia, the dragon-hunting ships of Albion, the ruins of lost Adalantas... and the gold-filled caves of ancient and evil dragons.

Gather your crew. Load your flintlocks. And prepare to plunder!”
(Pg. 9)

I had to review this RPG in sessions (due to some real life scheduling things) and with each time I sat down, I found myself wanting to read more. Fortunately, it’s well written and despite its page count it was an easy read. The relationships between the games main ingredients or specifically how the setting, rules and game mechanics fit together really impressed me.

From a design standpoint while the current trend of RPGs leans-more towards a focus on mechanics and rules which imply a setting and little bit of fluff to glue it all together, it was a nice contrast to read the effort of game designers who seemingly put world building first; or for a change, the setting ahead of the system. Whether this is actually the case it doesn’t matter. The fact is Pirates and Dragons is an RPG which offers a complete system and setting.

Speaking of setting and as you read in the above quoted, Pirates and Dragons is a clash of high seas adventure and fantasy. The game isn’t a typical high fantasy setting and has toned down or omitted some of the more commonly used Tolkien inspired elements (such as demi-human races), trading these in for doubloons and black powder. There is a certain give and take with the writing of this game that when you finally wash ashore, you’ll realize all of the elements contained therein have been tweaked (that is from what we typically see in a fantasy RPG) in such a way which should allow gamers to experience a unique game world.

The main setting is the Dragon Isles, a collection of warm tropical (think Caribbean) islands and provides the main theater for adventure. Here is a brief on the main cast of cultures.

An impressive amount of detail paints the four most common (human) cultures known as the Uropans. These cultures venture to the “Isles” in search of treasure and glory. Each is inspired from historic seafaring European cultures of the 1600-1800s. Just for fun, the Uropan cultures are the Albionic Batavian, Esbanian and Gallic. Which fictional culture is inspired by which actual culture? If you think about it Uropan- European, you might hit a couple-on the nose.

Curious Creatures of the Dragon Isles
Islanders are native to the Dragon Isles. Islanders who worship or are more enslaved by dragons are known as the Dragon Tribes. Islanders are also human and are the only playable race who can utilize magic. Magic and how it works is not your typical fantasy magic or spell books and broomsticks sort of stuff. Magic in Pirates and Dragons is spiritual/voodoo in origin, seemingly inspired from African culture/mythology.
Dragons are the overlords of the Isles, more often than not to each their own island and Dragon Tribe. One of the most interesting aspects of Dragons with this game is their preference for necromancy magic. Not to be excluded are the undead minions commanded by these dragon barons. With an entire tribe under one wing, necromancy at the summons of a thought and a host of undead beneath the other wing, dragons are the setting’s most powerful protagonists.

In regards to game mechanics, Pirates and Dragons utilizes the Renaissance System (RS) which is a D100 system. Required are a complete set of standard polyhedral dice, with most game rolls hinging on the use of the D100 (or two D10s) or as some know them better percentage rolls. I would put the RS in the light/medium crunch category and should be easy to master.

For those familiar and as far as I can tell, the core of character creation and some aspects of the system are comparable to Basic Role Playing (BRP). Admittedly, it’s been a very long time since I played BRP and I only played it a few times so I’m not going to be comparing the system directly with Pirates and Dragons, but system “wise,” the two, as best I recall, seem similar. To make a long story short, if you like BRP you’ll likely feel at home with RS. Thankfully, if you have no idea and if you’re feeling curious… Or if happen to be afflicted with tight-wad syndrome, you can take a look yourself as The Renaissance System is available as a free download over at Drivethrurpg.com.

In regards to adventurer development or system, one interesting aspect is how Improvement Points (Experience Points) function with the individual aspects of adventurer (character) progression. The game utilizes an ingeniously simple format for adventurer progression, which includes a point buy structure. Adventurer progression is without a level based system and creates a respectable amount of balance between adventurers. Hero are not born, they are developed.

As with any system, player adventurers accumulate Improvement Points and spend these points towards potential advancement. Key is potential advancement, not automatic advancement. Because each category that a player can increase for their adventurer is weighted; the more advanced a character is, concerning skills, magic or characteristics the more likely that attempting to increase these abilities will fail.

