Showing posts with label Review. Show all posts
Showing posts with label Review. Show all posts

Mar 19, 2021

[Revew] Downcrawl and Skycrawl

I picked up Downcrawl and Skycrawl, both by Aaron A. Reed. My overall evaluation of both is quite positive, tho' I expected not to like them when I first ran across their descriptions. A key source that gave me enough information to decide to buy them was this extract of the core Downcrawl mechanics that Reed makes freely available. I suggest you go read it to make up your own mind.

Downcrawl is 59 pages long, and contains rules for generating and administering an Underdark campaign built on point-crawl principles. The PCs move in abstracted journeys between "volumes" (collections of related sites) with tools for both generating complications and encounters on journeys, and for generating volumes, sites of interest within them, and their inhabitants.

Skycrawl is 75 pages long and uses the same basic system with a few tweaks and adaptations to generate and administer a campaign set in an endless expanse of aetheric-sky pocked with small floating islands. The islands serve the same role as "volumes" do in Downcrawl, tho' there is an additional mechanic to represent the islands moving around over time.

The journey system in each involves accumulating a resource known as "tack" through various activities (both abstract downtime activities and adventures) which combines with accumulated rumours (that the referee creates and hands out to players). The abstraction is such that most journeys, unless something goes very smoothly or very wrong, will produce 3-5 encounters moving between volumes or islands. The systems sit at a nice mid-point where they're not just "plan out three encounters and have them happen along the way" - PC choice matters - but they're also not so granular that you need to draw out the exact route that PCs use to get from one spot to another.

Both systems work using principles and formats taken from Powered by the Apocalypse. I'm not a great fan of the what I think is the modern format of PbtA "moves" where they are presented as self-contained boxes that begin with the conditions of their invocation, and the order to enact each procedure is either nested in another box or must be determined through careful reading. 

With both PbtA games more generally, and specifically with Downcrawl and Skycrawl, I would prefer the addition of a visual element to the boxes that distinguishes top-level procedures (one that are not typically called as a consequence of another procedure) from procedures that are nested within others.

Downcrawl's moves are a little easier to parse of the two because most of the procedures for travelling are listed on separate pages from one another, or at most, a procedure and its most commonly called sub-procedure are on the same page (pgs. 10-15). Skycrawl's moves (pgs. 16-20) are a little more jumbled with several small moves hidden at the bottom of the page and referring to things that require one to flip pages to sort out. In both cases, the complexity is kept in hand well enough that some careful study will bring the relations into clear view, but for me it took reading Skycrawl's moves about three times before I started to understand firmly what move gets invoked when.

It's only a small usability detail, but it's also my most serious gripe with the book, which I think speaks more generally to how useful and well-done both books are. 

The encounter procedures in both books are capable of producing highly varied results, using small nested tables built off a single roll of 3d6, with each die determining an aspect of the encounter. The tables proceed from general to more specific, more abstract to more concrete, and the examples under each result (typically four per) are a good mixture of inspiring and straightforward. 

The tables are set up so that they are meant to be used during play, rather than generating random encounters ahead of time, so a referee will need to be comfortable with improvisation to make the most of them, and you'll want to note any unusual results beforehand and ensure you have suitable monsters prepared.

Each book contains a different alchemy system. In Downcrawl, you're mixing up harvested fungus to produce various drugs and potions, while Skycrawl has you gathering magical sediment that also serve as the main form of transportable wealth. Both systems seem set up to basically have one or two players who are really into them, while they can mostly be ignored by everyone else (Skycrawl says this explicitly). It's worth reviewing both systems before play and deciding what kind of magnitudes and powers you want to give these potions and drugs, since they're suggestive, much like the monsters.

I haven't had a chance to playtest either yet, but I will say that these books passed a very important pre-playtest threshold, which is that they made me want to use them in a game. I'm tempted to adapt them to Openquest (the new 3rd edition just released to backers - a review forthcoming once the first round of backer revisions and errata is incorporated into the text) and run a short Downcrawl campaign as soon as I can free up the time to do so.

Once again, I'd recommend checking out the extract above before making up your mind to purchase these. If you do like one, you'll probably like the other, so I'd recommend getting both at once.

Sep 12, 2019

[Review] Pathfinder 2e

I picked up a hard copy of the Pathfinder 2e core book last Wednesday, and have read it over enough to feel like I can offer a review of it. I'm still digging through the details of the spell section, but I've read the rest of it cover to cover (and separately, read the SRD).

The book is 638 pages not counting endpapers, and like the Pathfinder 1e corebook is composed of material that in stock 3.5 was scattered across the Player's Handbook and Dungeon Master's Guide. The Monster Manual equivalent - the Bestiary - is out but I haven't read it yet, except for glancing through some of its content in the SRD.

As many people know, the offline game I've been playing in for the past eighteen months or so has been a D&D 3.5 game. I'm not a great fan of D&D 3.5 (the group is good enough to bear with the system) and much prefer the various rationalisations and clean-ups of it, like Arcana Unearthed / Evolved, Iron Heroes, and Trailblazer. Pathfinder 1e, which is a slight rebalance of 3.5, didn't go far enough in the core book for me, and I never became invested enough in the system to follow the various developments and tweaks it made to the d20 core over the course of its run, as extensive as I understand they eventually became.

