Reviews from R'lyeh: 1984: Railway Rivals

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Showing posts with label Dungeons and Dragons Fourth Edition. Show all posts
Showing posts with label Dungeons and Dragons Fourth Edition. Show all posts

Saturday, 17 August 2013

What killed Dungeons & Dragons?

Posted on 14:33 by Anthony Carold
It is difficult to approach 13th Age without a sense of hyperbole. In effect, Rob Heinsoo and Jonathon Tweet, respectively the designers of Dungeons & Dragons, Fourth Edition and Dungeons & Dragons, Third Edition have backstabbed their respective editions of Dungeons & Dragons, taken the corpses of both and revivified the choicest cuts with action and drama. Where Dungeons & Dragons – and most variants and retro-clones – are perhaps a little staid in their play style, 13th Age is a d20 System variant is written to be anything but that… It employs streamlined mechanics and choices in play to speed the play of the game and it employs mechanics that actively work to engage the player characters in both the setting and the story. In effect it takes the war game simulation origins of Dungeons & Dragons and sacrifices them on the altar of dramatic action and storytelling. Although it very much has the underlying architecture and many of the elements of the archetypal Dungeons & Dragons game, 13th Age is what would have happened if Dungeons & Dragons got its arse handed to itself by Feng Shui and its corpse was stamped on by Dungeon World. 

Hyperbole aside, 13th Age is a Dungeons & Dragons-style RPG unlike anything that that ‘style’ in gaming has ever seen. What it brings to Dungeons & Dragons are contemporary mechanics that encourage storytelling as part of the game’s play that combine the best features of the last two official versions of Dungeons & Dragons – and it does this before we have the next official version, D&D Next. Published by Pelgrane Press, better known for its GUMSHOE System family of games, including Trail of Cthulhu, Ashen Stars, and Night’s Black Agents, 13th Age just might be everyone’s next fantasy heartbreaker.

At the heart of 13th Age are three core elements that change Dungeons & Dragons as we know it – Icons, “One Unique Thing”, and Backgrounds. The setting does not have gods as such, but thirteen Icons, each a being or personality that shapes part of world. They drive and direct the events of the world, and include the Archmage, the Crusader, the Diabolist, the Dwarf King, the Elf Queen, the Emperor, the Great Gold Wyrm, the High Druid, the Lich King, the Orc Lord, the Priestess, the Prince of Shadows, and the Three – the latter being ancient evil Dragons. In another setting they might be Sauron or Vecna, Elminster or Gandalf, Conan or Drizz’t Do’urden, Orcus or Tiamat, and so on, but either way, each player character has relationship with one, two, or three of the Icons. Each relationship can be Positive, Conflicted, or Negative depending upon how many points are assigned to it and will further vary depending upon if the Icon’s nature is Heroic, Ambiguous, or Villainous. Before each session each player will roll for his Icon relationships to see if one or more will somehow influence the events of the forthcoming session. As a player character progresses from First Level up to the maximum of Tenth Level, the strength of his Icon relationships will also grow, whether becoming an Icon’s champion, enemy, and so on, or indeed as is inferred by 13th Age, eventually supplanting the Icon. The question is, would such a change inaugurate the 14th Age?

One further influence that the Icons have on any setting is that they replace the Dungeons & Dragons sacred cow that is Alignment. Without the presence of Alignment in the game, 13th Age has no need for player characters to select it or to have spells that work with it, such as Detect Evil or Protection from Good. Whether or not an Icon or an NPC is ‘Lawful Good’ or ‘Chaotic Evil’ is down to the story that the GM and his players are gaming. Of course it will be obvious that the Great Gold Wyrm is good, that the Diabolist is evil, and so on, but when it comes to the Ambiguous Icons, such as the Crusader, the Dwarf King, the Elf Queen, the High Druid, and the Prince of Shadows as well as occasionally the Emperor and the Three, there is more flexibility in their attitudes and actions. Thus there is also a greater flexibility to telling stories where they are involved. (Of course, the GM and his players are free to re-adopt Dungeons & Dragons’ Alignment system if they want, and it should be noted that 13th Age actually places all of the Icons on an Alignment diagram for such an eventuality.)

Every player character has One Unique Thing, an aspect of his origins or personality that singles him out in the 13th Age. No other character will possess this aspect, and whilst it cannot confer a mechanical benefit of any kind, including a combat benefit, it serves as one big fat story hook for the GM to play with and give that character his moment in the spotlight. For example, “I hear the Music of the Spheres and sometimes it guides my song” or “My true father was not a blacksmith, but the Prince of Shadows who never stayed to raise me.”

13th Age forgoes traditional skills in favour of Backgrounds. Each Background is essentially a flexible package of skills represented by single catch all phrase or word. How each Background works or can be applied in each situation is determined by the agreement of both player and GM. For example, ‘Lady of the Emperor’s Court +4’ would indicate a person with an understanding of etiquette, a head for court politics and intrigues, and who possesses a certain status. Whereas ‘Bounty Hunter +5’ would be able to investigate where his target is, interrogate suspects, track his target, and so on.

Of course, the Icons, the One Unique Things, and the Backgrounds are not the only changes in 13th Age when compared to Dungeons & Dragons, but these changes escalate aspects of the game and how it is played. They lie at the heart of characters in 13th Age. The game gives nine familiar choices for a character’s Race – Dwarves, Dark Elves, High Elves, Wood Elves, Gnomes, Half-Elves, Half-Orcs, Halflings, and Humans plus some further options if the GM wants to add them to his world. Each Race provides a bonus to one of two characteristics – the player’s choice, though the bonus cannot stack with the one gained from his chosen Class – and a Racial Power that a character can use once per battle. For example, a Dwarf has the choice of +2 Con or Wis and receives the Racial Power of ‘That’s Your Best Shot?’ which lets him heal as a Recovery free once per battle.

Similarly, the choice of Classes available will be familiar, but each is different to the familiarity of Dungeons & Dragons. The differences are given up front in a Play Style section for each Class which describes how easy it is to play, who it would appeal to, and so on. Certain elements of each Class are optimised – Armour Class and choice of armour and weapons and choice of weapons for example. Thus the Rogue can wear any armour, but wearing heavy armour or wielding a shield imposes an attack penalty. His optimal choice of Armour is Light which gives him a base Armour Class of 12. The Rogue can use any weapon, but with Martial or Heavy weapons he again accrues an Attack Penalty, so small, light, or simple are a better option. What is interesting is that weapon damage is determined by how well the Class can use it, so that the Rogue is as deadly with his knives or his shortsword as a Fighter is with his longsword. In effect this is dramatic damage rather than simulationist and this only escalates because a character gets a damage die per Level. So a Third Level Rogue would roll not 1d8 for his knife attack damage, but 3d8! 

Every Class has its selection of Powers and Talents, many of which a player can enhance though his choice of Feats. Both Talents and their accompanying Feats come in three levels – Adventurer, Champion, and Epic – and barring the general Feats, every Feat serves to enhance one of a character’s Powers or Talents. The selection of Powers and Talents available varies in number and complexity from one Class to the next and 13th Age is again quite open about which Classes are more complex than others, from the simple Barbarian and Paladin Classes to the complex Bard and Wizard Classes. At the heart of each Class is a singular feature that only members of that Class can do in 13th Age. For example, the Barbarian can Rage once per day – more if certain Feats are selected – allowing him to roll two twenty-sided dice in combat and if both roll eleven plus and hit, then the attack is a Critical, while the Paladin can ‘Smite Evil’ several times a day to add more damage. In comparison, the Bard sings magical Songs that have initial effects, continuing effects, and a final effect when the song ends. For example, the Song of Spilt Blood levies a penalty against a Bard’s attackers equal to the number of his allies with greater Hit Points than the Bard when first sung and sustained, and then grants the Bard or an ally a heal using a Recovery when it is ended. The Wizard can of course cast arcane spells, whether that is Cantrips, Cyclic spells that can be cast from one battle to the next, and Ritual spells that can take hours to cast, but have a greater effect. The complexity of the Class comes in knowing when to cast what spell and in taking the right Talents and Feats to customise the Wizard according to the player’s design.

