Roleplaying advice, reviews, and observations, mostly on the world's most popular RPG and its derivatives.
Wednesday, 25 December 2013
It's the teachers I feel sorry for
Raistlin and Drizzt are now listed on baby name sites. Hopefully Miraxacalas never gets that kind of fan base.
Monday, 23 December 2013
Mini-review: "Monster Pamphlet #1" by Arlin Ortiz
There's something pleasingly earnest about Arlin Ortiz's Monster Pamphlet #1. As the name suggests, it's a five-page booklet of monster concepts for your role-playing campaign. Arlin intended the product to be "system agnostic", but his presentation harks back to the way that joke monsters were written up in TSR's The Dragon magazine, with descriptive notions of speed, armour, intelligence and size followed by a couple of paragraphs of text and a signature "Special Ability".
Arlin's illustrations are the main part of the Monster Pamphlet and it's at this point that I have to admit to not knowing enough about art to say much more than, "I like it". (OK, I do have an idea about the origin of the colour palette, but it's hardly obscure.) But my short-comings here shouldn't be a criticism of this product. It does a good job of passing some interesting ideas, if not ones that can be used in any campaign.
It's definitely worth a look! Arlin has been good enough to share a low-res version of his work. If you like what you see, he's only asking $1 for the full glory of the Monster Pamphlet #1.
Arlin's illustrations are the main part of the Monster Pamphlet and it's at this point that I have to admit to not knowing enough about art to say much more than, "I like it". (OK, I do have an idea about the origin of the colour palette, but it's hardly obscure.) But my short-comings here shouldn't be a criticism of this product. It does a good job of passing some interesting ideas, if not ones that can be used in any campaign.
It's definitely worth a look! Arlin has been good enough to share a low-res version of his work. If you like what you see, he's only asking $1 for the full glory of the Monster Pamphlet #1.
I think I have a gaming hang-over.
Yesterday
I played Eclipse very badly, scarcely remembering the rules let alone
any of the game's strategy or tactics. The game also stretched out
to five hours, a point that I wouldn't raise except for the fact that
it took quite a lot longer to complete thanks to the number of
complaints about the amount of time it was taking. You've probably
been there, reader, and if you haven't – I envy you.
After
a break to relocate, play recommenced with Race for the Galaxy.
Historically, I've been pretty bad at Race. However, thanks to an
obvious starting hand I mustered a good second-place finish, just a
point or two behind the winner. As there was a bit more disruption
among the available players – errands had to be run and there was
no agreement about what serious game to play next – we then settled
in for King of Tokyo with the expansion pack in play and the
Panda-kai banned by mutual consent. I mustered a last-to-fall with
my Kraken, with the winner only coming through by the skin of his
teeth.
We
finally settled in to play Avalon Hill's 1997 Princess Ryan's Star
Marines, largely because most of us hadn't played it and therefore
had nothing against it. Also it promised a 90 minute game, which
seemed like a good idea as the time pushed towards midnight.
Unfortunately, the people who had played it were trying to remember
the game from ten years ago and the rules had a bad habit of ending
up at the end of the table with the worst vision, leading to a number
of early rules mistakes such as “<” being read as “greater
than”.
Sunday, 22 December 2013
Why is there treasure in dungeons?
Some answers through the ages:
Gygax (funhouse) "A wizard did it."
Gygax (naturalistic) "The treasure was cached by ancient civilizations far superior to those that exist today."
Holmes: "The dungeon is a sentient being and secretes loot as a lure for adventurers in the same way that it spawns monsters to kill them."
Moldvay: "It's fun!"
Mentzer: "What Tom said."
D. Cook: "The focus groups and playtesters agreed that this was a fun part of First Edition that we should carry forward into a new era of the game. But, of course, it's optional!"
M. Cook, Tweet, and Williams: "It's necessary to give the party a certain amount of equipment in order to protect game balance. This game is balanced. Honest."
Heinsoo: "I agree with Johnathan, Monte and Skip - except my game is balanced and theirs wasn't."
Reynolds: "Your feedback doesn't have anything to do with actual play or having fun. Discussion closed."
(No reviews today, I'm gaming.)
Gygax (funhouse) "A wizard did it."
Gygax (naturalistic) "The treasure was cached by ancient civilizations far superior to those that exist today."
