Reviews from R'lyeh: 1984: Railway Rivals

  • Subscribe to our RSS feed.
  • Twitter
  • StumbleUpon
  • Reddit
  • Facebook
  • Digg
Showing posts with label Fantasy. Show all posts
Showing posts with label Fantasy. Show all posts

Friday, 16 January 2015

Take the Caves Back!

Posted on 12:52 by Anthony Carold
The reputation of B2 Keep on the Borderlands and its influence on fantasy roleplaying is such that publishers keep returning to it. TSR, Inc. of course published the original as well as including it in the Dungeons & Dragons Basic Set, which is where many gamers encountered it. The publisher would also revisit it with Return to the Keep on the Borderlands for its twenty-fifth anniversary, and the module would serve as the basis for Keep on the Borderlands, part of Wizards of the Coast’s ‘Encounters Program’ for Dungeons & Dragons, Fourth Edition. Now the latest version of the game, Dungeons & Dragons, Fifth Edition has not even been available for a year yet and another publisher is revisiting B2 Keep on the Borderlands, but revisiting it from a wholly new direction.

A year before the events of Module SG9: Reclaiming the Caves on the Borderlands bold adventurers made their way beyond the edges of civilisation to strike at an outpost of evil from where the forces of chaos planned to invade the civilised lands. They entered the Caves of Chaos again and again to sow discord between an alliance of evil humanoid races and so save the ‘Keep on the Borderlands’. Cleaned out, the caves have become home to dozens of miners and their families with the discovery of a vein of silver. Of course you cannot keep evil down for long because the previous tenants of the Caves of Chaos want their lease back!

Published by Sacrosanct Games as a twenty-three page, 2.2 MB PDF, Reclaiming the Caves on the Borderlands is designed for a party of between four and six characters of Second to Fourth Level. It is a scenario in which the player characters are evil humanoids out to take back the infamous Caves of Chaos or mercenaries claiming the caves for their employer. Not only are the player characters facing the miners and their families, they also have to contend with rival factions who have also come to reclaim the caves, and perhaps with a counterstrike despatched by the Castellan from the Keep if the player characters prove too successful.

Written for use with Dungeons & Dragons, Fifth Edition, the DM will need access to the Player’s Handbook, the Monster Manual, and the Dungeon Master’s Guide. Ideally the DM will also need access to a copy of B2 The Keep on the Borderlands as this will provide both the background to the region, the motives and details of the previous occupants of the Caves of Chaos, and actual descriptions of the caves under their previous tenants. This is not to say that Reclaiming the Caves on the Borderlands could not be run without access to B2 The Keep on the Borderlands, but fundamentally it underpins this new take upon an old classic as what this new take actually is, is a toolkit. Reclaiming the Caves on the Borderlands is a means to approach the original scenario from a different angle rather than being a full adventure in the classic sense.

So if Reclaiming the Caves on the Borderlands is a toolkit, what does it provide? First, a quick set of stats to enable the players to create and roleplay Bugbears, Gnolls, Goblins, Hobgoblins, and Kobolds—and Lizardmen if the players prefer not to play evil characters. Second, a simple means to measure occupation of each of the caves, the progress of other factions as they try to reclaim the other caves, and reward player success with bonus reinforcements. Third, a means to stock the various caves/encounters—nearly all of the locations in the Caves of Chaos will need to be stocked and described by the DM who will have to fill in such details in the spaces provided. A map of both the Caves of Chaos and the surrounding area is also provided. 

Reclaiming the Caves on the Borderlands is underwritten and requires an edit, but then the standards for a $1 adventure are not required to be all that high. This is not to say that the adventure is terribly written, but what it lacks is any sort of background and motivation for the player characters. Who is driving their characters to act? Where are they from? If they are from a tribe, then what tribe? If they are mercenaries, who is their employer? Who are their rivals? Some other interested and rival parties are suggested as possible story lines, but none of them have much to do with evil humanoids. Nor is there any advice on playing ‘evil’ characters, but then perhaps that is outside the scope of the adventure.

There is undoubtedly a good idea at the heart of this scenario, but Reclaiming the Caves on the Borderlands is underdeveloped and the idea at its heart is not as fully supported as it could have been. Yet for $1, the DM is getting something that he can work with and develop himself, and so as a spur for his creativity, Reclaiming the Caves on the Borderlands is a reasonable purchase.
Read More
Posted in $1, Dungeon, Dungeons & Dragons Fifth Edition, Dungeons and Dragons, Fantasy, Keep on the Borderlands, Low Fantasy, Nostlagia, Retrospective | No comments

Monday, 24 November 2014

Solo History

Posted on 01:50 by Anthony Carold
There are many gamers who will tell you that it was Vampire the Masquerade that got them into roleplaying. That was in the 1990s. There are many gamers who will tell you that it was Dungeons & Dragons that got them into roleplaying. That was in the 1970s and of course, ever since... There are many gamers who will tell you that it was another phenomenon, of the 1980s, that got them into gaming, certainly if they are British, that of the Fighting Fantasy™ solo roleplaying books. Created in 1982 by Ian Livingstone and Steve Jackson with the publication of The Warlock of Firetop Mountain, in the thirty years since, some sixty or so titles have published in the series and some seventeen million copies have been sold. In their time, the Fighting Fantasy™series has produced bestsellers, computer games, board games, and of course, a dedicated fan base. Now it has its own history book.

You Are The Hero: A History of Fighting Fantasy™ Gamebooks is that history book. Funded via Kickstarter, this is the definitive guide to the series and the phenomenon; a ‘coffee table’ style book lavishly illustrated with artwork that has both graced the insides and the outs of titles in the Fighting Fantasy™ series, from first—The Warlock of Firetop Mountain—to the last, Blood of the Zombies. This includes the book covers by the likes of Peter Andrew Jones, Ian Miller, Ian McCaig, as well as the internal illustrations of Russ Nicholson, Martin McKenna, Alan Langford—and more!

That more includes the original map for The Warlock of Firetop Mountain; original notes for The Forest of Doom; details about cameo appearances made by Livingstone and Jackson in Fighting Fantasy artwork; maps of the worlds and locations of the Fighting Fantasy series; plus the input of not just the artists and authors involved in every Fighting Fantasy title, but the fans too. The array of opinions given here are surprisingly frank. Most of them are as positive, even as gushing, as you would expect, but some are bluntly critical, in some cases by authors and artists of their own work. This gives the book a refreshingly engaging feel. Also explored are the other media where Fighting Fantasy appears—board games, computer games, phone games, magazines, and more. The book is thus thoroughly comprehensive, all but exhaustive in its coverage of all things Fighting Fantasy. Along the way it throws in fact after fact about the books, their creators, and the Fighting Fantasy phenomenon, all before bringing right up to date with the publication of Ian Livingstone’s Blood of the Zombies and the adaptations of the Fighting Fantasy series into titles that be played on tablets and mobile telephones.

To an extent, You Are The Hero is not just a history of the Fighting Fantasy series. It should be no surprise to the reader given that Ian Livingstone and Steve Jackson created the series, that this volume also sketches a biography of the two men’s careers, and thus of Games Workshop and the games and computer industries in the UK over the last forty or so years. If there is an issue with You Are The Hero it is that it feels slightly rushed. It needs an edit in places and the layout is clumsy in places. Perhaps the book’s biggest weakness is its lack of an index, which is disappointing given that the subtitle of the book is ‘A History of Fighting Fantasy™ Gamebooks’—and that suggests that the book is intended to be reference work. The lack of an index is only a hindrance to that purpose.


There were ‘choose your adventure path’ style books available before the Fighting Fantasy™ series, whether that is the solo adventures for the Tunnels & Trolls RPG or my first experience with the genre, Mission to Planet L, part of the Tracker book series in 1975. Similarly there were various books and titles that appeared alongside the Fighting Fantasy™ series. Of course, they are not the subject of You Are The Hero, so there remains to be written a definitive history of the ‘choose your adventure path’ style book. Jonathan Green, the author of You Are The Hero and himself the author of four Fighting Fantasy adventures, is perhaps the man to write such a history… After all, he has already written the Fighting Fantasy chapter right here. As much a trip down memory lane as an informative and fascinating exploration of gaming before the digital age brought into said digital age, You Are The Hero: A History of Fighting Fantasy™ Gamebooks is the definitive guide and history to the phenomenon that introduced reading, interactive fiction, and fantasy roleplaying to a wider audience than ever before.
Read More
Posted in Fantasy, Fighting Fantasy, History of gaming, Ian Livingstone, Solo Adventure, Solo Adventures | No comments

Thursday, 23 October 2014

Dicing with Dragons

Posted on 04:45 by Anthony Carold
Dragon Slayer: The Dice Game with a Twist is a ‘Push Your Luck’ dice game released by Indie Boards & Cards, the publisher of notable titles such as The Resistance, Coup, and Flashpoint: Fire Rescue. Funded through Kickstarter, it is designed for two to five players, aged fourteen and more—though younger players could play it, and it can be played through in fifteen minutes or so.

In Dragon Slayer, each player is a doughty warrior, a fearless hunter of dragons, ready to be crowned ‘Master Slayer’. He must set out into the Mountains; locate each dragon’s Head to determine where it hunts, its Wings to see where it soars, and its Tail to find its lair; Axe in hand ready to slay the beasts and Shield held ready to withstand each dragon’s deadly Fire Breath. There are three dragons of increasingly difficult challenge—Blue, Green, and Red—that a slayer will need to kill again and again to be crowned ‘Master Slayer’. Unfortunately, every slayer has a certain pride and once he has one dragon kill under his belt, he can be goaded into continuing the hunt. Otherwise he will lose face (and points!). This is the ‘Twist’ of the title.



Dragon Slayer consists of twelve dice. Three dice for the Warriors, marked with Axe, Shield, and Fire Breath symbols; and three dice for each dragon, marked with Mountain, Dragon’s Head, Tail, and Wing, and Fire Breath symbols. There is a scoring track and tokens for each player to track his score, a simple chart to track each slayer’s hunt, and a Challenge Token for each player.


