Showing posts with label Product Review. Show all posts
Showing posts with label Product Review. Show all posts

Monday, August 24, 2015

Review: Black Sun Deathcrawl by James Mac George


I first heard about +James MacGeorge's Black Sun Deathcrawl after he ran it at Gen Con 2015. The early reports about the game that I found made it sound like a post-apocalyptic adventure that ran far beyond time and hope and placed the players solidly at end of everything. Needless to say this ran right in my wheelhouse and had me incredibly excited about the game. So I contacted James in an effort to secure myself a copy of the game and he kindly provided me with a review copy of the PDF. 

The adventure starts with a juxtaposition of Dore's art on one page followed by James' prose on the next to create this steadily building sense of disquiet in the mind of the Game Master and to help establish the tone for the adventure. It's bleak; there's a hopelessness to it that pervades every inch of the module and yet it doesn't have the feel of a misery tour that so often pervades such things. The way that James manages to avoid this is through his ingenious use of the Hope mechanism. This is my favorite part of the deathcrawl as it allows for my players to screw with each other as they attempt to outlast the others and 'win' by being the last left alive - and with my players this turns into a lot of fun. 

James has also created some interesting monsters in the Black and Terrible Thoughts. These guys are written like they're an extension of the setting's prose and as a result it makes them far more significant to the adventure than your standard orc or bandits could ever hope to be; but as enjoyable as these monsters are they pale in comparison to the Oblitus Omega, the Last God, whose every encounter is just fantastic (I don't want to spoil anything about the Oblitus but just know that I have stolen this idea for later use too).

Black Sun Deathcrawl is an enjoyable night of gaming, and though it could be expanded into a more protracted campaign, for my players that's all it will ever be. It's fun, exciting, and I will be stealing a lot from it for future games. For the amount of fun had with this game it's well worth the $8 for a print version (which you'll have to pre-order as the original print run has sold out) and definitely worth paying for as a PDF (currently it's Pay-What-You-Want).

Monday, December 22, 2014

Mythoard is Here, and It Rocks!

This month marks the inaugural release of the new Mythoard service created by +Jarrod Shaw. Mythoard is a monthly subscription service similar to Loot Crate only it focuses its bundles on tabletop role-playing games.


The packaging that Mythoard used for this initial run was perfect for the volume of products that came along; however, you can expect the packaging to change with future runs. This change will be coming about as the fine folks at NAPCO finish a company specific boxing that will help provide a distinctive flare for the company's shipments.

So What's Inside?


When I opened up my package the first thing that came out was the Mythoard newsletter with the fantastic Dyson Logos map on the back. The newsletter was just the right size and seemed to waste no space as even the margin was filled with a clever little text box where each of this month's suppliers were introduced.




+Tim Shorts provided a Mythoard exclusive adventure: Stone Fields of Azoroth. This was the first published adventure of Tim's that I've had the pleasure of owning and after reading through this one I'll certainly be purchasing more in the future. The adventure is a fun one that gives just enough information to the Dungeon Master to make the most of the situation and while the game information is designed for older Dungeons and Dragons styled games changing them over to different systems wasn't a problem.

 

10+ Treasures by +David Guyll and Melissa Fisher is designed for the Dungeon World system and shows many of the hallmarks that have made David's blog, Points of Light, one of my favorite reads. The book not only features some fun magical items to bring into your home games but brilliantly illustrates how you can take any item and give it a unique personality that will keep your players engaged with them for years to come.


+Kevin Chenevert provided a sample of his Blue Dungeon Tiles. These tiles have a decent heft to them and a firm backing that gives the impression that they will hold up through heavy use. The tiles can be drawn on, and reused, repeatedly if you elect to use either a wet erase or dry erase marker. The set included in this initial package contained three tiles and a legend board that provides a slew of useful icons to help make the most out of the tiles. My only complaint is that three tiles - even if they're reversible as these are - are simply not enough!

My package also had three Chessix dice, a d20 and 2d6. Like most of Chessix's dice they have a good, solid weight to them that speaks to their durability. The dice are attractive and the black d6 I got has a nice red dragon in place of the one. My only complaint with them is that they have rounded edges rather than the crisp, straight lines that I prefer.

I also received a Lost Monster Manual Page Postcard by +Jim Magnusson which had a fantastic illustration but that my camera kept blurring out. This was the first time that I had come across Magnusson's project and it is just really a terrific idea. I have to imagine that collecting a complete set of these would be a hell of a lot of fun and I can't wait to drop this bad boy on my players!