Of the other Classes, the Cleric possesses Domains and can modify some of his spells for broad or power effect and the Fighter can use flexible attacks called Manoeuvres that are triggered under certain circumstances, the player selecting which one to be triggered. The Ranger focuses on Talents that might for example make him a better archer, an expert tracker, or give him an Animal Companion, whilst the Rogue has a Sneak Attack and Trap Sense as well as Momentum, which is gained and lost in battle and then spent to fuel the Class’ Powers. Lastly the Sorcerer gets spells, but can also re-use Breath Weapon spells over the course of a battle, chain spells to attack multiple opponents from round to round, and can Gather Power to cast double-strength spells, amongst other Powers. At first it might seem that in creating a character has a lack of choice when it comes to the selection of Talents and Powers, but 13th Age does not so much restrict a player’s choice as focus it, enabling a player to better define the character that he wants and what he wants his character to do.

Our sample player character is a Dwarf and a Barbarian – the simplest of the Classes available in 13th Age. In keeping with that simplicity, his Backgrounds and his One Unique Thing pretty much define Fandor whilst leaving room for further detail to come up in play. Plus whatever the GM comes up with…

Fangor
Dwarf; First Level Barbarian
Str 18  (+4) Dex 15 (+2) Con 17 (+3)
Int 12 (+1) Wis 08 (-1) Chr 13 (+1)

Hit Points: 30 Armour Class: 15 (Ankheg Hide)
Physical Defence: 14 Mental Defence: 12
Recovery Die: d10 Recoveries: 8
Initiative Modifier: +3
Melee Attack: +5 (Orc F’ckin’ Kleaver 1d10+4 damage)
Ranged Attack: +3 (Orc Bone Bow 1d8+2 damage)
Feats: Barbarian Rage (Adventurer), That’s Your Best Shot?
Talents: Building Frenzy, Unstoppable, Whirlwind

Icon Relationships: The Dwarf King (+2), The Orc Lord (-1)
One Unique Thing: “I am Fangor, son of Fandin the last son of lost Second Host of the Forge; and the adopted son of the Orc Lord, Zildak, and I have fought my way out of the Underhome and  beyond – and will fight my way back in!”
Backgrounds: Master of the Forge +2, Orc Pit Fighter +4, Underhome Refugee +2

Although there is flexibility in designing a character within the limits of his Class, what 13th Age does not allow a character to do is Multi-Class. This is not a wholly slaying of a classic Dungeons & Dragons sacred cow, for a future supplement will give the rules for it, plus some Class’ Talents allow the Class to use certain aspects of another Class. For example, the Paladin can select one of the Domains from the Cleric Class, whilst the Sorcerer has access to lower Level Wizard’s spells.

Combat in 13th Age is also streamlined and focused to speed up play. In addition to the simplified choice of weapons and armour per Class and the increased damage a character does as he rises in Level, a character also does damage when he misses – usually half damage, which means that a character is always doing something, just not always effectively! This works well when facing Mooks where their damage is listed as big block for all of them and as damage is done to their Hit Points, a Mook is lost from the pack. Range and position are also simplified; this by abstracting what would be a map in Dungeons & Dragons to three range bands – Engaged, Nearby, and Far Away. Characters are more freely allowed to move around the battlefield, with some Talents and Feats, such as the High Elves’ ‘Highblood Teleport’ Racial Power almost encouraging it. 

As well as simplifying combat, 13th Age also intensifies it with the Escalation Die. This is a six-sided die placed in the midst of the table on the second round of a combat. It is initially set at one and on each subsequent round it is increased by one until it reaches six. What the Escalation Die represents is the momentum of a battle, driving it forward to a climatic outcome. It can be de-escalated if the player characters do not really engage with the enemy, but as long as the Escalation Die keeps rising, the player characters receive a number of benefits from it. First, a player character always receives a bonus to his Attack roll equal to the value on the Escalation Die, but second, the Escalation Die can trigger certain Powers. For example, as a Barbarian, Fandor can Rage once per day, but because he has the Barbarian Rage Feat at Adventurer level, he can Rage for free if the Escalation Die is four or more – and this gets better if he takes the same Feat at Champion and Epic levels!

13th Age takes two approaches to magic. First it divides magic items into two types. One-use items that a character purchase, such as potions, oils, and runes, and ‘true’ magic items that are amazing and rare and therefore special. The latter are not only special, but like the intelligent swords of Dungeons & Dragons, actually have an influence over the wearer or user, particularly if the character wields too many items. For example, the Boots of Ferocious Charge has the quirk of “You like to start fights as much as you like to finish them”. Simply, a character can own and use one ‘true’ magic item per level. Beyond that and the character is in trouble… Second, just as each Class has a limited range of Talents to choose from, so all spell casters have a limited number of spells to choose from, but their spells get better at higher level as they learn to cast the higher Level versions rather than the lower ones. So at First Level, a Wizard can cast five First Level spells, and then six at Second Level, but at Third Level, he can cast three First Level spells and four Third Level spells. This progression continues as he rises from First to Tenth Level, so that at Tenth Level, he can cast three spells of Seventh Level and nine of Ninth Level.

One effect of the limited number of spells available to the Wizard Class is that it loses a lot of the spells from Dungeons & Dragons that do not inflict damage, for example, Feather Fall, Hold Portal, and Levitate. What 13th Age does instead is amalgamate all of these spells into one single Utility Spell. This gives the Wizard access to a number of non-combat spells that grow with the Level of the caster and further, the Wizard chooses the effect that he wants when he casts the spell rather than when he takes the spell. Similarly, the Wizard’s cantrips and rituals are intended to be as versatile in their use, this being limited by the player’s imagination and the GM’s agreement.

Roughly half of 13th Age is devoted to supporting the GM. This includes advice and rules on handling the storytelling elements of the Icons; building battle encounters – at higher levels, they are intentionally unfair, or ‘challenging’; and handling healing. Characters can take a quick rest after a battle to heal using Recoveries and even recharge some Powers, but more dramatically, the GM decides when a Full Heal-Up occurs and everything is restored and if the players demand one, the GM can impose a Campaign Loss, the latter something that will hinder the player characters in some way… 

It should be noted though that the fact that the player characters can heal themselves with the use of Recoveries divorces 13th Age of the need to construct the player character party along traditional lines. No longer is there the need to have a party consist of a Cleric, a Fighter, a Thief (or Rogue), and a Wizard. Thus it also divorces it away from the obvious need to have four players or more in a party, so 13th Age has the capacity to work with smaller as well as larger groups.

Another sacred cow that 13th Age sacrifices is Experience Points. Indeed, the authors’ opinions are that XP are better left to computer games! Instead, the characters should ‘Level Up’ when it is dramatically appropriate, plus they should each receive an Incremental Advance at the end of each successful session, such as a bonus to an attribute, a new Feat, or a new or altered Icon Relationship.

Characters in 13th Age need something to fight and unsurprisingly, they come in the form of monsters. There are no surprises when it comes to the choice of monsters included and to be honest, there is no reason for there to be. The monsters are all very traditional – dragons, goblins, skeletons, what have you, but all are presented with the minimum of fuss and the minimum degree of detail. More detail would just have got in the way… Every monster though is associated with one of the Icons, which enables the GM to tailor his choice of monsters to the Icon Relationships selected by the players and to the Icon Relationships that come up in play. The sparse simplicity of the monster stats in 13th Age make them easy to use and customise as well as prepare for an adventure.

