Reviews from R'lyeh: 1984: Railway Rivals

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Showing posts with label Pathfinder. Show all posts
Showing posts with label Pathfinder. Show all posts

Friday, 7 September 2012

Lovecraftian Fantasy

Posted on 10:40 by Anthony Carold

It is due to a matter of simple copyright, but Dungeons & Dragons never truly explored a fantasy infused with the writings of H.P. Lovecraft or the Cthulhu Mythos. The only time that it really ever did was with the first edition of Deities & Demigods, and that was to present the “gods” of the Mythos as a pantheon, complete with write-ups and stats for Advanced Dungeons & Dragons, First Edition. In subsequent editions of this source book, this content was removed as its inspiration, the works of H.P. Lovecraft were not then in the public domain. With the passing of the millennium, they are now in the public domain and ready to serve as inspiration for an array of RPG writers who since the publication of Call of Cthulhu in 1981 have steeped themselves in the “Cosmicism” of both his fiction and the RPG it inspired. Thus the Mythos has appeared in what is a classic just ten years on – Green Ronin Publishing’s Freeport Trilogy for Dungeons & Dragons, Third Edition (and others) – as well as increasingly so in support material for the successor to Dungeons & Dragons, 3.5, Paizo Publishing’s Pathfinder Roleplaying Game.

Carrion Hill is an example of this. Published in 2009, it is an adventure for four characters of fifth level written by Richard Pett, an English author who has written innumerable adventures for both Dungeons & Dragons and the Pathfinder Roleplaying Game, and whom I had the pleasure of editing for his contribution to Goodman Games’ Age of Cthulhu Vol. V: The Long Reach of Evil. That contribution was indeed his first adventure for Call of Cthulhu, the quintessential RPG of Lovecraftian investigative horror, but it was not his first that involved Lovecraftian investigative horror. That was Carrion Hill.

Carrion Hill is itself a wind and rain sodden city looming up out of the swamps of eastern Ustalav, located on the southern bank of the Kingfisher River. It has a long, dark history having been occupied by one flock of worshippers after another, many of them devoted to even darker gods. The original inhabitants were even worse, all of them vile and depraved cultists of the Old Gods. Except to the singularly sinister scholar, such information has long been forgotten, as has the existence of a network of tunnels, temples, and tombs that run deep under the city. This morning though, something rose from those depths, an irruption that caused buildings to implode and left the surrounds as little more than slime slathered scree. The cream of The Crows – the city watch – is already missing, having come to combat the cause of the calamity, so what is Carrion Hill’s mayor to do if he wants to delve to the bottom of this catastrophe.

Enter the player characters. They are tasked to investigate these upward attacks from below whilst the Crows attempt to keep the peace and prevent the citizens of Carrion Hill from panicking and fleeing the town. The adventurers’ delving uncovers dastardly doings deep underground – cultists have summoned something that they should not have done, and now it is loose! Armed with the evidence of the cultists’ doings, the party must track both them down and discover a means to end the explosive eruptions of the summoned thing before it is too late. So far, so much like a Call of Cthulhu scenario…

Well, no, not really. Carrion Hill is after all a Dungeons & Dragons – or rather a Pathfinder Roleplaying Game adventure. The emphasis is more on combat than investigation, with the adventurers encountering and facing the surviving cultists one-by-one in mortal combat until they have acquired the knowledge and means to end the thing’s tentacular thrustings. These encounters are actually quite small and they can be done in any order, providing the heroes with a degree of free action. All the whilst being chased by the thing that the cultists summoned, of course. That said, impinging upon said degree of free action is the unstoppable nature of the thing – at the party’s expected level, it is unstoppable, so the party has no choice but to determine a means of stopping it. Were they to going charging in without tracking down any of the cultists – essentially the combative equivalent of conducting research and an investigation in Call of Cthulhu – the player characters would be dead.

Physically, Carrion Hill is as well presented as you would expect for a release from Paizo Publishing. Both of its art and its maps are done in full colour with both being pleasingly attractive. In addition to the adventure itself, Carrion Hill includes four pre-generated player characters and a two-page appendix describing the city of Carrion Hill and its history. The information given easily allows the GM to place the city in Paizo Publishing’s campaign setting of Golarion or drop it into one of his own devising.