Pathfinder 2e however, has impressed me with how extensively it's cleaned up the d20 system. The strength of the d20 system is its systematic character, and I find Pathfinder 2e has doubled-down on that strength. It's not a system that leaves much implicit, from defining the three rhythmic structures of play (Encounters, Exploration, and Downtime) to explaining exactly how far one falls in a single round spent falling (500 ft. the first round, 1,500 ft. each additional round). You can hate this systematicity if it's not something you care for, but insofar as one does enjoy it (and I do), Pathfinder 2e is a surprisingly well-done implementation of it.

I designed a first-level human wizard character in Pathfinder 2e to test out how cumbersome a process it would be, and I found it took about half as long as creating a D&D 3.5 character. The main time savings were in attribute selection, skill selection, and feat selection. In D&D 3.5 these are all processes that demand a lot of consideration and often provoke "analysis paralysis" in new players, with inobvious long-term consequences and large lists of options, Pathfinder 2e breaks these processes up into a lot of smaller decisions that accumulate over the whole process of character creation and involve picking from smaller lists. That speeds things up considerably.

I also think it will be relatively easy to design your own backgrounds, ancestries, and other bits for character creation because you can get a clear sense of the scope of work for each piece. After looking over the backgrounds once, I understood what each offered (an ability boost tied to one of two stats; a free ability boost; two skills, one of which is a Lore specialty; and a skill feat tied to one of the skills) well enough that I feel comfortable designing my own.

5e breaks down parts of its character creation process in similar ways, and that brings me to the final piece of this short review, which is comparing 5e and Pathfinder 2e. I've been middlingly positive towards 5e as an edition: I own the core set and Xanathar's, and prefer it to 3.5 at the end of its run and to 4e. But I've never been in love with it as an edition either. I don't like the importance of attributes in its system, and I'm not wild about its skill list, and there are various other small choices or gaps in its design such that I'm not an enthusiast.

By contrast, after reading the Pathfinder 2e core book, I was excited and interested in running a d20 game again for the first time in maybe a decade or more. Certainly if I was going to run a campaign using a d20 system, Pathfinder 2e would be my preferred system for doing so. This is surprising for me, but I think it does a better job extending and intensifying the core strengths of the d20 system, whereas 5e tends to be structured in such a way as to mitigate d20's weaknesses.

I think Pathfinder does a better job structuring the cycle of exploration, relies less on attributes (and more on skills) to determine character capacity, and has more granular combat. I wouldn't say any of these was a key criterion for my decision, but each contributed to it, along with my more general admiration of its systematic character, whereas I think D&D 5e tends to leave much more open (and this is probably why many people love it - I'm not trying to start a fight about whether it's good).

Anyhow, I'm at the beginning of a larger conversation with my group about switching from D&D 3.5 to Pathfinder 2e, and I'm quite hopeful that we'll decide to do so eventually.

Nov 12, 2018

[Review] Mothership Player's Survival Guide

The Mothership RPG is a mutant deriving primarily from a mashup of WFRP 2e and old-school D&D with bits and bobs drawn from a half-dozen other systems, with a strong presentation that focuses on conveying information clearly using flowcharts, illustrations and diagrams. There are classes but they mostly determine your starting stats rather than your skill progression, and the core mechanics for doing things are built off of skills rather than your class or levels.

It's meant to primarily run space horror games, but I think if you have access to Traveller and Stars Without Number, you could very easily use it to run a space opera game by plugging in material from those games, and there's just enough alignment around certain features of how space travel works in Mothership that it should be fairly easy.

The two most convoluted systems are the panic & stress system, and the ship-building rubric. The former is IMHO just slightly more complicated than it needs to be, and it lacks a graphic flowchart because stress and panic checks show up in the middle of other processes instead of being a separate subsystem. The ship-building diagram helps, but isn't as clearly laid out as many of the other flow-charts, and some of the phrasing requires you to read it a few times to understand exactly what's going on.

That said, if you're looking for a relatively light d100 relatively-hard science fiction system, Mothership is pretty good. It passes the essential test (I once heard it called the "Chubb test" after the last name of the RPG designer who first proposed it as a test of the quality of RPG products) of making me want to create a character or run a game after reading it. The flowcharts, diagrams and other graphical elements really help explain how the game works concisely and effectively, and I'd love to see more games that incorporated these kinds of elements to explain their subsystems.

The main change I would make to the rules-as-written would be to change the core mechanic to stat +d% to beat a target number of 101, since this is intellectually an easier mathematical operation for most people to perform than rolling under a variable target number. The second change would probably be to slow down levelling slightly - characters get 10 XP per session survived (in a system where PCs level up with tens of XP instead of thousands), which implies to me a short campaign built around a single central mystery or horrific experience with a moderately-high fatality rate. The third would be to simplify the panic and stress rules in a couple of ways. First, I would make "Resolve" simply work as a bonus on your stress checks (where you are trying to roll over your current stress). Second, I would organise the panic effect chart into three bands - 2-10 (mostly positive), 10-20 (mostly negative), 20+ (cripplingly negative), pile a list of options under each one, and let the referee or PCs choose from the list each time for simplicity's sake.