The setting of 13th Age – The Dragon Empire, is given in broad swathes, leaving room aplenty for the GM to add his details. What is given in terms of setting tends towards the dynamic, for example, gladiatorial games regularly take place in the Dragon Empire’s capital, Axis, City of Swords, including a boardgame played with living pieces; there are numerous flying realms in the overworld above The Dragon Empire and demon-infested Hellholes transformed by the Diabolist that beg to be explored; and a ruined coastline of castles, cities, and villages that are regularly assaulted by tsunamis and inhuman aberrations coming in from the Iron Sea. What matters here is not the day-to-day lives of the natives of The Dragon Empire, but where the player characters can adventure. Rounding out 13th Age is an adventure, ‘Blood & Lightning’, which is specifically designed to introduce the players to Icon Relationships and combat 13th Age style.

Physically, 13th Age is a full colour hard back, neatly illustrated and laid out. The writing style is again unlike any Dungeons & Dragons rulebook that you can think of; it is light, conversational, and throughout takes time to step away from the rules to talk directly not only to the GM, but also the players about various elements of the game. Further, where another rulebook would maintain a single voice, 13th Age allows both authors to speak about how each approaches each rule or how they run it in their campaigns. Overall, whilst you might not want this with every RPG, here it is engaging and often it gives a slight alternative to a given rule. One final, very pleasing touch is the combination of the index and the glossary into one and it is very effective, quickly recapping the rule and giving its page number elsewhere in the book.

Given all of the hyperbole so far placed at the 13th Age’s feet, it is really quite difficult to identify issues that count against it, but in the interests of some semblance of balance, here goes… Whilst 13th Age is very much written for anyone who is familiar with Dungeons & Dragons and the d20 System, such that it is very easy for them to pick this game up and play, it does not serve those who are less familiar or even new to roleplaying as well. Primarily this shows in the lack of an example of character generation and in an example of play, though there is an example of combat given somewhat later in the book. Mechanically, it seems rather odd for a classic Dungeons & Dragons-style game not to include the Druid Class, especially given that one of the Icons is the High Druid. Another Class not present is the Monk, but this is less of an issue, and anyway, both Classes will be presented in a future supplement. That said, once the Monk is presented it would be nice to see it accompanied by some cinematic style rules or mechanics, perhaps in the Wuxia style, to reflect the Class’ Oriental origins; and if so accompanied, perhaps such rules could be expanded to cover the other Classes in 13th Age too?

13th Age can be best described as the first post Dungeons & Dragons, Fourth Edition ‘Dungeons & Dragons’-style RPG. It is a Dungeons & Dragons-style RPG that looks to contemporary sensibilities rather than looking back to 1974 and it does so in three primary ways. First, it takes account of the fact that most roleplayers have less time to play, offering optimised character design, easier encounter and monster design, and faster, much faster combat. Second, it takes account that in playing a roleplaying game we are telling stories, with the Icon Relationships that tie the characters to the setting and their use to improvise elements of the on-going story, and the use of the familiar advice to ‘Fail Forward’ and reinterpret a character’s near failure as a success with consequences. Third, the game wants the characters to be ‘great’, not necessarily to be heroic, but to have their moment in the spotlight, and this again is supported by the Icon Relationships as well as the mechanics that escalates both what each character is capable of and the challenges that he will face. The resulting combination of these three ways is a game that is AD&D – ‘Action Dungeons & Dragons’ or perhaps DD&D – ‘Dramatic Dungeons & Dragons’, but whatever you call it, in summing up 13th Age it is difficult to avoid the clichés; so I am not going to… Thus Dungeons & Dragons and its staid playing style is dead, because in taking the familiar architecture and elements of Dungeons & Dragons Pelgrane Press’ 13th Age not only makes them its own, it also energises fantasy roleplaying up to eleven.
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Posted in 13th Age, Advanced Dungeons and Dragons, d20 System, Dungeons and Dragons, Dungeons and Dragons Fourth Edition, Fantasy, High Fantasy, Pelgrane Press, Wizards of the Coast | No comments

Saturday, 24 November 2012

Dungeons & Dragons Minus?

Posted on 11:24 by Anthony Carold


Dungeon! is almost as old as Dungeons & Dragons, and with the publication of Dungeon! Fantasy Board Game by Wizards of the Coast in 2012, it has as many editions as Dungeons & Dragons. Originally published in 1975, it would be reprinted in 1981, redesigned and republished in 1989 as The New Dungeon!, and then again in 1992 as The Classic Dungeon! Now it is back twenty years since the last version, and whilst its arrival on the shelves at your local friendly games store might appear odd, it actually continues two trends with Wizards of the Coast. The first is the wave of nostalgia products that Wizards of the Coast is releasing in addition to continuing support for Dungeons & Dragons, Fourth Edition, which has seen it release new versions of the core rules for Advanced Dungeons & Dragons, First Edition and Dungeons & Dragons, Third Edition, and will see it release new versions of the core rules for Advanced Dungeons & Dragons, Second Edition as well as hardback collections of Against the Slave Lords: "A" Series Classic Adventure Compilation and Dungeons of Dread: "S" Series Classic Adventure Compilation. The question of just how much nostalgia the hobby can take is a question for another day… The second trend is the move into boardgames, begun with Castle Ravenloft and evolving into the well-received Lords of Waterdeep. The publication of Dungeon! combines the two, but is it a winning combination?

Designed for play by between two and eight players, aged eight and up, Dungeon! has heroes delving deep into a dungeon where they will encounter monsters and traps, and with more than a bit of luck will return with a trove or two of treasure. The amount of treasure needed to win varies according to the hero that a player selects at game start. Halfing Rogues and Dwarf Clerics just need to bring back 10,000 gp, whilst Human Fighters need to bring back 20,000 gp and Elf Wizards a total of 30,000 gp. Play is relatively simple and straightforward and involves mostly dice rolls and plenty of luck.


The game consists of the rulebook, the game board, eight Hero standees, one hundred-and sixty-five cards (sixty-one Monster cards, eighty Treasure cards, and twenty-four Spell cards), one hundred-and thirty-nine tokens (twelve Number tokens, eleven Lose a Turn tokens, Cleared tokens, five Magic Sword tokens), and two six-sided dice. The twenty by twenty-seven inch board shows the corridors, rooms, and chambers that radiate out from the central Great Hall, spread out over six colour-coded levels, from first down to sixth level. The eight Hero standees are colour coded according to Class and are little card board standees rather than sturdy plastic. The Monster and the Treasure cards are divided according to their Level, with tougher monsters and better treasure to be found on the lower level. The Spell cards – Fireball, Lightning, and Teleport spells – can only be used by Wizard heroes. The Number tokens are used to indicate the location of Monsters on the board who have not been yet defeated; the Cleared tokens are used to indicate rooms and chambers that have been wholly cleared of Monsters; and the Magic Sword tokens to indicate possession of weapons that give bonuses in combat. The rulebook folds out to five, double-sided pages. It is easy to read and like the rest of the game is done in full colour.



 The game starts with each player picking a Hero. The primary influence on that choice is the objective for each class; that is how much he has to bring back. The secondary influence on that choice is what the class can do. The Rogue is better at opening Secret Doors, the Fighter is an excellent combatant, and the Wizard can cast spells. The Wizard begins with a handful of spells – Fireball and Lightning spells that he can fling at the Monsters, and Teleport spells to move between chambers across the board. Which leaves the Cleric class, which is a kind of balanced class in that it is a slightly better combatant that needs to garner a lower amount of treasure than the Fighter and Wizard classes. Without any kind of special ability, the Cleric is to be honest, bland. It has no healing ability; it has no ability to deal with the undead. For a game that carries the Dungeons & Dragons branding with its iconic character types, this is disappointing omission.