For instance to increase skills the player spends an improvement point and takes his chance with dice gawds rolling a D100. If the dice total is above the adventurer’s current skill percentage the skill is increased 1D4+1 (%) points. If the dice total is below the current skill percentage, the improvement point has been spent but no increase to the skill is awarded. Another facet of this is that totals above 100 are possible as skill points are automatically increased with rolls at 96 through 100. So player could conceivably increase his adventurer’s skill if say it was at 98 with a roll of 97, the only caveat of this being that once skills reach 100 they only increase in 1 point increments. Adventurer progression for other areas of potential advancement is similar with this weighted approach.

(Disclosure: This review is property of Kenzer & Company and republished here with expressed permission.)

I might very well be the only person I know who gets excited about how RPG systems work as well as the ideas and design choices behind them. This might also be why I enjoy writing this column. The rules which make up a system are rarely sexy but often a few well thought and written rules can make something decent into something great. Pirates and Dragons provides a comprehensive system and a healthy dose of rules including maritime situations and well beyond. No RPG can cover every situation but if there was anything absent I missed it.

Conclusion: While I usually spend some amount of space nitpicking something I honestly didn’t find much if anything to critique. As far as I’m concerned everything you need to play Pirates and Dragons is adequately covered. Curious Creatures of the Dragon Isles, the games book of beasts and animals would make a nice companion though there is also a decent sized listing of creatures in the main book. Due to the sheer amount of detail while there might have been a section or two I could argue was a bit lite, my tendency was to think that this was more about prioritizing space for what the creators thought were more pertinent.

The organization and layout of this RPG is well put together. The art is respectable as well as consistent. While it spanned a 3 week journey to get through, when I finished I was really impressed. Introducing Pirates & Dragons as an exploratory RPG product or as something new and different to your player group you’d be hard pressed to find something better.

Walk the plank I say...

Friday, June 2, 2017

RPG Revew: Mermaid Adventures


Mermaid Adventures
Welcome to a review of Mermaid Adventures, a complete role playing game (RPG) which was formerly available in portable document format (PDF) at DriveThruRPG.com and RPGNow.com. Mermaid Adventures was brought to the surface via Kickstarter to the tidy sum of just over 5k internet bucks. This review concerns the non-revised version which is no longer available, but since the premise is the same, you can take a closer look at Mermaid Adventures revised, by clicking the affiliate links in this review.

Indeed, there is a growing market of games aimed at introducing a young (or younger) player base to the fold of RPGs. Mermaid Adventures is one such, but there are a few pleasantries about this game which distinguish it from some of the games I’d happened upon over the years. We need not play the name-games-game, but some of these “other creators,” should consider taking some notes.

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Clicking off the first couple of pages on my PDF copy the first thing to be appreciated is that the games list of play testers, include members of its target audience. Ahem, “other creators,” ages four to eleven. While you might not think this is such an innovative idea, you’d be surprised at how many RPGs while designed for kids, fail to include the target audience (or even playtesting at all) in the mix. Just saying…

I was impressed by the overall organization and design of this book. Certainly, Mermaid Adventures is not a large volume at just over 100 pages cover to cover, but everything contained therein feels or seems to be where it should be. I’m not exactly certain where this sentiment comes from, but my ego tells me it’s because: everything is where it should be! The game is properly organized; I’ll leave it at that.

The illustrations are bright, colorful-as well as plentiful and should appeal to the young gamer, more specifically I would argue girls, a bit more than boys, under the age of ten. Tables are well placed throughout with the pertinent information to each section. The book is structured without a multi-column format, which makes the print larger than typical as well as easy to read. For the most part Mermaid Adventures passes the eye test, so let’s move the review to what I like to call “the fiddly-bits,” otherwise known as game content and mechanics.

Creating a character in Mermaid Adventures is broken down into four steps. The first of which is picking a species of Merfolk from a list of eight varieties. Each type of Merfolk has some special abilities and provides the starting base for character attributes. For example, Lobsterfolk have a hardened body, Rayfolk can flatten their body, while the Jellyfolk have a see thru body, in the right lighting, etc. etc. Overall, each Merfolk is pretty interesting in the range of available abilities to start with and so each has their appeal in playing them.

Each Merfolk starts with a base number for each of the four character attributes with character creation. With step two, players receive five additional points in which to distribute among the character’s attributes as they desire. The Attributes are Body, Mind, Charm and Luck. As you might surmise, all conflict or contest resolution will be determined on these scores and will aid the number of dice rolled relevant to the situation. Each attribute, fits and will be used in game, exactly where you would intuitively guess it should.