The last thing I had in my package was this fantastic mini-poster from Baby Bestiary. The poster reminds me of the ones that used to come with Wizard magazine back in the day and sends a tremendous amount of nostalgic good will coursing through my black heart. That said my son has already informed me that these birds are his. 

Guess I'll just have to order another Mythoard!

Contents: 7.5 out of 10
Value: 8 out of 10
Overall Rating: 7.75 out of 10

Sunday, May 18, 2014

Godzilla



Yesterday I went to see the new Godzilla movie in 3D and I really enjoyed the film. Unlike many of the gargantuan monster's previous films this one has more to do with Godzilla, King of All Monsters than any since. In Godzilla, King of All Monsters the story focused on the devastation of Tokyo through the experiences of Raymond Burr's character, Steve Martin; the new movie focuses on the lives of the Brody family and the impact these gigantic, prehistoric monsters have on them. This focus takes the movie away from the stereotypical monster fight movie into a more satisfying territory.

Director Gareth Edwards has crafted a movie with emotional depth that will pull on your heartstrings as you witness the personal tragedies and triumphs of the Brody family. While crafting a story that focuses on the very real consequences of gigantic monster battles Edwards has managed to keep the fights from feeling stale and predictable - a remarkable feat in a genre filled with men in rubber suits destroying miniature modules of major cities. As a result Godzilla isn't the movie you thought you were going to watch, but it's the one you deserve.

The movie reportedly cost $160 million dollars to make and is already estimated to have earned $113,205,000 worldwide in its debut weekend. At that pace it's almost a certainty that we will be seeing a sequel to this fantastic movie. I genuinely hope that we do as I love watching Godzilla kick Mothra's ass.

Tuesday, January 14, 2014

Midnight at the Well of Souls by Jack L. Chalker



Oh, what a wonderful book this is!

I picked up my copy in a used book store for $1.45 and it was worth every penny. The writing is fluid and incredibly adept at creating the sort of imagery you need in a book filled with aliens and esoteric space jargon made up by a science fiction author back in the 1970s.

Now please forgive me for my brevity in this review as I enjoyed this book so much that I find it hard to avoid talking about any of the fantastic events contained within. So let me just tell you that I love how the book unfolds. It starts with an unfathomable mystery, follows it with murder, and then opens up three more mysteries before you reach the half-way point. And while many authors struggle to tie up all the loose ends Mr. Chalker does a better job at doing so than most anyone I've read in years.

A fun, quick read that will be great fodder for your space faring games. Outstanding book!

Tuesday, October 15, 2013

Haven Episode 1, Season 1

Man, oh man, did I ever just finish a fantastic episode of Haven on Netflix. My wife discovered the show yesterday afternoon while she was serving an in-service and rushed home to watch it with me.

Highlights
Marian the witch is amazing and should be used in someone's Dungeons and Dragons campaign soon.
Nathan is a great stoic character and fantastic fodder for an aspiring fighter.
Some really good roots laid for future plots.
Reminds me of Warehouse 13 in the best possible sense.

Gripes
Not such a fan of the overall story in this episode.
The acting tends to be a bit wooden.
I'm now sure that since I like it, it's destined to be cancelled early in it's run.

Overall Assessment
Watch this show, well worth the gripes.

Score: 6 out of 10



Sunday, October 13, 2013

Aasimar and Tiefling, A Guidebook to the Planetouched by Green Ronin Publishing

Aasimar and Tiefling, A Guidebook to the Planetouched is the first book I've ever read by Robert J. Schwalb, though given his increasing presence in the hobby it will not be my last.

I picked up this book expressly because of  that James Ryman cover that you can see to the left. It got my attention and had me thinking about the possibilities of running planetouched characters through my campaigns and in a couple of campaigns I may actually get to be a player in, in the coming weeks. Of course the ridiculous armor on that half-fiend woman makes no sense, but I'd put even money on her beating the pants off that blonde.

Green Ronin has created some of my favorite resources over the years and I like most of the stuff they're doing now. So I have high hopes for this book. 

Let's see if they're justified.

Chapter One: Children of the Planes

The book begins with a discussion of Outsiders. Unlike the standard version presented in the Monster Manual this version of the Outsider represents an ". . . extension of divine will, beings personifying aspects of morality . . ." (pg. 5). Which would be fine if that was what Mr. Schwalb meant when he wrote it. Instead he presents us with examples that have nothing to do with morality. 