On his turn a player rolls both the Warrior dice and the three dice for the dragon he wants to hunt. His aim is to roll the Dragon’s Head, Tail, and Wings plus an Axe to kill the beast. As soon as any one of them is rolled, those dice are put aside and the player can keep rolling. Mountains and repeated results can be re-rolled. If the dragon rolls a Fire Breath—on the Dragon dice or the Warrior dice—the slayer can defend against with a rolled Shield on a one-for-one basis. If a slayer has not rolled any Shields, then he loses a Warrior dice for every unblocked Fire Breath dice. Once a slayer has lost all of his Warrior dice, his dragon hunt ends for that turn.  

Once a player has rolled a Dragon’s Head, Tail, and Wings plus an Axe to kill the beast, he can score it. Just two points for a Blue Dragon, four for a Green Dragon, and six for a Red Dragon. He can stop there or carry on, using any Warrior dice he has remaining plus the matching dice for the new dragon. He must defeat the other two dragons before he can attempt to slay again the type he just killed. Or another slayer could challenge him into carrying on. Refuse and the player loses half his points, the challenger scoring five points. Carry on and the slayer gets double points for every subsequent dragon slain, but if he fails at any time, he loses all points for that round! Each player only has one Challenge token, so it can only be used once.

For example, Debbie attempts to slay the Green Dragon. On the Warrior dice she rolls Axe, Shield, and Fire Breath, plus Mountains and Dragon’s Tail and Wings on the Dragon dice. She sets aside the Dragon’s Tail and Wings plus the Axe. Then she blocks the Fire Breath with the Shield and then rerolls the Shield, Fire Breath, and Mountain dice. The result is two Axes and a Dragon’s Head. This enough is to slay the Green Dragon and score Debbie two points.

Dave decides use his Challenge token to goad Debbie to continue, which she does against the Blue Dragon. This time she rolls Axe, Shield, and Shield on the Warrior dice, plus Mountains and Dragon’s Tail and Wings on the dragon dice. She sets aside the Dragon’s Tail and Wings plus the Axe. Rolling again, the result is a Dragon’s Head and an Axe and Shield, again enough to slay the Blue Dragon and score Debbie eight points—double the Blue Dragon’s value.

Debbie continues against the Red Dragon. This time she rolls Axe, Shield, and Fire Breath on the Warrior dice, plus Fire Breath and Dragon’s Head and Wings on the dragon dice. One Shield is used to block a Fire Breath, leaving one Fire Breath to get through. Debbie is forced to discard the Axe result, but can keep the Dragon’s Head and Wings. This leaves her one Dragon die and two Warrior dice to roll. This time Debbie rolls the needed Dragon’s Tail and an Axe, which scores her twelve points—again the Red Dragon’s value. Debbie has done well this time and was up to the challenge!

Once a player has scored forty points in slain dragons, play continues until everyone has had the same number of turns. The player with the most points scored wins and is crowned the ‘Master Slayer’.

Physically, Dragon Slayer is pretty little game, its artwork reminiscent of the Dragon’s Lair computer game of the early ‘80s. The dice in particular, are quite fine (though the standard retail version will lack the metallic inks etched into the dice), handle nicely, and have differently illustrated dragons. The rules feel underwritten and need a surprisingly careful read through given such a light game.

Easy to learn and quick to play, Dragon Slayer presents easy decisions—when to challenge, when to stop rolling, and which dragon to roll for. Do you roll for the Green Dragon and work up to Red or roll for Red and work down to Green as it is easier? Most likely a player will Challenge when another takes the lead and looks to be winning…

Of course Dragon Slayer feels not unlike Steve Jackson Games’ Zombie Dice, but it adds a decent twist and its genre is not as gruesome. Overall, Dragon Slayer: The Dice Game with a Twist is a nice filler and a nice addition to the ‘Push Your Luck’ style dice game.
Read More
Posted in Dice Game, Dragons, Fantasy, Filler Game, Indie Boards and Cards, Kickstarter | No comments

Friday, 12 September 2014

Board of the Dragon Queen

Posted on 14:36 by Anthony Carold
Hot on the heels of the Player’s Handbook comes the first adventure for Dungeons & Dragons Fifth Edition. Written by Wolgang Baur and Steve Winter—the ‘Kobold-in-chief’ for Open Design LLC and TSR and Wizards of the Coast veteran designer respectively—Hoard of the Dragon Queen is the first part of the Tyranny of Dragons campaign that will be completed with the publication of The Rise of Tiamat. It comes as a slim ninety-six page hardback that in eight chapters takes the adventurers from First Level up through Seventh Level.

At the time of publication, with just the Player’s Handbook available, it might seem that it would be impossible to play or run Hoard of the Dragon Queen. This could not be further from the truth. To begin with, the rules presented in the Player’s Handbook are more than sufficient to run the campaign. After all, if the rules presented in the Dungeons & Dragons Starter Set were enough to run ‘Lost Mine of Phandelver’, the scenario in box, then those given in the Player’s Handbook will more than suffice for Hoard of the Dragon Queen. One thing that the DM will need is the campaign’s online supplement—available here because whilst some are given in the book itself, the online supplement contains all of the magic items, monsters, and spells referenced in Hoard of the Dragon Queen. 

The setting for the Hoard of the Dragon Queen is the Forgotten Realms, specifically the Sword Coast, thus in keeping with recent releases from Wizards of the Coast, including the Dungeons & Dragons Starter Set. The Cult of the Dragon, ever a pervasive and pernicious influence in the region, has decided that it has tired of skulking in the shadows and is in the process of bringing an audacious plan to fruition. Drawing on its alliances with its draconic brethren and the Red Wizards of Thay, it seeks to free Tiamat from her infernal prison in the Nine Hells and bring her to Faerûn. 

Which is fair to say, sounds awesome! After all, this looks like a campaign that throws the adventurers up against the signature bad guy (sic) of Dungeons & Dragons—Tiamat herself. She was after all, the villain of the Dungeons & Dragons cartoon series, and thus will be familiar to many players of the game. The other villains of Dungeons & Dragons are probably the devil Asmodeus, the demon Orcus, and of course, Count Strahd von Zarovich of Ravenloft fame, but going up against a villain like Tiamat should whet the appetite of any Dungeons & Dragons player. Of course, that will not happen in Hoard of the Dragon Queen, but will no doubt be saved for The Rise of Tiamat, but investigating her cult should set everything up for a confrontation of memorable proportions. Unfortunately, as evidenced by Hoard of the Dragon Queen, getting to that confrontation may not be as memorable as it should be…

The campaign begins with a cliché as its solution to how to get the characters involved—the party is working as guards for a caravan that is travelling to the starting location for the campaign. Which is the same set up as that for ‘Lost Mine of Phandelver’, the scenario in Dungeons & Dragons Starter Set, but fortunately, this is countered somewhat by the first of the book’s appendices, which gives options to adjust any Background that a player chooses for his character to fit the setting. These can be rolled for, but it would make as much sense for the GM to assign these to the player characters according to suitability and their Class. Had much more this been done to involve the characters in the adventure in this way, it would have greatly strengthened the start of the campaign.

Once they get to the outskirts of Greenest, the characters discover that it is under attack. Fighting their way in, they are given refuge in the town’s keep, but being the town’s best hope, the governor asks the adventurers for help. This sets up a number of mini-missions that will see them help protect and rescue the townspeople and begin learn what the attackers want. These are nice way of getting them involved, sneaking out of the town’s keep again and again to help save the townsfolk, but it culminates in rather a disappointing encounter. The problem is not the encounter itself, but rather its effect—or lack thereof—upon the campaign. In this, one of the player characters has the opportunity to face the leader of the raiding party in duel, arguably a rousing climax to the chapter. It is a tough encounter, but if the player character is particularly successful, the campaign has the leader either ferreted away or simply replaced by with another NPC with exactly the same stats. Surely this undermines the players’ agency by making their efforts have no effect?

In the days to come, the adventurers will be asked to follow the raiders and scout out their nearby base, first to conduct a rescue mission and then return again to investigate what turns out to be the first dungeon in Hoard of the Dragon Queen. It is an unimpressive affair that feels flat and featureless, but whatever they find in the dungeon, the adventurers’ information will bring them to the attention of interested parties opposed to the Cult of the Dragon and they will be asked to undertake increasingly dangerous missions in the name of the safety of Faerûn.

In some ways, the first of these marks the highlight of Hoard of the Dragon Queen. Working for their patrons, the party is tasked with joining a caravan train that is travelling north along the Sword Coast and which is suspected of having been infiltrated by the Cult of the Dragon. The DM is presented with plenty of material to work with—numerous NPCs and encounters, both random and planned. There are opportunities aplenty for roleplaying and interaction throughout this section, but its primary purpose is to bring the adventurers to the attention of the cultists—and then earn their ire. One question not addressed is what would happen if the adventurers managed to stop this, another incidence of player agency being stymied. 

Whilst there are opportunities to roleplay later in this first part of the campaign, they grow fewer and fewer in number as Hoard of the Dragon Queen drives towards its climax. There is a marked shift in emphasis upon roleplaying and interaction towards infiltration and combat—typically with the adventurers disguising themselves in cult clothing—as the party follows the trail of the cult’s loot. The best of these opportunities is the potential for the adventurers to turn the various humanoid groups at the cult’s base in a swamp against each other. Which works in the one instance, but the campaign returns to it not once, but twice more, and once in mufti, the adventurers are expected to do no more than sneak in amongst the cultists, salute them, and then with a cry of “Surprise!”, draw their weapons and attack. It becomes all too one-note. Only the scenery changes…

In the last part of Hoard of the Dragon Queen, the party needs to board a Cloud Giant’s castle—before it flies away! The opportunity to do so is fleeting and the DM may well need to make some adjustments if the adventurers are in danger of missing their flight. Which is a distinct possibility given that it comes down to some difficult skill rolls involving the handling of wyverns… The consequences of failure are not really covered either. Once aboard the castle, the design never quite comes alive, again expecting the player characters to sneak in and divide the factions found therein. A  Cloud Giant’s castle should be amazing, a memorable experience, but again it just seems to fizzle out. 