Overall, my impression is a positive one. I'd love to see a follow-up "Referee Guide" that focused more on fleshing out the implicit setting and constructing mysteries / horrific situations for the players to survive. The Mothership Player's Survival Guide is a 44-page PWYW pdf or is available directly from the author as a $12.00 printed book.

Nov 3, 2016

[Review] Into the Odd

Into the Odd is a rules-light OSR adventure game put out by Chris McDowell of Sooga Games. The most notable parts are the surreal 19th century default setting, the lack of attack rolls, the fast character creation and task resolution rules (which require you to roll under one of three stats) and the changes to how your character levels and accrues more power. There are no classes, and no spell-casting system.

There are a bunch of different versions of this game going around. There's a free one-page quickstart, a free one-page summary of the rules, there's a free eight-page versionthere's a free 14-page versionthere's the full 48-page version that costs $14.99, and then a bunch of versions that are basically the one or eight page version of the rules with a bunch of house rules added (plus one full-colour 35-page rewrite set in the early medieval period).

Broadly speaking, what you get with a higher page count in each version is more pregenerated content and more generators (i.e. random tables to roll on), with a few new bolt-on pieces (e.g. detachments, enterprises, monsters, traps, etc.). Because the game is so mechanically simple, it relies a lot on its style and ability to produce evocative and interesting results using the generators, rather than adding more mechanics. These generators tend to be fairly good at driving play, though it's useful to read through the Sooga Games blog for advice on playing style and some interesting mechanical ideas that haven't yet made their way into any published version of the rules (Unionsorders and oddities [1], in particular). Most of the generators produce plain language results rather than mechanical ones, and it's up to the referee to determine what trumps what when they conflict. It's fairly easy to plug in generators and tables from other games as a result, or to make up your own (check out this very well-done arcana generator)

Like a lot of games that rely on style but don't back it up very strongly mechanically, this is going to be the kind of game where you either "get" the style immediately, or where you don't and you flounder around looking for a mechanic to give you a hook into it (which doesn't really exist). Similarly, the best players for this are going to be the ones who typically run up against the rules, rather than ones who work best when the rules clearly explain the modes of interaction they can undertake with objects in game.

I used Into the Odd to run "Rib Shack of the Demon Prince", a Necrocarcerus module, at LozCon 2016, and it was a hit. But based on playing it, I'd mention a few changes that I'd suggest you consider:

1) Impairing an enemy's attacks is too weak as it currently stands. Try allowing impairment to reduce damage to a single point of HP / STR damage instead of 1d4. When most characters have 1d6 HP (i.e. the average starting HP is 3.5), impairment is almost always the worst option to take in combat unless you're dealing with multiple foes (even running away is better).

2) Put in lots of one-use arcana or oddities, and very few repeatable ones. Especially true if the arcana in question are portable. I found PCs leaned on their reusable arcana because the mechanical effect was laid out and predictable, which made them stand out as options compared to anything else they could do.

3) This is buried somewhere in either the G+ community, or else on the Sooga Games blog (or both), but a tough adventurer accumulates some combination of experience, prestige, and tricks / stuff, and you should have some rewards prepared that hit along all three of these kinds of incentives, instead of just one. There's not a ton of predeveloped content around managing these, so it's worth thinking through your own.

For the right crew, this game is a dream, and for the wrong one it's dull and boring without enough clearly defined options. Your best bet is to check out the free versions (either the 8 or 14 page version), give it a read through, and see whether it immediately grabs you.

Aug 26, 2016

Openquest House Rule Retrospective

Back in early 2012, when I was gearing up for an Openquest campaign set in the Dawnlands, I came up with a bunch of house rules for Openquest. I thought it would be useful to go through them and pick which ones I wanted to keep. I thought I'd do a bit of retrospective on these, having playtested them and run a successful campaign using them.

My weapon and armour creation system for Openquest, with the rules for calculating ENC. In hindsight, I should use these to pregenerate a weapon and armour list rather than hoping to do it on the fly. It also needs something to determine when a weapon gets the flex, set or range qualities, and I need to rewrite the set weapon rules so they're more relevant and useful. This ruleset has a tendency to generate swords as dealing 1d6 damage, rather than the typical 1d8. Specifically, "longer than a metre" should become "longer than 60cm" (two feet, in moon units).

My teamwork rules. These work well. My experience was that the most confusing part was collaboration, where PCs are rolling different skills. The difficulty wasn't mechanical, it came from trying to explain how their alternate skill was relevant. There were just a number of times the PCs wanted to do it and couldn't figure out how to have it make sense in the world. I don't think this is a problem with the rules though, the PCs just needed to get into the right head-space.

My new major wound table worked well. I learnt that one piece of information I should keep at hand about PCs (along with their Evade, Persistence and Resilience scores) was their major wound threshold.

My overland travel tracker is straightforward, and was the beginning of the line of thought that brought me to my procedure for exploring the wilderness in Swords and Wizardry. It could probably use an update and freshening based on the intervening years of development. For people who don't want the complexity, it's a simple way to determine how far the PCs move in a day, and what they run into.

My mounted combat rules work well and don't really need to be changed. They're a straightforward improvement over the baseline Openquest rules (fewer numbers change, but more options open up). I hate the "Riding is your skill cap when riding" rule in Runequest, since it basically turns Riding into a skill tax.