Holmes: "The dungeon is a sentient being and secretes loot as a lure for adventurers in the same way that it spawns monsters to kill them."
Moldvay: "It's fun!"
Mentzer: "What Tom said."
D. Cook: "The focus groups and playtesters agreed that this was a fun part of First Edition that we should carry forward into a new era of the game. But, of course, it's optional!"
M. Cook, Tweet, and Williams: "It's necessary to give the party a certain amount of equipment in order to protect game balance. This game is balanced. Honest."
Heinsoo: "I agree with Johnathan, Monte and Skip - except my game is balanced and theirs wasn't."
Reynolds: "Your feedback doesn't have anything to do with actual play or having fun. Discussion closed."
(No reviews today, I'm gaming.)
Saturday, 21 December 2013
Review: “Dry Spell” by Darrin Drader
Darrin Drader's last offering in the “Original Adventures” series
of D&D 3.5 modules was the forgettable Matters
of Vengeance. I presume that Wizards of the Coast also found it
forgiveable or had already made an agreement to receive further work
from Mr. Drader. Dry Spell is aimed at four 3rd-level adventurers
and is strictly core material, so it can easily be run using the
Pathfinder RPG. Although it's no longer a freebie, $0.99 is all you'll pay for Dry Spell.
Review: “Frozen Whispers” by James Jacobs
James Jacobs was already associate editor on Paizo's run of Dragon
Magazine when he contributed to Wizards' free “Original Adventures” series for D&D 3.5. I understand that he's gone on to
play a more prominent role in Paizo's “Adventure Path”
development, so it was with no small amount of interest that I
cracked open Frozen Whispers. Although this module showcases material from
outside of the core books, the module does not require anything more
than the Player's Handbook, Dungeon Master's Guide, and Monster
Manual to run. Although here is a rules clash between what is
presented in Frozen Whispers and the Pathfinder game, I don't think
it poses a serious conversion problem. Frozen Whispers is not currently available for purchase.
Friday, 20 December 2013
Review: “War of Dragons” by Robert Wiese
It's another module from the “Original Adventures”
series, put out by Wizards of the Coast to support D&D 3.5. This is War of Dragons, for 18th-level adventurers, written by
Robert Wiese. No books outside the core three are required, although
Wiese does recommend turning to the Draconomicon for advice on dragon
tactics. This module can be run using Pathfinder but will require a
small amount of conversion. Although the module isn't free any more, the charge is $0.99 for a copy of War of Dragons.
Thursday, 19 December 2013
D&D Next launch announced
Wizards have issued a press release with the details. You heard it here last.
Talk of "multiple gaming platforms" is a strong hint about the direction in which Hasbro want to take the brand. Good luck to them.
Talk of "multiple gaming platforms" is a strong hint about the direction in which Hasbro want to take the brand. Good luck to them.
Review: “Lochfell's Secret” by Eric Haddock
Wizards of the Coast put out free monthly “Original Adventures”
to support D&D 3.5. This review covers the seventh of that
series, Eric Haddock's Lochfell's Secret, recommended for 15th-level
adventurers. Like the Original Adventures that I've reviewed so far,
this module only requires the core rules (PHB, DMG, and MM) and is
compatible with Pathfinder (using the Core Rules and Bestiary).
Lochfell's Secret also showcases some non-core WotC content,
providing the full mechanics but only short descriptions. The
missing details shouldn't substantially affect the enjoyment of the
adventure and it's actually a good opportunity for the DM to
improvise. The work is no longer available for free, but for $0.99 you can get a copy of Lochfell's Secret.
Review: “Matters of Vengeance” by Darrin Drader
Darrin Drader's Matters of Vengeance was the sixth in Wizards of the
Coast's Original Adventures series, and aims to entertain a party of
four 15th-level adventurers. The module makes use of some material
outside of the core books, but all of the relevant information is
reprinted so the DM doesn't need more than the Player's Handbook,
Dungeon Master's Guide, and Monster Manual for D&D 3.0, or the
Core Rules and Bestiary for Pathfinder. While once available for free, you'll have to shell out $0.99 to get a copy of Matters of Vengeance.
Wednesday, 18 December 2013
Review: “Sheep's Clothing” by Robert Wiese
I was very pleased to see Robert Wiese's name on this module.
