Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Sunday, July 30, 2023

Review - Operation Solo Endeavor

I picked up this supplement for Operation Whitebox for two reasons. Firstly I'm a huge fan of Operation WhiteBox and I've written a few scenarios for the system too. I thought I might have some fun solo-ing a team through one of my own scenarios.

I like what I found in here. An intro to solo playing, then a straight into a useful table for determining a mission objective. This table is short but it gives a nice variety of mission types. It then guides you into generating some VIPs for your mission. They might be NPCs, officers, targets, or otherwise. There are tables for theatre of operation and then significant places for the mission. 

Next we move into "Planning" which takes you the player through the design process of what you want to do when playing, and what sort of NPC you might want to prepare. 

It also introduces a mechanic called "Tension". This is a great idea. Its a ticking timebomb for a disaster. As you play it ticks down to something very bad happening. You never quite know when this bomb will go off or what form of DOOM it will take.

Then there's a guide on how to ask/answer the questions that drive the game, and gives you simple "oracle" to get your answers. It's a simple D10 mechanism ... but ... its variable, and you you can tailor it to the situation, ... and ... it drives that Tension mechanism.

Another great set of tables provide you inspiration and flavour for answering questions and feeding into your story. Talking of which, there is an nice set of NPC names tables, tailored to various nations involved. Beyond these, the book gives you plenty of advice on story telling and handling a team of players rather than a single character. 

To sum up, I'm really happy with this product, its a perfect fit for Operation Whitebox, and I'm going to be using it tonight! My only gripe, is that I'd like to own this as physical book.






Sunday, June 07, 2015

Judge Dredd - Mongoose

I've just finished reading the Mongoose "Judge Dredd" RPG book. What they've put in this book is good but I'm left a little disappointed and here's why.

This is a setting-book, you require Mongoose Traveller to actually play the game. I find this so very disappointing. What I really wanted was one book with setting and rules.

There are no rules to play, in here. There are Char' Gen' rules but these refer to the Traveller rules so you end up with two books to look through, which is tedious and a pain the butt. With this book alone you can not fire a gun nor ride a Lawmaster. :( You can gain skills when creating a character that are not explained in this book. :(


There are other omissions too which I found rather galling. Traveller has a wonderful set of subsector rules for mapping space, I'd hoped there would be the equivalent rules in here for mapping a sector of Mega City 1. Nope. In fact there is a section saying you don't need to do this, that you should keep you game versatile and use story rather than maps. Dammit, I wanted to map a sector, build a series of blocks. That was actually what I expected from a Traveller based system. So yes, disappointing.


The book has some great pieces of comic book art. But no maps, not one. It even goes into detail of one sector telling you all about a number of city blocks and characters therein, but again, no maps. I find that puzzling.


I've used the above to waffle on about how disappointed I was, but that is offset by how good this book is as a resource. If you have read one or two Dredd stories and want to run a game set in that world this book is an excellent purchase. You don't need to have read every Dredd story ever, as all the major themes in the background are covered in this book. There is a lot of detail here that will make you salivate. If you want to run a Dredd game using any rules-set I would suggest this book is a must buy.

I'm an author, I write adventure game books.

Sunday, November 23, 2014

Supplement 2 Animal Encounters, a review

This 52 page booklet was part of the original Traveller, and published in 1979. This review however is focusing on the currently available PDF version. The PDF is based on a scan of a printed copy and as these things go , it's a good scan, clear and easy to read. there is only one piece of art, a small black and white of a Lovecraftian-looking octopodian.

Book three of Traveller (Worlds and Adventures) gave you a mechanism for building a random animal encounter table for any terrain on any world. If your players were going into marshy terrain on a small world, you could knock up an encounter table for that particular world. The purpose of this supplement is to save you bother of making up that table of animal encounters.

After a brief introduction the booklet quickly moves into a series of tables that form the meat of this book. It systematically presents a separate table for each terrain type on a Small World with a Thin Atmosphere, then a Small World with a Standard Atmosphere and then, Small World with Dense Atmosphere. This slips into rinse and repeat for Medium sized worlds and Large Worlds.

Each table caters for a random roll from 2-12, each line gives you bare statistics for an animal, except when you roll a 10, which describes an event. Each animal entry describes its type, weight, hits to unconsciousness, hits to kill, armour, the beasts weapons and its likelihood of attacking or running, and finally it's speed.
Without book three, these tables would be of little use as this supplement does not explain all of the terms it uses. For instance, if an animal on the table is a "Intermittent", what does that mean?  If it attacks "as teeth", what does that phrase mean? 

Fundamentally each row is a stat-block without any description or narrative detail. This is typical of the Classic Traveller system, it leaves a lot of open space for the Referee to fill in the details, which either suits you, or doesn't. I have mixed feelings about this scenario within this context. If I'm being supplied encounter tables for quick reference, they should be quick reference with everything I need on them, but at the same time, this same table might apply to thousands of worlds and the same creatures should not be appearing on world after world.

What about those events that happen when you roll a 10? Overall I like this idea, it adds good spice to what is effectively a wandering monster chart. For instance, one event says that a PC is attached by a "Chameleon Filter" (you'll need to look that up). Another says, grass fire seen on the horizon, another that your vehicle breaks an axle. However, you'll have to try and avoid a broken axle three times on the trot or it might get a bit samey.

After iterating through the world/atmosphere options already mentioned the book goes on give you a few more specific tables.  Eight tables for various Maritime locations, two for arctic conditions, and two for vacuum worlds.