The movement, called shot and "free hand" rules here all work well. I would keep them unchanged. I did allow characters with a free hand to initiate grapples using them, which occasionally gave things a MMA feel as characters would hack at one another with swords and then suddenly lock up into a grapple and resolve the fight through that.

Competence bands are basically just a procedure for doing what plenty of other referees in Basic Rolepaying games do anyhow. They work and are simple to use in play.

Abolishing attribute differences between species worked fine, though occasionally people wanted some slight distinction between their jackal-headed brutes and their elvish archers. I think what might work well here is to grant each species a single distinguishing trait that is not merely an attribute difference or percentile bonus to skills, but rather allows you to use one skill in a way no one else can - dogmen can bite with unarmed for extra damage, dwarves can use Perception to see when it's totally dark, etc.

Advanced plunder ratings didn't work well at all. The system was too complicated to easily parse, and involved making numerous decisions about what a create did or didn't have that merely added an extra layer of adjudication. The options for modifying this are either treasure generation tables with types, similar to old school D&D, or to simplify it drastically down to the two most important factors - what loot does the monster have, and how valuable is its body as loot? I should write something about this, but I now use a simpler system where every monster is ranked from A to F in terms of its loot, and then has either a + or - for how valuable its body (or body bits) are. +A would be a dragon or demigod, a creature that both has a horde, and is priceless when it's knackered, while a F- is a creature with nothing whose body is near-worthless. If you want to encode a bit more information in the notation, you can shift the + or - to either side based on whether the loot is in its lair (on the Left side for Lair) or on its person (the right side) as I did above.

Abolishing spell ranks didn't give me the results I wanted. I had a few PCs with high POWs who were able to pull off extremely high spell ranks very early in their careers, which made them disproportionately powerful in whatever campaign they appeared in. I think the correct solution for what I want is to expand the rules for divine magic (which I ported over from MRQ2 / RQ6) and use the tens digit of your relevant skill to determine the spell's magnitude. The 5 IP for new spells was good though, and I'd stick with it. It gave each PC a few signature spells they used over and over again, which also reduced the amount of player skill and attention required to manage spells, especially buffs.

Abolishing the common magic skill is the one that I still haven't made up my mind about. Some players really struggle with wrapping their heads around using other skills, and some love it. The rules themselves work fine, it's mainly an issue of playstyle. I think I'm going to keep on using this, but I expect it to play differently if I adopt the above-mentioned rule about spell ranks. So you'll use the tens-digit of whatever skill you use, instead of Battle Magic Casting. I also think I'm going to ask PCs to pick 1-3 skills off a small list that are the skills they use to cast magic ahead of time to help them get a clearer idea of how their own personal style of magic works. When I initially playtested these rules, I let PCs pick whatever skill they wanted in any given situation, but this meant a lot of people trying to use "abstract" skills like Perception and Influence and Language (Own) because they saw these as requiring the least amount of preparation and effort compared to Natural Lore or Craft. There was also the occasional attempt to piggyback battle magic spells on other spellcasting skills, like Sorcery or Religion (Own), though I discouraged this whenever it occurred. I think locking PCs down to a handful of prechosen skills will encourage them to more clearly conceive of how their character cast spells, which should avoid most of the problems. If that doesn't work, I'll probably just make Language (True Names) [a Language (Other) skill for everyone) the skill one rolls.

Anyhow, I plan to continue to experiment with new rules and variations, though it's been a bit since I've run an Openquest campaign.

Aug 15, 2016

[Review] The One Ring

I played a one-shot of the One Ring this weekend at LozCon. This is more notes from that experience than a review of the book:

1) The One Ring is a game about friendship and fellowship that doesn't have rules to allow two PCs to assist one another on a task. Or, if these rules exist, they are not registered in the index at the back, or clearly indicated (via a subheading or something else) in the task resolution chapter. I know because I spent ten minutes looking when we tried to sing a song together. It's also weird because during the journeying phase and at the start of combat, there are group checks where everything throws their successes into a common pool.

2) The scenario we played in (the opening scenario of Ruins of the North) was a good experience, but a bad adventure. There were two main changes that the referee made before the game that made it a better scenario, along with several smaller ones along the way. The big changes were to include a goblin horde that marches down with an orc warboss leader to pin us in the abandoned manor while the ghost stuff was going on, and giving one of the PC pregens a magic sword so we could actually fight the ghost big bad. The small changes included changing the table of possible journey problems so the hazards weren't mainly just wolves, but instead were goblins prefiguring the later horde. Also, all hobbits, PC pre-gen option and NPC alike, were removed.

3) I sang a song to my dwarf bud while he was fighting the orc warboss in single combat, and it made him tougher so he could keep on fighting the warboss (the song was "Atmosphere" by Joy Division). This would be the Tolkieniest thing that ever tolked, except that earlier in the session I had said "What ho! I see the faces of Men and they gladden my heart!" with a straight face when we encountered the NPCs that are a thinly-obscured rip-off of As I Lay Dying.

