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The Black Hack 2e Review

November 6, 2018 Comments off

 I had heard of the Black Hack in various Old School Renaissance (OSR) communities on the now doomed G+ RPG communities, but hadn’t looked in to it until recently. The publisher had a kickstarter over the summer that flew completely under my radar, but since the 126-page second edition PDF was only $6, I decided to take a gamble.

I am so pleased that I did. I have no experience with the first edition of the Black Hack, but the amazing resources in the second edition provide an easy to learn system for players, and a wealth of creative tools for GMs. This is one of the few systems that I would *not* bring pre-gens for in a convention setting. The entire player section of the game is a scant 30 pages, and character generation is TWO. Each of the included classes (the classics: Warrior, Thief, Cleric, Wizard) has a simple character sheet and just enough options to give your character a few interesting bits of equipment and mechanics. Each of the four classes can be printed on a single sheet, front and back, and the player will have just about everything they need.

This system is a great example of the mechanics aiding creativity and story-telling, and not getting in the way with endless fiddly bits. For example: one of the core mechanics is the attribute test. Your attributes are generated via the classic 3d6 method. Roll under the attribute called for in the test, you pass. Roll over, you fail. Initiative is a great example of this: roll under your Dexterity. Pass? Go before the baddies. Fail? Go after the baddies. Quick. Easy to remember. Fun!

It also makes use of the popular advantage/disadvantage mechanic used in D&D 5e. Since you want to roll under your attribute, you would take the lower result for advantage, and the higher result for disadvantage.

Another nice mechanic it uses for item tracking is the usage die chain. This is used to track anything that has a number of uses like arrows, holy water, oil etc. When you use the thing, roll the associated usage die. If you roll a 1 or a 2 it goes down one step in the chain: D20 > D12 > D10 > D8 > D6 > D4 > expended. For ammo it is only rolled at the end of the encounter. This is a nice way to reflect a limited resource without the dreaded Dungeons & Accounting that can take up so much time or is completely ignored by players and GMs in other systems.

The art is very cool black and white pieces from Karl Stjernberg, David Black, Sean Poppe, and Jeff Call. A lot of the best work is reserved for the monster and opponents section.

But the best part is reserved for the GM. This system has incredible resources to generate just about anything you could need for a game session: NPCs, hex maps, wilderness, dungeons, settlements, taverns, quest hooks, whats on the body etc. Some are straight rolls of a d12 or d8, others use 2d6 on a matrix, others are drop tables that have different results based on where the die lands on the page. This is the most succinct, concentrated creativity toolkit I’ve seen in any system. Even the monsters and opponents section includes tables to make every encounter unique.

If you’re in a creative rut, this is about the best $6 you can spend. If you’d like to pre-order the printed version and missed out on the kickstarter (like I did), check out the pre-order page. See you around the table! I’ve got some adventures to generate!

The Queen of Elfland’s Son Review – DCCRPG

September 30, 2018 Comments off

DCC 97 has been out since June, but somehow I missed it when it came out during Free RPG Day and just picked it up today. This is the first release to offer the awesome PDF code for RPGNOW in the front cover as announced at GEN CON. Any new DCC adventure from 97 on will include a code to redeem on RPGNOW for the PDF version. This is the best physical/digital offer I’ve ever seen since you can support your FLGS, and get a handy digital version for printing out handouts or maps. Kudos to Goodman Games and RPGNOW for putting together this deal. Once again, they are about a decade ahead of Paizo and WotC when it comes to innovation and rewarding their judges/GMs.

This release also features a very cool, very pulpy cover from the artist Sanjulian. I don’t know if it was commissioned for this adventure or was recycled from another work. It is pretty cool looking, but doesn’t make a lot of sense for this particular adventure, unlike the custom Kovacs covers that usually show something from the module like an encounter or iconic creature.

The interior contributions from the usual suspects like Kovacs, Poag, and Cliff Kurowski are excellent as always. The cartography for this one is by Poag and is a nice blend of the heavily-illuminated style of Kovacs and digital clarity of maps from DCC adventures in the D&D 3.5 days.

The adventure itself is inspired by the Appendix N entry The King of Elfland’s Daughter by Lord Dunsany. This marks the first DCC adventure in which I have read the inspirational material before the release of the adventure. If you haven’t read it, I highly recommend it! It is by no means required to enjoy this adventure, but there are a few nods to the source material and it is fun to see how Michael Curtis has incorporated some elements from the book in to the adventure.

This is a first level adventure that would work very well as a first foray after a funnel. The village of Eng isn’t really the focus of the adventure, and could either be substituted out for a different starting hamlet or fleshed out to provide a starting base of operations for adventurers. This adventure weighs in at 20 pages, including maps, and would likely work for a typical 4-5 hour convention slot. It has a short introduction, and two main parts. Without getting in to spoiler territory for potential players, there is a nice mix of investigation, combat and social encounters to allow every role a chance to shine.

A sequel to this adventure is alluded to a few times in the text, so it looks like this will at least be a two-part story, but this one stands on it’s own just fine. This would be a great adventure for those new to the DCC system as the adversaries are fairly straight forward, while still providing a few surprises for experienced delvers. Ask your FLGS to order this one, and cash in that PDF code! See you in Elfland!

Categories: Adventure, DCCRPG, Reviews, RPGs

Cyphers and Masks Review – Star Wars Age of Rebellion

September 3, 2018 1 comment

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The most recent sourcebook for Fantasy Flight Games Star Wars RPG is an Age of Rebellion sourcebook expanding on the Spy career. I’ve been looking forward to this book almost as much as the bounty hunter book for Edge of the Empire, and it does not disappoint. It follows the familiar format of other career source books: three sections, the first with new species and specializations, the second with new gear/vehicles/weapons and the third focusing on the GM and integrating spy characters into larger campaigns.