Overall, I think it's fairly useful in situations where you haven't had time to create specific encounter charts of your own. You would have to avoid using these charts too often if your players visit a lot of worlds, as they would soon become stale. With a million worlds it would be criminal of the referee for every world to have a 12Kg Flyer that Attacks on 3+.

You have nothing to lose by adding this to your Classic Traveller collection, but it is by no means required as you can get more variety by using the rules in Book 3.


I'm an author, I write adventure game books.

Sunday, October 26, 2014

Hero Kids - review

Hero Kids, is an RPG designed to be played with kids and features PCs that are themselves kids. This is a review of the 2012 PDF version.

I was rather intrigued by the idea of a game designed specifically for kids, so downloaded this to check it out. The PDF is 39 pages long, and comes in screen and print-friendly versions. The cover features cartoon-like artwork, a style that carries throughout the game. In general it uses a two column landscape layout with artwork and diagrams scattered across most pages.

The premise of the game is that in a fantasy land all the adults in a village have disapeared and so the kids of the village will have to deal with any issues that come up, whether that's a fire in stables, or an evil wizard raising the dead. The missing adults is not a mystery to be solved (unless you want to do that), they could be out raiding, having a party or bringing in the harvest, the point is, the kids have to deal with the trouble.

So the book starts with an brief introduction to roleplaying, and I got the impression that this part was written for teachers, or group leaders rather than the regular roleplayer.

Then we get an introduction to the vale where the village resides and it nicely contains a lot of ominous sounding names, such as "Darkenwold Woods".

Combat rules are suitably simple and match the objective of getting youngsters into the hobby, with four combat related abilities each being assigned a number of dice. You roll your attack dice, defender rolls armour dice. The player with the highest individual die wins. Rather than having the classic Hit Point scale a character  gets bruised, hurt and finally knocked out. meaning that combat will not go on for too long. Incidentally, it means that every single roll matters!

None of the other mechanisms of the game are more complex that those described above, in fact they are generally very simple and this makes it an ideal first game. No complex rules explanations, no beginners-fear of getting things wrong, just straight forward rules.

After the brief character generation rules which are basically allocating dice to the four stats, there's an interesting page about playing the game with other peoples kids and a reminder to be careful of the subjects you cover. Then comes some hints and tips for the referee on how to handle playing with kids, common sense stuff to be sure, but worth the read, as you might be playing with complete newbies to roleplaying and many of us forget what that was like.

Then come five pages of pre-gen sheets. Each with its own drawn character, stats and abilities listed, along with a standee, ready to fold. I love this format. Print the page and hand it to the kids, get them to cut out the character sheet and the standee, making it a project as well as a game.

The last seven pages of the PDF is for monsters. Each type gets a character sheet of its own and a page of standees.

That's it. Simple. Everything about this game is simple, and beautiful. The cartoon look of the characters is excellent and non-threatening, the hints and advice for the adults clear and well thought out. I don't know about reserving this game for kids, that's clearly where it's aimed, but I'd play this at the drop of a hat. Like the awesome game "3:16 Carnage Amongst the Stars", it's not about the dice rolls, but about telling the story the dice lead you to.

A quick scan of DriveThruRPG will let you see that this game has a bunch of scenarios to support it and colouring books too!  I was blown away at what a great idea colouring books were. Imagine playing the game then getting to relive the great moments with the kids as they colour-in the scenes they've just been playing in, an awesome idea.

A must buy for parents, I'm so glad I bought it.


I'm an author, I write adventure game books.

Saturday, October 25, 2014

Alien Module 3 Vargr - review

This is a review of the PDF of the third alien module for the ancient sci fi RPG, Traveller.

The PDF is 52 pages long, and is a scan of an original well  worn 1984 printing. The cover is rather worn and showing its age. The text inside is perfectly readable and can be searched, although the scan isn't always as straight as you might wish.

The purpose of this module is to introduce a new sentient and playable race into the classic Traveller game, and from the outset I can tell you it does this very well.

The book starts by telling you what the Vargr are, a sentient bipedal race descending from Terran wolf stock, this leads to some major differences in appearance and character from humans. Namely that they look a good deal like upright dogs/wolves, and everything about their society is built around the pack mentality.

After the general introduction the module details their physiology, psychology, history, society, government, and military is covered in some depth. This is necessary as one of the stated aims of the module is to demonstrate just how "alien" these aliens are, They think differently, the behave differently, they are not to be thought of as humans with fur.

After this essay is a section on the Vargr language. As with the first two alien modules this section not only explains how it's structured and sounds, but gives you the tools to generate Vargr names and words, in fact the entire lexicon if you're mad enough to roll that many dice!

The next section gives you a grounding in Vargr character generation, explaining how the process is similar to, yet different to normal human rules. Those familiar with the core game's rules for character generation will find this easy to work through.

Next comes a section called "Gvurrdon's Story" . This section starts by giving a a short dictionary of Vargr words and then presents an ancient Vargr legend written entirely in the Vargr language. If you have players excited enough to do the translation, you should be scared, they are obviously nutters!

A full page diagram gives you a map of the Gvurrdon sector (not sub sector) for the players.

Then come additional character generation rules for the the Vargr equivalent of High Guard. Then come some rules for the Vargr Corsairs, a sort of Scout/Navy/Pirate mixed service.