Some players maybe disappointed at the dearth of treasure available in this campaign. Indeed, the adventurers may well rise through several levels before they acquire any magical items. The clue though lies in the title—Hoard of the Dragon Queen, for in truth, this is intentional. The point is that the villains of the campaign are hoarding the treasure—hence the title of this first part—rather than leaving it lying around for the player characters to find… What treasure there is though, is often generic and uninteresting. Indeed, the hoard itself is little more than a pile of coins.

Physically, Hoard of the Dragon Queen is unimpressive. The writing often feels flat and the tan colouring throughout does not help. In particular, all too many of the campaign’s minor NPCs are left for the DM to develop and bring to life, which although allows him to add his personal touch, does him more work to do and as written, hardly serves to make the campaign memorable. The illustrations are decent enough, but whilst pretty enough, the cartography thoroughly undermines the book. Too often the maps are murky and featureless, but worse, in they lack a key to their locations, whilst in others, they are too small, switch scales, and even orientation. Worse, in places, they do not have places marked upon them that are discussed in the text, leaving the DM to place them. Essentially, the book’s maps force the DM to do an awful lot of unnecessary work when they should be aiding him.

Although Hoard of the Dragon Queen is not the first scenario to be released for Dungeons & Dragons Fifth Edition—that honour goes to ‘Lost Mine of Phandelver’ from the Dungeons & Dragons Starter Set—it is the first to be released in the wake of, and to require the use of, the Player's Handbook. It is thus Wizards of the Coast's flagship campaign for the RPG, showcasing how the new edition of the game should be played, what a scenario looks like for Dungeons & Dragons Fifth Edition, and  of course, how much fun it offers.

Unfortunately Hoard of the Dragon Queen does none of that. The truth is that it is not a good scenario, it is not a well written scenario, and it is not a well presented scenario. The scenario is just not exciting, it lacks atmosphere—though not tone, which is grim; it fails to bring the NPCs to life or give the player characters enough options; and it just does not provide enough support for the DM despite the fact that he really, really needs it. Hoard of the Dragon Queen is not a scenario suited to first time DMs, whereas ‘Lost Mine of Phandelver’ from the Dungeons & Dragons Starter Set is and it is also much, much more fun. There is no doubt plenty of material for the DM to work with in Hoard of the Dragon Queen, but he will have to work unnecessarily hard to bring it out.
Read More
Posted in 2014, Anniversary, Basic Dungeons and Dragons, D&D Next, Dungeons & Dragons Fifth Edition, Dungeons and Dragons, Fantasy, Forgotten Realms, Open Design, Wizards of the Coast, Wolfgang Baur | No comments

Wednesday, 10 September 2014

Into the Vortex...

Posted on 04:48 by Anthony Carold
Vortex is a scenario for Monte Cook’s Origins award winning Numenera RPG originally used to launch and showcase the setting and RPG at  GenCon 2013. It is designed to challenge three to six characters who should be of either First or Second Tier and is flexible enough to be used as either a demonstration adventure, an introduction to the setting, or as part of an on-going campaign. Available as a 13.42 MB, thirty-page PDF, it includes not only an eighteen-page adventure itself, but also a dozen pre-generated adventurers all ready to play, the latter being available as a 24 MB,  twelve-page PDF.

Written in two acts, Act I of the adventure, ‘The Temple’, mostly takes place in a wilderness area. The player characters are exploring the region when they come upon a strange structure outside of which be-robed figures are conducting a ritual. Before the characters can interact with the figures they disappear into the structure, but not before leaving behind some food and a notebook. The structure then rumbles into the ground and disappears, but fortunately for the player characters, the notebook contains details as to when and where the structure will reappear. What do the player characters do?

Curiosity should be enough for the player characters to follow up on the clues in the notebook. After all, this is the Ninth World and exploring the technologies of the past should be the motivation for many, if not all of the characters in a party.  Following up on the clues will bring the characters through a nearby village and present a minor encounter. It is a decent little encounter that given that Vortex is a demonstration scenario serves to show how the Cypher System, the mechanics for Numenera, work in play and give the opportunity for the players to try out their characters’ abilities in a fight. 

Beyond that, the characters should eventually make their way to the point where the structure is supposed to reappear and when it does, the first person to exit begs for their help—she and her brother have been kidnapped by a cult and they want out! Here begins the real meat of the adventure, the opportunity not only to help out a damsel in distress, but also explore the mysterious disappearing and reappearing structure. It is also here where the adventure picks up and gets a little more interesting. The cult itself should not trouble the player characters unduly, though the cult leader may be a bit of a challenge.  Once he has been dealt with, Vortex changes tack and gets a whole lot more interesting.

Act II, ‘Through the 'Vortex' draws the characters deeper into the secrets of the Vortex—and beyond! Where the first Act focused on combat and interaction—in the village and then in the strange structure, here the emphasis changes to exploration and examination. If Act I felt a little too much like the traditional start of a Dungeons & Dragons style scenario, then Act II is where Vortex really begins to feel like a Numenera scenario in its Science Fiction. For the switch in emphasis in Act II is ably supported by the weirdness of the setting and the destination that lies ahead of the player characters—if they prevail and uncover the right clues that is. Not that the weird is not present in Act I, for in addition to its combat encounter there are a number of smaller locations to explore and experience, but it comes to the fore in Act II. This is the ‘Citadel of Radiance’, a thoroughly fantastic setting in the truest sense of the word. 

Vortex can be used as is, or split into two parts, but Act I should only take a session or two to play through at most, whilst Act II will probably take two or three. There is advice on running it as part of a campaign game or a convention scenario, and also on what might happen afterwards, although the given suggestions are a bit slight. There is though, a slightly disjointed feel to the scenario. The whole affair is written more as a pair of sandboxes—one for each act—that the players and their characters are expected to explore and interact with. The issue though is that there is a strong plot that runs through Vortex whilst there really is little for them to just explore and interact at random in true sandbox style. More encounters around both the village and in the strange structure would have supported the sandbox format. Nevertheless, Vortex is a well written, detailed scenario.

Vortex also comes with a set of six pre-generated characters. They include two characters of each type and the six do a decent job of showcasing some of the character types possible using the rules in the Numenera core rules.

Vortex is an excellent scenario. It can also be a deadly scenario, but without the risk, where is the fun or the reward? Vortex does a very good job of showcasing the strange and wondrous nature of the past some nine billion years from now…
Read More
Posted in Fantasy, Far Future, Monte Cook Games, Numenera, RPG, Science Fantasy, Science Fiction, UK Games Expo | No comments

Sunday, 31 August 2014

Your Player's Handbook

Posted on 05:22 by Anthony Carold
It seems appropriate that for its fortieth birthday, Wizards of the Coast give Dungeons & Dragons a whole new edition. So it has. After more than a year of public play testing and the input of hundreds of thousands of players, the Player’s Handbook, the first book for Dungeons & Dragons, Fifth Edition has been released. The question is, has both the wait and the very public play testing been worth it? Is this a version of Dungeons & Dragons that you want to play?

The starting point for Dungeons & Dragons Fifth Edition is obviously Dungeons & Dragon Fourth Edition. The sad, but truthful fact is that in the future, Fourth Edition will be the version that nobody talks about. There is no doubt that it got things right about playing Dungeons & Dragons, such as giving each of the Classes something to do on each and every Round, but fundamentally, it did two things wrongs. First, it drew too heavily upon the then contemporary play model of the MMORPG as typified by World of Warcraft, for example, by classifying all of its character Classes into four types—Controller, Defender, Leader, and Striker—and essentially making them feel all the same. Secondly, its adventure format took the two-page encounter format first seen to excellent effect in the Dungeons & Dragons 3.5 adventure, Scourge of the Howling Horde, one step too far, focusing too much on combat and relegating roleplaying and skill use to lesser encounters. The result was a game that in drawing too much from contemporary models pushed it back to its war gaming roots and away from roleplaying. Indeed, an argument could be said that Dungeons & Dragons Fourth Edition remains a good Dungeons & Dragons-themed skirmish game if not a good roleplaying game. Ultimately whilst there will be those that enjoyed Dungeons & Dragons Fourth Edition, that version is no more and will receive no more support.

So what of Dungeons & Dragons Fifth Edition? The good news is that it draws upon all of the best features of the versions that have gone before it and uses them to make it a game that is recognisably Dungeons & Dragons. Yet it also brings in innovations that make it an actual roleplaying game whilst also simplifying the rules and mechanics in order to emphasis ease of play. It also acknowledges that Dungeons & Dragons in the form of this new edition is a game with forty years of history, not a game that has sprung from nowhere… 

The Player’s Handbook is all about character, so the question is, what can you play? It offers the standard mix of Races and Classes, all bolstered by plenty of options. The Races include Dwarf, Elf, Halfling, Human, Dragonborn, Gnome, Half-Elf, Half-Orc, and Tielfling—with both the Dragonborn and Tielfing being retained from Dungeons & Dragons Fourth Edition. The Races are presented in this order because aside from the Dwarf, Elf, Halfling, and Human, the other Races are listed as uncommon and do not appear in every fantasy world. In other words, they are optional. Most Races gain an Ability score increase and various traits, for example, the Gnome has +2 to its Intelligence, Darkvision, and Gnome Cunning (the ‘advantage’ on Intelligence, Wisdom, and Charisma saving throws against magic—see below). Like several of the Races—Humans being a notable exception—the Gnome has two subraces, of which a player must choose one. They grant a further Ability score increase and further traits. The Forest Gnome gains +1 Dexterity, is a Natural Illusionist and knows the minor illusion cantrip, and can Speak with Small Beasts, whilst the Rock Gnome gains +1 Constitution, has knowledge of Artificer’s Lore and gains a Proficiency bonus on Intelligence (History) checks about alchemical, magical, and technological items, and is a Tinker who can make small devices. In comparison, Humans simply gain a +1 bonus to all Abilities. Similarly, the Half-Elf, the Half-Orc, and the Tielfing are singular in the Traits and bonuses granted to them, whilst the Dragonborn vary according to their Draconic ancestry.