If you are more selective about your sourcebook purchases, I would still suggest giving this one a look. It includes some interesting new species such as the nearly synonymous-with-spy Kubaz, the insect-like Melitto, and mantis-antennae-having near-human Balosars. Those “antennapalps” provide two advantage on vigilance checks, which may prove handy since willpower is not generally a strong stat for spies. Kubaz have enhanced vision which can cancel out two setback dice from perception checks due to environmental factors. The Melitto have sightless vision and never need light. Seeing as it looks like they lack a mouth, Melittos could make cool silent snake-eyes type spies.

swa53_art_specialization-courierThe three new specializations are courier, interrogator and sleeper agent. Thanks to some generous 5 XP skills, courier is a more compelling choice than you might think at first blush. To the base spy skills of Computers, Cool, Coordination, Deception, Knowledge (Warfare), Perception, Skullduggery and Stealth, Courier adds Athletics, another Deception, Streetwise and Vigilance. With 5XP talents Well-Travelled and Pilot Training, this quickly becomes a very well-rounded tree mostly focusing on agility and intellect. Well-traveled makes Knowledge Core Worlds and Outer Rim career skills. Pilot training does the same for Piloting Space and Planetary. There are some parkour talents like Freerunning and Swift for personal movement, as well as some that apply to either personal or vehicles like Shortcut and Lose Them. This makes courier a solid choice for a pilot/analyst in your rebel spy cell. The only glaring omission is any kind of weapons skill, but that can be addressed with a dip into the universal recruit tree from the Age core book.

Interrogator is a surprising choice for a PC specialization, but could be an exciting one the way they have it written here. To the base spy skills add Charm, Coercion, Medicine, and another Perception. This makes the interrogator the de facto “face” spy, relying more on social skills rather than subterfuge. The talent tree has a good cop side and a bad cop side, as well as talents about called Resist Questioning and Made You Talk. One of the most interesting is a 25XP skill called Pressure Point that allows the PC to make a brawl check that does stun damage equal to ranks in medicine ignoring soak. This could be used to judo-chop some minions or knock out a weakened rival or nemesis for questioning. Other than the scout, this is the only other Spy spec with access to medicine, and with access to two ranks in Surgeon may be the best healer of the bunch. Every rebel spy cell could use a doctor/face.

swa53_sleeperagentSleeper Agent has some very cool benefits. To the base skills add Charm, another Cool, Discipline, and Knowledge (Education). The tree has some slicer talents like Codebreaker and Bypass Security. For 5XP you can pick up Well Rounded to pick up any two skills and make them career skills. This is a cheap way to pick up some weapon or piloting skills. Ideally these would match what your roll is in the Empire: Pilot, Soldier, Mechanic etc. The 25XP talents are especially cool: Inside Person and Inside Knowledge provide advantages to checks associated with a certain installation or large ship. You can also use it to find an item previously stashed in a location, which has cool story possibilities.

Just as one would expect from any classic spy movie, the gear and gadget section does not disappoint. Weapons that fire invisible blaster bolts, wrist mounted razor launchers, hidden garrotes, and convertible pistols that can be switched to a sniper rifle with two maneuvers (thanks Cassian!) and some stealthy armor. Gear and tools include a fake tooth with a poison crystal inside, cybernetic implants of tools and lock picks (go-go gadget hydrospanner!), disguises both holographic and implanted, concealed escape kits in the heel of a boot, explosive belts etc. Its just like walking into the lab of a Bond movie, as it should be. There are several droids detailed here, from interrogation, slicers, incredibly strong assault droids, and armored messenger droids. RA-7 stats are included as well. This was the inventory droid from Star Wars Rebels.

swa53_species_2A fair amount of space is dedicated to weapon attachments and enhancements to help conceal or break down weapons so they can be smuggled in to places they shouldn’t be. The vehicle and ship section just has one speeder and one star fighter with a lot of hard points to be used in customization. The vehicle attachments include lots of interesting options for cloaking, retractable weapons, and espionage electronics. You could certainly create something reminiscent of classic Bond cars filled with gadgets.

The third section details campaign ideas and potential rewards for spies. It outlines potential pitfalls GMs could run into with groups that have a lot of direct-action PCs and one Spy that relies on stealth. Given the variety of skills in this career I think you could run a really fun rebel spy cell with PCs made exclusively from spies. This section also provides some really helpful suggestions for spending dice results for computers, deception, skullduggery and stealth checks.

As expected, this was one sourcebook worth waiting for. The team at FFG is not running out of gas for this Star Wars line. I have yet to buy a book in this line that isn’t worth every penny. Even if you don’t collect them all, I highly recommend this one due to how well they stuck to the theme and the surprises along the way.

Categories: Books, Reviews, Star Wars

Review: Legend of the Five Rings Beginner Box

August 28, 2018 Comments off

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First, a little history…

Legend of the Five Rings is role playing set in Rokugan, which is similar to Japan during the Tokugawa shogunate, but with fantasy elements.  The setting features noble samurai,  wise monks and mysterious shugenja (priests)  that wield swords, fists, and spiritual powers (respectively) to obtain honor and fame in the honor-bound feudal setting.  Each character derives from a powerful clan (Crane, Crab, Lion, Phoenix, Dragon, Scorpion, and Unicorn) each with  their own motivations and agendas.