The next section of essays informs us about the Vargr homeworld and gives the referee additional notes about the race when being used as Patrons and NPCs.

Then comes a short adventure based around the ancient Vargr text presented earlier, including a translation for the referee to use. The sector map is presented again with more detail for the referee along with the planetary stats. It's really more of an adventure seed than an full adventure.

In the classic Traveller style of book layout, there is very little art within the pages. In fact the only internal art is a medical diagram of a generic Vargr and a line art drawing of a Vargr 100-ton Scout. That's it. Really the only inspiration to be drawn from artwork is the cover of this work.

I stated at the start of this review that I liked this book. I do. The essays are a fascinating read, and if the author has managed to describe a government structure, in a way to keep me interested late at night then he must have done it pretty well! After reading this book, you get a good idea of how the Vargr are to be played as a race, and how they might fit in amongst a party of humans.

If you're playing classic Traveller, I would say this is a must-have for the referee. Not needed of course, as the core rules give you a complete game, but by adding the Vargr into the mix, you'll make your game worlds so much richer. At a price of just a couple of pounds, this PDFs was a bargain, and well worth it
 
I'm an author, I write adventure game books.

Tuesday, September 23, 2014

Supplement 3 The Spinward Marches, a review

This is a review of the PDF version of the Spinward Marches supplement for Classic Traveller.

This is the first of the classic PDFs for Traveller that I've reviewed where it's not just a straight scan of the work. It's an improvement in presentation all the pages are crisp and clear.

So what is The Spinward Marches? It's a pregenerated sector of space, broken down into subsectors. That's about it. Let's be more specific. The introduction repeates what I just said then gives you a guide to reading a planetary UPP and then it's straight into the first subsector.

You get a title for the subsector, then between one to three short paragraphs about the sector, which may include a whole sentence about one of the planets. Then you get the planet stats, name , size, atmosphere etc for the planets in the sub sector. Next is a map of the  sub sector presented in the standard Traveller hex map format.

A note about these maps. Each sub sector map indicates the adjacent sub sectors but there is no sector map, so if you want an idea of how these fit together you'll need to write the names on cards and start arranging them puzzle fashion. Each map itself is very clear but suffers from a lack of helpful detail added in later products, namely bases and gas giants are not indicated. Xboat routes are indicated.

After all the sub sector details, the book gives you a rehash of the rules relating to interpretation of the stats. The final section is a index to the planet names throughout the sector.

Wow. I've mixed up opinions on this one. Lets start with my negative thoughts.

If this was produced today, I would dump on it. Who needs pregenereated sub sectors, when I can go to a web site and click a button and create as many as I want, especially when the map doesn't show all of the now expected details. As to the details for each planet, or rather the lack of them. Two sentences does not a sub sector make. To make this book useful it really needs to have some details for each and every planet. When you could fill books with details and background material on a single planet, two sentences for an entire sub sector is pretty useless.

This amount of open territory does give the referee room to move and create their own details...but if your doing that why would you need this book ,as opposed to clicking a button and generating your own sub sectors.

But.

But this subsector has been used as a location to set many of the classic Traveller adventures and other supplements. Although you can easily transpose those adventures into another sub sector or even your own version of the Spinward Marches, it just seems better to have the real thing, the real Spinward to act as your context. It's just a feeling, just a confidence trick if you like, to make you feel like you're doing it correctly.

So in summary, a nice to have, but totally unnecessary.



I'm an author, I write adventure game books.

Wednesday, September 17, 2014

Alien Module 2: K'Kree

This review is for the PDF of a classic Traveller alien module as bought from DriveThruRPG. The PDF is a scan of an original printed copy, so the edges of printed pages appear along the edges of the PDF, however the text throughout is clear and easy to read. The book has colour covers and a black and white interior in the standard Traveller format.

The objective of this module is to give you the ability to include the K'Kree race in your Traveller game, be that as NPCs or as player characters.

The K'Kree are aliens. In some respects they appear like centaurs of earth legends but in reality they are nothing like men with the body of a horse, they are very different.

The book itself explains that the K'Kree are very different from people in looks, society, and thought processes.They are descended from herbivore herd beasts and that simple fact means they do not think like people. In fact they think in terms of the herd, the family or the race. This fact is amply provided for in the rules by making the choice of playing a K'Kree a serious change from the normal RPG trope of playing a single character! The K'Kree are so different that instead of playing a single creature, if you're playing K'Kree, you're actually playing a group of them, up to fifty strong.

They like open spaces, therefore space ships, buildings, vacc suits, and vehicles play havoc with their minds. Their ships are huge open spaces, wrapped in steel. They don't have houses. They have a strict caste system that they are happy with! There are no individuals rebelling against the caste system, individual thoughts like that don't occur to them. Imagine playing that mind set. The herd is all, you serve the herd, you ARE the herd.

Don't get all power hungry thinking playing fifty K'Kree gives you Fifty laser wielding soldiers. It doesn't, you'll have a patriarch, servants, wives, maybe a body guard, clerks, cooks etc making the majority of those fifty, and the loss of one is a loss of yourself. Very different to normal play.

Oh, and they are strictly vegetarian, rampantly so. Within their empire they have either killed the meat eating races, or forced them into vegetarianism.