Step three of character creation is the option of rolling on random charts to determine superficial things about a character; hair color, clothing etc-etc. This section is a bit of optional fluff, whether characters roll or the players determine it themselves is left to the Navigator (GM). Any good parent knows, you don’t tell a four year old the color of her character’s hair. She tells you. That is that and to quote the late great Professor Snape, “Obviously…”

The last and final step of character creation is selecting four qualities which will help make each character unique. Qualities are character perks, which will impact game rolls. These extra qualities are in addition to those awarded with the type of Merfolk that has been selected. The quality: Sneaking will give a bonus success, when attempting, you-guessed it- do some sneaking! Mermaid Adventures offers a decent sized list of qualities, including magical qualities if you wish to include magic with your game, which will assist players, while providing some additional utility to each character.

Mechanics in Mermaid Adventures involve the use of black and white six sided dice and is a D6 system with a bit of a tweak. Fear not, if you are a Seattle Seahawks fan (like this reviewer) and possess only green and blue dice. If I can figure this out, I have faith that you will as well.

Success on a specific roll (or how many are required) is determined by the Navigator (GM). The difficulty level (1-5) determines the number of black dice rolled, while the characters Ability and Quality determine the amount of white dice rolled. Success for either is rolling a 4, 5, or 6. Overall triumph on a specific task is getting more counted successes on the white dice, than the black.

My one criticism is that overall the mechanics for dice rolls are a bit too fancy for my taste and I think the four, five and six year olds might agree with me: small hands and all. There’s nothing wrong with setting a target number a notch higher (perhaps 3-10) and requiring some straight rolling. Let’s not forget it’s hard enough for a six year old to keep a dice roll on the table let alone wield more than one successfully. The four year old might forgo rolling altogether and wonder instead what a handful of dice tastes like! Luckily no doubt the navigator will be there to navigate and forgive me Mermaid Adventures I kid, yet I’m serious. Add to this comparing success vs failure between the two toned dice and as I said it’s just a bit too fancy. I’m sure this system works but something simpler could work as well; and to be clear this is not a criticism of four to six year olds…

I couple of nice sections are the pre-generated characters which the players could utilize or a navigator could use as non-player characters (NPCs) and the sections that stat out creatures of the sea natural and fantastical.

Progress Points are the game’s experience point system. As a character in Mermaid Adventures progresses they get points awarded by the Navigator after a session. The player can choose how to distribute those points to build their character and for the most part the system is set up for rewards that will happen once a single adventure is concluded. Keeping the target gamer in mind this is a very simple and effective system.

(This review is property of Kenzer and Company and republished here with permission. Mermaid Adventures was supplied free of cost for the purpose of review)

Advice sections for the Navigator and role-playing are pretty basic stuff for an experienced gamer-but no doubt credit is due for including them. There is also a cute story at the beginning of the book which (gives a narrative of play) I found delightful enough to read to my daughter as well as the section which gives a good example of what gameplay will be like. I like products that boast being a complete RPG to maintain key sections, which explain the role of players and basics of roleplaying-it just makes good sense-and Mermaid Adventures ties it all together with a creative approach.

The final chapter of Mermaid Adventures consists of five short adventures. Beside an interesting mix of adventure, I would say nothing ground breaking here, however something to consider, is again-the target gamer. The adventures maintain a basic approach at introducing RPGs to a younger gamer. Dare I say a gamer who’s attention span is a bit more easily influenced to distraction and who’s, (Are we there yet?) mentality would be more pleased at arriving sooner to the conclusion of the adventure, rather than later. Two dolphin fins up for this section.

To close, Mermaid Adventures provides a good introduction to roleplaying. As a product it does a good job of not forgetting who this game is designed for. If you skipped ahead to the final couple of paragraphs of this review: Kids! This game is for kids. The layout is crisp and the game rules are easy to follow. The art is very appealing or at least my seven year old hasn’t stopped bothering me about playing it, since peaking over my shoulder, whilst I was thumbing this review.

Speaking of which, the five sample adventures are certainly enough to get a Navigator started. So it looks like I will be making a visit under the sea relatively soon. Perhaps we’ll see you there!
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