The game got its start in 1995 with AEG, which released a role playing game along with a collectible card game that was fairly popular at the time (and which persisted until 2015).   Fantasy Flight has acquired the rights to this rich setting, and launched things last year at Gen Con with an oriental styled parade from the street through Gen Con itself, gathering quite a crowd.

Here’s a fleeting picture I snapped at the time:

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2017 Rokugan Parade

Fantasy Flight is doing some pretty impressive stuff with the property, including kicking off the new card game (which is about a year old, and I’ve heard good things, but haven’t played). But more importantly for Skyland Games readers, they have been working on a new version of the RPG rules which have been in beta testing for some time now.  You can download those beta test rules HERE.  However, smart money might just guide you to pick up the Beginner box which just came out.  I did, and I’d say on the whole it was worth it, unless you’re sure sure sure you want to play and can’t wait for the final rules to be released next year (TBD as of this article).

The Beginner Box: Contents

The L5R Beginner Box is an attractive set, coming with maps of the larger region, maps of a medium sized city / village, and a map of a large castle not actually featured in the boxed set itself (but available for some online content I’ll discuss later).

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It also features a full set of Legend of the Rings dice, which are unique to the system. As with FFG’s Star Wars beginner boxes, the dice are about a $13 dollar value, which begins to justify the total MSRP of $39.95

The game includes an adventure that presumes no knowledge of the rules or how to play, and teaches both game master and players how to play as the game continues.  While theoretically that would allow you to start playing almost immediately, in reality the GM is going to need to read through the entire booklet to grasp the concepts before sitting down to run.

Without giving anything away, the adventure “The Topaz Championship” is a coming-of-age ceremony for persons of the samurai caste, which includes in this case a Phoneix clan shugenja, a Dragon clan Monk, a Crane clan Courtier and a Lion clan warrior.  The adventurers find themselves travelling together and form an unlikely bond when strange events occur that unite them in a common purpose.

The adventure itself is not the strongest adventure out there, but does unfold the concepts nicely and provides a way to ease into more and more of the rules as you play.  It starts with introducing setting and role playing concepts, then evolves into skill challenges, then non-lethal combat, then lethal combat.  Each character booklet presented to each player gives a skeletal version of the rules, indications of what the symbols on the dice mean, and what various actions can be taken.  A small more detailed rules-lite version of the full rules is also in the box, which allows for more nuanced play outside of the extra-lite rules in the adventure itself.

The Rules

The Beginner box gives us a good idea, if not a perfect idea, of what the game will look like upon release.  First I should note that, though the system holds similarities to the Genesys game that is the framework for many future releases from FFG, it is not that system, which to me was a bit of a disappointment.  While I have no desire to return the the days of d20 where everything was a d20 system and rules became painfully bland, there is some lack of utility in being similar to but different than a new standard from the same company.  Presumably, the rules presented are tied deeply into the concepts of the whole setting in a way to will prove meaningful enough to justify a new play format.

First, players have stats that derive from the Five Rings, (as set out by Musashi in 1645).  Fire = Passion; Earth = Discipline; Water = Adaptability; Air = Precision; Void = Spirituality

These are your core abilities, rather than agility, strength, etc.  The characters also have skills, ranging from law, to martial arts, to courtesy.  Many of the skills are not what you would call your standard fantasy adventure game skills.

Making a check requires rolling black ring dice, in addition to white skill dice.  One for each point you have in the ring or in the skill.

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You may keep as many dice as you have values in the ring you are using.  The versatility of the system is that it allows you to often parlay the way you are approaching something to make it something you are good at. For instance, if you want to knock someone down, you needn’t use Fire + Unarmed Combat (charging at them), you could instead nimbly dodge their blows, striking only with precision (Air+Unarmed Combat) or use their own momentum to throw them off balance (Water+Unarmed Combat).  Some approaches are more effective than others.

Dice have four results:

  • Success:  You need enough of these to reach your target number set by the GM
  • Exploding Successes: You count this as a success and then roll the die again, opting to keep this next roll as part of the first, or dropping it.  These subsequent rolls can go on into infinity and aren’t counted against you as part of your ring limit.
  • Opportunity: This works, as far as I can tell, like advantage in Genesys or FFG Star Wars, but perhaps with more restrictions depending on the type of ring you were using.  Rules are skeletal here, and may be expanded on in the main book.
  • Strife: This is emotion or stress that causes you to lose your cool.

Unlike those other systems, there are no difficulty, challenge or setback dice.  Also, strife appears along with positive dice results (like success, exploding success, and opportunity) thereby baiting the player to take those results.

Strife isn’t the end of the world, but if it surpasses your Discipline result, you can become compromised, which precludes the character from using results that have strife on them (which really cuts your opportunities).  That character can try to handle their situation until they regain composure, or they can become “unmasked” and clear their strife, usually with some loss of honor from their unseemly behavior.

Pros & Cons:

The game seems to have some potential, but as a new player to this version of the game, getting used to the idea of justifying your ring choice presented a little bit of a stumbling block.  With some more play, I’m confident that the game will feel more natural. In some ways it encourages roleplaying the type of character you are to fit your actions, and rewards creativity.

Dice in these games are always an issue.  Many of my players immediately splurged on the dice app available on Google Play and Apple.  These apps help to solve the problem of keeping track of what you previously rolled when you get a good run of exploding successes and start to run out of dice.  With a game at this point in development, everyone would have to own a beginner box to have dice of their own, and that’s not going to happen.  So it’s either pass those dice or get an app (for now).