As the author of the adventure states, Carrion Hill is the first adventure from Paizo Publishing to draw explicitly from the works of H.P. Lovecraft. Thematically, both dwell on matters of madness and decay, but the adventure lifts elements wholesale from the fiction, most notably the thing threatening the city and a certain tome. Its inspiration is Lovecraft’s “The Dunwich Horror,” though to be fair, only the latter half of the story, and to be fair, the combative nature of the latter half of the story is better suited to the combative play style of Dungeons & Dragons and the Pathfinder Roleplaying Game, and so does not jar with what would otherwise be a more investigative scenario.

Thus it is not truly Lovecraftian, for the heroes of the adventure can only die rather than have their sanity torn asunder. It hews to the heroics of its core genre, even despite the addition of the horror elements. That said, the adventure would well in other fantasy settings, perhaps even the Dreamlands themselves, or the Ditlana built cities of Tékumel: Empire of the Petal Throne. For the most part, releases from Paizo Publishing have always meandered towards dark fantasy as a genre. With Carrion Hill, both the author and Paizo Publishing fully embrace it, presenting a well written, grim, horror bent adventure.

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Posted in Call of Cthulhu, Dungeons and Dragons, Lovecraftian Horror, Paizo Publishing, Pathfinder, Pathfinder Roleplaying Game, Richard Pett | No comments

Sunday, 26 August 2012

Beware Parties Bearing...

Posted on 12:19 by Anthony Carold
The truth of the matter is that Dungeons & Dragons has always had a slightly awkward relationship when it comes to Oriental fantasy. Whether it is the “Kitchen Sink” and complexity approach of Oriental Adventures for Advanced Dungeons & Dragons, First Edition; the combination of the dual stats and the rich setting of Rokugan that brought together Alderac Entertainment Group’s Legends of the Five Rings and Dungeons & Dragons, Third Edition; or the woefully underdeveloped, if brilliantly titled, Ruins & Ronin, written for use with the Swords & Wizardry White Box; the end result has never really been all that satisfying. So the fact that Rite Publishing has published a trilogy of adventures for use with the Pathfinder Roleplaying Game set in its own Japanese style milieu, Kaidan (currently on its own Kickstarter program), was not necessarily encouraging. The trilogy, entitled Curse of the Golden Spear is available in print via Cubicle Seven Entertainment.

Inspired by Japanese folklore as much as its history, the setting of Kaidan – which means “Ghost Story” in Japanese – consists of a number of islands that have long been isolated from the rest of the world for three basic reasons. The first is political, as gaijin or foreigners are forbidden from setting foot on Kaidanese soil by Imperial Decree; the second is physical, as the islands are surrounding by a great wall of forbidding fog that few sailors dare to penetrate; and the third… Well, that will be discovered by the player characters as they play through the events of the trilogy, beginning with Curse of the Golden Spear: Part 1 – The Gift. Given the name of the setting, it is no surprise that it focuses on horror and mystery as much as it does adventure and combat.

As the trilogy opens, the political bar that previously prevented entry onto the islands of Kaidan has been lifted. By Imperial decree, Kaidan’s ports have been opened to gaijin sailors and merchants; which is why at the beginning of The Gift, the party is aboard a ship sailing towards Kaidan. It is accompanying a merchant, Marl Tyro, who has an important gift that he wishes to deliver to Lord Hachiwara of Tsue-jo, daimyo of Oniba province on Yonshu Island. The player characters have been hired by Tarl to serve as bodyguards, not necessarily his bodyguards, but bodyguards for the gift itself, which is contained in a heavy mahogany chest.

Initially, the scenario focuses on the attempts by Marl Tyro and the player characters to get further than the “Foreigners’ Port” of Gaijinoshima as the papers necessary to travel beyond its limits and onto Yonshu Island seem to be unavailable. Mostly this will involve their dealing with some of Kaiden’s less than savoury inhabitants, though in Kaidanese eyes, they are only marginally less savoury than the gaijin player characters! Once off the island and onto Yonshu Island, the party must make its way by road to the city of Tsue-jo, their journey punctuated by various odd encounters or harried by bandits and other threats.