The expected Classes are also present—Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, and Wizard, whilst the Sorcerer is retained from Dungeons & Dragons Third Edition and the Warlock from Dungeons & Dragons Fourth Edition. Like the Races in Dungeons & Dragons Fifth Edition, each of the Classes gives a player a choice of options at Third Level, each option a path that will further define a character as he gains Levels. For example, the Monk Class offers two Monastic Traditions, the Way of the Open Hand and Way of Shadow, while the Rogue Class has the Thief, Assassin, and Arcane Trickster archetypes. The Wizard selects a School of Magic to specialise in. Essentially these will define the type of character and variant upon the chosen Class that a player wants to roleplay in the game.

A character in Dungeons & Dragons Fifth Edition still looks very much a character from Dungeons & Dragons. The six Abilities—Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma—are the same; a character has Hit Points and Armour Class and Alignment, and so on. 

Deng
Half-Orc, First Level Barbarian
Str 17 (+3) Dex 13 (+1) Con 17 (+3)
Int 11 (+0) Wis 12 (+1) Chr 11 (+0)

Hit Points: 15
Hit Dice: 1

Armour Class: 16

Alignment: Chaotic Neutral

Race Traits: Darkvision 60’, Menacing, Relentless Endurance, Savage Attacks
Class Traits: Rage, Unarmoured Defence

Skills: Acrobatics (+1), Animal Handling (+3), Arcana (+0), Athletics (+5), Deception (+0), History (+0), Insight (+0), Intimidation (+2), Investigation (+0), Medicine (+3), Nature (+2), Perception (+3), Performance (+0), Persuasion (+0), Religion (+0), Sleight of Hand (+1), Stealth (+1), Survival (+3)

Proficiency Bonus: +2
Proficiencies: Athletics, Intimidation, Nature, Perception, Survival; Light Armour, Medium Armour, Shields; Simple Weapons, Martial Weapons; Strength Saving Throws, Constitution Saving Throws; Navigator’s tools, vehicles (water)

Languages: Common, Half-Orc

Battle Axe (+5 Attack), 1d8 damage (1d10 2h)
Javelins (4) (+3 Attack), 1d6 damage
Plank (Shield)

Background: Sailor
My friends know they can rely on me, no matter what (Personality Trait); I’m committed to my crew, not to ideals (Ideal); I’ll always remember my first ship (Bond); I can’t help but pocket lose coins and other trinkets I come across (Flaw)

There are several noticeable details about this character. The first is the lack of Feats. Although that they are not a part of the character, they are part of the Player’s Handbook where they are included as an option. At Fourth, Eighth, Twelfth Level, and so on, a character can increase one of his Ability scores, but if the DM allows the optional rule, a character could instead take a Feat. The second is the inclusion of Proficiencies and the Proficiency Bonus, which are reminiscent of the Proficiencies and Skills rules from Advanced Dungeons & Dragons, Second Edition. In Dungeons & Dragons Fifth Edition they reflect a character’s talents and aptitudes, not just in terms of his skills, but also his armour and weapon use, his saving throws, and the tools and devices he is trained in. These Proficiencies come not only from a character’s Race and Class, but also his Background. The Proficiency Bonus itself is a flat number that rises as a character goes up in Levels.

Perhaps the obvious difference between this and another edition of Dungeons & Dragons is the inclusion of Backgrounds. These are not mere extras that a player adds to round out his character, but an actual part of the character creation process. Further, whether an Acoloyte, a Criminal, an Entertainer, a Guild Artisan, an Outlander, a Sage, or an Urchin, the character gains further Proficiencies and even a special feature. For example, the Sailor possesses’ Ship’s Passage’ by which he can gain passage aboard his old ship wherever it is going. Each of the thirteen Backgrounds has ones of these features as well as tables suggesting appropriate Personality Traits, Ideals, Bonds, and Flaws. A character has one each of these and they are much more than roleplaying hooks.

In play, the core mechanic is still the roll of a twenty-sided die against a Difficulty Class or an Armour Class. Where previous versions of the game gave you a list of modifiers, Dungeons & Dragons Fifth Edition streamlines them down to whether or not a character has Advantage or Disadvantage in a situation. When he has an Advantage, the character’s player rolls not one twenty-sided die, but two, and then uses the best result. Conversely, if he is at a Disadvantage, he rolls two twenty-sided dice and uses the worst result. For example, a character is defending against an Orc that is climbing up a ladder to attack him. The character would be at an Advantage when attacking the Orc. When the Orc comes to attack the character, then he would be at a Disadvantage. In play, this is fast and simple, and reflects the streamlining of mechanics to speed up play. Yet the Advantage and Disadvantage leads to one further innovation.

That innovation is Inspiration. When a player roleplays his character according to its Personality Trait, Ideal, Bond, or Flaw, then the DM can reward him with Inspiration. Once gained, a player can use this Inspiration—or give it to another player character— but when he does use it, he gains the Advantage in a situation of his choice. The player then, is being rewarded for his roleplaying, which means that Inspiration is essentially a roleplaying mechanic. Which is something that Dungeons & Dragons has not had before in its forty year history. This is highly laudable, especially given the singular failure to support roleplaying in Dungeons & Dragons Fourth Edition. Now in truth, this mechanic is hardly new, for example it can be seen in Evil Hat Production’s Fate Core, but it is a genuine innovation for Dungeons & Dragons, a roleplaying game whose design can be best described as staid and traditional.

Initiative in combat is handled by a Dexterity check and when a character acts, he can move and undertake one action. This can be a combat action or something else, but a character can also gain bonus actions or reaction actions under certain circumstances. For example, a common Trait for the Fighter is ‘Second Wind’ which gives him the opportunity to recover some Hit Points as a Bonus action. The most obvious type of Reaction is an opportunity attack, but it could also be a Dash, Disengage, or Hide under certain circumstances.

Characters begin play with the maximum number of Hit Points possible, equal to the Hit Dice for their Class, plus Constitution modifier. In addition, for each Level a character also has a Hit Die, equal to that of his Class. Whenever he has taken damage and takes a Short Rest—equal to an hour or so—he can expend these ‘temporary’ Hit Dice to heal Hit Points. Once expended, most of these Hit Dice and a character’s full Hit Points can be recovered with a Long Rest of eight hours or more.

As a party goes on adventures, it will gain Experience Points which will go towards each character’s next Level. Only 300 Experience Points are necessary for a character to go from First Level to Second Level, then 900 Experience Points for Third Level, and so on. Killing a Goblin is only worth 50 Experience Points, a Hobgoblin or Orc is worth Experience Points, and a Bugbear is worth 200 Experience Points—and this is typically divided amongst the party. In comparison with previous iterations of the game, this version of Dungeons & Dragons does lend itself to faster progression at the lower Levels, the aim obviously being to ensure that characters are being pushed to a level of competency as quickly as possible.

In terms of arms and armour, everything that you would expect to be present is in the equipment lists (the Morningstar is present, though no flail). The weapons list includes some interesting weapon properties. ‘Light’ weapons such as club or scimitar are used with the rules for fighting with a weapon in each hand; ‘finesse’ weapons like the dagger or rapier can be used with either the user’s Dexterity or Strength modifier for attack and damage rolls; and ‘versatile’ weapons, such as the quarterstaff or warhammer, can be used one- or two-handed and get a correspondingly bigger die for damage when used two-handed. The rule for the latter is really simple—light weapons only and only one of the weapons benefits from the Attack and Damage Modifier.

Armour is classed as being either light, medium, or heavy. Only light armour, leather or studded leather, grants the wearer full use of his Dexterity modifier to his Armour Class. Medium armour grants a maximum Dexterity modifier of +2 and heavy armour negates the use of the Dexterity modifier altogether. What this does is flatten Armour Class inflation. Even the most agile of characters, with Dexterity of 18 (+4 modifier) and wearing studded leather (AC 12) is never going to have an Armour Class of more than 16 without magical aid. Compare that to a fighter in medium armour like scale mail (AC 14), maximum Dexterity modifier of +2 and carrying a shield (AC +2) for a total AC 18 or in a heavy chainmail suit (AC 16) and carrying a shield (AC +2) for a total AC 18 for similar total AC 18, and it is obvious that the advantage goes to the wears of medium and heavy armour, but not by much. Further, the medium and heavy armours are obviously more expensive.

Torgga
Hill Dwarf, First Level Druid
Str 15 (+2) Dex 11 (+0) Con 18 (+4)
Int 12 (+1) Wis 18 (+4) Chr 09 (+0)

Hit Points: 13
Hit Dice: 1

Armour Class: 13

Alignment: Neutral

Race Traits: Darkvision 60’, Dwarven Resilience, Dwarven Combat Training, Dwarven Toughness, Stonecunning
Class Traits: Druidic, Spellcasting (+6)

Cantrips: Druidcraft, Guidance
Spells Known: Longstrider, Speak with Animals

Skills: Acrobatics (+0), Animal Handling (+6), Arcana (+1), Athletics (+2), Deception (+0), History (+1), Insight (+4), Intimidation (+0), Investigation (+1), Medicine (+3), Nature (+3), Perception (+4), Performance (+0), Persuasion (+0), Religion (+3), Sleight of Hand (+0), Stealth (+0), Survival (+4)

Proficiency Bonus: +2
Proficiencies: Animal Handling, Medicine, Nature, Religion; Light Armour, Medium Armour, Shields; Battleaxe, Clubs, Daggers, Darts, Handaxe, Javelins, Maces, Quarterstaff, Scimitar, Spears, Throwing Hammer, Warhammer; Intelligence Saving Throws, Wisdom Saving Throws; Brewer’s tools, Herbalism Kit

Languages: Common, Druidic, Dwarf, Goblin

Stone Warhammer (+4 Attack), 1d8 damage (1d10 2h)
Leather Armour, Shield

Background: Hermit
I am searching for spiritual enlightenment (Life of Seclusion); I’m oblivious to etiquette or social expectations (Personality Trait); ‘Live and let live’—meddling in the affairs of others only causes trouble (Ideal); I entered seclusion because I loved someone I could not have (Bond); I enjoy keeping secrets and won’t share them with anyone (Flaw)

The last part of the Player’s Handbook is devoted to spells and spellcasting. All of the main spellcasting classes—Bards, Clerics, Sorcerers, Warlocks, Wizards—get Cantrips or 0-level spells that can be cast as often as a character likes. Some spells can be cast Rituals—this takes longer and does not expend a spell slot, but what is interesting is the difference between spells known and spell slots. Essentially a spellcaster does not cast spells and forget them so much as he casts spells and uses up the slots for that day. Further, lower level spells can be cast in higher level slots for greater effect. So for example when a cleric casts the Bless spell in a second level or higher slot, it affects more people. Thus certain spells do not get better as a character advances in Level, but rather he chooses to cast them more effectively at the time.