The setting itself is unique, and as a student of Asian culture, I love a lot of the details, though these might be a little cumbersome for the unintitiated.  I’m unaware if any fantasy history has carried forward over the past 23 years.  People have loved this setting for decades and might not want to let that history go… like this guy:

The game is more serious than a lot of other fantasy settings, as it deals primarily with the conflict between desire and duty.  As such, L5R is likely to be a subtle game, and is really going to be the best fit with experienced gamers, or players that are naturally more serious and have a flair for the dramatic and the setting itself.  Beer and pretzel gamers are probably less likely to enjoy the subtlety of the concepts and the balance required in the game play.

In the past, I’ve always found the game a little tricky to prepare.  The characters are almost by definition at odds where their houses are concerned, vying for influence in Rokugan, and that’s going to make things a little tense and maybe a little uncooperative.  For that reason, it’s not going to be the game for everyone and it may be hard to prepare an adventure yourself with a party so divided.  Fortunately, one can usually fall back on duty to guide the party to a common goal, even if they can’t agree on how to get there.

Fantasy flight has released a free downloadable adventure and additional characters, which I have heard good things about.  The map of the castle in the beginner box is for that adventure, and the characters are set to proceed with unifying purpose which originates in the beginner box, making it worth the quick playthrough.

Total beginner box playthrough time is going to take from 4 to 8 hours.  No word on how long the expansion material will take. This play time will be greatly enhanced by the GM reading the optional expansive rules book in the box and understanding those concepts before sitting down to play.

TLDR:  The Legend of the Five Rings Beginner Box teaches a subtle nuanced game to fans of the genre with minimal impact on players and GM alike, and is worth the price of admission for players who can’t wait for the full rules coming out in the months to come.

 

 

The pros and cons of sourcebooks and settings

July 23, 2018 Comments off

The Skyland Games crew was a bit divided about the release of the Han Solo movie. Some felt it was unnecessary and was a movie no one was asking for about characters of which we already know the fate. Others felt it expanded both the story and the universe in very cool ways. We can see an analog in RPGs and their respective supplements and expansions.

Today Wizards of the Coast announced two new worlds for 5e D&D: Wayfinder’s Guide to Eberron and Guildmaster’s Guide to Ravinica. The Eberron update is digital only (at least for now) and the book for Ravinica won’t be released until November and represents the first cross-pollination of Magic: The Gathering lore making an appearance on the D&D side of the WotC fence.

This news comes on the heels of Fantasy Flight Games reprinting a special 30th anniversary of the West End Games Star Wars RPG. Recently I purchased both it, and two Force and Destiny sourcebooks: Knights of Fate and Unlimited Power. Staring at my formidable shelf of FFG Star Wars got me thinking: at what point is a system too diluted by supporting materials?

Fans of RPGs are familiar with the cycle: A core rulebook (or three) comes out for a system. Adventures, supplements and sourcebooks follow. Perhaps errata or an updated print run or seven. Finally the bottom of the barrel is scraped (for D&D often in the form of the Tome of Vile Darkness), and a new edition is released. Most recently we have seen this with Pathfinder and X-wing.

Reading through the old WEG Star Wars is a pretty wild contrast from a recent FFG sourcebook. The bibliography (they included one!) at the back of the WEG sourcebook is most telling: the original trilogy, their novelizations, a Han Solo trilogy of novels, a Lando Trilogy, and some art books for visual reference. In fairness, that was probably everything in print about Star Wars in 1987. Almost impossible to imagine thirty years later.

The player section for the entire system weighs in at 24 pages, and a full one-third of that is dedicated to a solitaire choose-your-own-adventure style introduction to the concept of roleplaying: making decisions and rolling dice to see what happens.

“This is the weapon of a Jedi Knight. Not as clumsy or as random as a blaster. An elegant weapon… for a more civilized age.”   – Obi-wan Kenobi

Is the system perfect? Certainly not. There are awkward combat mechanics, especially when it comes to starship combat. However, it does get you into playing the game quickly, and emphasizes not stressing the details as the GM. Between the two 144-page books included in the 30th anniversary reprint, you have everything you need to evoke the feel of the original trilogy and have a fantastic game.

On the flip side of the coin, I love having a Star Wars sourcebook library that is now the size of an old Encyclopedia Britannica collection. Each book is filled with inspiration from settings, equipment, encounters, and adversaries. However, it can be daunting for new players creating a character. It would be an awesome compromise for FFG to produce not pre-gens, but templates similar to WEG: familiar archetypes to which you can add a few skills, a description, a background and a motivation and get to rolling.

For D&D, each world at the peak of system bloat that was second edition seemed to have its own feel: Dark Sun, Spelljammer, Ravenloft, Dragonlance, and yes, Forgotten Realms. I imagine these new 5e options will provide that same sort of tone-setting characteristics to make each memorable. Maybe that is one way to think of it – not as dilution, but a particular flavor.

Dungeon Crawl Classics has taken a similar approach with setting box sets: The Chained Coffin (Shudder Mountains), The Purple Planet, and very soon Lankhmar. Goodman Games has also recently released a post-apocalyptic version of their system called Mutant Crawl Classics (which is awesome and will get a much more in-depth review later).

Ultimately it comes down to playing the style of game you want to play. There are pretty excellent RPGs that fit on a single sheet of paper. In my years of gaming, it has mattered less what system or edition we were playing and more that we had an excuse to get together every week and have a great time. Nerds tend to desire an encyclopedic knowledge of subjects they enjoy. This works out nicely for publishers. Is it necessary? Maybe not, but it sure is fun.