For the most part, The Gift is a “Road Trip” style adventure. For the most part, it reads and plays as standard Dungeons & Dragons or Pathfinder Roleplaying Game scenario, but the author does add elements that impart the difference of the setting compared to other occidental fantasy settings. Most notably in the dealings with the actual masters of Gaijinoshima, in an overnight stop at a cursed inn, and a contest with some of Kaidan’s outré inhabitants. The second of these, the overnight stop at a cursed inn, is perhaps the scenario’s set piece and its horror highlight, more than any other in the scenario, promising a night of bloody terror and nightmarish dread.

Despite these highlights, The Gift is not wholly satisfying as an adventure. Its central villain seems wasted, and its conclusion fails to answer any questions that the events of the adventure have raised and despite a final confrontation with the adventure’s villain, just seems to fizzle out. In addition, the adventure leaves it up to the GM to address the motivations of the individual player characters, The Gift not only suggesting several, but also working them into the four pre-generated adventurers that the adventure comes with.

In addition to the pre-generated adventurers, The Gift also comes with an array of Kaidanese monsters, a glossary, and an explanation of Kaidan’s cosmology. The latter is definitely different and it certainly figures in the course of the trilogy.

Physically, Curse of the Golden Spear: Part 1 – The Gift is neatly presented in full colour. The artwork is variable in quality, with some of its feeling a bit too randomly Japanese. It is a pity that not all of it is in colour though. The maps are decent though, but in places a little too large given the amount of information that they have to impart. Overall, the contents feel a little stretched over the course of the book’s sixty-four pages.

One of the reasons for examining The Gift was to see if it was in any way compatible with Alderac Entertainment Group’s Legends of the Five Rings and its setting of Rokugan. Although Kaidan and Rokugan share similar sources, the differences between the two are many, not least of which are the differences in their cosmologies and their effects on their respective settings, and their respective attitudes towards gaijin. Indeed, the presence of gaijin on the Emerald Empire’s soil has only been acceptable during very short periods in Rokugan’s history. Of course, the acceptance, even if only grudgingly, of gaijin on Kaidanese soil is the exact reason why The Gift works as a scenario. Nevertheless, there are scenes in The Gift that would make for interesting encounters in a Legends of the Five Ringscampaign.

There is no doubt that the author of The Gift imparts the cultural differences between the oriental fantasy of Kaidan and the occidental fantasy of standard Dungeons & Dragons or Pathfinder Roleplaying Game. Another pleasing aspect of the setting is that Kaidan’s isolation makes it easy to slot in a campaign of the GM’s own devising, and thus would make for an interesting and perhaps lengthy excursion for a traditional Dungeons & Dragonsstyle party. Although, moments on the journey are more interesting and more exciting than the journey itself, Curse of the Golden Spear: Part 1 – The Gift is a solid start to the trilogy.
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Posted in Alderac Entertainment Group, Cubicle Seven, Dungeons and Dragons, Fantasy, Horror, Legends of the Five Rings, Oriental Fantasy, Pathfinder, Pathfinder Roleplaying Game, Rite Publishing | No comments

Friday, 11 May 2012

The Cast-Less Ranger

Posted on 13:40 by Anthony Carold

Dungeons & Dragons lends itself to the creation of new character roles or Classes – and it always has. By extension then, the same can be said of any Dungeons & Dragons variant, from Advanced Dungeons & Dragons and Labyrinth Lord to d20 Modern and the Pathfinder Roleplaying Game. Details and descriptions of these new Classes rarely run to more than a few pages long, so they make for excellent magazine articles. They also make for excellent one-shot documents and even a casual browse at sites such as RPGnow.com and drivethruRPG will reveal a myriad number of new classes available to purchase from any number of publishers. All are invariably inexpensive, and because they are available as PDFs, can be with you in mere moments. In fact, there are so many that a reviewer could just dedicate himself to reviewing these new Classes and review nothing else. Fortunately, for the sanity of anyone reading this, that is not going to happen. However, that is not going to stop me from reviewing one of them, which will be The Expanded Spell-less Ranger.