One last addition in the Player’s Handbook is the inclusion of its own version of the Appendix N that first appeared in the Dungeon Master’s Guide for Advanced Dungeons & Dragons, First Edition in 1979. This was a list by the game’s designer—E. Gary Gygax—of books that inspired him in creating Dungeons & Dragons that he felt would also inspire his follower gamers (also known as us). Thus with the Player’s Handbook for Dungeons & Dragons Fifth Edition we have Appendix E: Inspirational Reading, an updated list. Inspiration then until the new Dungeon Master’s Guide appears and hopefully thereafter…

The inclusion of Appendix E: Inspirational Reading is a sign that the authors of the Player’s Handbook and thus the designers of Dungeons & Dragons Fifth Edition, which also means Wizards of the Coast, are all prepared to acknowledge the history of Dungeons & Dragons—that it even has a history! Not always a fact that Wizards of the Coast was prepared to acknowledge, but in what is another innovation for the game, that past is pointed out and made clear. Most obviously in the inclusion of excerpts from Dungeons & Dragons’ fiction from the likes of R.A. Salvatore and Margaret Weis and Tracy Hickman heading various entries, but a closer read finds mention of specific Dungeons & Dragons settings—Dark Sun, Dragonlance, Forgotten Realms, and so on. Read further and the Player’s Handbook also points each of the Race’s subraces at particular examples. Thus, for the High Elf subrace, the entry suggests that it models the Gray Elves and Valley Elves of Greyhawk, the Silvanesti of Dragonlance, and the Sun Elves of the Forgotten Realms. It does this for several of the subraces, and in doing so, it acknowledges that there have been previous editions of the game and it acknowledges the fact that the game does not exists in a vacuum.

As with previous editions, there is room for expansion beyond what is given in Dungeons & Dragons Fifth Edition. New Races, new Classes, and new spells obviously, let alone the campaign setting books, but the Player’s Handbook gives room anew for areas of expansion. In particular, new subraces, but also new paths within each Class, new Backgrounds, and Personality Traits, and they are also a way in which a world can be created and enforced.

Physically, the Player’s Handbook is a well-written book. In fact, it is an incredibly easy read, such the rules are very easy to understand. In terms of artwork, the Player’s Handbook for Dungeons & Dragons Fifth Edition has a softer, more effusive look. In fact, there is very much less of drive to define things in the artwork, almost as if the designers are trying not to stamp a brand identity on Dungeons & Dragons—as was done with the artwork for Dungeons & Dragons Fourth Edition. If there is an issue with the artwork it lies in the illustrations for Halfings—they are just plain odd… An obvious omission is an example of play, something would have helped those new to the game, but there is at least an example character generated and some example choices are discussed during the selection of character Backgrounds.

Now the Player’s Handbook is not quite perfect. What is missing is a decent example of play. This is an odd omission given that the Player’s Handbook is designed to be complete, for the purchaser and player to need no more than its contents. It is also an odd omission given that this is the first book for the hobby’s only RPG that matters beyond the hobby and an odd omission given that no such example of how to roleplay is given in the Dungeons & Dragons Starter Set either… In fact, this omission from both the Dungeons & Dragons Starter Set and the Player’s Handbook, is not just odd, it is absurd.

There is of course one issue in the writing that needs to be addressed. It is the disclaimer about sex and gender in Dungeons & Dragons, in which it is stated that the player does not need to be bound by binary notions of sex and gender. There have been complaints about its inclusion; there have been complaints about its language. In either case, those complaints and the issues that the complainants have with the disclaimer are their problem and not the problem or fault of Dungeons & Dragons, its designers, or indeed, of the publisher. There is only one response that can be made to the disclaimer. I am glad that it is there. Now move on.

My experience with Dungeons & Dragons Fifth Edition is limited to a single session, and no doubt issues will arise in due course as the game is played at higher and higher levels, but playing the characters that we did—and this was with the scenario, the ‘Lost Mine of Phandelver’ from Dungeons & Dragons Starter Set, we had fun. We enjoyed ourselves and we both roleplayed and gamed the scenario. The game felt like Dungeons & Dragons, it felt like a roleplaying game, and our characters felt capable, even at First Level. From this experience, it is a version of Dungeons & Dragons that I could not object to playing again.

Now the Player’s Handbook is another matter. This is the book to get started with beyond the confines of the Dungeons & Dragons Starter Set, and whilst the Player’s Handbook repeats the rules presented in that box, it gives a whole lot more. Obviously a whole lot more choice in terms of characters—Races and Classes to start with, but also Backgrounds and options for both Races and Classes. All of them are interesting in some way and there is none of them which feels unplayable or like something that you would not want to play. Further, it is possible to see within the rules building blocks for creating certain character types and backgrounds with the rules to fit settings already published or those of the DM’s devising. For example, it would be possible to create a Dedaratlkói* from Tékumel: Empire of the Petal Throne using the Monk Class, whilst the Fighter would serve as a Bushi in Legend of the Five Rings with the right Background. Which points to the potential sophistication of the new edition’s design despite the relative simplicity of the rules.

*With thanks to Simon Taylor for digging this out of the Internet and getting me the right spelling.

Further, the rules in the Player’s Handbook feel as if they are compatible with nearly all of the previous versions of Dungeons & Dragons—‘nearly’ all because there may be some issue with Dungeons & Dragons Fourth Edition… Reading through the Player’s Handbook and it is easy to imagine that the GM could take them and use them to run any number of adventures from the game’s history, whether that is TSR’s U1 Sinister Secret of Saltmarsh or DL1 Dragons of Despair, Judges Guild’s Dark Tower or White Dwarf’s ‘Irillian’, or TSR’s B2 Keep on the Borderlands or Paizo publishing’s The Shackled City Adventure Path, or Lamentation of the Flame Princess’ The Grinding Gear or Grognardia Games’ The Cursed Chateau. Adjustments would need to be made of course, but the familiarity of the rules is present in the Player’s Handbook makes this not as much of a challenge—and that only helps with their accessibility. What this also means is that Dungeons & Dragons Fifth Edition looks like it will be physically easy to write for, unlike the previous edition of the game.

Lastly, in acknowledging its history and in presenting a streamlined, easy to play set of rules, the book feels more welcoming, more inclusive rather than exclusive. Even if there had been no roleplaying mechanic present in the form of Inspiration, it also feels like a roleplaying game again. Experienced roleplayers will pick this up the new rules of Dungeons & Dragons Fifth Edition with ease, whilst anyone new to roleplaying may struggle a little, for although the rules are clear and easy to read, the lack of example of play is fundamental omission. This odd absence aside, this is the Player’s Handbook that the hobby has been waiting for, it feels fresh and light, it feels fun, and it feels like Dungeons & Dragons is our game once again.
Read More
Posted in 2014, Anniversary, Basic Dungeons and Dragons, D&D Next, Dungeons & Dragons Fifth Edition, Dungeons and Dragons, Fantasy, Starter Set, Wizards of the Coast | No comments

Friday, 18 July 2014

Storytelling Dungeons & Dragons

Posted on 15:33 by Anthony Carold
In the absence of an actual Dungeons & Dragons RPG between January 2012 and July 2014, between Dungeons & Dragons Fourth Edition and the recently released Dungeons & Dragons Fifth Edition there leapt into void not one but two contemporary takes upon traditional fantasy roleplaying. Of course, the term ‘void’ is relative, since Paizo Publishing’s Pathfinder Roleplaying Game is still available, as are any number of Old School Renaissance titles, from Labyrinth Lord to Lamentations of the Flame Princess Weird Fantasy Roleplaying. The first of these is 13th Age, Pelgrane Press’ action-orientated RPG that energised the Dungeons & Dragons style of play. The second is the Monsters & Magic Roleplaying Game. Published by Mindjammer Press, unlike the other Dungeons & Dragons style RPG, it is not a d20 System derived RPG, but uses its own Effect Engine mechanics to bring in storytelling mechanics that sit upon the architecture of nearly forty years of roleplaying that is Dungeons & Dragons. It has been described ‘Dungeons & Dragons meets FATE’, in that it employs descriptors—in Evil Hat Productions’ FATE called Aspects, in Monsters & Magic called Traits—that can be invoked to grant a benefit to the players’ adventurers. The result is that each and every adventurer brings more of his character to the play of the game and to the game world—more so than traditional Dungeons & Dragons. Further, it is possible to take characters from your existing Dungeons & Dragons game and slip them into a Monsters & Magic game, and in the process bring the characters alive.

Coming with the tagline, “Old School Fantasy, New School Play”, Monsters & Magic is still a classic Class and Level RPG. The classic races are present—Dwarf, Elf, Gnome, Halfling, Half-Orc, and Human, as are the classic Classes—Cleric, Fighter, Thief, and Wizard. The other classic Classes are treated as sub-Classes, so Druid and Monk are sub-Classes of the Cleric Class. In this way, the Paladin, Ranger, Illusionist and Specialist Wizard, and Assassin and Bard are all present. If there is an edition of Dungeons & Dragons that Monsters & Magic is based upon, it is certainly Advanced Dungeons & Dragons, First Edition. (It should be noted that the Berzerker Class is present as an example of how to create a new sub-Class, but it is not included in core set of Classes). Further, the classic six attributes—Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma are rolled on three-six-sided dice and the Classes function as you would expect. So the Cleric Class can Turn Undead, cast Clerical Magic, Wear Light and Medium Armour and use Shields, and so on, whilst the Ranger can Wear Light and Medium Armour and use Shields, use Bows and One-Handed Swords, is an Enemy of Humanoids and Giant-kind, can Follow the Trail, is Solitary, and is skilled in Woodcraft and Scouting and Spying.