". . . The succubus is lust, the solar justice, and the pit fiend despair . . ." (pg. 5)

Lust is one of the seven deadly sins so it's clearly an aspect of morality. Justice on the other hand is not so much a question of morality as it is a judging of right and wrong in accordance with the laws established in either the state or church. These laws can be bad laws (for example, the Constitution of Tennessee Article XI, Section 14 states that the intermarriage of white persons with negroes, mulattoes, or persons of mixed blood, descended from a negro to the third generation inclusive of their living together as man and wife in this State is prohibited), yet when you judge them you are not deciding whether they are right or wrong; instead you're asking was the law broken or upheld. And despair is an emotion - not a moral act. 

So already we're all over the place and we're not even out of the first paragraph. 

This is followed by a regurgitation of information on the Planetouched that we've already gotten from several Wizards of the Coasts products, which is neither here nor there. But the alternative level adjustment options available for these guys are just plane awful. 

We're then given four background questions that we can ask ourselves about the plaentouched character we're about to play. And really they're not worth two flips. I can understand where they might be useful in a White Wolf World of Darkness campaign, but in a Dungeons and Dragons game they come off as a needless distraction.

In the same vein we're given a grouping of Planetouched Archetypes and there is not one archetype presented that is exclusive to the planetouched. Every single one of these archetypes could be applied to your orc barbarian, your elven sorcerer, or your human rogue. There is nothing special here and I can't help wondering why they were included. 

When we move on to using the Planetouched in the classes it is just a massive disappointment. We either have multiple classes performing the same shit (aristocrat and noble) or we're wasting ink on non-player classes and lamenting the fact that an Aasimar can't be a bard and paladin at the same time. 

The fuck?

There is not a single part of this first chapter that I found useful. The rules for creating new planetouched races are hideous and the new races are just so bad. Their names are terrible and so often I found myself rolling my eyes as I read them. For example, the Silvans (pg. 24) are sparkly elves from the astral plane. 

I mean, really?

Chapter 2: Half-outsiders

A wasted chapter filled with triteness. Skip it and read the Monster Manual for how to build half-celestials (pg. 144-146) and half-fiends (pg. 147-149). 

Chapter 3: Feats

Now here is where the book begins to shine. There are some fantastic feats here that are balanced perfectly. I've read it twice and most of these feats would be a welcome addition to my games - except for Feed (pg. 36). Feed can fuck right off. It's a feat suitable only for non-player character villains, and even then I wouldn't use it.

Chapter 4: Prestige Classes

There is nothing here for your players. BUT there are three fantastic non-player classes that should rock your player's worlds in planar adventures: the Ethereal Pilot (pg. 45), the Planar Guide (pg. 47), and the Plane Singer (pg. 50). 

By the same token you have one of the worst prestige classes I've ever read in the Xen Chi Mystic. Be a monk instead, you're a million times better and far more powerful. 

Chapter 5: Spells and Magic

There are so many good spells in this chapter that I am really impressed. Even the Bogg spells are good in spite of the stupid name. By contrast the magic items suck. Only the wishing chalk (pg. 76) is worth keeping and the rest are a waste of space as far as I'm concerned. 

Chapter 6: Planar Perils

This selection of monsters is heavily influenced by dreams and emotions. More so than I had expected even with the confusion at the beginnig of the book. Instead of that area of focus I expected to see more monsters associated with the seven deadly sins and with issues of morality. 

Anyway, there are four monsters worth pulling into your regular arsenal: the Chaos Horror (pg. 77), the Ethereal Barge (pg. 79), the Lost Soul (pg. 83)*, and the Power Angel (pg. 88).

Appendix: Typical NPCs

A waste, really. Only four NPCs are presented and it's just a level progression for planetouched rogues, wizards, clerics, and paladins. A real shame to end on such a note. 

Overall Review

The art in the book is typical of Green Ronin products and sets a good tone for the text; but the book could have used some more editing to fix some of the glaring errors. Of the 96 pages there is only about 20-30 pages of useful text. 

I'm glad I bought it used for the stuff worth keeping, but I would have been pissed if I had paid new book prices for it.

Score: 4 out of 10

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Monday, October 7, 2013

White Dwarf #4

Another issue of White Dwarf and another fantastic cover. This one is by John Blanche and what a wonderful job he has done. Unlike the Dragon Magazine covers, White Dwarf seems to be emphasizing the beauty and action of fantasy gaming.

All that said, does anyone have any idea what sort of bird he’s losing this fight to? Seriously, he looks like that bird has been kicking his ass for forty-five minutes and his only hope of coming back is that the bird dies of exhaustion or loses interest in the fight altogether.