Mordenkainen’s Tome of Foes – Review

May 26, 2018 Comments off

The latest 5E D&D book hit Friendly Local Gaming Stores this week: Mordenkainen’s Tome of Foes. I purchased this book thinking it would be essentially a supplementary monster manual along the lines of the classic Fiend Folio. In fact, this book follows the format provided in Volo’s Guide to Monsters.

The first section details classic D&D struggles of Demons vs. Devils, Elves vs. Drow, Dwarves vs. Duergar, Githyanki vs. Githzerai, and… Halflings vs. Gnomes?! Not really, but they wanted to include some new material for the little guys so they threw them together at the end. The second section is a more traditional bestiary with monster stat blocks, as well as stats for NPCs that the DM could use to illustrate the struggles detailed in the first half. There are brief sidebars representing personal notes from Mordenkainen about different sections of the book. Unlike the fun disclaimer in Volo’s or the entertaining condescending disdain in Xanathar’s, the sidebars here add little if anything. This is disappointing as a similar format was followed in one of my favorite 4E supplements, Mordenkainen’s Magnificent Emporium, and those side bars added really cool details and perspective.

There is a great deal of background information and flavor text detailing the various struggles illustrated in the first half of the book. This may provide excellent context for classic rivals like demons vs. devils or elves vs. drow and reasons behind these struggles. There is also quite a bit of detail associated with the pantheon of gods for each race including alignment, province (what they are known for) as well as suggested domains and common holy symbols. Each section spends some time on world-specific variants of races (Gully Dwarves in Dragonlance, cannibal Halflings in Dark Sun), but usually without stats to make them anything more than window dressing.

Peppered throughout the first section are a few player options and sub-races with traits and tables to help provide more character details for PCs, especially if you like playing Tieflings or Elves. Tieflings gain 8 optional sub-races to demonstrate allegiance or infernal origins associated with a particular layer of the nine hells (Asmodeus being the default described in the Player’s Handbook). New elven options include four distinct eladrin variants that correspond with the seasons (Spring, Summer, Autumn and Winter), as well as a Sea Elf and the goth cousins from the Shadowfell, the Shadar-Kai. The Dwarven section provides the Duergar as a playable race. Githzerai and Githyanki traits and tables are provided as PC options as well. While additional halfling personality/ideal/bond/flaw tables are provided, the only new sub-race in the last chapter of the first section are deep gnomes (aka svirfneblin).

The bestiary second half of the book includes some fantastic dual-page artwork, as well as helpful indexes that sort creatures by type, CR, as well as typical environment.

This book is for DMs looking for inspiration using some of the classic D&D struggles detailed over the 40 years of monster manuals of every edition. It is also for players who may be looking for a particular sub-race they miss from a previous edition or more background details and inspiration for new characters. Should you buy it? Maybe. This one isn’t as essential as Xanathar’s as it isn’t as great a value for the money from a player options perspective. As a DM, if you already own the adventure Into the Abyss, there will be a significant amount of repeated stat blocks as all the demon lords are repeated here. If you’ve always wondered what the story was behind why demons and devils fight, or the origins of the elven diaspora, this is the book for you.

Categories: 5e, Books, Characters, DnD, News, Reviews, RPGs, WOTC

Fully Operational Review – Star Wars Age of Rebellion

April 8, 2018 Comments off

The latest sourcebook for Fantasy Flight Games Star Wars Age of Rebellion is Fully Operational. This sourcebook expands the options available for the Engineer career, and adds three new species, three new specialization options, as well as some interesting crafting options to the FFG Star Wars system.

As always, the career sourcebooks follow the familiar format of three sections: player options, gear/vehicles, and finally additional mechanics and systems for GM and PC use. Both Edge and Age have some overlap when it comes to careers and specializations that make sense for PCs in both lines. We’ve seen this show up in the past with FFG repeating certain species and specializations that could apply to careers in either line. One could almost understand if FFG wanted to copy and paste from the excellent Edge sourcebook for technicians Special Modifications. In this case, they resisted that temptation, and this book is a better value for it.

When reviewing this book, I immediately grabbed my copy of Special Modifications to see if there was any overlap, and I had to do a bit of a double-take: in the new Age book one of the new specializations is Droid Specialist, but in the Edge book it is Droid Tech. The trees have some similar skills, but some unique ones as well. This was a refreshing change from seeing careers like Heavy being copied whole-cloth between lines. It could also allow for some interesting multi-classing giving a PC an opportunity to stack lots of ranks of talents like Machine Mender and Hidden Storage, while also providing new talents in this book like Design Flaw (add 1 advantage per rank when attacking droids at personal scale) and Repair Patch Specialization (heal an additional wound per rank when using an emergency repair patch). Similarly, the crafting section focuses on facility and ship/vehicle crafting and doesn’t go over the gear/droid/cybernetics of the other book. What surprised me the most was how much of this book did not retread what had been established by Special Modifications.

Three new species are detailed in this book. The Bith on the cover (made famous as the band members in Mos Eisley cantina), Kaminoans (genetic engineers of the clones from the Clone Wars), and Skakoans, often synonymous with the Techno Union.

The Bith, while cool and recognizable from the original trilogy, don’t seem to make the best choice for an engineer. The have a one in brawn and a three in presence, and a two for everything else including Intellect. They start with a rank in perception and have sensitive hearing, but none of that predisposes them to make great engineers. They seem like a better fit for the Colonist-Performer specialization.

Kaminoans are a natural fit for this book, starting with a three in Intellect, a rank in Medicine, a rank of the Researcher talent, and most humorously trait called Expressionless. This results in a setback die for Charm checks and provides a setback die for others making social skill checks targeting Kaminoans. This really evokes Obi Wan’s experience when meeting them in the prequels, and would be fun to role-play.