Laurenel
High Elf; First Level Magic User
Str 09 (-0) Dex 15 (+1) Con 10 (+0)
Int 16 (+6) Wis 13 (+1) Chr 14 (+1)

Physical Hit Points: 14
Mental Hit Points: 25
Armour Class: 13
Hero Points: 1

Alignment: Neutral
Alignment Focus: Bring the balance to all things
Alignment Drift: People must have the freedom to choose

Background Traits
My family was dishonoured for its dealings with the Dark

Goal
To restore the family honour

Elven Traits
Graceful and Mysterious, Excellent Perception, Speak Elven, Extremely Long-lived, Infravision, Resist Charm, Elf Weapons, The Rising of the Dark, From an Ordered Society

Magic User Traits
Magic, Magical Lore, Read & Write, Use Quarterstaff & Daggers, Perform Rituals, Intimidate the Ignorant, Scribe Scrolls

Spells
Charm Person, Comprehend Languages, Detect Magic, Identify, Light, Magic Missile, Sleep

As can be seen from this sample, a character in Monsters & Magic looks very much like a character from almost any Old School roleplaying game, though there are notable differences. A character has both Physical Hit Points and Mental Hit Points—so he can take both mental and physical damage—and Mental Hit Points means that characters can suffer sanity inducing shock and engage in social conflicts; he has Hero Points to help him get out of bad scrapes; and an Alignment Focus which helps him roleplay his Alignment and an Alignment Drift which represents the temptations that will push him away from his current Alignment towards another. Playing to either his Alignment or his Alignment Drift will gain a character Experience Points for good roleplaying.

One major notable difference between a character in Monsters & Magic and another Old School RPG is that each Class has a primary attribute, the modifier for which is doubled. Thus if a Cleric and a Magic User both had an Intelligence of 16, the modifier for the Cleric would be +3, but doubled to +6 for the Magic User as Intelligence is the Primary Attribute for the Class. What this does is empower each Class through the Primary Attribute.

At the heart of the character and of Magic & Monsters are Traits, each “a single word or short phrase describing something crucial about your character, like an ability, background story detail, or personality aspect”. In play, they enable a character to bring one or more of these into play and have it directly affect the game in play. Most of a character’s Traits will come from his Race or his Class, but they will also come from a come from a character’s Alignment and from his Background Trait—such as Ex-Royal Courtier or Grew up an urchin on Swill Lane. He could also take a special item, perhaps an heirloom. As a character gains a Level, he can gains more Traits. Some of these will come from his Class, others from his Background and his adventuring life, or indeed, he could discover more of the capabilities of his heirloom and give it another Trait.

Both the Attribute Modifiers and the Traits play a major role in Monsters & Magic’s mechanic, known as the ‘Effect Engine’. To undertake an action, a character rolls not a twenty-sided die, but three six-sided dice. To this roll the character adds an attribute modifier, but if the situation warrants it, a character can add not just one, but various Traits up to a certain limit. The first Trait is equal to the character’s Level, but any subsequent ones are worth a simple +1. Rolls can be made against set difficulties—Average is 10, Tough, is 15, Difficult is 20, and so on—or against static values such as Armour Class or the resistance values derived from a character or an NPC’s attributes. All a player has to do is describe how his character uses each Trait and it is allowed by the GM.

The result of a roll in the Effect Engine is where Monsters & Magic gets interesting. If the result of the roll exceeds the difficulty, Effect Points are generated and these can be used in a variety of different ways. At the most basic, if a character targets an NPC or a monster, then the Effect Points can be turned into points of damage, these in addition to the damage rolled for the weapon or the spell. Generate enough Effect Points and they can be used to generate ‘Minor’ Effects (5 Effect Points), ‘Major’ Effects (10 Effect Points), and ‘Extreme’ Effects (15 Effect Points), that are placed on the target. A ‘Minor’ Effect would be to gain a +2 bonus or impose a -2 penalty, move a Range Band, mount or dismount a horse, sheath or draw a weapon, change stance, use up a minor resource such as an arrow or a dropped item, and so on. A ‘Minor’ Effect can be used to negate a ‘Minor’ Consequence that has been imposed on a character. Both ‘Major’ Effects and ‘Extreme’ Effects work in a similar fashion. 
For example, Laurenel is travelling at dusk in the Mountains of the Neck when he is ambushed by an Orc Warrior. Unlike his peers, this Orc likes to hunt his prey using a bow and arrow rather than just his cruel sword. Fortunately for the Elf, the Orc misses, but Laurenel needs to spot where the ambusher is. Spotting the ambusher is a Wisdom check, so that adds +1 to the roll, and his player suggests that both of his Excellent Perception and Infravision Traits will help him. The GM agrees, which adds a further +1 for each Trait. Laurenel’s player rolls 15 and adds the +3 to give a result of 18.
The Orc Warrior has a Dexterity Resistance of 12, so the result of 18 is not only a success, it also gives Laurenel 6 Effect Points to spend.  He spends it on a Minor Effect he calls ‘Obvious’, which he describes as the Orc having camouflaged himself poorly. It grants the Elf a +2 bonus to hit.
Having spotted the Orc Warrior, Laurenel lets fly with a Magic Missile spell.  He will add +6 to this roll for his Intelligence modifier, +1 for his Magic Trait, and of course, +2 for the ‘Obvious’ Minor Effect. In total, he as a +9 modifier to the roll. The Orc Warrior’s Armour Class is 20. Laurenel rolls 14 and adds the 9 to get a total of 22. This generates 2 Effect Points—not enough to buy a Minor Effect, so Laurenel decides to inflict 2 more points damage and rolls 1d4+1 and adds another 2 points to the total to get 6.
If a roll is failed, a character can suffer Consequences. Essentially, these work just like Effects, but with a negative result rather than the positive ones of Effects. Should a character suffer any Consequences, then they can be negated by purchasing counter Effects. 
For example, in a later round, Laurenel decides to push forward to attack the Orc Warrior with his quarterstaff. So he rolls three six-sided dice, adds his Strength modifier (0), his Use Quarterstaff & Daggers Trait (+1), and the ‘Obvious’ Minor Effect (+2). The difficulty for the roll is the Orc Warrior’s Armour Class, which is 20. Unfortunately, Laurenel rolls a total of 15, which is under the target. The GM uses these points under the target to impose a Minor Consequence (-2) on Laurenel, which is ‘Twisted Ankle’ as the Elf gets caught up in the undergrowth.
With its Consequences and Effects, the Effect Engine can be a whole lot deadlier than the standard play of a d20 System fantasy RPG, especially as characters progress in Level and the rules for Scale come into play. At 5th Level, a character gains access to the Heroic Scale, at 10th Level he gains access to the Epic Scale, at 15th Level he gains access to the Legendary Scale, and at 20th Level he gains access to the Mythic Scale. At the Heroic Scale, a character can build himself a Reputation, build a community or gang around him, or put together a ship’s crew; at the Epic Scale a character can build strongholds or domains, and engage in politics, diplomatic, or courtly actions; at Legendary Scale, a character is capable of working at the level of kingdoms; and at Mythic Scale, he can influence the fates of nations, peoples, and even whole worlds! As a campaign grows in Scale, so does the level of Effects, from Heroic (+8) on upwards.

Another area in which the players have input during play is when it comes to determine treasure. A GM can define what loot a monster might have or what exactly is held in a hoard’s horde, but he can award the players Treasure Points. These can be spent to purchase types of coinage, gems and jewellery, and special items. More of the former have to be purchased using these Treasure Points before the latter.

To this point Monsters & Magic is decently supported with some excellent full examples of play that show how the Effect Engine works. These are necessary because the book in places lacks that clarity that it needs to impart the differences between traditional fantasy roleplaying and the narrative demands of Monsters & Magic. The support provided elsewhere in Monsters & Magic is disappointing—only First and Second Level spells are listed and only a handful of monsters are included. This has a number of consequences. First, any spell casting character must have access to the core rules or player’s rule book for another fantasy RPG if he wants spells of a greater level. Second and likewise, the GM will access to the core rules or a bestiary for another fantasy RPG if he wants more monsters. In either case, they will want access to these books, and as a third consequence, in the long term Monsters & Magic is not a wholly standalone RPG.

On the plus side, converting spells and monsters from other fantasy RPGs is not all that challenging. Guidance is included to help a player convert his character from that other fantasy RPG into Monsters & Magic, and the monsters included showcase how they should look after conversion. Just like characters, monsters in Monsters & Magic have their own Traits. This also points to another possibility. That of adapting and running other Old School fantasy RPG settings to run using Monsters & Magic. Want to use these rules to run a Dragonlance campaign or a Dark Sun campaign? Such a conversion could be done because Monsters & Magic would simplify the abilities and backgrounds found in the character types and monsters those settings into Traits.

Rounding out Monsters & Magic is a scenario. ‘Silvermoon’ describes a village wrapped and cowed in the mists known as ‘Moonbreath’ that waft their nightly way down from the craters of Moon Moor. It is a fairly short if detailed affair, and should provide two or three sessions of play.

Physically, Monsters & Magic is decently illustrated in an Old School style. The cartography, what little there is of it, is excellent though. The writing is generally clear, but in places it could be better and the examples of play often do a better job how the rules should work.