4) It's one of those games where you have abstract gear, and most of your resources for getting things done (like hope points) are kind of abstract, though thematically it's kind of cool that you burn out and become hopeless when you're in a desperate situation. Everything is meant to tie together to create consistent, recurring themes that are driven by the mechanics, and it succeeds on that for the most part, though obviously point #1 still holds, and also there's a ton of stuff that should have been group checks by default that isn't. Perception and stealth were two obvious points - if I ran this, I'd probably make everyone check perception or stealth and pool the successes on their rolls and then allot them out to notice or hide various traces of passage.

5) I dislike the era of Middle Earth they chose for the game. It's too hemmed in by the published properties. You're not going to refound the kingdom of Arnor, you're not going to prevent Sauron's rise, you're not going to stop Saruman's fall, you're not going to be the ones who win the War of the Ring, etc. What it gets you is that the jive-talking wizards who give you your mysterious quests are all named characters from the books, which is OK, but I'd rather play something set in the Fourth Age where you've got more narrative freedom to make big bads and plots and the few things that you do know about are really open, or the Second Age, which has an overabundance of material that's suitably vague about who did what (at least until they publish yet another volume of Tolkien's grocery receipts).

I'd play it again if it was on offer, but I don't think I'd ever really seek it out as a game to play by preference.

Jul 3, 2016

[Review] Ursine Dunes / Marlinko / Misty Isles / Hill Cantons

I bought Misty Isles of the Eld a few days ago and read it, which caused me to go back and reread Slumbering Ursine Dunes and Fever-Dreaming Marlinko (as well as rereading the two compendiums and the cosmology document). All of these works are all done by Chris Kutalik of Hills Cantons fame, and are set in his Hill Cantons setting, which mixes Vancian Dying-Earth-type absurdism with fantastical trappings drawn from medieval / early modern Eastern Europe, Northern Michigan, and a bunch of well-thought through D&Disms. My understanding is that there are at least two more forthcoming documents, which are referred to by various titles in the existing works, but mainly as "What Ho! Frog Demons" (another point crawl adventure similar to Misty Isles and Slumbering Ursine Dunes) and "the Kezmarok City Supplement" (an even larger city than Marlinko, though the suggestion appears to be that it will focus on the Cerulean Vaults portion of the undercity of Kezmarok).

Overall, I have a fairly positive impression of the Hill Cantons setting and the related works. The books are well-written and genuinely funny, but they also are clearly derived from a well-thought-through conception of what a world with D&Disms in it must include. In particular, all three books are written with a clear idea of how a group of antisocial, violent, impulsive adventurers would navigate them. This is true not only of the parts that are clearly adventure locations, but of the social situations as well. I'm sure anyone who reads modules regularly has encountered ones where the premises of social encounters seems to rely on PCs not acting like PCs, and / or where the NPCs act as if the idea that there are bands of magical murderhobos wandering around interfering in anything they please was a completely new idea they'd never had to deal with before. The Hill Cantons really almost assumes the reverse, and the situations the books present are therefore all the more robust for it.

Of the specific books:

Slumbering Ursine Dunes' strong points are well-realised factions, two good dungeons, evocative imagery and trappings, and its pointcrawl layout, where instead of a hex or a free-form map, the set-up layouts out the various points of interest that PCs are likely to encounter along the way. Its weak points are that it could use a little more set-up for referees. In particular, it needs a few adventure seeds that would bring PCs to it in the first place, push them to keep exploring, and keep them coming back when they suffer a set-back. There are a few quirks of layout that make information occasionally a bit unclear. In particular, there is a hermit who is mentioned without introduction in the major NPCs section, but who is only described in the pointcrawl map key. As well, the maps for the dungeon are found at the back of the book, rather than adjacent to the map keys for them.

Fever-Dreaming Marlinko's
strong points are the clever and evocative writing, and the abundance of gaming-oriented material. The book explicitly tells you that rather than focusing on shopping lists and dull descriptions of shops, it's going to focus on the interesting bits, and it does a great job of this. You come out of it with a clear idea of what Marlinko is like as a city, and what parts to focus on. I do think the book would benefit from a slight reorganisation of the material. In particular, it looks like there's about four or five streams or tranches of adventure ideas which most things tie into, and it would be useful to have a table or other graphic arrangement that would help referees understand this, possibly with some clear inciting events listed for each tranche.

On a very short side note, one very nice thing about this book is that while it contains some puerile humour, this humour is not fundamentally misogynistic or homophobic in character. There are dwarven masseuses who offer "happy endings", but the joke is in the "joyless" character of such in a subversive contrast the usual "wenches and wine" depictions of sex work in adventure games. There are also giant eagle mounts who dump misogynists mid-flight.

I would say that if you were only going to pick up one of the three books, this would be it. I also think it should be your first purchase of the three (I bought them in the order they came out, where Fever-Dreaming Marlinko is the second in the series). Fever-Dreaming Marlinko contains adventure seeds and suggestions for both Slumbering Ursine Dunes and Misty Isles of the Eld, filling in the gap one might otherwise have for those adventures. If I were to run a mini-campaign on the current Hill Cantons material, it would go FDM to SUD, back to FDM, then off to MIE, then back to FDM for the wrap-up.