Got to be an elf.

Editor’s Letter 
by Ian Livingstone

This month’s editor’s forum spends its lamenting the state of the British gaming industry. Time and again he points to the leaders in the industry being Americans, not that there’s anything wrong with that; but “. . . Surely the existing Lord of the Rings following and the Friends of the DM by Don Turnbull impending Star Wars mania would have inspired someone, somewhere . . .” (pg. 3)

Not so much, yet. But Games Workshop will soon change that I think.

Alice in Dungeonland by Don Turnbull

Mr. Turnbull presents his Wonderland level of a dungeon for the Dungeons and Dragons game. There are some amusing parts to this dungeon, but by and large there is nothing here that I feel like should be in my games.

I’ve felt this way pretty regularly about Alice adventures in general so if you’re a fan of those things this might be for you, but for my money it’s a waste.

D&D Campaigns, Part II: Mechanics 
by Luis Pulsipher

 Still the best part of the White Dwarf Magazines – even if this one is incredibly dry. Mr. Pulsipher is able to provide you with enough kernels of wisdom that whether you’re a first time player or a guy who’s be playing since ’78 that you’ll find something worth keeping from this series.

Hyboria by Tony Bath

This article is the story of Mr. Bath’s Hyborian war game that he created based on the works of Robert E. Howard. For those of you looking for a real good guide for creating a fantasy world that will matter to you and your players beyond the base levels explained in the modern Dungeon Master Guides (3.5 and 4th) then this is an article just for you.

Lots of good stuff here.

Open Box, by Various

Nomad Gods by Chaosium gets a 9 out of 10 from Lewis Pulsipher. Now having read enough of these I can tell you that this means that there are a well-established set of rules and that skilled play (a thorough understanding of the rules and stratagems) is rewarded.

Star Empires by TSR gets a 7 out of 10 and I have to say it sounds like an interesting game – though incredibly time consuming! Has anyone ever played it?

Dungeon! By TSR gets an 8 out of 10 and from what I remember that game is a lot of fun. In fact I think that I’ve got one of the later versions over at my mom and dad’s. I’ll have to check that out.

Melee by Metagaming Concepts gets a 6 out of 10 but as it’s in the same series as Ogre I suppose it should be forgiven if it doesn’t live up to its predecessor.

Monsters Mild and Malign 
by Don Turnbull

Mr. Turnbull presents some interesting creatures but continues to press his Monstermark system. It won’t ever work for me and neither do any of these monsters.

Treasure Chest

A complete waste this time for me.

Competitive Dungeons and Dragons
 by Fred Hemmings

The last of this series and I’ll miss it very much. The articles have had moments where I scratch my head and wonder why anyone would ever go through all the trouble, but by and large they have been incredibly useful.

This one is no different as Mr. Hemmings has continued on with Pandora’s Dungeon and finishes up with a discussion of treasures in the competitive setting.

Worth the read.

Finally we get to the back cover. Tell me you don't love this!
 

Friday, October 4, 2013

Roll XX by Neoplastic Press

Tree Demon by Rob Thomas
I picked up Roll XX which is written by the Sentinels of Meregoth and published by Neoplastic Press based on that Rob Thomas cover above. Unlike the vast majority of products on Drive Thru RPG the guys at Roll XX went the extra mile to make sure that the art they included in this product was actually worth the money they paid; and while they only include five pieces of internal art by Jeff Preston not a one of them is substandard, and all of them set the right tone for their section. 

The concept behind Roll XX is a fairly simple one. A question is asked and then twenty possible answers for the question are arranged in numerical order from one to twenty. The reader is then to roll a d20 and use the appropriate answer to the question. Normally these sort of question and answer charts result in a plethora of poorly thought out and executed charts that are more of a hindrance to creative play than a boon. However this product has the potential to provide more than the usual as the fourteen authors involved have spread out the workload in a way that suggests that they were able to avoid the burnout associated with these sort of 'list' projects.

Section 1: Fantasy

As I worked my way through the Fantasy section I found myself writing down page numbers just so that I could go back time and time again to reference some of the amazing question and answers that they were able to put on the page. Generic questions such as who are we searching for (pg. 10) go from the trite to the interesting as you find answers like Desmona the Hierophant, holy murderess littered on the page. What makes that so fantastic is that there is no explanation attached to that answer; you're left to your own devices for who Desmona is and why they should be following her.