Monsters & Magic is not a fantasy RPG designed to introduce new players to the hobby. In places, it is too complex for that, and in others it does not explain the rules quite as well as it should. Rather it is a fantasy RPG in the classic mode of Dungeons & Dragons designed to appeal to more contemporary mores that want a player to have greater narrative input into the play of the game. The Effect Engine and its use of Traits brings in a mechanical and narrative flexibility not present in Old School fantasy RPGs, but builds it around the structure of the Old School fantasy RPGs to make Monsters & Magic accessible and familiar to gamers of all preferences.
Read More
Posted in Advanced Dungeons and Dragons, Dungeons and Dragons, Fantasy, High Fantasy, Mindjammer Press, Monsters & Magic, Old School Renaissance | No comments

Sunday, 15 June 2014

Your Westeros Primer

Posted on 03:50 by Anthony Carold
Having finally got round to watching Season #3 of A Game of Thrones and read both parts of A Storm of Swords, I can at last feel confident in avoiding spoilers in reading and then reviewing A Song of Ice and Fire Campaign Guide. This is the first supplement for A Song of Ice and Fire Roleplaying: Adventure, War, and Intrigue , the RPG published by Green Ronin based on the series of best-selling fantasy books by George R.R. Martin.  I have already reviewed the second supplement, A Song of Ice and Fire Chronicle Starter, as that contains no spoilers from either the books or the television series and is much of more of a gaming supplement than A Song of Ice and Fire Campaign Guide. This supplement though, is much grander affair, describing as it does Westeros in lavish detail, providing full details on all the major regions and principal players of the game of thrones.

So if you happen not to have watched season #3 of A Game of Thrones or read both parts of A Storm of Swords, you do need to know that it does contain some spoilers. For in detailing the places and personages of Westeros and beyond, it focuses on places and peoples that do not appear until towards the end of both. It should be made clear that for the most part, these are not plot spoilers, but rather setting spoilers. Nevertheless, at least one plot spoiler is illustrated late in the book.

In keeping with the A Song of Ice and Fire Roleplaying: Adventure, War, and Intrigue, the setting for A Song of Ice and Fire Campaign Guide is in the immediate years before the events of Martin’s heptalogy—or is that octet?—begin. The Seven Kingdoms of Westeros are at peace under the reign of Robert Baratheon, who usurped the Iron Throne from the Targaryen dynasty, the last of the Targaryens are powerless exiles to the east, the wildlings beyond the Wall seem contained, and the first stirrings of winter have yet to come. The handsome hardback opens with a history of Westeros, covering from The Dawn Age through the Age of Heroes and Age of the Dragons to just beyond the War of the Usurper and Greyjoy’s Rebellion. It is followed by an examination of the culture of Westeros, covering laws and justice, customs, entertainments and pastimes, goods and trading, language, faith, and the Maesters—the latter the scholars of Westeros. Several sections here will be of interest to the GM wanting to run a standard campaign based around a house of the players’ creation as described in A Song of Ice and Fire Roleplaying: Adventure, War, and Intrigue. These include knighthood, social status and rank, and illegitimacy—the latter accompanied by the regional names accorded bastards in Westeros, Jon Snow of the North being the most obvious example.

This sets the stage for the bulk of the book. From King’s Landing and Dragonstone to The Stormlands and Dorne, the book details the history, geography and key locations, and the ruling House of its region, plus persons of note and notable personages, and the Banner Houses that owe fealty to the ruling House. So for example, the chapter detailing The Reach tells you how rich and fertile it is and of its rivalry with Dorne; of Oldtown, the city that is  home to the Maesters of the Citadel that was once Westeros’ premier city; and of the Maesters and how you would don the Chain to become one, before presenting House Tyrell. Some members of the House are simply given descriptions, but others are also given full stats according to the rules of A Song of Ice and Fire Roleplaying: Adventure, War, and Intrigue. In this case, they are Lord Mace Tyrell, his mother Lady Olenna Tyrell, and three of his four children, Ser Garlan, Ser Loras, and Margaery. Other persons of note are also given full write-ups, though these are less frequent. For the Reach, they consist solely of Samwell Tarly of House Tarly. Following the description of the Ruling House, the most notable Banner Houses are presented. These include major, minor, and landed houses as well as extinct ones. In some cases they are accorded a single line, others are a bit more detailed and thus interesting.

In each of the descriptions of the Seven Kingdoms, further aspects of Westeros are also given. In the case of The Reach, this is Oldtown and the Maesters, for the North, this the Night’s Watch, the neutral sworn brotherhood that mans the Wall against incursions by the Wildings, and for Dragonstone, it is background to the Targaryens, including write-ups and stats for Viserys and Daenerys, the surviving heirs. Accompanying the House descriptions and the Banner House descriptions are their castle names, coat of arms, and motto. In many cases, a very many of the Banner Houses have their coats of arms illustrated. Each of these chapters is accompanied by a decent map.

Having worked its way north from King’s Landing to the North and back down south again, the penultimate chapter in A Song of Ice and Fire Campaign Guide is the eponymously titled ‘Beyond Westeros’ as it takes the reader across the Summer Sea to the Free Cities, the Dothraki Sea, and beyond. There are no game stats or character write-ups in this section.

Rounding out A Song of Ice and Fire Campaign Guide is ‘Exploring Westeros’, a chapter of advice for the GM. This presents a look at the themes and feel of a Westeros campaign—noting that throughout, both are unlike traditional fantasy, either of certain novels and their bearing of rings or particular roleplaying games. It addresses the issue of running a campaign with a setting that has a particular plot—something that the A Song of Ice and Fire series has in abundance. There is a balance to be maintained the advice suggests between the players and their characters wanting to interact with the series’ signature characters and the influence and input from the player characters not derailing the plots and events that weave around the series’ characters. Essentially, what it comes down to is that a GM  and his players need to decide on the game that they want to play—one that unfolds alongside the events of the novels or want that goes off in another direction entirely. Completing the chapter is a number of campaign ideas that a GM could develop.

Physically, A Song of Ice and Fire Campaign Guide is nicely presented with lots of full colour, painted art that presents another look and feel to that depicted in the television series. The book is nicely written and an enjoyably clear read, and the maps are good too.

There are one or two issues with A Song of Ice and Fire Campaign Guide. As good as the maps are, the book could have down with more. In particular, no maps are given for the lands to the East. Given that they figure strongly in the novels, the lack of maps is a disappointing omission. Similarly, more maps of other locations would have been nice too. Maps are given for King’s Landing and the Red Keep, but not for many of the other castles or big towns in Westeros. To an extent, not all of them are detailed in the novels, but this is a roleplaying supplement after all, and some GMs like to have things quantified. Having already mentioned the plot spoilers in the art in the rear of the book, it should be pointed out that the choice of characters given full stats seems odd given that they are not connected with any particular character or House. This sort of heralds the importance of their roles in the novels.

If you happen to have read A Game of Thrones, A Clash of Kings, and A Storm of Swords, and watched the first three seasons of A Game of Thrones, then there is much to be enjoyed in A Song of Ice and Fire Campaign Guide. You could ignore the game game stats altogether, because really, they do not take up all that much space; if you did, then what you would have is a well written and informative sourcebook for both the books and the television series up to end of book #3 and season #3. One that complements them both, though the books more so than the television series. As written though, A Song of Ice and Fire Campaign Guide is a roleplaying supplement and both the source material presented here and the accompanying stats ably support that aspect (the latter without being unobtrusive). The advice in the last chapter is a pleasing if concise counterpart to the material presented earlier in the book and is good corollary to the advice given in A Song of Ice and Fire Roleplaying: Adventure, War, and Intrigue.

Thus A Song of Ice and Fire Campaign Guide is a good sourcebook for the A Song of Ice and Fire novels. It is also a good roleplaying supplement, expanding upon the information given in A Song of Ice and Fire Roleplaying: Adventure, War, and Intrigue. So A Song of Ice and Fire Campaign Guide succeeds twice.
Read More
Posted in A Game of Thrones, A Song of Ice and Fire, Chronicle System, Dark Fantasy, Fantasy, Green Ronin | No comments
Older Posts Home
Subscribe to: Posts (Atom)

Popular Posts

  • 2004: Castles & Crusades
    1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all ...
  • Quest for a Story
    The traditional generic or multi-genre RPG is an attempt to provide an all-encompassing set of rules and mechanics that allow a GM to creat...
  • 1974: Original Dungeons & Dragons
    1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all ...
  • Take the Caves Back!
    The reputation of B2 Keep on the Borderlands  and its influence on fantasy roleplaying is such that publishers keep returning to it. TSR, In...
  • Threatened Empires
    Ruined Empires: An Adventure for Abney Park’s Airship Pirates is the first release for Abney Park’s Airship Pirates RPG Based on the Songs ...
  • Lovecraftian Fantasy
    It is due to a matter of simple copyright, but Dungeons & Dragons never truly explored a fantasy infused with the writings of H.P. Love...
  • Cthulhu Classics III
    These days Grenadier Models, Inc. is better known for its miniatures, whether for Advanced Dungeons & Dragons or Call of Cthulhu . What...
  • The Indigo Ivory Depths
    Tony Dowler is best known as the cartographer who developed, How to Host A Dungeon , a toolkit that enabled the GM to create an ancient dung...
  • Monkey Magic!
    If you are English and of a certain age, you will remember a television series by the name of Monkey . Although based on the Chinese novel J...
  • For Cultured Friends
    When you get home and are asked, “Who do you know in Toronto?”, in this household there can only be two answers—Robin D. Laws and James Mali...