So what's in this 44 page PDF?
  • Diagrams showing comparison between man and K'Kree.
  • Introduction
  • Psychology
  • History
  • Society
  • Military service
  • Language generator,
  • Character Generation
  • Star ships
  • Weapons
  • Encounters
  • Patrons
  • Integration guide for using the extended Traveller books such as Mercenary with K'Kree
  • Worlds
And then it's on to the adventures. A couple of well put together adventures finish off this book. I won't go into detail, but they highlight aspects of K'Kree character, one where you play K'Kree and another where you play humans interacting with them. The scenarios put forward are very interesting and I'd love to play both of them.

In summary: Very good book, buy it.


I'm an author, I write adventure game books.

Wednesday, July 23, 2014

Classic Traveller, 1001 Characters, a review

CT-S01 1001 Characters

This product is 52 page PDF made up of scans from the original published book which was put out in 1978. Therefore the text is a little blurry although readable throughout even on my 7" tablet. There is no art at all.

The introduction to this book says that it presents a number of pre-rolled characters for the main five services, Navy, Marines, Army, Scouts, and Merchant that are suitable for use as PCs. Interestingly enough it says that the provided characters for the "Other" service are not considered suitable as PCs. When you get to the "other" section it explains that they used a modified system for the "others" that differs from the base game rules.

The provided characters are grouped by service. Sadly there's not a lot here. Each character is a simple list of the six stats, skills,  service/rank-achieved, and the mustering out benefits. That's it. No names, no background, just raw data.

For the Navy you get 136 sets of stats.
For the Marines you get 136 sets of stats.
For the Army you get 136 sets of stats.
For the Scouts you get 136 sets of stats.
For the Merchants you get 136 sets of stats.
For the Others you get 136 sets of stats.

The skill system they used for "Others" allowed the characters to gain any skill listed not just those from the core rules' "Other" list. This means the characters here are a bit all over the place skill wise, but that does suit the category.

The next section in the book is what they call "Chance Encounters" and here a series of characters are provided for you to pull from when in a hurry for an NPC. Sadly, again there is no "character" to any of these, they are a list of stats, age and weapon skill. No names, background or skills.

44 Army
44 Police
44 Thugs (law level 6)
44 Thugs (law level 7)

The next untitled section lists nine further characters. The book says they are based on characters lifted from science fiction, but sadly it doesn't give you any reference. You can guess of course and as number 1 is described as good with pistol and sword and an uncontrolled interplanetary teleportation ability, I suspect he might be that "Carter" chap.  Apart from this guessing game, I found the single descriptive paragraph given to each rather uninspiring.

Well, all of this does add up to 1001 characters but is it worth it? I'm not sure but I would tend more to the "no" side.  I'm not sure what use this book is. Sure it's got a lot of pre-rolled characters, but that's half the fun of the game so I wouldn't deprive a player of that.

As a ref' I can grab the stats as the starting point to making a character, but it's not really worth buying for that. I might change my mind "if" I can find a use, but right now I find the whole book very disappointing.

The pre-generated stats for the services, possibly useful, the latter four lists are pointless, and the last nine characters possibly a half minute of amusement.

I give it a thumbs-down, only for the completist.

Friday, July 18, 2014

Classic Traveller book review - 76 Patrons

CT-S06076 Patrons

This is a PDF made up of scans of the original product which was released in 1980. This it’s not a fully featured PDF.

The stated aim of the product is to provide a referee with 76 Patrons. My first thought on seeing the title of this product, was that it was going to detail 76 N.P.C.s who could become campaign level patrons for the players. But, a Patron is someone who is offering a job/mission to the players for remuneration.  If this book was produced today it would likely have been called “76 Adventure seeds”, therefore looking with the modern gamer in mind the title is a little misleading, but not much.

There are 76 seeds presented, varying in size from half a page to a full page in length.  Each sets out, the number of players that it’s designed for and any equipment or skills that are required to complete the mission presented.  These numbers are a useful guide as the missions vary in “size” from “go meet that guy”, through to the players acting as part of a body guard team. However a versatile referee can happily disregard these requirements and improvise. In fact, picking a seed with a requirement the players don’t possess could make the game even more interesting.

In most cases the seed is split into sections, player’s information and referee’s information. The player is usually presented with a person who needs, help, or who is willing to pay for services. The subject of the seeds vary tremendously, I found every one interesting.

Within the referee’s section it a really neat addition. There are usually three possible variants of the mission, you’re supposed to roll a die and consult these options to see which one applies.

For instance, suppose there is a mission to escort a bride to another planet. One option might be that she doesn’t want to get married, another that her lover (not the husband to be) is sending mercenaries to rescue her, or indeed that the ship being used to transit to the other planet is hijacked.  These additional options allow the referee to spice up the mission, or indeed reuse it by changing a few names here and there and adding a different twist.

After these 76 seeds come 16 mercenary tickets. These are adventure seeds for larger military groups varying from squad right up to battalion. The stories hinted at in these tickets are just as interesting. They don’t have the variants listed, but most military situations don’t need additional complexity as they are always complicated!

I really liked what I got in this product. There is a lot of inspiration in here, that will keep my traveller game going for years. I’ll play some of these missions as written, others I’ll twist into the existing campaign by taking the idea and fitting it in with existing patrons I already have.

But what’s wrong with it?

These are introductions, just seeds, germs of ideas or plots, there are no details, no maps, no stats. As a referee you will not be playing through a printed module, you’ll be making up pretty much everything.

Well worth the money I gave to DriveThru.