Misty Isles of the Eld's best point is really its organisation. The party will be dealing with a coordinated and professional opposition, and the book does a good job making the encounters and NPCs interesting while not forgetting that. There's a great deal of time spent laying out for referees the various resources the Eld (evil space elves from hell, with Melniboinean flourishes) have at hand and how they use them. I also appreciate how the book manages to make them weird and creepy without having to rely on much explicit gore or sex, instead using the occasional suggestive flourish to allow the imagination to expand in the space it leaves. I think overall this is an excellent product, but one thing it could use is a slightly clearer idea of the process the Eld are following to accomplish their goal (the goal itself is clearly laid out). PCs will encounter several of the things they're using (an imprisoned god, etc.) but it's not always clear how much of a hindrance messing with any specific component is. Does freeing the god mean the Eld's plans are doomed, or can they still accomplish them without it? Information about this, especially in a form where it's at least partially PC-facing, would be very useful for helping PCs focus their activity.

I'm looking forward to What Ho! Frog Demons and the Kezmarok supplement, and I would recommend that if you're interested in pointcrawls and ideas for how to do city-adventures well, these are excellent supplements to pick up.

Jul 2, 2016

[Review] The Black Hack

I've been seeing a lot of mentions of, and material for, the Black Hack lately, so I thought I'd pick it up and take look for myself. In broad strokes, it's basically an adaptation of elements of White Box Swords and Wizardry, Dungeon World, Castles and Crusades, and D&D 5e with some house rules thrown in at critical parts. Surprisingly, it looks like this mix works reasonably well. This will be a review of the game with the Additional Things supplementary PDF available for free download.

Overall, I think the Black Hack is good, but it's good because it's a mix of some great and inspired ideas with some very badly done ones, rather than because it's modestly well-done all the way through. The basic mechanic is d20-roll-under-stat to accomplish anything, with PCs making most rolls. i.e. they roll to avoid monster attacks instead of monster rolling to hit them.

The great and inspired ideas tend to be little ones that aid playing the game. I particularly like the new time system (moments and minutes), the usage die for consumable items, the resting mechanics (an OSR adaptation of the D&D 5e rest mechanics), and the use of opponents' HD as the main stat you have to track. From Additional Things, the tags for gear, the rules for panicking if one runs out of light, and the coin-dice rules are all very clever. These are all solid ideas, most of which could be integrated into any retroclone you're playing, and would add a great deal if they were.

The bad parts tend to be the more slapdash elements of the book. Firstly, the gear list is incomplete, lacking 1H weapons or bows in the gear list. Similarly, it has different weapon proficiencies by class, but these are just random lists of weapons, none of which are mechanically different from one another. The morale rules and the reaction rules should be simplified into the same set of rules, and the old 2d6 system was superior to the one in the Black Hack. The fighter class needs its ability reworded (Additional Things proposes one fix, and I see other versions repeatedly proposed or discussed in the community on G+). The gear list is the same slight alterations on the basic D&D 3.5 gear list that everyone's been using for a decade and a half now. Probably the worst of these various rules is the one for random encounters, which assumes that you're rolling every 15 minutes of real-world time, which I think is just unworkable in most situations.

After reading it, my general inclination is that I like it and want to play it, albeit with some heavy house-ruling. The chassis underlying that house ruling though, is generally pretty solid. If you like universal mechanics, rules-light systems, and / or systems where PCs do most of the rolling, I think you'd like it as well. Even if you don't, I suggest adapting the usage dice mechanics, the coin dice mechanics, the moments and minutes time tracking, and the rules for panicking in the dark for use in your own retroclone games.

Jul 13, 2015

[Review] Beyond the Wall and Other Adventures / Further Afield

Beyond the Wall and Other Adventures was a slow burn for me. I bought it something like a year and a half ago, read it, thought there were some interesting ideas in there, but struggled to find the need in my life for another retroclone. It wasn't until the release of Further Afield that I decided to go back and check out the system more thoroughly. This involved downloading the numerous playbooks & supplements Flatland Games have made available for free on Drivethrurpg.

The system for Beyond the Wall is fairly simple. It's a typical retroclone with the same six basic stats they all have, a simple skill system using ability checks, and a magic system for levelless Vancian casting with rituals required for more powerful effects There are ten levels of progression, and three classes. These are presented fairly cleanly.

Where the system shines is in the procedures used to build the environment for play. There are several of these, but they break down into three categories: Playbooks, the shared sandbox, and scenario packs.

The shared sandbox denotes the area of the game world where the game takes place, and comes in two basic scales, which are integrated with one another. The first, contained in the core rules, is village generation. While using playbooks to create their characters, each player has the option to name and describe NPCs and locations in the hometown of the characters at certain points during generation. These may be related to the rolled result in the playbook, or not. The second scale involves generating the region the hometown is located in (rules on doing this are in Further Afield) and incorporating "threat packs". Each player goes around and gets to generate two major locations that their character knows something about (there are tables and rules that constrain this decision in useful ways). Players get to pick how they know about them (have they seen them personally, read about them in books, or heard local stories about them). This choice changes the roll the referee makes to determine how accurate the information is. Referees don't place major locations in this process, but they determine all the minor locations, and organise the map into regions.