Categories

  • $1
  • 13th Age
  • 1890s
  • 1920s
  • 1940s
  • 1974
  • 1980s
  • 1984
  • 2000 AD
  • 2004
  • 2014
  • A Game of Thrones
  • A Song of Ice and Fire
  • About RPGs
  • abstract game
  • Achtung! Cthulhu
  • Action
  • Action Table system
  • Adam Gauntlett
  • Adamant Entertainment
  • adult
  • Adult Humour
  • Advanced Dungeons and Dragons
  • Adventure Game Engine
  • Adventureland Games
  • Agate RPG
  • AGE System
  • Agricola
  • Alderac Entertainment Group
  • All Flesh Must Be Eaten
  • All for One
  • Alternate History
  • Ancient History
  • Ancient Rome
  • Android
  • Anniversary
  • App
  • Apple
  • Arc Dream Publishing
  • area control
  • Ariel Productions
  • Arion Games
  • Arthurian RPG
  • Asmodée Éditions
  • Atlas Games
  • Atomic Overmind Press
  • Avalon Hill
  • Basic Dungeons and Dragons
  • Basic RolePlay System
  • Bestiary
  • Bezier Games
  • Black Box Games
  • Black Powder roleplaying
  • Board Game
  • Brabblemark Press
  • Brittannia Game Designs
  • Bully Pulpit Games
  • Cakebread & Walton
  • Call of Cthulhu
  • Call of Cthulhu Classics
  • Cambridge Games Factory
  • Campaign
  • Card Game
  • Castles & Crusades
  • Catalyst Game Labs
  • Chaosium
  • Cheapass Games
  • Chemistry
  • Children's game
  • Chivalry and Sorcery
  • Christmas
  • Chronicle City
  • Chronicle System
  • cinematic
  • Civilisation
  • Class
  • Co-Operative Game
  • Cocktail Games
  • Colonial Gothic
  • Comedy
  • Conan
  • Conquistador Games
  • Conspiracy
  • CORTEX System
  • Crash Games
  • Cthulhu
  • Cthulhu Britannica
  • Cthulhu by Gaslight
  • Cthulhu Dark Ages
  • Cthulhu Fluxx
  • Cthulhu Invictus
  • Cthulhu Now
  • Cubicle Seven
  • Culture Game
  • Curse of Chaosium
  • Cyberpunk
  • D&D Next
  • d20 System
  • Daring Entertainment
  • Dark Fantasy
  • Dark Osprey
  • Dave Gorman
  • Days of Wonder
  • Deadlands
  • Deadlands Noir
  • Deck Manipulation Game
  • Deductive Game
  • Degenesis
  • Delta Green
  • Dice Game
  • Dice Hate Me Games
  • Diceless RPG
  • Dinosaurs
  • Doctor Who
  • Doctor Who Sourcebook
  • Dragon Age
  • Dragonlance
  • Dragons
  • Dungeon
  • Dungeon Crawl Classics
  • Dungeons & Dragons Fifth Edition
  • Dungeons and Dragons
  • Dungeons and Dragons Fourth Edition
  • Dystopia
  • Eden Studios
  • Edge of the Empire
  • Edinburgh Fringe Festival
  • Edition 0
  • Educational
  • Egyptology
  • Elizabethan
  • Empire of the Petal Throne
  • Espionage
  • Euro Game
  • Evil Hat Games
  • Expansion
  • fairy stories
  • Family Game
  • Fantasy
  • Fantasy Flight Games
  • Fanzine
  • Far Future
  • Faster Monkey Games
  • Fate Core
  • FATE System
  • Fear Itself
  • Fighting Fantasy
  • Filler Game
  • Firefly
  • Firefly Role-Playing Game
  • Fluxx
  • Forgotten Realms
  • Free RPG
  • Free RPG Day
  • French RPG
  • FunForge
  • Gale Force Nine
  • Game Wright
  • Games
  • Games Workshop
  • Gareth Hanrahan
  • Gateway Game
  • Generic
  • Genre Book
  • German RPG
  • Gloom
  • GM advice
  • GM Screen
  • Goblinoid Games
  • Godlike
  • Golden Age Science Fiction
  • Golden Goblin Press
  • Goodman Games
  • Gorilla Games
  • Graham Walmsley
  • Graphic Novel
  • Green Ronin
  • Grenadier Models
  • Grognardia
  • GUMSHOE System
  • HackMaster
  • HackMaster Basic
  • Halloween Horror
  • Hellfrost
  • Heresy Engine
  • HeroQuest
  • High Fantasy
  • Hisashi Hayashi
  • Historical
  • Historical Fantasy
  • History of gaming
  • Hollywood
  • Hopwood Games
  • Horror
  • Humour
  • Ian Edginton
  • Ian Livingstone
  • IDW
  • Iello Games
  • Inc.
  • Indie
  • Indie Boards and Cards
  • Instant RPG
  • introductory game
  • Introductory RPG
  • Investigative
  • iOS
  • It's a Chris game
  • It's a Dave Game
  • James Maliszewski
  • Japanese Game
  • Japon Brand
  • Jason Morningstar
  • John Goff
  • John Wick
  • John Wick Presents
  • Judges Guild
  • Keep on the Borderlands
  • Ken Hite
  • Kenzer and Co.
  • Kickstarter
  • Kingmaker
  • Kobold Quarterly
  • KQ
  • Labyrinth Lord
  • Lamentations of the Flame Princess
  • Leagues of Adventure
  • Legends of the Five Rings
  • Light RPG
  • Looney Labs
  • Lovecraft Country
  • Lovecraftian Horror
  • Low Fantasy
  • Ltd.
  • Lumpley Games
  • Maelstrom
  • magazine
  • Magic
  • Margaret Weis Productions
  • Mayday Games
  • Medieval
  • Microgame
  • Middle Earth
  • Military Adventure
  • Mindjammer Press
  • Minion Games
  • Miskatonic River Press
  • Miskatonic University Library Association
  • Modern
  • Modiphius Entertainment
  • Modiphius Press
  • Mongoose Publishing
  • Monograph
  • Monograph Misfire
  • Monsters & Magic
  • Monte Cook Games
  • Moon Design Publications
  • MULA
  • Multi-Genre
  • Near Future
  • Noir
  • Non-fiction
  • Norman
  • Norse
  • Nostalgia
  • Nostlagia
  • Numenera
  • Occult
  • Ogrecave
  • Old School Renaissance
  • Old West
  • Once Upon a Time
  • One-Shot
  • Open Design
  • OpenQuest
  • Opsrey Adventures
  • ORE System
  • Oriental
  • Oriental Fantasy
  • Oscar Rios
  • Osprey Publishing
  • Pagan Publishing
  • Paizo Publishing
  • Party Game
  • Pathfinder
  • Pathfinder Roleplaying Game
  • PDQ System
  • Pelgrane Press
  • Personal Computer
  • Philmar Ltd.
  • Pinnacle Entertainment Group
  • Pirates
  • Play Dirty
  • Political
  • Post Apocalypse
  • Posthuman Studios
  • Postmortem Studios
  • Preview
  • Primeval
  • Pulp
  • Pulp Cthulhu
  • punk
  • Purist
  • Pyramid Magazine
  • Queen Games
  • Queens Games
  • railway game
  • Reality Blurs
  • Realms of Cthulhu
  • Red Raven Games
  • Red Shift Games
  • Red Wasp Design
  • Religious
  • Renaissance Deluxe
  • Retrospective
  • Review
  • Richard Pett
  • Risk
  • Rite Publishing
  • RM308 Graphics & Publishing
  • Robin D. Laws
  • Rocket Race
  • Rogue Games
  • Romance
  • RPG
  • RuneQuest
  • Runquest
  • Satire
  • Savage Worlds
  • Scenario
  • Science
  • Science Fantasy
  • Science Fiction
  • Science!
  • Secrets of Japan
  • Semi Co-operative
  • Settlers of Catan
  • shadows of esteren
  • Shakespeare
  • Share Game
  • Signal Fire Studios
  • Silly RPG
  • Silver Branch Games
  • Sixtystone Press
  • Social Game
  • Solo Adventure
  • Solo Adventures
  • Source Book
  • Space Opera
  • Spanish Civil War
  • Spiel des Jahres winner
  • Spiral Galaxy Games
  • Star Wars
  • Star Wars: Edge of the Empire
  • Starter Set
  • Steampunk
  • Steve Jackson Games
  • Storytelling
  • Strategy Game
  • Stronghold Games
  • Superheroes
  • Supernatural
  • Surprised Stare
  • Survival Horror
  • swashbuckling
  • Swords and Sorcery
  • Systemless Book
  • Tea
  • Tekumel
  • Television
  • The Day After Ragnarok
  • The Design Mechanism
  • The Laundry
  • The One Ring
  • The Walking Dead
  • Thieves of Time
  • Third Eye Games
  • Ticket to Ride
  • Ticket to Ride Map Collection
  • Time Travel
  • Tolkien
  • Tony Dowler
  • TonyBoydell
  • Too Much Games
  • Tool
  • Trail of Cthulhu
  • Train Game
  • Transhuman
  • Treachery
  • Treefrog Games
  • Triple Ace Games
  • Troll Lord Games
  • TSR
  • TSR (UK)
  • two player game
  • Ubiquity system
  • UK Games Expo
  • Urban Fantasy
  • Vampires
  • Victoriana
  • Vikings
  • War Game
  • Wargame
  • Weird
  • Weird Fantasy Role-playing
  • Weird West
  • White Box Fever
  • Wild West
  • Winsome Games
  • Wizards of the Coast
  • Wolfgang Baur
  • Wordplay games
  • Worker Placement
  • World War Cthulhu
  • World War I
  • World War II
  • WotC
  • Z-Man Games
  • Zombies

Blog Archive

  • ▼  2015 (7)
    • ▼  January (7)
      • 1984: Railway Rivals
      • A Shared Fate
      • For Cultured Friends
      • Take the Caves Back!
      • The Fourth Doctor
      • Thule Squared
      • The Pen is mightier...
  • ►  2014 (68)
    • ►  December (6)
    • ►  November (6)
    • ►  October (7)
    • ►  September (4)
    • ►  August (4)
    • ►  July (6)
    • ►  June (4)
    • ►  May (6)
    • ►  April (8)
    • ►  March (9)
    • ►  February (4)
    • ►  January (4)
  • ►  2013 (56)
    • ►  December (6)
    • ►  November (8)
    • ►  October (6)
    • ►  September (6)
    • ►  August (7)
    • ►  July (5)
    • ►  June (3)
    • ►  May (2)
    • ►  April (1)
    • ►  March (3)
    • ►  February (4)
    • ►  January (5)
  • ►  2012 (62)
    • ►  December (3)
    • ►  November (7)
    • ►  October (5)
    • ►  September (4)
    • ►  August (7)
    • ►  July (1)
    • ►  June (4)
    • ►  May (6)
    • ►  April (4)
    • ►  March (6)
    • ►  February (8)
    • ►  January (7)
  • ►  2011 (7)
    • ►  December (7)
Powered by Blogger.

About Me

Anthony Carold
View my complete profile