Published by Open Design as part of its “New Paths” series, The Expanded Spell-less Ranger is a fifteen-page, 5.56 Mb PDF which describes a new alternate Class for the Pathfinder Roleplaying Game. Expanding upon an article that previously appeared in Kobold Quarterly #11, its raison d'être is that whilst the Ranger as a Class in Dungeons & Dragons is venerable one and has been with us for some thirty years, it does not emulate its sources. As far as The Expanded Spell-less Ranger is concerned, neither Aragorn nor Robin Hood, as skilled as they were, used spells – and in the Pathfinder Roleplaying Game, the Ranger as a Class casts spells. As its title suggests, The Expanded Spell-less Ranger Class does not cast spells.

Both the Ranger and the Spell-less Ranger share much in common as a Class. They can both Track, possess Favoured Enemies and Favoured Terrain, can specialise via Feats in either archery or two-weapon fighting, form a Hunter’s Bond with an animal companion, and have Endurance and Wild Empathy, Woodland Stride, and Swift Tracker, and so on. What the Spell-less Ranger receives instead of the spells of its Base Class counterpart is a Stealth Attack against Favoured Enemies or in Favour Terrain, and with Nature’s Healing, the ability to heal whilst in his Favoured Terrain. In addition, at fourth and seventh levels, and then at every other level after that, the Spell-less Ranger can take a Ranger Talent. These are similar to Rogue Talents, but of course, have a wilderness rather than an urban theme. These can be as simple as Additional Animal Companion or Combat Trick, which grant an additional animal companion or an extra combat Feat respectively. More complex options such as Favoured Attack and Favoured Enemy Critical improve the Spell-less Ranger’s attacks against his Favoured Enemies, whilst Heel lets him command his animal companion to move to him directly without triggering an Attack of Opportunity on the creature. Others improve the Spell-less Ranger’s senses, stealth capabilities, or skills.

In addition, The Expanded Spell-less Ranger gives a selection of new Feats that work with the Class’ various features. For example, the Additional Favoured Terrain Feat gives the Spell-less Ranger a greater range of terrain to work in, whilst the Extra Ranger Talent Feat allows him to take an extra Ranger Talent. Many Feats, such as Coordinated Companion and Improved Animal Companion, work with a feature only found with one of the supplement’s new archetypes. Two are described, the first being the Dual-Style Ranger, the second being the Companion-Bound Ranger. Whereas both the Ranger and the Spell-less Ranger must specialise in one combat style – either archery or two-weapon fighting – the Dual-Style Ranger archetype studies both, or an alternate combat style if the GM allows. These styles, taken from the Pathfinder Roleplaying Game Advanced Player’s Guide, are detailed in an appendix at the end of the supplement. Adversely, he can only select a single Favoured Enemy.

Similarly, the Companion-Bound Ranger archetype can only select a single Favoured Enemy and he also loses the Endurance Class feature. In its stead, he gains the Animal Companion feature, much like that of the Druid Class. He also loses the Woodland Stride and Hunter’s Bond features as his bond with this single creature increases as he rises in level. Rounding out the Expanded Spell-less Ranger is a pair of forms. The first provides room for a player to record his Spell-less Ranger’s Favoured Enemies and Favoured Terrains, and the bonuses he gains with both, whilst the second is a full sheet for the Companion-Bound Ranger archetype’s Companion. This last sheet can also be used with the Druid Class’ similar Animal Companion.

The Expanded Spell-less Ranger provides options that should satisfy those players and GMs who dislike the fact that the Ranger Base Class casts spells. In providing the two archetypes, this “New Path” gives more options than just the single alternate Class, essentially making it not one alternate Class, but three. Beyond this, the Spell-less Ranger Talents allow decent room for customisation, much as player could customise the Ranger Base Class with spells. Well-written and neatly designed, The Expanded Spell-less Ranger lives up to its claims in giving an alternative Class that will slot into most settings. Either an existing setting or one of the GM’s creation.