My favorite question and answers from this section are: Who is Queen of the northern kingdom (pg. 1); What's in the treasure chest (pg. 2); Who are we searching for (pg. 10); What is the Orc Chieftan wielding (pg. 18); What did that mis-cast spell do (pg. 22); Who built this dungeon (pg. 23); What's the dragon actually hoarding (pg. 24); Where must the cleric go on the first day of each year (pg. 26); and What did waving the wand do (pg. 29). 

The best two from this section are: Where must the cleric go on the first day of each year (pg. 26); and What did waving the wand do (pg. 29). The first question is a subject that I have never concerned myself with in my games, but that now I find myself motivated to find an answer that is as good as the ones they came up with. The second question I have been having fun with for years and have made more than a dozen chart variations, and I'm so glad that they went over that same ground as they've brought a fresh perspective to the question for me.

Section 2: Superheroes

This section was not very useful for me. I've been reading comics since I was four and there were only two questions in the section that I found interested me: Where is the supervillain's secret lair (pg. 36); and What is the villain ranting about (pg. 40). Of those two the second had me laughing out loud and wondering how quickly I can add the results to my regular Dyvers Campaign (the answer is Sunday, October 6 by the way).

Section 3: Science Fiction 

The smallest section of the book and it is clear that it provoked the least amount of interest from the authors. Of the ten questions asked only What happens when you power up the ancient terminal (pg. 54) had any merit.

I really wanted this section to have the sort of evocative give and take that James M. Ward's Metamorphosis Alpha articles from Dragon Magazine had so that I could be inspired for my Science Fiction games. Instead I found myself flipping the pages disappointed that there was so little worth keeping.

Section 4: Horror

By and far this is the best section of the entire book. Practically every question could be used in any game you're playing - whether we're talking Call of Cthulhu, Weird Wars, Tunnels and Trolls, or Dungeons and Dragons.

The best questions of the section are: Where are the bodies hidden (pg. 59); What's changing your memories (pg. 65); What is the murderer's signature (pg. 68); What's under the bed (pg. 69); Which part of the body is it (pg. 70); What noise is coming from the other room (pg. 76); How do you cure it (pg. 81); How did it escape (pg. 82); What is in that hole (pg. 84); and What was that sound (pg. 85). My god, you could practically run a session of any game just by answering those questions as you played!

Fantastic chapter and I can hardly wait to start actively using it in my games.

Section 5: Modern

I never run modern games so for me this is the least useful chapter, but it makes me want to run a game set in modern times. Even so there are two questions that I can use right out of the box without having to change my time period of play: What is the name of the secret society (pg. 97); and What is your secret (pg. 98).

What is your secret is the sort of question that you could drop the answer to your best player at the table, regardless of setting or system, and get some of those fantastic moments that everyone talks about for years. It's worth answering, and it's worth putting into play.

Overall Review

Roll XX by the Sentinels of Meregoth is a rare commodity in a world of gaming products populated with countless rule books, supplemental accessories, and role-aids that almost never aid you when you're trying to role-play: it is a truly useful book. Like the Dungeon Dozen blog you'll find something worth using no matter what setting, time period, or system you're using and I can not recommend this product highly enough.

You can purchase Roll XX in printed format from Lulu and receive a free pdf version to enjoy while you're waiting for your print version to arrive. Or you can do like I did and pick up a pay-what-you-want version of Roll XX on Drive Thru RPG. Either way you go you can't go wrong with this product as it is fantastic and well worth the money. 

Score: 9 out of 10

Tuesday, October 1, 2013

EN Armoury: Chainmail Bikini and Other Adventuring Gear for Beautiful People by Ryan Nock

EN Armoury: Chainmail Bikini and Other Adventuring Gear for Beautiful People by Ryan Nock is a semi-serious, semi-tongue-in-cheek book published by EN World. I would really like to tell you that this book is one of those rare gems that is able to not only present a risky subject in a profound and inventive way but that does so in a fun and engaging manner. 

I would really like to tell you that.

Chapter One: Chainmail Bikini

The chapter starts out with a farcical story about a woman who lead a rebellion against an oppressive overlord and was tricked into wearing the first chainmail bikini by a witch. She subsequently died and so too did the drab narrative. We're then treated to a short and rather engaging history of the bikini; which if the rest of the book kept this tone it would be grand.

It really would be. 

Now this chapter does have a few redeeming points and these come in the new armor modifications. Buoyancy (pg. 6), Custom Fit (pg. 6), Durability (pg. 6), Hardened (pg. 6), Mobility (pg. 6), Quick Release (pg. 6), Reduced Weight (pg. 6), and Superb Balance (pg. 6) are all really good ideas and would make a welcome addition to your game. They are intelligently designed with a keen eye on their use in regular games.