Once this is decided, play begins. Each turn a player conducts up to four steps in order – Move, Encounter, Combat, and Loot. To move, a Hero can be moved up to five spaces, through any doors or secret doors (if he can open them), but must stop as soon as he enters a room or a chamber that still contains a Monster or has not been cleared yet. An Encounter then ensues that sees the Hero fight the Monster. Monsters are represented by Monster cards that divided according to the level where it is encountered on the board. So level one Monsters are encountered only on level one, and so on, with Monster’s treasure being drawn from the corresponding Treasure deck. Each Monster card comes with its name and illustration, plus a set of numbers that are the target numbers that a player must roll against and equal or exceed if his Hero is to beat the Monster in combat. There are six numbers, one each for the Cleric, Fighter, Rogue, and Wizard classes, plus one each for the Wizard’s Fireball and Lightning Bolt spells. For example, the numbers to beat on the level one Dire Rat are five for the Rogue, four for the Cleric, three for the Fighter, six for the Wizard, and two and seven respectively for the Wizard’s Fireball and Lightning Bolt spells. These targets get higher the lower the level a Hero is adventuring on. There are also some Monsters that a particular class cannot attack, such as a Rogue’s inability to attack a Black Pudding.


If a Hero defeats a Monster in room, he gets to draw a Treasure equal to the level he is on. A Cleared Token is then placed in the room. A Hero does not get to draw a Treasure card for defeating a Monster in a chamber, but he does get to place a Cleared Token. A room is cleared and no more Monsters will be encountered there once a single Cleared Token is placed there, whilst it takes three Cleared Tokens to completely empty a chamber of its Monsters.


Should a Hero fail to defeat a Monster, then the Monster strikes back. This simply involves rolling on the given table (which is pleasingly reprinted on the edge of the board) and checking the results. These start with a simple miss and rise through forcing a Hero to drop a Treasure card to forcing a Hero back to the start in the Great Hall with half of his Treasure cards to his being killed and being forced to start again with a new Hero, the old Hero’s Treasure cards left for others to pick up where he died!


Some Monsters are not creatures, but Traps! Cage Traps force a Hero to lose a turn, whilst Slide Traps send a Hero down to a lower level. Some Treasures possess a use beyond mere money value. Magic Swords give a bonus to attack, while the Secret Door card allows a Hero to move through any secret door without the need to search for them, whilst the ESP Medallion and Crystal Ball Treasure cards let a Hero detect the type of Monster to be found in the room ahead. 
Once a Hero has acquired the necessary value of Treasure cards needed to win the game, he only has to be the first to get back to the Great Hall with that Treasure to win the game.

Essentially that is Dungeon! Whilst an appendix provides some extra rules to allow for solo play, Dungeon! is not a game of any great depth. Despite the redesign of the game’s look to something more in line with the current Dungeons & Dragons trade dress– the board is very nicely done – Dungeon! is several things and not several others. It is an older game and it shows in the design; it is a classic piece of Ameritrash, in that it has a highly developed theme combined with a high level of luck; and it is a game for younger players over older gamers for two reasons. First, because it relies on luck rather than making choices and second, because there is no player interaction. In fact, there is almost no significant decision making involved beyond selecting a player’s Hero at game start, whilst it actually goes so far as to enforce the latter by recommending that the Hero classes explore particular levels rather than dive for level six straight off.

What Dungeon! is not, is a good example of Ameritrash because it does not sufficiently individualise the Hero abilities. Nor is it a good introduction to Dungeons & Dragons because it does not individualise the Hero abilities enough. In many ways the Castle Ravenloft board game is the better introduction to the game for that, even if arguably, it is an introduction to the wrong Dungeons & Dragons. Above all, Dungeon! is not really a dungeon crawl at all. There is no strategy involved, or indeed decision making, co-operation, planning, or any of the type of play that goes into playing a “dungeon crawl” which is what such games, whether board games or RPGs demand. If not a dungeon crawl then, what is Dungeon!?


Dungeon! Fantasy Board Game is a race game with a dungeon theme.


As much as that seems like a conclusion, there are a number of issues that need to be addressed with regard to Dungeon! First it is really a children’s game, the clue being given in its suggested starting age of eight and over, although Wizards of the Coast could have better advertised it as such rather than simply making it part of the Dungeons & Dragons family of games. Second, its production values are perhaps a bit too variable in quality, the Hero pieces and all of the cards are a bit too flimsy, whilst the board itself is nicely done. Third, it has potential, if not for a redesign, then for expansions in terms of rules and play. Besides fixing the Cleric class, it could have rules for player versus player combat; for ways to improve a Hero beyond the random drawing of Treasure cards; for team play; and so on. Fourth, the game is very reasonably priced.


Playing Dungeon! need not be unenjoyable despite its lack of depth. Further, despite its reasonable cost, how much satisfaction it will offer to the gamer who is buying it out of a sense of nostalgia is debatable.  So probably not quite as fun as they might remember, but as a race game with a dungeon theme, Dungeon! Fantasy Board Gameis really one for the kids (though older players might like the diversion it offers too).

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Posted in Board Game, Dungeon, Dungeons and Dragons, Dungeons and Dragons Fourth Edition, Family Game, Fantasy, High Fantasy, Wizards of the Coast | No comments

Sunday, 20 May 2012

The Kobold Strips... Divinely

Posted on 10:49 by Anthony Carold

Upon reaching your twenty-first birthday, you are widely regarded as having reached the age of responsibility and acquired not just responsibilities, but also rights and freedoms too. You are at liberty to do what you want and take the consequences of your actions. So the question is, having reached its twenty-first issue, what does Kobold Quarterly, Open Design's roleplaying magazine devoted to the Pathfinder Roleplaying Game, Dungeons & Dragons, Fourth Edition, and the AGE or Adventure Game Engine, do? Well, the first thing it does is take its clothes off and gut a rabbit and play with its entrails, all before discussing religion.

Now that sounds all so terribly rude, not to say dangerously controversial or even dangerous. The truth of the matter though, is that contents of Kobold Quarterly #21 is far from controversial, certainly not rude, and anything other than dangerous. The bulk of the issue is devoted to matters clerical, divine, and religious, all matters which are treated in a mature and reasonable manner. The first “controversy” though comes with Kieran Yanner’s cover, “The Wood Nymph.” Having seen the artist’s work inside the covers of numerous RPG titles, it is a pleasure to see a fully painted cover by him, but the fact that it depicts a semi-clad nymph might not be to everyone’s taste. It is something that is acknowledged by Kobold Quarterly editor, Wolfgang Baur. There is nothing prurient about that cover, and if it can regarded as being art of the cheesecake variety, then its flavour is a tasteful vanilla.

The controversy of the issue’s contents begins with “The Shaman – A Spirit-Based Class for the Pathfinder RPG.” Written by Marc Radle – whose The Expanded Spell-less Ranger I reviewed recently, as its title suggests, this presents the Shaman as a new Class for the Pathfinder Roleplaying Game. At its heart it feels much like a variant upon the Druid Class, but a combination of spells that do not have to memorised to be cast, the ability to heal by touch rather by spell, being able to morph into animal form, and having unimpeded movement through undergrowth gives the Class a wilder, more free spirited feel. The Class also has harder edge as seen in its limited spell choice and the sanguinary start to the augury powers with the Totem Secret, “Blood Divination,” which can provide a Shaman with skill and initiative bonuses. The Shaman has an array of Totem Secrets to choose from, many of which call upon the spirits for healing, protection, warnings, and other aid. In addition, the Shaman possesses a Spirit Guide, with whom he shares an empathic link, deliver touch spells for him and even help him draw spells from the spirit world for him. The Class includes a selection of sample Spirit Guides. At later levels, a Shaman can enhance his magic with a spirit dance and even go on a vision quest. Overall, the Shaman Class has a pleasingly earthy feel, and would make a useful addition to any wilderness set campaign. Where the controversy of the piece comes is in the opening colour text, which has a Shaman casting an augury through the examination of rabbit’s entrails. Perhaps a little too strong to some tastes, but still in keeping with the Class as described.