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Posted in Class, Dungeons and Dragons, Fantasy, Kobold Quarterly, Open Design, Pathfinder, Pathfinder Roleplaying Game | No comments

Wednesday, 21 March 2012

One for All

Posted on 12:12 by Anthony Carold

The roleplaying hobby is divided when it comes to deciding what is, and what is not a legitimate review. One opinion holds that it is perfectly alright to review a roleplaying book after it has been read and its contents been given some considered thought. Another decries this approach totally and claims that for a review to be legitimate, the RPG or supplement in general must be played through to gain a full understanding of how the game or the contents of the supplement work when played through. Both points of view are valid, and both have their problems. With the first point of view, it is true that not every kink in an RPG’s design is going to necessarily come out in a simple read through. The second though, ignores two important practicalities. One is that few people have the time to read and digest every RPG or supplement and then play them, and this practicality is exacerbated by another, the fact that reviewing roleplaying games and supplements is done by amateurs in their own time. Roleplaying is a time consuming hobby and playing a new roleplaying game or supplement takes time, which is something of a problem when the demand for reviews is immediate or as soon after the title in question is released as is possible. It is also ignores that to a certain extent, one roleplaying game plays pretty much like another and in writing a review, much of the task is interpreting how the rules reflect the setting and vice versa. Having read and played a variety of RPGs helps with this process and gives a reviewer an understanding of how they work.

Fortunately, Open Design has something new out that negates the debate all together, because it has to be played through in order to be read. Best known for publishing Kobold Quarterly, the only roleplaying periodical to make it to the shelves at your local, friendly gaming store, recent issues of the magazine, specifically issues #18 and #19 contained solo adventures that could be played with the minimum of rules and dice. These proved popular enough for Open Design to launch the Party of One series, a new line of solo adventures that require nothing more than paper, pencil, and six-, eight-, and twenty-sided dice. Further, each of the adventures is compatible with Paizo Publishing’s Pathfinder Roleplaying Game Beginner Box, so they are good choice for players wanting more experience with the game on their own.

The first entry in the Party of One series is Kalgor Bloodhammer and the Ghouls through the Breach. It comes as an 11.89 Mb, fourteen page PDF that contains a total of seventy-three paragraphs. It is done in full colour throughout, although there are only the two illustrations. One useful use of colour is that the rules pertinent to each entry are marked in red. Rounding out the adventure are two character sheets, one for a first level character, the other for a third level character. Both sheets though, are for the adventure’s character, a Dwarf Fighter, Kalgor Bloodhammer who has ambitions to enlist in the Iron Shields, the elite guards that protect his home city.

The first part of the adventure sees Kalgor Bloodhammer attempt to join the Iron Shields, whilst the second sees him come to the defence of the city against an incursion of Ghouls (this is not a spoiler as they are mentioned in the adventure’s title. It primarily involves our protagonist moving between a limited number of locations, protecting his fellow Dwarves, gaining allies, and even a magical aid or two, and discovering secrets. Yes, discovering secrets… There is much more going on in this adventure than the simple need to defend a Dwarfish city, and depending upon what he discovers, Kalgor will have to make some important decisions at the end of the scenario. The presence of these secrets and the non-linear nature of the adventure – that Kalgor is free to travel between various locations – do add much to the play of the adventure, even a little depth and certainly the requirement to make more interesting decisions than where to go and what to hit.

As enjoyable as Kalgor Bloodhammer and the Ghouls through the Breach is, it does leave a question or two unanswered – not with the adventure itself, but with the support. For example, it provides character sheets for Kalgor at both first and third level. From examining both, it is apparent that it is the third level character that is being played and not the first, but the stats do not quite match up. For example, the Attack Bonus for Kalgor in the adventure is +8, but only +6 on the sheet. Further, nowhere does it explain why either version of the character is included in the PDF. Lastly, it would have been nice if Experience Point awards had been included so that a player could track his success over the course of the adventure and then even take a character onto other adventures.

Kalgor Bloodhammer and the Ghouls through the Breach can be played through in about an hour. Perhaps a little longer if a player wants to explore its entire story. The result is enjoyable and fun, the combat tense, and the choices presented all have ramifications. The mechanics are kept simple and in line with the Pathfinder Roleplaying Game Beginner Box, such that a player could easily create his own character using the rules and play through this adventure to see how it would. Overall, Kalgor Bloodhammer and the Ghouls through the Breach gets the new Party of One series off to a good start.