Chapter Two: Fighting and Feats

By J.L. Jones, from pg. 9
This chapter is filled with the sort of sophomoric bile that makes me regret spending my time and money on this book. Feats like Anatomically Over-Endowed (pg. 9), Cleavage (pg. 11), Too Cute to Hit (pg. 13) and Take Your Mind Off It (pg. 13) are not only childish, they're just not that well done. Which is a shame because alongside those insipid feats you have some really great feats like Arcane Armor (pg. 9), Armor Focus (pg. 10), Armor Optimization (pg. 10), Armor Specialization (pg. 11), and Glutton for Punishment (pg. 12). 

Why waste time with eye-rolling feats that are there only for their value as a sophomoric joke when you could focus more of on these inventive and balanced feats. I get that the book is essentially a 'joke' book but there are parts where real value can be found and when I come across those I'm left wondering why Ryan Nock wasted his time with the rest of it.

Chapter Three: Bikini Prestige Classes

There is not one useful line in this entire chapter. 

Chapter Four: Swimsuits of the Multiverse

This is a chapter that is literally about beauty contests. 

Just no. 
 Chapter Five: Bikini Magic

There are only two items worth reading in this entire chapter: the Shirt of Heroic Drama (pg. 23) and the Bikini of Doom (pg. 23). Both of these items need new names, but aside from that they posses some of the best ideas in the book. 
Shirt of Heroic Drama: Whenever the wearer of this +5 manly shirt (the male underwear equivalent of hide armour) takes 10 or more points of damage in a single round, the shirt tears dramatically, granting the wearer a special boon when he attempts something daring and dramatic. During the next round, the wearer may add his Charisma modifier as a bonus to a single attack roll, skill check, saving throw, or similar check. If the wearer’s modified roll for that check is 20 or higher, he may use that ability again in the next round. If he uses the ability again and the modified roll is a 25 or higher, he may use it for a third round, and repeat again, requiring a modified 30 in the third round, 35 in the fourth round, and so on, for continued heroic drama . . . (pg. 23 -24)
In spite of the silly shirt tear this item is really cool; and I find myself really excited by the idea of giving this thing to a bard, or to an overly dramatic player, as it could really encourage moments of awesome and creative game play. That's the sort of stuff that this book could have used more of - not bullshit like the ribbon whirlwind (pg. 24) and the tsunami suit (pg. 25).

Overall Review

EN Armoury: Chainmail Bikini and Other Adventuring Gear for Beautiful People by Ryan Nock is a frustrating book. Which is so disappointing as the author does as good a job with the source material as he could; but there are so many moments in this book where you can hear yourself audibly groaning under the weight of the childish humor, only to find yourself glossing over the real gems hidden deep in this book. 

The art is good, and manages not to take too many liberties with the subject material. The presentation of the material is well done, too, but there isn't enough redeeming material in this book to warrant a second read, let alone anyone else spending their money on it. 

Score: 3 out of 10

Thursday, September 26, 2013

Cookie Jar by post world games


cookie jar is a game of wild accusations and denials that begs for you to play it while at a bar drinking heavily of the latest dark beer to go on tap. 

Play begins when one player, it doesn't really matter who so long as one person starts, accuses another of some imaginary crime or indiscretion; from there the accused must come up with a clever alibi or be forced into the position of confessor. When no sufficient alibi can be found, or the accused player runs out of dice, the game is over and the last player accused is the loser, while the last accuser is the winner.

A simple game, with simple mechanics.

Now there are a few caveats with this game. First the game requires that have fifteen dice to pay for your actions during the game, but they are essentially meaningless to the game's play. You could just as easily play with poker chips, rocks, pretzels, or even the loose change in your pockets all of which would be far more convenient than lugging around all the dice necessary for play. Additionally this is not a game for everyone. You need to know going in to this game that you're playing with people who will not cross the line of a fantasy game and move it into the world of real crimes and indiscretions. The final problem I have with this game comes from the writing style. The author, jim pinto, has written what is an incredibly fun game that can be played most everywhere and yet it has this sense of apathy about it that makes me ask, if you don't care about this game, why should I?

Regardless of those three issues the game is a very fun experience and can be played most anywhere with as many players as you feel comfortable bringing along. Just remember who you're playing with and enjoy a game filled with more lies and false accusations than Clue ever hoped to have.