Skakoans may be the least recognizable of the three, and as methane-breathers like the Gand, can pose environmental challenges other PCs may not face. Interestingly, this is the first species that start the game with a type of armor. They require a specialized pressure suit that provides +2 soak and 3 hard points. They start with a three in Intellect and a rank in Knowledge (Education) and Mechanics, but with only 80 XP. As an Engineer you were going to train those up anyway, so not a bad trade really.

The three new specializations include Droid Specialist, Sapper, and Shipwright. While the Droid Tech in Special Modifications focuses on building and commanding a droid army, the Droid Specialist can build them up, or break them down. In addition to the core Engineer skills of Athletics, Computers, Knowledge (Education), Mechanics, Perception, Piloting (Space), Ranged (Light) and Vigilance, this spec adds another Computers, Cool, another Mechanics, and Melee. These skills paired with the talents in the tree make this PC brainy, but pretty good in a fight at range or up close and personal.

The Sapper seems like it would be quite close to the saboteur, and much like the droid specs above they have some similarities, but are not identical at all. The Sapper focuses on construction as well as destruction, specifically of facilities and emplacements. In addition to the core skills, Sapper adds another Athletics, Knowledge (Warfare), another Mechanics, and Survival. One interesting new talent on the tree is Improvised Defenses. This allows the PC to make an average Survival check to create cover for up to four characters for the rest of the encounter.

Shipwright is quite the unique specialization. At first blush you would think it would be similar to Rigger in the Ace book or Modder in the Technician book, but it shares very few talents with either. Shipwright adds Gunnery, another Knowledge (Education), another Mechanics and another Piloting (Space) to the Engineer core skills making it the most laser-focused engineer specialization. Some talents you would expect are here like Solid Repairs, but also Dockyard Expertise which reduces time and cost of repairs by 25% per rank. Also Push the Specs which increases the top speed of the ship with an average Knowledge (Education) check. Creative Design allows a PC to apply a number of advantage equal to ranks in the talent to a crafting check, while allowing the GM to apply an equal number of threat.

The signature abilities include The Harder They Fall and Unmatched Ingenuity. The Harder They Fall allows once per session, a PC to spend two destiny points and make a hard mechanics check that if successful, automatically critically hit vehicles, droids or structures whenever they suffer wounds or hull trauma. This seems quite overpowered, but most of the signature abilities are. Unmatched Ingenuity allows once per session a PC to spend two destiny points and make a hard mechanics check to add one item quality to a weapon or item they are holding or operating. They can spend a triumph to add an additional quality, and advantage to increase the value of the quality if applicable.

The weapons section is pretty excellent for what is one of the more brainy and less combat-focused careers, but as one might expect from a career that includes both saboteur and sapper, the explosives are the highlight. Grenade additions include both Incendiary and Cryoban, as well as explosive compounds and devices for taking out structures and emplacements. My favorite is Flex-5 Detonite Tape that consists of a bulky roll of tape for breaching doors or lightly armored objects. This section also includes stats for Bardium charges, Detonite (think c-4), Fuel-Air Bombs, and Shaped charges. Not only are there stats for one charge, but how they stack when using multiple charges.

Gear section highlights include the Model 40 Repulsor Hoist and modular base structures. For a mere 3 encumbrance and 550 credits you can get a set of 6 repulsors to help hoist a disabled vehicle for field repairs or towing up to a silhouette 4 up to two meters high. Modular base structures allow you to build a quick and inexpensive command center, barracks, and hangar/motor pool. This could be a fun adventure session in itself!

The vehicle section has some cool engineer-focused transports and construction vehicles. Among these are stats for a silhouette 7 mobile space dock that would serve as an interesting adventure locale to get ship repairs, or defend from imperial attack. New vehicle weapons include stats for a tow cable launcher, ion torpedoes, and a termite torpedo which would likely be quite the headache for a PC ship targeted by such a weapon.

The last section includes some interesting ideas for using the Mechanics skill, as well as spending advantage, threat, triumph and despairs on engineering-focused checks. There is a fairly substantial section on making repair and construction efforts in different settings and environments like an active battlefield, desert/tundra, high-atmosphere, a firefight, forest/jungle, underwater, etc. Next is a section dedicated to converting civilian vehicles and facilities to military applications. This would certainly inspire at least a session or two of game materials. Finally, the most substantial section is dedicated to crafting ships and vehicles. This follows the same format as droids, weapons, and cybernetics from Special Modifications and goes into quite a bit of detail about different aspects such as frames, engines, and hulls. Each of these have their own template tables and advantage/threat, triumph/despair result suggestions. This may prove challenging to get an entire table of PCs to get excited about during a session unless the adventure or campaign is focused on building out new ships and bases for the rebels.

To wrap up the last section there are a few campaign ideas focused on a shipyard, a battle station, and combat engineering. Yet again FFG Star Wars is proving to be consistently high quality and worth purchasing. Unlike other RPGs that run out of quality material before they run out of supplements, FFG Star Wars seems to be getting even better and more refined the more books they produce. This is one of the better sourcebooks in the Age line, and I imagine using several ideas from it in future adventures.