Reviewing his Wreck Ashore was a pleasure. This time out, Wiese aims
to challenge a party of four 11th-level characters but he includes
scaling notes for higher- and lower-level adventurers. Sheep's
Clothing is intended for D&D 3.5, which means that it's
compatible with Pathfinder. No more than the core rules (PHB, DMG, &
MM, or, CR & Bestiary) are required. It's no longer possible to get this module for free, but there is a $0.99 re-release of Sheep's Clothing.
Tuesday, 17 December 2013
Boxed text in modules
I should be honest. Shortly before writing my review of Hasken's Manor, I skimmed the blog headlines and read Courtney's post "On the Definitive Inadequacy of Boxed Text". That partly explains why I took Brocius and Jindra to task for their lousy use of the device, but I might have done so anyway.
Review: "Hasken's Manor" by Scott Brocius and Mark A. Jindra
Hasken's Manor is a short adventure for D&D 3.5 and is fairly compatible
with Pathfinder. The module is recommended for a party of four
7th-level characters and has notes for scaling its difficulty for
higher- or lower-level parties. It requires the core rules (PHB, DMG
and MM, or Core Rules and Bestiary). Those who recall Scott Brocius' role in the old wizards.com feature, The Mind's Eye, will be unsurprised to hear that psionics make an appearance in Hasken's Manor. For 3.5, the Expanded Psionics Handbook
would an obvious choice (especially as most of its content is in the D20 SRD), but Pathfinder players may not feel
comfortable using the equivalent material because it was published by Dreamscarred Press rather than Paizo.
Thankfully, core-only equivalents are provided for those who want them. While this module no longer available as a free download, there's a $0.99 re-release of Hasken's Manor.
Review: "Bad Moon Waning" by Stan!
If I could have "fair use"d the maps, I would have. |
Now that I have a better handle on the order of the Original
Adventures series, it's time to move on to Bad Moon Waning by Stan!.
This module was designed for a party of four 10th-level characters,
but has some notes on altering the difficulty for use with 8th or
11th level groups. For a short module, this sort of customisation is
probably more for the benefit of the DM than an expression of “change
the world to fit the PCs” mentality. Bad Moon Waning requires just
the core rules for D&D 3.5 or Pathfinder. Although no longer available as a free release, if you're prepared to pay $0.99 you can still get a copy of Bad Moon Waning.
Monday, 16 December 2013
Review: “The Eye of the Sun” by Eric Cagle
The Eye of the Sun was
the second of the free “Original Adventures” series that was
released by Wizards of the Coast in support of D&D 3.5, not the
fourth as you might have inferred from prior reviews on this blog.
The module was designed for a party of four 4th-level characters and
requires just the core rules for D&D 3.5 or Pathfinder. Although this module is no longer available for free, you can pick up The Eye of the Sun for $0.99.
Sunday, 15 December 2013
Review: "Wreck Ashore" by Robert Wiese
This review covers the third of the free “Original Adventures”
series that Wizards of the Coast distributed to support D&D 3.5.
Robert Wiese's Wreck Ashore is designed for four 1st-level characters
and requires the three core D&D 3.5 rulebooks or their
equivalent in the Pathfinder RPG (Core Rulebook and Bestiary). WotC have issued a re-release through DriveThruRPG, for $0.99.
Saturday, 14 December 2013
How to help your Game Master (*): a few points
*: Or Referee, Judge, etc.
The internet has no shortage of advice for people running role-playing games. However, it's far less common to see advice to the players on how to make life easier for the person behind the screen.
Review: "Force of Nature” by Mark A. Jindra
This
review covers the second of the free “Original Adventures” series
that Wizards of the Coast distributed to support D&D 3.5. Mark
A. Jindra's Force of Nature is intended for four 18th-level
characters, and requires the three D&D core rulebooks (Player's Handbook,
Dungeon Masters Guide, and Monster Manual) or the Pathfinder Core Rules and Bestiary. Jindra also
recommends having four additional supplements on hand. Although this module was originally free, the re-release on DriveThruRPG costs $0.99.
Friday, 13 December 2013
Review: “The Burning Plague” by Miguel Duran
To support D&D 3.5, Wizards of the Coast released a free series of short “Original Adventures” through their website. The series was launched in early 2004 with Miguel Duran's The Burning Plague, designed to be playable with just the Player's Handbook and suitable for four to six 1st-level adventurers. It's since been re-released through DriveThruRPG and can be purchased for $0.99.
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