Overall Score

Score: 7 out of 10

If this game sounds like one you'd like then you can download it for free from the link cookie jar.

Wednesday, September 25, 2013

White Dwarf #3

Another issue of White Dwarf and another fantastic cover, this one by Alan Hunter. I am fascinated by this cover - mostly because I'm unsure of what is happening.

There are three adventurers on the cover, one of whom has been captured by some sort of spectral creature. The groups paniced expressions are perfect and you know that with that gigantic fucking spider coming from behind that this group is about to wipe. The cover is great even if the male warrior in front has a bigger left tit than the woman behind him.

The one thing that I wish White Dwarf would do is have story attached to the cover printed in their magazine. I assume that their reason for holding back from such a story is to avoid the more direct comparisons with Dragon Magazine which had been published for nearly a year more than White Dwarf at this point. 

My expectations for this magazine only continue to rise after White Dwarf #1 and White Dwarf #2 were so fantastic. I really hope that this issue continues that tradition.

Solo Dungeon Mapping by Roger Moores

Rodger Moores is of the opinion that Dungeons and Dragons, and especially the Empire of the Petal Throne, are ideally suited for solo play. After reading this article it is clear that he is partially correct but a whole mess of wrong.

Mr. Moores created 100 maps representing an area of 200 ft x 200 ft and though it is not stated directly in the article he then numbered each of the maps from one to one hundred. He then rolls percentile dice to determine which map is first to be 'explored' during his solo play. After denoting the correct map he then begins to manuver around the map, rolling for encounters as ascribed by Dungeons and Dragons, until he comes to the end of the map and must move on to a new one; at which point he repeats his previous actions. 

That is most assuredly a game that can be played using the Dungeons and Dragons rule sets and being industrious, but it is not fucking Dungeons and Dragons. What Mr. Moores has forgotten when creating his mini-game is that Dungeons and Dragons is ultimately a game of social exchange between the players and the referee within the confines of a fantasy setting. It is not a board game; but that is what Mr. Moores has created with his solo experience.

Competitive Dungeons and Dragons 
by Fred Hemmings

This article is like reading half a book with all the pages out of order and the numbers missing. There are ideas within the article itself that are worth incorporating into your own game, but by and large it is a frustrating and difficult read. 

For the first time I am actually disappointed with this article series.

The Monstermark System 
by Don Turnbull

I have no use for the Monstermark System devised by Don Turnhull, but what is of infinite use is his musings on Experience Points and their value during game play. 

Mr. Turnbull begins his assessment of the Experience Point system by making the observation that a Dungeon Master should not use a static system as was expressed in Supplement I: Greyhawk. The static system present a situation where monsters represent only a single, set value; which creates a situation where the monsters are knocked off like pieces on a game board. By recognizing this problem he foresees the issues associated with the Challenge Rating System employed by third and fourth edition Dungeons and Dragons where the creatures faced become less and less challenging for the players as they are always level appropriate and there is never a really gruesome challenge waiting in the level of the dungeon they're exploring.

That nugget is one of the key arguments I have read on-line against play in third, and especially, fourth edition Dungeons and Dragons. In those editions the monsters you face are so specific to your current level that you aren't really facing a true challenge - unlike in earlier editions where you could face an ork, a land shark, or a mind flayer at second level. Those Oh, no! moments are missing in later editions and it isn't necessarily a good thing that they're gone.

The final aspect of Experience Points that Mr. Turnbull focuses on is the idea that a Dungeon Master should not be consistent with experience point values. The risk involved should determine the valuation. 

I agree with him. 

Open Box by Various Authors

The only review worth reading is on the line of Judges Guilds products. I really, really wish that I could find these at a reasonable price after reading this review. 

Dungeons and Dragons Campaign 
by Lewis Pulsipher 
Part I: Philosophy

After skipping an issue one of the best articles in White Dwarf has returned and Mr. Pulsipher comes back like a house of fire. This installment is focused on the skill game which was the only one he found worth pursuing back in White Dwarf #1.

He begins the article by stating that the ". . . referee must think of himself as a friendly computer with discretion . . ." (pg. 16). This is because, for Mr. Pulsipher, the Dungeon Master is supposed to have the entire game environment plotted out so that no matter which way the players go what they will encounter is already accounted for; that is a fundamentally different way of running than I have ever encountered and one that is going to change how I run for the better, I think. 