Categories: Books, Reviews, RPGs, Star Wars

How NOT to run a kickstarter: the cautionary tale of Top Secret NWO

April 1, 2018 2 comments

Let this be a lesson to those of us who back RPG Kickstarters: If the publisher won’t release a PDF before sending the document to the printers, they have something to hide. For those unfamiliar with Top Secret: New World Order, this was a kickstarter launched last summer to serve as an update to the venerable Top Secret system published by TSR in the 80s. This new version of the system was created by the original administrator himself: Merle Rasmussen, and thanks to a trademark lapse on the part of WotC and Hasbro, was created by the new TSR games. The new TSR also published the now defunct Gygax magazine, which had its own trouble, but that is beyond the scope of this post.

This project started with a lot of promise and a fair amount of polish that inspired confidence. Things started to get shaky once the initial (and overly-ambitious) estimated delivery window lapsed. This in itself, is almost more common than kickstarters delivering on time (or in very rare cases, early) so was not cause for alarm. What disturbed many backers was the reluctance by the publisher to release a PDF before sending it to the printer. As many backers (several superbackers: backers that have supported more than 25 projects with pledges of at least $10 in the past year) pleaded in comments on the project and subsequent updates to allow us a look at the PDF before sending it to the printer. Several of us cited instances in which backers  help proof read the project to make sure the final product was the best it could be, and the benefits of free labor by big fans for a better game.

Sadly, these repeated requests were denied by the publisher. The sole (flimsy) excuse was to preserve the “unboxing experience.” Imagine people who are so passionate about a project you’ve created not only are they willing to throw money at you, but also provide free labor to help make your dream the best it can be. Why would you turn those people down? To add insult to injury, the publisher posted an UNBOXING VIDEO of an advanced copy of the game. So… release the PDF? Pubisher’s response: No. Because… reasons.

Well let me tell you my “unboxing experience” was ruined by discovering several typos and errors in just a passing review of the core rules. First example: ICON, the secret organization of spies the PCs work for – foil stamped on the special edition of the rulebook – International Clandestine Operations Network. Open the book, page 7, just after the table of contents: ICON – International COVERT oprerations network. This is just the first of several examples.

As you can imagine, I cannot recommend purchasing this system or supporting this publisher in any way until these issues are addressed. I hope they learned their painful lesson, I’m just sad to see how much it will likely cost them.

If you would like to see a kickstarter properly run, check out Mutant Crawl Classics. The exact opposite of this story is what Goodman Games has done with MCC. Initially, MCC was developed and edited by people very familiar with Dungeon Crawl Classics. This was advertised as a stand-alone system, not an add-on for DCC and attracted a lot of fans of post-apocalyptic systems like Gamma World and Metamorphosis Alpha. When Goodman Games released the PDF months before they sent it to the printers, there were issues: missing descriptions, assumptions made from familiarity with DCC, and slight typos and clarifications that were needed. Rather than pressing forward with the print schedule, and likely Gen Con release, Goodman Games implemented changes, updated the PDF, and sent a much better product to print (albeit 6 months later than expected). The result: a much better product received by enthusiastic fans ready to play with clear rules.

If you are ever so lucky to come up with an idea that people want to not only donate money, but proof reading to help make your product the best it can be: take them up on it.

Categories: Books, kickstarter, MCC, News, Reviews, RPGs

Star Wars – Dawn of Rebellion review

March 3, 2018 Comments off

The recently released Dawn of Rebellion is the first Era Sourcebook for the Fantasy Flight Games Star Wars RPG line. Unlike previous books, this is the first to bridge all three lines of Edge of the Empire, Age of Rebellion, and Force and Destiny. This comes out just as the Rebels TV show is coming to an end. For fans of both the Rebels animated series and the Rogue One movie, this book is full of stats for both characters and vehicles seen in each.

This book is a bit thicker than most specialization books, but about on par with Lords of Nal Hutta and Suns of Fortune weighing in at 144 pages. There are four chapters broken down into Worlds in Revolt, Organizations, Player Options and Game Master Support.

Worlds in Revolt features several systems that play an important role in the era including Alderaan, Atollon, Dathomir, The Death Star, Jedha, Lothal, and smaller sections on other places just called Other Worlds. Each system has the familiar fact sheet and picture of the planet featured in other releases, followed by a longer description of points of interest as well as key NPCs and a modular encounter that would work nicely as a mini-session in each system.

Often RPG books can be broken down in a crunch:fluff ratio, meaning how much of the book is stats and numbers compared to flavor text that helps bring the world alive, without providing those numbers that mechanically affect the game. This book leans towards the fluff-heavy, but details a satisfying amount of gear, creatures, NPCs and vehicles to keep the crunch crowd happy. The organizations section in particular features a lot of information on the Empire, Rebellion and Independent Organizations like The Broken Horn Syndicate (Vizago’s smugglers from Rebels), The Free Ryloth Movement, and the Protectors of Concord Dawn. Each has a few key NPCs detailed and some background information. Each main character of the Rebels TV show is statted out, as well as Shore Troopers, Death Troopers, Agent Callus, the Inquisitors, Vader and Thrawn. From the Independent Organizations you get stats for Fenn Rau, Azmorigan, Hondo Ohnaka, Ketsu Onyo and Lando Calrissian (previously statted out in Jewel of Yavin). This section gives you plenty of key characters to interact with if you want to start a party that runs in parallel to the events of Rebels or Rogue One. This seems to fly in the face of the wisdom expressed in previous books about shying away from key figures, since it is a pretty big galaxy after all. I think it is pretty cool to provide the stats for folks, since people try and make them up in the FFG forums anyway, and can add some gravity to your session. Hopefully, Vader won’t cut through your party like he did those rebels at the end of Rogue One.