Sunday, June 01, 2014

Maelstrom - an RPG review

Maelstrom is an RPG published in 1984. Yeah it's old and this review is thirty years late, but give me a break, we didn't even have the internet back then!

The physical format of the game is a perfect bound novel of 304 pages. The games genre is rather original, it's set in 16th century England and the PCs have some rather unusual role choices.

As the genre suggests the game does not cater well for the normal fantasy tropes, and although you can play a thief or a fighter, don't expect to be meeting Orcs or casting fireball spells.

This book came out during the 80's craze for gamebooks such as the Fighting Fantasy and Lone Wolf series and appears to be inspired by that, in fact it includes two "scenarios" that are presented in that style (turn to entry 10 if you want to fight). In these adventures you learn to use the system, any fights are played out using the system and so it seeks to teach you the system.

Oh dear, where do I start laying into this.

Characters can be Nobles, Professionals, Craftsmen, Traders, Labourers, Mercenaries, Thieves, Priests, Actors, Mages or Herbalists. Quite an odd mix. I was puzzled about this as it doesn't suggest high adventure if your PC is a simple Stone Mason. Reading further into the book though it started to become clear. The "world" of Maelstrom is almost the real world of 16th century England including  all of the misery, poverty and poor health, and the average person there doesn't ever leave their home town let alone go on adventures. So the focus of this book, is travel. A journey from one town to another in the company of fellow travelers who stick together for safety. Hence you play the parts of people who would be making such a journey.

Being a product of the 80's, character generation is somewhat of a drag, there are huge tracts of text describing each of the backgrounds for your character trades, each of which really plays no part in your final character. It also spends an inordinate amount of time explaining why your character must be about fifty years of age before they can start to "adventure" (which means walk to the next town).  This section was such a drag. It was not written to empower your character, but rather to limit them, hold them back, and beat on them. Too much realism of the "period" was written in here. Sure its background material that lets you get into the period, but your modern roleplayer doesn't want to read a text book on history before he even starts rolling the character stats.

If you want to play a female character, change your mind. This book explains at length how women can't do this, do that, have one of those, go anywhere, look up, speak or ... breath without permission. Sure, perhaps a realistic fact of the period, but no fun for gaming.

So lets assume you want to play a more flamboyant character, such as a mage! I wouldn't bother. You're old, crippled, immenesly wise and can maybe reach to heady height of a Gandalf-spell such as "Ignite Pinecone".

Or how about playing a mercenary?  That sounds fun, right? Er...no. Sure you're good in a fight, but no one will like you or trust you, and get injured and it's bye bye bye.

Seriously, I got depressed reading this book. Everything was about how un-empowered you were, how you're held back, how you can't do this or that and how miserable life was. The book has a rather dodgy cover showing what appears to be the end of rather tame fight and that aptly suits the content of the book, which all about taking a story and wringing any fun or excitement out of it.

I know people have played this game, and even enjoyed it. I suspect that was despite the book, not because the rules enabled it.

ZZZZZZZ...Oh... you're still here. There is more. The skill/attribute system is percentile based and making a skill check is called a "saving roll" for some reason. Doesn't make sense to me. Want fix an axle on your cart, that's a saving roll. Want to harvest some potatoes, that's a saving roll. Want to block a sword blow, that's saving throw...no, hang on that actually makes sense.

To summarise, I won't be playing this game, playing in this background is too depressing. I might well play a game set in a 16th century, but not this one. If you see this book going cheap, sure pick it up have a read and see how games were written back-in-the-day, but don't expect to play it.


Wednesday, May 14, 2014

Numenera - a review

It was with some trepidation that I started reading Monte Cook's "Numenera". I'm generally, not a fan of huge RPG books as they tend to be scourged by endless lists of rules for trivial unlikely events, or full of endless sections of character-choice spells that read like the F.T.  So I was pleasantly surprised by Numenera.

It's a 417 page PDF but inside you don't find endless lists of dry material, instead you find endless lists of interesting background that bring his world to life.

So what is the world he's made for us? It's not sci fi, at least in the classic sense. It's not fantasy in the classic sense either, instead it's an unusual blend of the two. The premise is that the game is set on Earth in the future, but billions of years in the future. Mankind as we know it has died away. Civilisations have risen and fallen until at the time of the game the rise and growth of the Ninth World (civilisation) is under way.

Humans, or human like people predominate, but there are other races too. Those that have evolved during previous eons, and some that migrated to Earth across galactic distances during some previous eons. The Earth itself is different too. The animals we know are gone, long gone, others have replaced them, the continents we know are likewise gone. In their place is a strange world littered with relics of the previous ages. From huge underground machines to man made mountains that float through the sky, the previous ages have left their mark.  

Your characters will be denizens of this world. There are three basic character classes, Warrior, Wizard and Rogue. Note that there is no magic in the Ninth World, rather there are ancient artifacts and machines that grant the user magic-like powers. I call it magic because the characters using these uncovered devices more than likely don't know how they work. The technology of the game is an unusual mix of classic medieval fantasy and super science.

A character is likely to write notes with quill and parchment, and be armed with a power lance that can cut rock! The science of this world is retarded, true there are experts here and there who have studied and learnt some of the ancient's secrets, but the majority of people have no knowledge of how they work.