Referees also get to choose to incorporate "threat packs", which is how they get to place major locations into the shared sandbox, as well as determining what the major threats facing the area are. Further Afield introduces the concept of a "threat pack", and comes with four examples (a dragon-boss, an imperial invasion, a magic kidnapper and a creeping blight). Threats have an "imminence" rating which slowly rises over time, and determines how active they are. They include one major location that the PCs may travel to deal with it, and typically suggest several minor locations. They have some information about overcoming the threat, bosses and monsters, an encounter table, relevant items or spells, etc. They also incorporate a table that at least one PC rolls on that determines how they are connected to the threat. This is a very clever concept on how to structure this kind of information, and it's something worth adopting into any sandbox game with large over-arching threats.

The end result of this process is a well-developed sandbox with lots of hooks and details that doesn't require a ton of referee investment at the front end.

Playbooks are the process whereby characters are generated. They're essentially a set of lifepath tables. Going through them, the players create NPCs and village locations as well as defining their relationships and shared history to one another (and generate their stats). Though theoretically there are three classes with multiclassing allowed, it's the playbooks that really develop the diversity here, with multiple playbooks to choose from per class, as well as multiclass playbooks that allow you to create rogue-mages and warrior-mages of different types. The playbook also includes most of the reference information that the player will need to play the game on the last two pages. There's currently somewhere around twenty playbooks by Flatland, mostly available for free. After play begins, if a character dies, a player can simply use the ordinary character generation rules to create a new character and add themselves back to the party.

The result of using the playbooks is to fill out the hometown of the characters and the relatonship between them with very little work needed by the referee.

Finally, scenario packs build on the work done before, and are the equivalent of adventures in Beyond the Wall. The ones released so far are written so that most of the relevant NPCs are actually generated from the list the PCs created during character generation (or from other NPCs added as the story goes on). Each scenario pack has a table of precipitating events that PCs roll on which give them a few clues, omens or warnings about what's coming. They then flesh out the various items, monsters, locations goals, etc. involved, often by using random tables that gives them a fair bit of replayability. They're a little more loosely written than typical dungeon adventures, but the information is presented so that the module is flexible, rather than vague.

The great strength of the system is how these different pieces work to feed into one another to diminish the demands of setting up and running a sandbox for referees and players. I've come to appreciate games that do this more and more (I am fond of Sine Nomine's games for similar reasons). I think I'm going to line up my next offline game to be Beyond the Wall because of this.

Jul 5, 2015

[Review] Amber Diceless

I bought a physical copy of the Amber Diceless RPG while in Scotland last week, and read it cover to cover. I've heard people talk about it for years, but diceless roleplaying games tend not to be my preference. My main complaint is that most of the ones I've seen (Nobilis 2e, most notably) confuse avoiding a physical randomiser (dice, cards, etc.) to resolve disputes with having underdeveloped procedures of play and mechanics.

Amber isn't really an exception to this, though it's the beginning of this paradigm rather than a latter development within it. It's a bit frustrating still, because the game clearly does care about using procedures to depict specific themes and create certain emotional experiences, but doesn't carry this through consistently. The attribute auction that begins a new campaign is reasonably well-known, and creates a very specific experience (player competition) that is intended to play itself out in the rest of the game. More procedures like this would have been great, and there are a few others, but the game emphasises that its goal is ultimately to have you progress to freeform play.

I know the formlessness of freeform roleplay was lauded during the late 1980s and early 90s, with the idea that rules served as barriers to the imagination being its guiding aesthetic principle, but that underlying principle wasn't true then, and it isn't true now. Rules and procedures and mechanics are affordances, and using them well is about choosing the specific kinds of behaviour, themes and affects one wants to be able to produce. Freeform roleplaying strips away those affordances (this is different than minimalism about rules) with the hope that unconstrained imagination will somehow pick up the slack.

So I find it weird that Amber lauds this kind of playstyle, while it's at its best when it's furthest away from it.

As it is, we get extensive, very well-done, samples of play that seem capable of development, but stop short of being true procedures, because they don't provide clear decision points or criteria by which to select from different choices. In particular, advice on how to adjudicate characters choosing and/or switching which stat or attribute is being compared could be more extensive and standardised. If one is relying on referee judgment as the main means of resolution, then it's important to train that judgment with not just examples, but also maxims and guidelines.

One example of this stopping short is the text mentioning briefly how stats can be weakened or damaged, but never actually clarifying how or why they might be (at least that I could find). Another is the discussion about Endurance (an attribute) being used to adjudicate contests that continue on long enough, without "long enough" being clearly explained. There is a bit of information on whether a contest is swiftly resolved or not, but this is presented unlinked to the prior statements the game made about endurance. The worst of the sting of this is taken out by the examples, but I would have preferred more clarity and definition overall. On the other hand, the various powers are well-articulated, with numerous examples of specific abilities and problems that come along with using them, and truly seem like a useful prosthesis for imagining the world and characters' capabilities within it..

I'm not too enthused about the Amber setting itself, but I thought the book did a pretty decent job making it seem interesting and exciting, and the default set-up does do a great job explaining how the party knows one another, why they associate with one another, and what their relations to the broader world and the important NPCs within it are. The discussion of "sockets" and "plugs" by which PCs fit into adventures must've been pretty innovative when first presented, and I think it's something any referee could benefit from reading. The use of text from the Zelazny series is evocative, and I think you emerge from reading the Amber RPG with a fairly clear idea of the kinds of adventures you could run.