The Player Options section introduces six new universal specializations that can be purchased for 10x the amount of specializations the PC currently has in XP. The book suggests this can add depth to a PCs past if chosen at the beginning of character creation, or could be a big reveal of a hidden past if chosen later. Either seems like a really compelling option to me, and I hope they come out with more of these in subsequent Era books. Those included in this are: Padawan Survivor (Kanan), Force Adherent (Chirrut), Imperial Academy Cadet (Han, Wedge, Sabine), Pirate (Hondo), Retired Clone Trooper (Rex), and Ship Captain (Hera). These trees include 4 bonus career skills (with the exception of Padawan which grants Force Rating 1 unless your PC already has it) and feature associated talents that can provide depth to your PC.

There are also four new species options from Rogue One: The loud-mouthed amphibian-like Dabatan, the Wookie/Wampa-like Gigorans, heavy-browed simian Iakaru (door gunner in the U-wing), and insecto-mammalian Tognaths (Saw’s lieutenant on Jedha).

The weapons section includes stats for Chirrut’s lightbow, Baze’s repeating cannon, and the Shore Trooper’s E-22 (linked 1 heavy rifle), and Death Trooper variant E-11D and DLT-19D Heavy blaster rifles.

The vehicles detailed include the AT-ACT, Occupier Assault Tank (Jedha), Delta-Class Shuttle (Krennic), TIE Striker and U-Wing. The U-Wing stats I found and used from FFG forums for my Rogue Two adventure were very close to the published stats. Also included are Arquittens-class Imperial cruiser and the hammer-head class corvettes use in Rebels and Rogue One, as well as the Ghost and both Phantom shuttles. There are also stats for the Death Star, which are so huge as to be nearly useless, but it does have a stat block.

The GM Support section includes a really nice idea about crafting a campaign like a season of a TV show, and even provides a roadmap for primary and secondary plots focusing on different characters as well as an overall story arc. We are attempting to do much this same thing with our own gaming group while sharing GMing duties. We’ve each contributed NPCs and planted story seeds that other GMs can choose to advance or go in a different direction. We’re only about 3 sessions in, but so far it has been really rewarding to not only share the GMing duties and responsibilities, but build our own corner of the galaxy together.

This section of the book provides the framework for either one GM to craft an entire season, or perhaps allow for a group to round-robin GM. This system has always provided a wealth of GMing resources and tips but this section of this book in particular goes above and beyond. It also discusses developing antagonists – villains that surpass a typical “big bad” at the end of an adventure and provide a long-lasting true nemesis. It also mentions antagonists don’t have to be evil to oppose the party such as Saw Gerrera, Fenn Rau and Cham Syndulla.The final part of the GM section deals with building a Rebel Cell campaign. This provides several ideas and seeds that can help groups write their own versions of Rebels or Rogue One.

Overall, this book is a great resource for those of us that watch the new movies or TV shows and start statting things we see out in our heads. It provides a ton of background information on this particular era of Star Wars and will be a great book for both players and GMs alike. I hope this is just the beginning and FFG is able to release a Knights of the Old Republic, Clone Wars, and possibly Force Awakens era books as well.

Categories: Books, News, Reviews, RPGs, Star Wars

Legacy of Dragonholt review

January 30, 2018 Comments off

Legacy of Dragonholt by Fantasy Flight Games is a bit unique in what has become a crowded RPG and board game space. This new boxed-set is part choose-your-own-adventure, part RPG, and part board game.

This game is set in the FFG fantasy world of Terrinoth, for which the first Genesys sourcebook has been announced. It is pretty recognizable as the traditional Tolkien-inspired fantasy world filled with elves, orcs, gnomes, and humans, with a few exceptions like catfolk as a PC race. Their are fairly typical class options: bard, knight, thief, sage, wildlander, apothecary, and brawler.

This game could serve as an excellent introduction to RPGs for younger players and is certainly something an entire family could enjoy. The character creation process is mechanically light, in that you choose associated skills based on your race and class choices. Much like the Tales from the Loop age mechanic, the more skills you choose, the less stamina you have. This allows you to build a character that is skilled but fragile, or oafish but tough.

Beyond that, you’re encourage to add as much background, personality, and description for your character as you like, but those elements just inform your decisions on the choices presented to you. This game is very narrative-heavy, but role-play light. For those more familiar with running traditional RPG adventures, it is essentially endless box text. This kind of structure can be great for new or younger players, but may frustrate experienced gamers if you don’t know what to expect.

Playing this with my wife was quite entertaining, as we took turns reading and making choices. For multiplayer games you each get a token that you flip once you’ve made a choice to make sure every one gets a chance to gain both the risks and rewards of actions taken during the adventure. Some actions only affect the “active” player, while other actions may affect the entire group.

I could see this being quite entertaining as a solitaire game, as it is essentially a choose-your-own-adventure style game book with the best props and maps I’ve ever seen for the genre. I haven’t tried a six player game, but I could see how it could be a bit dull only making a choice every sixth time one is presented. That being said, we only completed the introductory adventure so far, and the map of town has numbered sections that may allow a bit more agency in future adventures.

All in all, this is a really interesting product that appeals to me as I’m a fan of gamebooks, choose-your-own-adventures, RPGs, and board games. It is a great fit for a game night in which everyone feels like a rules-light RPG, but no one wants to (or hasn’t had time to prepare to) GM. If that sounds good to you, I recommend picking this up. There are several adventures included, and depending on the character you build and the choices you make, there is a fair amount of replay value. Still on the fence? Download the PDFs of the rulebook, character creation guide, and sample characters from the product support page. May you choose wisely and have a grand adventure!

Categories: Adventure, Board, Books, Games, Reviews, RPGs