So lets talk about the system. As I said , I had feared a bloated rules-fest, but that's not what we find here! It's a system based around the use of a D20. All tasks are given a Difficulty, you can multiply the Difficulty by 3 to see what you have to roll on the D20. But! Your skills, dice pools, and other bonuses generally change the Difficulty, rather than modify the roll. Thus if you are facing a lock with Difficulty 6, having the skills and equipment to pick it could reduce that difficulty by two levels, down to 4, meaning you only have to roll 12+ to succeed.

I like this concept, it's simple, it's straight forward.

Stats. Simple and straightforward again, with Might, Speed and Intellect you're not getting buried in pointless minutiae. Each stat is also a pool of "Effort" that can be spent to further reduce a tasks difficulty, this leaves your pool drained and it takes time to recover. A very nice touch.

Another nice touch...GM's won't be rolling any dice. None. Players do all the rolling.

And talking of GM's I love the way the GM can challenge the players via a "GM Intrusion". This is quite like  FATE where the GM can tag you're negative aspect, except here he can change things up and increase the chaos or difficulty. But, when they do this, they also hand the player concerned 2xp, and the player hands one of those xp to another player. What a great mechanism! It encourages story complications and player interaction.

Now unlike in D+D, these xp can be spent for a die re-roll. If you are willing to spend a couple you can gain the equivalent of a temporary skill. I know, "temporary skill" sounds a bit dodgy. It's not, if you as the player can justify it, you get the ability. The example given in the book is a good one. While robbing a palace, you notice the locks are all made by a locksmith you knew as a kid and you know the trick of picking them.  This becomes a short-term of local benefit skill.

For 3xp you can get a longer term benefit. So if you live off the land for a while you can spend 3xp and gain a skill at living off the land. Or you could discuss with the GM a +1 on the die in certain circumstances.

Of course you can spend xp to advance a level too.

Yet, the joy I gained from reading this game is not limited to the simple and evocative rules, it's the rest of the book. It is stuffed with background material. Section after section of emotive and inspiring source material, describing the creatures, the lands, the peoples and the environment. But even this is only a beginning. The game embraces the weird, the unexpected and the downright odd.  Your characters walk around waving swords as they assault a castle that's really a crashed ancient spaceship. They dig, not for diamonds, but for the ephemera and refuse of ancient times, always hoping to find an artefact that gives them the power they crave.

Everything in this world, is different from what you'd expect. Despite the map being laid out in exquisite detail with extensive descriptions there is still so much more to discover.

The rules and the background material is not all that's to be found here. There's also an excellent section for the GM. In some games these GM sections simply provide a myriad of new rules. Not here. Instead this section is actually about how to play the game. How to be a good GM, how to insert the excitement and the fun for the players. Truly good material.

After you've read all that good advice you then get four scenarios in this book. These are all very original and bring the "weird" of the Ninth World to life.

As you've probably guessed I liked this game. Everything about this PDF is great. The art is fantastic, the writing is clear, the rules are simple and best of all, the heap of background material is full enough to give you a rich full session during the first play. Go get it now!

Monday, April 14, 2014

Video review - Maquis

This is my review of a free print and play WWII worker placement game

Sunday, March 16, 2014

Hollowpoint - an RPG review


I bought this RPG from LuLu the Print-On-Demand service. The book is 6 x 9 with an interesting two-tone cover in red and black. It features a silhouette of a man grinning insanely and pointing a gun past the viewer. The tag line on the cover really gives the tone of the game itself:

"bad people killing bad people for bad reasons"

That really does present the feel of the game, you might be playing mafioso hit men, hit men for hire, or even an FBI hit squad, going after some the other bad guys. The game is all about short sharp violence and your player characters are as likely as your targets to get taken down, and out of the game. In fact the referee is encouraged to go for the weakest P.C. To take them out!

There are really no good guys presented within these pages (rather like the 40K universe where everyone is atrocious) so pretty much everyone deserves what they get, even your character.

I've described it as an RPG, but the reality is that it's really more of a story telling game. The mechanics support a narrative approach with minimal die rolling. In fact the die rolls are pretty much reserved for conflict, and when you get there it's a dice pool mechanic, but not an ordinary one!

Your character has a number of stats, such as KILL, CON, or TAKE and each has a number of dice associated with it. When you come to roll the dice during a violent scene, you're not rolling and trying to get 5's and 6's to be counted as success' , rather your trying to get sets. A set is any number of duplicate numbers. You can use a single set to take an action. With an action you get to narrate what your character is doing and take a die out of an opponents set, possibly destroying the set.

So if you have a pair of 6's and an opponent uses their action to take one of those 6's, you no longer have a set and therefore can't take an action. If you have no sets for them to take a die from you take a consequence. What I like here, is that the consequence relates to the skill being used to attack you. If they attacked with KILL, you're going to get hurt, if they attack you with TAKE, they've stolen something from you. It's a huge narrative boon.

One feature I really love about this system is its very cinematic. Can you remember a film where the computer-guy is feeding info to the other guy sneaking through the bad guy's lair? This game's mechanism fits that like a dream. If the player is using their DIG (that's digging for info) skill they can use their rolled sets to help the other PC's. Perhaps they lock a security door, guide them onto the diamonds, or warn them where the explosives are.

As the game progresses, players try to inflict consequences on the bad guys and the ref works his hardest to do the same back to the PCs. In this game the referee IS the enemy, she IS playing to take you out. It's right there in the rules. Don't worry about that, the referee is as constrained by the story telling rules as the players, she needs good dice rolls too.

So what happens if the referee does take you out? You narrate an appropriate ending and jump right back in with a new PC. Simple and sweet. This game is not about character progression, it's about story telling in the best possible way.