The sexual tone of the issue’s cover is continued with Sersa Victory’s “Daughters of Lilith – An Ecology of the Succubus.” Written as a piece of academia, this delves into the origins, motivations, life cycle, faith, society, and sexual proclivities (despite most actually being unable to bear children) of a type of devil that is widely regarded as being the ultimate in sexual seductresses and arch manipulators. It also discusses her male equivalent, the Incubus, and presents the Cult of the Succubus Queen, a cabal that in worshiping Mother Lust seeks to undermine the chaste morality underlying civilization’s integrity… Although the article is written for use with Dungeons & Dragons, Fourth Edition, including a new Feat and Powers for both worshippers and Succubae, much of the background presented in the article would work just as well with any fantasy RPG setting that includes seductive devils. Especially an urban set campaign that involves power politics. This is though, an article best suited for a mature audience, as its content does touch on sexual themes. They are well handled and what could have been potentially prurient piece is nicely judged.

The first real discussion of religion in Kobold Quarterly #21 is “It's a Mystery!” by David “Zeb” Cook. This is a generic article that suggests how a GM might make religion in his campaign more interesting by adding Mystery Cults. Drawing from those of Ancient Rome, Greece, and Egypt, it discusses how to design a Mystery Cult and its motivations, how and why you might join such a Cult, and hints at what its secrets might be. This being an article in a roleplaying magazine, your first thought at reading the word “cult” would be that this article is all about cabals bent on evil, but nothing could be further from the truth. As the author makes clear, Mystery Cults are about secrets and the privacy of worship rather than just being evil. A Mystery Cult could just as easily be composed of farmers worshipping for a bountiful harvest as they could “cultists” attempting to learn the secrets of summoning some tentacle creature from the nether regions. With advice on how to get the player characters involved, this is another interesting article that would work in many fantasy RPG settings. If it lacks anything, it is that it would have been nice, given the article’s historical sources, if some references and suggestions as to further reading had been included.

Tim and Eileen Connors continue the divine theme with “Clerical Conflicts – Thy Will Be Done” for the Pathfinder Roleplaying Game. Although its opening paragraphs feel bland, the piece really steps up a pace with the five well-written and colourful examples that support the idea that the faith adhered to by a player character Cleric can the source of character conflict. Essentially, it asks what if a character’s experiences or interpretation of his faith conflict with the dictates of his deity or his church? The examples all use members of the same faith, all sat down to the same meal, and all mulling over questions of faith. Each one comes with a mechanical effect, mostly minor, but some come with major effects instead. For example, a Cleric with the “Forsaken” Conflict has not only lost his direct connection to his god, but also his Domain spells too, and in praying for them he literally steals them from other Clerics around him. These are all interesting and colourfully written dilemmas that could easily adapted to the religions detailed within a GM’s campaign, and whilst the mechanical effects are written for the Pathfinder Roleplaying Game, the dilemmas would work in most fantasy RPGs.

With “Howling Tower: Why No Monotheism?” Steve Winter asks an interesting question. Why do so many fantasy settings have pantheons of gods when most real-world religions are monotheistic and have the single, one god? The article comes up with some good answers and suggests ways in which such a faith can be added to a game. “Divine Archetypes: Angelic Heroes, Holy Traps, and Celestial Fists of Fury” by Stefen Styrsky, details divinely scented Archetypes for the Pathfinder Roleplaying Game, turning the Sorcerer, Fighter, Gunslinger, and Ranger into the Angel Scion, Seraphic Cohort, Peacemaker, and Spirit Hunter respectively. Also for the Pathfinder Roleplaying Game, Christina Stiles’ “Saints of Mavros” describes two saints worshipped in Midgard, either widely in the case of St. Brigantia of Valera, or just in Morgau, Doresh, and the Ghoul Imperium, in the case of Saint Whiteskull of Bratislor. Both include descriptions of each Saint’s worshippers, Domains and favoured weaponry, symbols, noted books, famous shrines and priests, connection to other faiths, and what demands each places upon his worshippers.

As its title suggests, “A Background in Magic – Alchemists, Druids, Illusions, and Seers for the AGE System” by Rodrigo Garcia Carmona gives new magical backgrounds for the magic-using character in Green Ronin Publishing’s AGE or Adventure Game Engine. These are reasonable Backgrounds, but they feel like half an article because there is no information about these forms of magic given for the Adventure Game Engine. With just that half, both GM and player will have to work hard to supply further detail and flavour.

Diverging further from the issue’s divine theme, “The Scriveners of Allain” further develops background and concepts previously described in Kobold Quarterly #8. Written by Brian A. Liberge for Dungeons & Dragons, Fourth Edition, it describes glyph and ink magic and the disparate cult devoted to it in the magocracy of Allain. In a Scrivener’s hands, this form of magic summons deadly glyphs that for a time will obey the summoner’s commands, though their diabolic nature makes them wilful servants. Again, this article contains a nice mix of flavour and mechanics. Also for the wizard or sorcerer is David Schwartz’s “White Tongue, Black Heart,” which describes a literally tongue twisting companion for the Pathfinder Roleplaying Game. Known as a Witch Louse, it replaces the mage’s tongue, as his familiar it can help by maintaining the Concentration required to keep a spell going, deliver a nasty bite, give the mage a really disturbingly intimidating countenance, and because of its duplicitous nature, it can enhance his lies. The article is rounded out with a fully-fledged NPC, the enchanter Kergart, who is commonly known as “the man with the silver tongue.”

More entertaining flavour for the Pathfinder Roleplaying Game comes with Nicholas Milasich’s “Nine Treasures of Deep Midgard” which describes a nonet of goods, treasures, and trophies that might be brought up from the Underdark. Drow Brandy is a euphoric intoxicant whilst Tinned Heads are literally that, each crafted by the Ghoul Imperium to contain a head that will each serve the owner as a fount of certain knowledge… What brings all of these intriguing items together is their unfamiliarity to surface dwellers, that is, the player characters. Everyone requires an Appraisal skill roll to identify and value each item. Lastly, “The Shadow Lodge Insurgency” describes the events surrounding an attempt to subvert the Pathfinder Society of Golarion, the setting for the Pathfinder Roleplaying Game. As recounted by Marius Scipio, it is a lengthy background piece that is interesting enough, but it lacks an immediate use and brings the issue to disappointing close. This is not to say that it is a bad article, but the issue would have all the better had it included a scenario in its stead.

Rounding out the issue is an entertaining interview with Bill Slavicsek, the former Director of R&D for Dungeons & Dragons as well as freelancer and writer on numerous titles for West End Games’ Star Wars and Torg RPGs. This is in addition to the usual “From the Mines...” (letters) section, cartoons, “Ask the Kobold” column that answers questions about being “Flat-Footed in Heavy Armour,” and the Free City of Zobeck column, “Deadly Tolls and Honest Challenges,” which looks at banditry in the Midgard campaign setting. The issue is without its usual book review column, but it promises to return with issue #22.

Available as an eighty page magazine or a 26.69 Mb PDF, Kobold Quarterly #21 is well presented and pleasingly adheres to its theme although it does need an edit in places. Overall, Kobold Quarterly #21 is another entertaining and useful issue, with plenty to say on matters divine whatever your choice of fantasy RPG. That it does so with maturity and a lack of controversy over what could be contentious issues is a sign that it has come of age.

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Posted in Adventure Game Engine, Dungeons and Dragons Fourth Edition, Green Ronin, Kobold Quarterly, magazine, Open Design, Paizo Publishing, Pathfinder Roleplaying Game, Wizards of the Coast | No comments

Wednesday, 29 February 2012

Pathfinder Basic?

