Most of my hobby time over the last few weeks has been spent on wargames rather than RPGs. I've rediscovered my usual poor form at Race for the Galaxy, dabbled in War Machine and had a first tilt at Rex.
Roleplaying advice, reviews, and observations, mostly on the world's most popular RPG and its derivatives.
Sunday, 12 January 2014
Wednesday, 25 December 2013
It's the teachers I feel sorry for
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.
Subscribe to:
Posts (Atom)