So back to the physical book. It's novelette sized running to 110 pages, including intro, index, and a "flavour" section at the back. The cover is shiny and it has that new book smell.

I'm really impressed with the game, it oozes with its interesting theme and presents a system eminently matched to this original genre. Buy it now!

Monday, January 20, 2014

Meddling Kids - review

I've just finished my read through of the "Meddling Kids" RPG. This game pitches itself firmly at new and young RPG players. It's tone throughout is pitched for the younger audience, and spends quite some time explaining how to play an RPG.

I like its advice for new G.M.s  this kind of info is what I missed back in the early days of RPGs where I went on a power trip thinking I was king of the work. This book starts out by telling the new G.M. that they are firmly there it make sure everyone has a good time and that it's not an adversarial position.

As you can probably tell from the title this game is aimed at creating a game with that Scooby Doo feeling. The art work throughout backs up that assumption. The player archetypes support that too with Jocks, Fluff, Brains, Goofs, Tempers, Sidekicks, and Innocents.  Your characters have a set of stats in the traditional style, these being Strength, Moves, Smarts, and Health. On top of that you have a bunch of Abilities to pick from. Abilities are skills, and bonuses to certain types of action.

One clever trick of this system, is that the Scooby Doo character in the party is an NPC of sorts run by the G.M. It doesn't have to be a dog, could be an ape, a ghost, a batty professor or anything that's a bit out-there. This character is there to help out the kids/players when they are struggling, perhaps by sniffing out a clue or falling into the trap.

There are three tropes of the Scooby Doo series included in the rules that I think are just perfect.

The chase when the monster appears, the P.C.s will run! They have to escape the beast in the most inventive way possible and the skills and abilities back that up. Instant disguise ability anyone?

You can't just beat up the bad guys here with clubs, you have to trap them. The more monsterous the monster, the bigger and more complex the trap has to be! Players have to devise an outrageous trap to catch the beast.

Finally, no one gets killed, they get "Bonked", which means that they sit out of the game for a minute or two. Simple and straight forward, no player elimination, everyone has fun.

While aimed at kids, I think this will be a fun game for anyone willing to jump into the spirit of the game.

Recommended.


Friday, November 08, 2013

Sunday, October 20, 2013

Legend of the Five Rings (3rd Edition) - Review

I'm reviewing the 3rd Edition of L5R which comes as an A4 size hard back. It is full colour on a good quality glossy paper and runs to 318 pages.

The game is set in a world called Rokugan, with a theme that reeks of feudal Japan, with samurai etc, although it is not set in Japan, it is an entirely new world.

The world as presented in this book is totally enthralling and presented in a depth that I found amazing for a single book. I had expected the book to contain hordes of rules but the majority of the book is background material which I found a refreshing change.

The background contains not only samurai using swords but magic, monsters, gods and spirits all bound up in a cohesive background that is rich and appealing.

When I started reading this book I found it hard going. That's not a reference to the text because that reads very well, but the book opens with a history of Rokugan in seventeen and a half double-column pages. I found it a struggle. There was no introduction or overview to the world, but instead it opens with this detailed year by year break down of history. As I read through it was full of names and places I'd never heard off and I became a little downhearted. My impression was, "I'm reading 17 pages of history, not the current-world I'll be playing in, so what's the point." Only after I had got past the history and into the body of the book did this all start to make sense. When I had finished reading the book I actually appreciated having that kind of history, it gave the world such depth.

This game is not your typical hack and slash. Part of the reason that they have such a rich background is that they expect you to play court politics part of the time. To role play without waving swords needs to have that kind of background depth especially when you start.

And that is a problem with the game. If you are playing an in-court session and players don't understand the intricacies of the Clan relationships, that is, haven't read up on the history of the clans, they might be in trouble. As a games master you might set up a scene of delicate politics and in come your players with no idea of what damage they can do... It seems a little harsh to need your players to have read so much background material.

Let's chat about character generation....it took me a while to realise I'd been reading the char-gen for the previous ten pages. There's a long section in the book that details all of the clans and families there-in. It includes history, details of leaders and relationships. There is also a note about a stat modifier for that clan, it's kind of hidden.

And that explains an ongoing problem relating to char-gen in this book. It's split up across multiple sections, each section is drowned in background information. When you add to that, the simple fact that the section of the book specifically about char-gen does not include a table of these hidden modifiers, it comes across as really confusing. I didn't really know where to start. This is not a book you can hand around the table and expect the players to step through making a character, it's not coherent enough for that.

The rules system itself is very simple, achieving tasks is rolling dice and beating a set difficulty (or opponents defence value). You roll a number of dice based on stats, skills and situation but only get to keep a certain number of the die results ( roll six dice, but only count the best two results). It's a really neat mechanic. Having lots of dice is good, but after the roll you have to pick just a few. It is a neat way to keep a check on power creep.

Alas there is a proof reading oversight here. The book says "here's a table of example difficulties"...but the table is not in here. As a games master, I have no guide to what would be suitable difficulty levels.

There are the other usual items for a fantasy game, including a list of spells for magic users and a rather short unillustrated list of monsters. The game is not focused on smashing monsters and taking their treasure, hence most of the monsters here are intelligent beings. The games focus is on dealing with other humans rather than monster bashing.

So let me wind this up by saying, I want to play in this world, I'm excited about it. However, I don't think I want to do it using this edition of the rules. The poor cohesion of char-gen and the missing table make that too difficult.
