Posted on 15:35 by Anthony Carold

In 2010, I wrote the White Box Fever series of reviews that in turned looked at the then available titles that would serve as an introductions to our hobby and to fantasy roleplaying. In turn, I reviewed Wizards of the Coast’s 2008 Dungeons & Dragons Roleplaying Game Starter Set for Dungeons & Dragons Fourth Edition, Fiery Dragon’s Tunnels & Trolls v7.5, Swords & Wizardry: White Box Edition from Brave Half Publishing, Wizards of the Coast’s Castle Ravenloft Board Game, James Raggi IV’s Lamentations of the Flame Princess Weird Fantasy Roleplaying, and Ancient Odysseys: Treasure Awaits! An Introductory Roleplaying Game from Precis Intermedia. The purpose of this? All as a lead in to a review of the Dungeons & Dragons Fantasy Roleplaying Game Starter Set, the very first release in Dungeons & Dragons Essentials line that was Wizards of the Coast’s re-launch of Dungeons & Dragons Fourth Edition. Yet when it came to fantasy roleplaying, there was one title missing from this series – the Pathfinder Roleplaying Game.

The reason for that is simple. At the time of the launch of the “Red Box” styled Dungeons & Dragons Fantasy Roleplaying Game Starter Set, there was no introductory set for the Pathfinder Roleplaying Game. Now there is, and of all of the available introductory sets for fantasy roleplaying game, the Pathfinder Roleplaying Game Beginner Box is the heaviest, the most attractive, the most well put together, and the most expensive of them all. This set is designed for use by between two and five players aged thirteen and up, and take their adventurers from fist to fifth levels.

Opening up the box reveals two sealed packets, the first containing a set of polyhedral dice, the second a set of twenty stands for use with the eighty counters included further into the box. Below this sits the “Welcome to a World of Adventure” sheet that guides the player through the rest of the Pathfinder Roleplaying Game Beginner Box. This sheet asks what role the reader wants to take – solo player, playing as part of a group, or Game Master and then directs them to the appropriate starting point. For example, if the reader wants to get started without the need to read the rules, then he is directed to the “HERO’S HANDBOOK” and play through the adventure that teaches him the game.

Underneath is there are four expanded and pre-generated character sheets, one for each of the Classes given in the Pathfinder Roleplaying Game Beginner Box. Each sheet explains what the Class is good at, describes each of the elements on the sheet and how they work in the rules, and gives some background on the pre-generated character. The four include a Human Fighter, an Elf Rogue, a Human Wizard, and a Human Cleric. The four are reasonable creations, although it is a pity that no Dwarf character is included in the four.

The game is explained in two rule books. The first of these is the sixty-four page Hero’s Handbook, the second the ninety-six page Game Master’s Guide. Both of these slim volumes are cleanly laid out and very nicely illustrated. They are also easy to use, each including not just an index, but also several pages of references at the rear of the book.

Rounding out the contents of the Pathfinder Roleplaying Game Beginner Box are a double-sided Flip-Mat and a set of counters each of which can slot into the plastic stands provided. One side of the Flip-Mat displays a map of “Black Fang’s Dungeon,” the adventure described in the Game Master’s Guide, whilst the other side simply contains a plain grid pattern. Both dry-erase and wet-erase write pens can be used with the Flip-Mat. Lastly, the eighty full colour card counters are easy to punch and depict both the characters that the players can make using the rules in the Hero’s Handbook and the monsters in the Game Master’s Guide. A nice touch is that every combination of Class and Race possible using the rules in the Hero’s Handbook is covered in the counter mix. So, for the Cleric, there is a Human Cleric, an Elf Cleric, and a Dwarf Cleric, one male and one female for each Race. The last item in the box is a flyer for the next step to take once the GM and players want to go beyond the contents of the Pathfinder Roleplaying Game Beginner Box.

Open up the Hero’s Handbook and the reader is quickly thrown into “Skeleton King’s Crypt,” a short twenty-three entry solo adventure that guides a character into a small underground complex that is thought to be one of the many sources of monsters that threaten the town of Sandpoint. It is a simple affair that easily demonstrates how the rules work. What it is not is a demonstration of how the different characters, or rather how the different Classes work, something that Wizards of the Coast’s Dungeons & Dragons Fantasy Roleplaying Game Starter Set demonstrated very effectively, though it should be pointed out the Pathfinder Roleplaying Game Beginner Box does a better job of creating character generation than Wizards of the Coast’s Dungeons & Dragons Fantasy Roleplaying Game Starter Set did.

After an all too short explanation of what a Roleplaying Game is followed by a similarly short example of play, the Hero’s Handbook gets down to the basics of how the game is played (mechanically, this would be roll a twenty-sided die, add any bonuses from the attributes, skills, or saving throws that apply and get as high a result as possible) and then onto character generation. Here is where the design of the Pathfinder Roleplaying Game Beginner Box really begins to shine – and all it takes is cross-referencing. For example, letters corresponding to the sections and their explanations on the four expanded pre-generated character sheets as well as on the sections on the standard character sheets correspond to the relevant sections throughout the character creation process in the Hero’s Handbook.

By working through the corresponding sections, a player can quickly create a character. Each section gives aspects that a player needs to note down on the character sheet, most of them mandatory, some of them giving the player several options to choose from. For example, a Wizard must choose his Arcane School. If he chooses the Evocation School learns attack rather than defence or trickery spells and can cast the spell Burning Hands one per day and Force Missile several times a day. The Hero’s Handbook gives just the Universalist and the Illusion Schools in addition to the Evocation School. In comparison to earlier versions of Dungeons & Dragons, one pleasing aspect of the spellcasting Classes in Pathfinder Roleplaying Game is that they get features that they can do all of the time. For example, the Wizard can freely cast the Cantrips Detect Magic, Mage Hand, Ray of Frost, and Read Magic without using up a spell as he would in other RPGs that feature Vancian magic. The Cleric has similar features, but they are called Orisons rather than Cantrips.

To offset the lack of Dwarf characters amongst the given pregenerated quartet, our sample character is a Dwarf, and rather than the traditional Fighter, this one is a Cleric. He is devoted to Gorum, God of Strength and Battle. Had there been a Dwarven god given in the Hero’s Handbook…

Holmin Quarrysmasher
Class: Cleric Level: 1 Race: Dwarf
Alignment: Lawful Neutral
Strength: 14 Constitution: 16 Dexterity: 13
Intelligence: 13 Wisdom: 19 Charisma: 7
Armour Class: +5 Speed: 20
Hit Points: 8 Surges: 13
Fortitude: +2 Reflex: +0 Will: +2
Attack Bonus: +1
Racial Traits: Dark Vision (60 Feet), Hatred (+1 VS. Goblins and Orcs), Hardy (+2 VS. Poison and Spells), Weapon Familiarity (Battleaxes & Warhammers)
Class Features: Channel Energy (11/times per day) for damaging the undead and healing
Feats: Weapon Focus (Longsword)
Deity: Gorum, God of Strength & Battle (grants Battle Rage 20/times per day; Strength Surge 20/times per day)
Orisons: Detect Magic, Light, Read Magic, Stabilise
Prepared Spells: Cure Light Wounds, Divine Favour
Skills: Diplomacy, Heal 5, Knowledge (Arcana), Knowledge (History), Knowledge (Religion) 5, Sense Motive, Spellcraft 5
Equipment: Longsword, Scale Armour, backpack, adventurer’s kit, sling, sling bullets (10), candles (10), 60gp

All four of the Classes provide everything that a player needs to know make his character second, third, fourth, and fifth level. Again these guidelines are easy to work through and apply to a character sheet. Equally, the guidelines to completing a character are easy to work through, being organised by Class and giving several suggestions as to what a player should select from the following lists of Skills, Feats, and Equipment. One issue is that the number of Feats is limited, especially if the character is a spellcaster. A nice touch is that every single piece of equipment is accompanied by an illustration.