Mr. Pulsipher then moves on to the proper adventure admonishing the Dungeon Master to avoid manipulating the game one way or the other. If he moves the game in favor of the players than he circumvents their skill at the game and if he moves the game against them, by adjusting hit points and rolls, then he maligns their skill. Instead the Dungeon Master should create the setting and populate it with intelligent monsters who move and react as thoughtful beings do in reality. This, by turn, will create a situation where your players are forced to increase their skill at play. 

Fantastic advice.

Morale Rolls are then discussed which I had not previously encountered. Roll 2d6 for your monster, this result sets the bar for when they run. Now whenever something happens that might cause them to run, for example, an obviously more powerful party, you roll 2d6 and if you tie or beat that original number the monster flee. After finally having it explained to me I'm adding that into my games.

More advice:
. . . The referee who, for example, schemes to take a magic item away from a player is incompetent. If the player doesn't deserve the item he shouldn't have obtained it in the first place . . . (pg. 16)
I love this line if for no other reason than the idea that Mr. Pulsipher would like to project the idea upon you that he has never fucked up and given a player something they shouldn't have. What an ass!
. . . Don't lie to the players when speaking as referee. If players can't believe what the referee tells them they are cast adrift without hope. If one doesn't want them to know something, avoid the question . . . (pg. 16)
This is actually one of the tenets of my own beliefs about being a Dungeon Master and as a Manager (which I've been doing as my profession for the better part of the last decade); however instead of avoiding the question I tend to be direct and say either you're unable to tell or I have no idea. There is nothing wrong with not knowing - though in full disclosure I should also point out that a family motto has always been:

If you can't baffle them with brilliance, 
Blind them with bullshit. - Akins family motto
The 'quick thinking' of any military encounter is largely the result of training - troops don't have to think, they know by reflex what they're supposed to do. The characters in D&D, career adventurers, must have similar reflexes, but why expect someone who plays this weird game once a week to have the same reactions? It's ridiculous, and no more realistic than the system I prefer. My method is designed to enable players to make the best possible decisions, if they're intelligent enough. Reaction time isn't involved. The longer players are permitted to think, within broad limits, the more the skilled player will differentiate himself from the poor player. In most situations only a short time is needed. At the other extreme I have waited as long as fifteen minutes in a desperate or complex situation before reminding players that they ought to decide. One of the most enjoyable aspects of the game for the referee is watching the players devise an often brilliant plan to attack some monster . . . (pg. 17)
I have run across only one Dungeon Master who insisted that we contain our actions within the 6 seconds of the round, and he was an asshole. I'm with Mr. Pulsipher here.
Don't permit player consultation when characters wouldn't be able to communicate . . .(pg. 17)
This one seems kind of basic but it's one of those events in a game that happen so often that it usually needs to be reminded to novice Dungeon Masters - sometimes even to those of us who have been running games for a decade or more too.
. . . there is a good case for making Chaotic characters do exactly what they say immediately - they're chaotic, after all . . . (pg. 17)
I've often considered doing that with Chaotic aligned characters but had dismissed it as a wild hair. Now after reading that someone else has done so with at least some good effect I think that I would like to do so in my games for a few sessions just to see how it affects play.
. . . I use the following method. Players must stop for a one-fourth turn while using a detection spell. (Note that this time is given in Book III under 'The Movement in the Underworld' for an ESP spell). They receive information from all around, though if there are many separate places detected, more time than normal may be required. The players may then continue, but while moving or meleeing the caster may not use his spell, though it is still potentially useable and time is counted against its duration . . . (pg 17)
I'm really a fan of this interpretation of the spell and will be implementing it in my 3.5 game next Sunday.

This series just keeps getting better.

Colouring Conan's Thews by Eddie Jones

Thank god for this article!

For years I've been contemplating painting miniatures but have always felt like I didn't have the right understanding of the process for me to go wasting money on what is a very expensive hobby. But after reading this article I've actually decided to go for it. We'll see how that goes!

Treasure Chest by Various Authors

Unlike the last issue of White Dwarf there isn't a thing here worth using for me or my games. 

We finish with the back cover, which is really cool. 


Overall Review

I am still immensely enjoying the White Dwarf magazine and highly recommend all three of the issues I've reviewed so far. As always there are features that I could do without (the Monstermark and Loremaster of Avallon in particular) but by and far articles like Colouring Conan's Thews and Dungeons and Dragons Campaign are so worthwhile that I can labor through the crap just to bask in their glow.

Score: 9 out of 10

The Trouble with War

 Recently I introduced a war into my home game. Two factions aligned against each other and they began fighting in the capital of Bissel, Th...