Saturday, September 14, 2013

Review of Dragon Magazine #3

A latter day RPG gamer takes quick glance over Dragon magazine number 3 (1976!) working out if it's worth buying today.

Cover - a science fiction pencil sketch that I would rate at a 10 year old level. Not the best sales pitch!

Dragon Rumbles - A sardonically amusing defense by the editorial staff of their inclusion of fiction within the magazine. Getting defensive already!

Does anyone remember - Gary Gygax regales us with memories of defunct play-by-mail wargames. Zero use to the modern role player.

Notes on Women & Magic - Gadzooks the world was a different place back in '76. Female PC's should not have Charisma, replace this with "Beauty", and Lawful females may not "use Beauty". Sex as a weapon! This article goes on to lay out a series of feminine titles for the various character levels before explaining how women can use special sex specific charm spells on male opponents. Oh dear, it's somewhat back unenlightened.

The Search for the Gnome Cache - Chapters 3 and 4 of the fiction continue. It opens with smut, dodges past a bar room brawl that offered the chance of some action and finishes up with an uneventful start of a journey. Like the previous unexciting installments, meh.

Birth Tables - This article offers some good options for creating  some background for your character. From social rank of parents, monetary allowances, parental occupations and levels. This is a quickstart for building a character around your stats with a few rolls of dice.

Wargaming World - Entirely useless "current" affairs for wargamers.

Mapping the Dungeons - More names and addresses for DM's, my oh my, how carefree we used to be.

Out on a Limb - Readers letters, yawn. Although I liked the one moaning about the fiction!

A Plethora of Obscure Sub Classes - This is an interesting presentation of some new "unofficial" classes. Namely Healers, Scribes and Samurai. These are really just variants on existing classes, but do give you something to think about and consider for adding flavor to your game.

A new view of Dwarves - An interesting take on the Dwarf character, and presents a series of abilities that transform Dwarf from "poor fighter" to "something useful" to the party. It certainly does that, with new abilities and possibilities presented.

New Subclass, the Beserker - Wowzers, this may the first presentation of the Beserker class, not a lot of abilities associated with being a beserker but many behavior rules. I like this.

The Idiot Class - Errr. A class that specializes in acting goofy, in order to confuse the enemy. Printing this was a waste of paper.

The New Category: Jesters - See above. Only with "funny" spells including at 6th level, the "Die Laughing" spell...

GenCon IX's D&D Elimination - A report about a long gone con'. Useless.

=======================

That is all folks. This edition is better than the previous two ...but not by much. It has some interesting tables and even a class or two you might want to lift.

Worth 12c to a modern gamer.









Wednesday, April 24, 2013

Pandemic

Our little group got together and we played a game called Pandemic. This game has been around for a long time now, must be a few years but I've never played it.  I have made and played a Print n' Play game called Pandemic-Express which closely simulates Pandemic but uses dice instead of cards.

I was looking forwards to playing the game and was not disappointed. There were three of us playing and I got the role of ... er ... the guy who can build research stations. 

There are many roles in the game and everyone gets to choose one role, each of which has an ability that breaks the basic game rules. I like that there are more roles than players, that'll give the game some replayability.

As to the components, I was pretty impressed. The board was very nice, a good heavy weight and richly coloured. the cards were very nice too. Clear text etc, but I was a little a little colour problem with blue/purple. the cards and board colours didn't match too well.

The disease cubes were semi transparent plastic, and I believe that they were painted wooden cubes in a previous version. I'm glad to have played with the plastic ones, I prefer them to wooden cubes.

I glanced through the rulebook and it looked pretty good too. I actually downloaded and read a quick-play guide from the interwebs so I didn't have to refer to the manual for actual use.  the chap who owned the game was playing for the first time too and he didn't feel the need to constantly refer to it, and that suggests that it is well written.

I loved the game, the fact that we lost had no impact on that! the interaction and planning steps were great fun, and the tease of having just lost and then working out that we might have won, if only we'd dome something slightly different was great.  It appears to be a game where you must work together, you must interact if you want a chance of winning. Playing on your own, trying to collect cards and keep on top of the outbreaks is just impossible.

Lots of consideration on your turn and other peoples turns keeps you involved in the game all of the time. Great!

This is a game I'm looking forward to playing again sometime soon!

Sunday, April 07, 2013

Settlers of Catan - review of sorrts

On Thursday I played Settlers of Catan for the very first time. I've known about the game for years, but never bought a copy for myself.  Whenever the opportunity came up, I would look around and there was always some other game that looked more exciting or more like it would appeal to my family. Always some other priority.

On Thursday I actually got to play someone else's copy of the game. I was very happy with the look and feel of the game. the components were perfectly suitable. Everything was colourful, the rules were clear and the bits and cards felt good to handle.

I liked the look of the board, although I do have one very minor complaint. I wish that the hexes that make up the main board had symbols on them to match with the resource cards themselves. It's just a very minor niggle.

I liked the way it played, a turn could be very quick. Roll the dice, grab the resources, a quick trade perhaps, then play the resources that you worked out you were going spend while everyone else was taking their turns. Very simple, very straight forward.

But what did I think? I liked it. I didn't love it. I will happily play it anytime, there is enough social and game interaction to make this a game I will always play if someone offers it up. But the theme is not one to inspire me to pick it myself when I have so many other games to play.