The Hero’s Handbook is rounded out with an explanation of how the game is played. The rules cover everything that a player needs to know in terms of exploration and combat. In keeping with the rest of the volume they are an easy read, and the rules are themselves supported with a glossary of terms and a Combat Reference Guide, the latter on the back cover of the Hero’s Handbook.

Just like the Hero’s Handbook, the Game Master’s Guide gets down to the play of the game straight away. “Black Fang’s Dungeon” is just ten entries long, and although only a basic scenario, it presents a good mix of encounters. Not just combat, but also traps and puzzles as well as a little roleplaying. As written, the GM could begin running this with fifteen or so minutes’ worth of preparation – the same time that the players would need to devote to reading and understanding their character sheets. For anyone new to roleplaying, there is probably a good session or two’s worth of play in the scenario.

If the GM has more time, then the following section on Gamemastering is worth reading as preparation for running the scenario. The remainder of the Game Master’s Guide is devoted to “Building an Adventure.” The advice is good, explaining how the GM should start with the story and build up from there. Some of it is geared towards the GM creating the “Ruins of Raven’s Watch,” the first dungeon of own design, for which a map and some background is provided. To support the advice, the Game Master’s Guide explores how different environments, from the dungeon and the forest to the desert and the city, can be used to enhance a game, coupling each different environment with a lengthy list of monsters that could be encountered within each setting. In terms of rewards, hundreds of magical items are not only described, but also illustrated, these ranging from simple scrolls and potions to wondrous items like Bandages of Rapid Recovery and Slippers of Spider Climbing.

Some forty monsters and enemies are described in the Game Master’s Guide. They range from the lowly Dire Rats, Goblins, Orcs, and Skeletons, each with a Challenge Rating of 1/3, up to creatures with a Challenge Rating of 7, such as the Ghost and the Medusa. Top of the heap though, at least in the Pathfinder Roleplaying Game Beginner Box, is the fiercesome Black Dragon, with its Challenge Rating of 8. All of these are represented by the counters also found in the box. Rounding out the Game Master’s Guide is a description of Sandpoint, the coastal town introduced in Pathfinder #1—Rise of the Runelords Chapter 1: "Burnt Offerings", the inaugural entry in Paizo Publishing’s Adventure Path series, which the player characters can use as their base of operations.

It should be made clear that the Pathfinder Roleplaying Game Beginner Box does not present a full version of the Pathfinder Roleplaying Game. It is a streamlined version of the game, which shows in the limited choice of character Classes, Races, Skills, Options, Feats, and spells, as well as simplified combat rules – no rules for “Attacks of Opportunity” or the capacity for characters to “Take 10” or “Take 20” for example. None of these omissions should be counted against the Pathfinder Roleplaying Game Beginner Box as it is designed to introduce new players without burdening them with the complexity to be found in the Pathfinder Roleplaying Game or facing the daunting prospect of opening up what is a weighty tome.

There are only just a few issues with the Pathfinder Roleplaying Game Beginner Box. Ideally, the dice should not have been one colour, but each in the set a different colour to help easy identification and use during the game. The given example of play included in the Hero’s Handbook could have been longer and thus done a done a better job of showing how the game is played. The box could also have done with another scenario. The one in the Game Master’s Guide does a good job of presenting an introductory adventure, but it lacks the sophistication to be found in the scenarios available from Paizo Publishing for the Pathfinder Roleplaying Game. A more sophisticated adventure would also have presented the GM with an example when it comes to writing his own in addition to giving more of a challenge to the players.

As much as the red box styling and the Larry Elmore artwork of Wizards of the Coast’s Dungeons & Dragons Fantasy Roleplaying Game Starter Set delivers a one-two punch to the nostalgia nerve point, the Pathfinder Roleplaying Game Beginner Box honestly delivers so much more. And, not just because it allows characters to go from first to fifth level. It provides more options, more ideas, and more for both the GM and the players to play and work with. You simply get more for your money!

The other thing that the Pathfinder Roleplaying Game Beginner Box has over the Dungeons & Dragons Fantasy Roleplaying Game Starter Set is that despite the name change, it will still be familiar to anyone returning to the fantasy roleplaying fold after being away for a while. After all, the Pathfinder Roleplaying Game is a direct descendant of Dungeons & Dragons, and even if this Beginner Box is essentially the “Basic” Pathfinder Roleplaying Game, it still makes it very easy for anyone familiar with Dungeons & Dragons to pick this up and start playing.

Of course, the Pathfinder Roleplaying Game Beginner Box is really aimed at the new player. Any new player who opens this box will find an attractive set of contents that present the game’s rules in an easy to read and learn fashion, all accompanied by artwork that exemplifies the feel and action that those rules want to impart. The truth is, out of all of the introductory fantasy roleplaying games currently available, the Pathfinder Roleplaying Game Beginner Box is the most comprehensive, the most accessible, and the most enjoyable. And an excellent introduction to Pathfinder Roleplaying Game to boot.

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Posted in Dungeons and Dragons, Dungeons and Dragons Fourth Edition, Fantasy, Introductory RPG, Pathfinder, Pathfinder Roleplaying Game, White Box Fever | No comments

Saturday, 4 February 2012

A Kobold's Score

Posted on 14:28 by Anthony Carold

As Kobold Quarterly #20 attains its score, its coverage of Dungeons & Dragons – and its primary variants, continues to maintain a high standard with its mix of articles, advice, and scenarios. As with Kobold Quarterly #19, this latest issue from Open Design continues to move away from its previously self-avowed tag line – “The Switzerland of the Edition Wars” – with more coverage for Paizo Publishing’s Pathfinder Roleplaying Game than Wizards of the Coast’s Dungeons & Dragons, Fourth Edition. This is not to say that Dungeons & Dragons, Fourth Edition receives less coverage than in the previous issue, but the Pathfinder Roleplaying Game definitely gets the most space. In addition there are articles for the Adventure Game Engine, the mechanics that power the Dragon Age – Dark Fantasy Roleplaying from Green Ronin Publishing.

So if being neutral is not what Kobold Quarterly #20 is all about, what then, does it have as its theme? Again, the clue is in the tag line: “A Strong Bow and a Full Quiver,” for its theme is all about archers and archery, arrows and quivers, hunters and the hunted. Kicking off this theme is John E. Ling, Jr.’s “The Elven Archer: For Some Heroes, the Arrow Strikes Swift and True” which provides a Racial Class for the player who wants to play a character akin to Legolas. The Class is essentially a variant of the Ranger Class, but a pleasing touch is that it includes notes on how to adapt the Class to other races, roles, and missile weapons, as well as how the Class fits into the publisher’s Midgard Campaign Setting with a discussion of the Arbonesse Exiles and Daughters of Perun.

Thus “Arrows of the Arbonesse” by Jarrod Camiré can be seen as a companion piece, describing as it does the deadly and varied arrows of the Elves known as the Arbonesse Exiles. Again for use with the Pathfinder Roleplaying Game, it offers arrows that splash acid on a target, that release an obscuring fog, that leave a trail of razor wire, and need to be fired in pairs to create the anchoring points for the equivalent of the Web spell they release. The theme continues with Christopher Bodan’s “Fey Hunters & Shadow Hounds: Hunting PCs in the Margreve and the Shadow Plane,” which delves into the dangers of the hunt in the Old Margreve Forest in Open Design’s Midgard Campaign Setting. The region itself is described in more detail in the supplement, Tales from the Old Margreve, but this article looks at one particular aspect – how the Shadow Fey use the forest to hunt their prey. Their prey being the player characters… Discussed are the shadow fey’s tactics, devices, and servants, the latter possibly being the heroes’ fate if they fail to escape the shadow fey’s predations. It is perhaps not as punchy as the previous articles in the theme, but instead provides a greater depth.