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Posted in Dungeons and Dragons, Fantasy, Kobold Quarterly, Open Design, Pathfinder, Pathfinder Roleplaying Game, Solo Adventure, Solo Adventures | 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

Wednesday, 14 December 2011

Freeport in Peril

Posted on 06:32 by Anthony Carold

Freeport: City of Adventure, the very setting that heralded the arrival of the d20 System and third party support for Dungeons & Dragons, Third Edition is over a decade old now. We saw our very first glimpse of this pirate island nation back in 2000 with the release by Green Ronin Publishing of the classic scenario, Death in Freeport, and in the decade since, the city and its environs has been supported with sourcebooks and scenarios, and a campaign, as well as companion guides for running the setting using a variety of different rule sets, including Savage Worlds, Dungeons & Dragons, Fourth Edition, Castles & Crusades, the Pathfinder Roleplaying Game, and True20. All of these, bar Savage Worlds, it should be noted, being variants of Dungeons & Dragons in one form or another. Of late, the Freeport: City of Adventure setting has received little in the way of support, but since it is a personal favourite, it was pleasing to note that there has been one scenario for it this year, Peril in Freeport.

Published by Adamant Entertainment through Cubicle Seven Entertainment, Peril in Freeport is for use with the Pathfinder Roleplaying Game. It is written for a party of characters of between sixth and eighth level, each of whom should get a level’s worth of experience from playing through the adventure. To get all of the details of the monsters that appear in Peril in Freeport, the GM will need access to a copy of the Pathfinder Roleplaying Game Bestiary as the main villains of the piece are fully described there. He will also find a copy of the Freeport Companion: Pathfinder Edition useful, although it is not totally necessary as much of the action in the adventure actually takes place away from the city itself. Indeed, this is such that a GM could easily place the events and plots of this scenario around any island chain or archipelago within his own campaign world. Of course, as a setting, Freeport: City of Adventure is designed to be dropped into most fantasy worlds. The scenario does not specify that any particular class is needed to play through it, but the player characters will find the Perception, Profession: Sailor, and Swim skills to be useful. Of course, this being a Freeport adventure, the adventurers are more than likely to end up under water and so will need a means of breathing once submerged.

Peril in Freeport opens with a bang, or rather a wave! The city being struck by tidal is a sign that it is in danger again, but a more insidious threat appears when the adventurers come upon a Halfling, desperately in need of a good cup of tea, who has been shipwrecked after the vessel he was travelling aboard was attacked. He suspects that both his family and the ship’s crew have disappeared and offers a reward for their safe return. Tracking the culprits down puts the adventurers on the track of a conspiracy to sink ships sailing in and out of Freeport, and then a slaving ring, and then eventually a really big bad!

As an adventure, Peril in Freeport involves lots of sailing and swimming and sneaking and fighting. In fact, this is a more physical adventure than a cerebral one, but given the piratical nature of the setting, an action orientated adventure is fitting. During the first few chapters there are plenty of breaks during which the GM could insert adventures of his own devising. In fact, it might be a good idea for the GM to add them as the scenario’s plot could be a little linear in nature.

Physically, Peril in Freeport is good in places and bad in others. Certainly both the art and the cartography are good, while the editing veers towards the bad in places. Also, presenting the book using a serif rather than a sans serif fount might have made it easier to read. Similarly, some GMs might object to having the adventure’s monsters all in one place in a large appendix at the back of the book due to the need to flip back and forth between the adventure’s text and its monsters.

Lastly, given the fact that much of the scenario takes place away from the city of Freeport, its title of Peril in Freeport does not feel wholly apt. Now, the convention when naming scenarios for Freeport: City of Adventure is to use some kind of threat word followed by “…in Freeport.” Hence, Death in Freeport, Crisis in Freeport, and of course, Peril in Freeport. Yet, the nature of the scenario means that “Freeport in Peril” feels far more appropriate.

Over all, this is a solid affair that should present no difficulty to the GM in adapting to the other RPG rules that support Freeport: City of Adventure. Once under way, Peril in Freeport should provide a gaming group with several solidsessions of straightforward action and adventure – more if the GM adds his own adventures.

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Posted in Action, Adamant Entertainment, Cubicle Seven, Dungeons and Dragons, Fantasy, Green Ronin, Pathfinder, Pathfinder Roleplaying Game, Pirates | No comments
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