Nicholas L. Milasich adds a mucky element to the art of Alchemy in the Pathfinder Roleplaying Game with “Derro Ooze Magic: New Discoveries and Archetypes for Alchemists.” It introduces the Ooze School of magic, a variant of the Transmutation school, the most notable features of which includes the ability to turn your arm into a slimy pseudopod and attack with its acidic touch and even temporarily transform into an Ooze! Similar abilities are available to the Sorcerer who selects the Ooze Bloodline, whilst adherents of the Ooze School who can take an Ooze familiar! Naturally, the article includes a list of oozy spells, but it is also much more than its mechanics as there is plenty of detail to be found here that can be added to a game, whether for player characters or NPCs.

A regular contributor to Kobold Quarterly, for this issue Mario Podeschi offers “Servants from Beyond: Lesser Planar Allies that are Ready to Summon,” a quartet of servants that the heroes could summon to their aid by casting the lesser planar ally and lesser planar binding spells. All four come with motivations as well as their stats and a list of negotiation mechanics that help bring them alive. The best of the four is Kaliskaria, an ambitious Fire Mephit whose jealousy and arrogance will surely try the patience of anyone who summons her. More obviously dangerous creatures are on show in Jack Graham’s “Night Terrors: Four Creatures to Truly Terrify.” They include the Chrysalis of the Changeling Moth, which charms groups of humanoids to care for it to the detriment of their own well-being and the haggard Pishtaco, a form of undead that butchers the living for their body fat and are reputed to be Alchemists or Gunslingers. Each of the four threats comes with a corresponding adventure hook and should present an interesting challenge to the heroes. Both articles are for the Pathfinder Roleplaying Game.

Of a similar nature is “Small Spirits: 5 Nature Spirits for Any Campaign” by Matthew J. Hanson, which is written for both the Pathfinder Roleplaying Game and Dungeons & Dragons, Fourth Edition. Each of the five is powerful force of nature within a localised area and whilst capable of granting a boon will not always do so readily. Each comes with an adventure hook or two that the GM can develop. My favourite of these is the “String of Grandfathers,” a necklace of teeth from a lost tribe’s shaman that will offer the wearer the toothy advice of the ages if he can win the shamans’ approval.

Christina Stiles makes two contributions to Kobold Quarterly #20. First, she authors the issue’s single scenario, “Captured in the Cartways.” Designed for use with fifth level characters for the Pathfinder Roleplaying Game, it is an entertaining side trek adventure set in the tunnels under the Free City of Zobeck that sees the adventurers captured and given a small task before they can progress with their current task. Quite literally a mucky adventure, it throws the adventurers into the murk of the city’s underworld politics as well as providing a set of NPCs that can be added to a GM’s campaign. Written to support the release of Open Design’s Streets of Zobeck, to get the fullest use out of the scenario a GM will need access to the recently published Zobeck Gazetteer and the Pathfinder Roleplaying Game Bestiary 1. For her second contribution to this issue, Christine is interviewed as part of the magazine’s regular “Kobold Diplomacy” feature. This is a thought-provoking article because the interviewee has been involved in various aspects of the industry that are rarely considered by the gaming public at large. As an editor myself, it was interesting to read her thoughts on the process.

Although the idea of old heroes coming out of retirement to perform one last deed is not new – it certainly gets used in books and movies aplenty – it is rare that such a narrative device gets used in roleplaying. Stefen Styrsky remedies this with “Putting the Band Back Together Again” for the Pathfinder Roleplaying Game, supporting it with examples and a full set of age related Feats. This has everything bar the plots specific to the GM’s campaign, but it could spur a great campaign and be a chance to bring back old, retired player characters that could revisit the sites of their former victories. (As an aside, an existing example of how this could be done would be with B2, Keep on the Borderlands followed by Return to Keep on the Borderlands).

Kobold Quarterly #20’s single article for the Adventure Game Engine is Randall K. Hurlburt’s self-explanatory “AGE of Specialization: Five New Character Options.” This presents five new Specialisations, one for the Warrior class, one for the Mage class, and three for the Rogue class. These become available once a character in Adventure Game Engine reach sixth level – as detailed in Dragon Age – Dark Age Roleplaying Set 2: For Characters Level 6 to 10, with the selection here providing some alternatives to the limited number given in that set. The number assigned to the Rogue class is indicative of the class’ flexibility, with the inclusion of the Marksman Talent covering for an odd omission in the rules given in the box.

“The Bardic Arts” by Aaron Infante-Levy is the first of the issue’s few articles written solely for Dungeons & Dragons, Fourth Edition. It provides a set of new Class features that expand obvious features of the class, whether that is its use of magic with “Cantrip Study;” interaction with “Carousing,” “Etiquette,” “Seduction,” and so on; and study with “Polyglot” and “Student of Human Nature.” Over the course of a Bardic character’s career he gets to choose four of these and they nicely add non-combat aspect to the Class and the game. This is followed by the second article, Jerry LeNeave’s “Unearthed Ancestry: Racial Utility Powers for Gnomes, Tieflings, and Minotaurs” which provides five new Utility Powers for these three species that do add more flavour to them in play.

The last article for Dungeons & Dragons, Fourth Edition is actually for the Adventure Game Engine and Pathfinder Roleplaying Game as well. “Make Haste! How to Design an Adventure with Time Pressure” by Ron Lundeen is really a generic article that provides a simple set of mechanics handling adventures that are a race against time. It is well explained and its mechanics are so light that it would work with many other RPGs too.

Rounding out Kobold Quarterly #20 is perhaps the issue’s oddest article, “Fish of Legend: Magical Seafood for Fighters & Wizards Alike” by Crystal Frasier. The idea is that in a world of magic that fish can provide more than the mundane – dyes, food, medicine, cosmetics, leather, and so on. This adds magical elements to fish and gives them innate abilities and secondary abilities to anyone who consumes or uses them. For example, the abaia has the knack of creating small rainstorms, but when eaten, renders a person impervious to dehydration and able to drip water from his skin for a day. In addition, it can be used as a material component doubles the duration of the control water and control weather spells. As the article explains, this is a means of recreating magical items in a different form, and a clever one it is too. Its contents should be used sparingly, but there is detail enough to add flavour and feel to a game.

For his regular Game Theories column, Monte Cook offers “The Power of the Game Master,” an exploration of the “GM as God,” the “GM as a Player,” and how this affects the group. All told its conclusions might be obvious to anyone with an interest in some of the theory behind roleplaying, but this is a well thought out piece. Of the other regular columns, Skip Williams answers questions about disease and poisons in “Ask theKobold,” Jeff Grubb explores “The Ruins of Arbonesse” in the “Free City of Zobeck” column, plus there are the usual cartoons and book review column.

Physically, Kobold Quarterly #20 is an improvement over Kobold Quarterly #19. It feels far less rushed, the art is more appropriate, and there are fewer editorial problems. The issue also feels as it has much more in the way of content. Similarly, the inclusion of more content, even if only a slight increase, for Dungeons & Dragons, Fourth Edition makes the issue feel more balanced. Anyone who wants to play a character akin to Legolas will get a lot out of the issue, but equally, the article on Ooze magic begs to be added to a campaign (now can I persuade my GM to me play a Kobold Sorcerer with the Ooze Bloodline?). There is material aplenty in Kobold Quarterly #20 that can be added to a campaign, with the detail galore present that add flavour and feel.

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Posted in AGE System, Bestiary, Dragon Age, Dungeons and Dragons Fourth Edition, Fantasy, Green Ronin, Kobold Quarterly, KQ, magazine, Magic, Open Design, Pathfinder Roleplaying Game, Wizards of the Coast | No comments
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