I'm sure this review comes across fairly negative, but I did like the book for the most part. I thought the referee advice was strong and useful, and the game was innovative as heck for its time, and still has a lot to teach any referee about how to handle a table well. Like most innovative and experimental work, it's incomplete and not fully worked out, because it's busy creating a style that other games (Lords of Gossamer and Shadow, Lords of Olympus, etc.) would pick up on and develop further.

Jun 6, 2015

[Review] River of Heaven

The short version: Good system, badly edited, blah setting (mainly due to presentation). Mainly worth picking up if you're looking for the tools to run your own BRP or Openquest space setting.

River of Heaven is a frustrating book. The Basic Roleplaying lineage has a real shortage of solid science fiction implementations, especially if you're only counting ones in print or that aren't just Call of Cthulhu with spacesuit rules. So River of Heaven is really welcome for that reason. It uses the Openquest variant of BRP (one of my favourite versions of Basic Roleplaying), adapting a lot of the rules for firearms combat from the earlier Openquest setting-supplement The Company and adding spaceships / vehicles, bodily augmentation and a variety of biological types (genetically augmented humans, space-born humans, androids, etc.). Like all Openquest books, it's standalone, so you don't need a copy of the Openquest core rules to run River of Heaven games.

Though it has a particular setting associated with it (mostly detailed in the back of the book), you could easily adapt the system to your own science fiction campaign setting. In fact, my recommendation is to do so. If you wanted to pull out your old Mutant Chronicles books, this would be a good system to run games in that setting with.

The default setting is not terrible, but you get a lot of weirdly unplayable information about it, at the expense of interesting things to do. In general, the presentation veers towards physical details about the planets and stars, at the expense of the social geography, which is described only briefly for each one in longform text. I would rather know the capitals of the planet's polities than the metallicity of the star it orbits around, especially since the latter information is available on Wikipedia. The beginning of the major interstellar conflict that will eventually plunge humankind into a new dark age is briefly outlined in a planetary description that doesn't mark it out as particularly important or interesting (you will only realise it's the beginning of this conflict if you read two other parts of the book). This is not the only example of something being buried in a way that makes it hard to piece together.

The overall presentation of information leaves you grasping to pull it all together and make sense of the bigger picture or to get a clear idea of what your PCs could do that's particularly interesting.

The setting also has something that is purely a personal issue, and which may not bother you: A religion whose only religious doctrine appears to be "AI is bad" (the "Renouncers"). It's clearly a nod to Dune, one of the main influences on this game, along with Alastair Reynold's Revelation Space series. But it's a terrible science fictional trope, because it's unclear why anyone belongs to the religion. Why do they think AI is bad? Why are they a religion and not a political group? The Renouncers are set up to be major players in the setting, but we get only a few scraps of information. The cool alien villains that nearly wiped out humanity and that everyone is terrified by and the AI uplifters are also underdescribed, though at least one gets stats for two kinds of machine avatars.

The overall effect of the choices made about how to present this setting left me feeling unenthused about it. I don't think it's bad or stupid, it's just got an extremely weird focus about what information it wants to tell you about itself, and that focus doesn't sell it very well.

Production-wise, the book is both very pretty, and very, very badly edited, though there is at least one incomprehensible design choice. It's printed in full colour bleed, and the colour choices are well-made to improve readability (black text on a grey background). D101 books are almost always badly edited, but this is the worst one yet. Text is repeated both in headers, and most obviously, in the double-listing of PDAs in the equipment section. Some sentences, luckily mostly descriptive text rather than rules, are simply gibberish that look like half-finished rewrites. Tables have inconsistent spacing from the text around them. And in the combat section, several rules are just wrong or missing - the rules for double-tapping refer to hit locations (a thing the Openquest variant of BRP does not have) and there is no actual rule for determining how many shots in a burst hit the target despite the text telling you to roll to determine this. As well, it has the usual Openquest ambiguity about whether characters can dodge ranged attacks, with the dodging rules saying "No" unless they're hand-thrown, while various other spot rules mention doing so.

The incomprehensible design choice is to have five different sidebars on five different pages of the equipment section contain various sections of rambling in-character essay about tea (with a "Cont on pg. XX" at the end of each one). It looks like it was filler for various pages that had large tables on them and that couldn't fit a second table, but I'd rather just have had blank space, or at least a listing for tea in the "Food and Accommodation" table.

Like I said, it's a frustrating book. I do think there's a solid core here, especially with regard to the system, though the lack of editing gets in the way of it at times. It's worth picking up if you're looking for a BRP science fiction game and are willing to basically tear the system out and use it as a toolkit to run your own space adventures.

May 12, 2015

[Review] Dreams of Ruin

I'm home today with a sprained ankle, which gave me the chance to read Dreams of Ruin.

Dreams of Ruin is a strong idea that's clearly been thought through. It describes how a negative energy ecology suitable as a campaign-level threat to challenge high level PCs works, and provides a model for the various subcomponents involved in running it - sample encounters, information on how to run and adjudicate the PCs setting up a research laboratory or magically rewriting society and landscape to fight it, the colossal efforts necessary to cure / banish / control / weaponise it, etc. The ideas are well-done, interesting, coherent and nearly exhaustive. Even if you didn't want to use the Forest of Woe exactly, you could adapt a lot of this material to any sort of depersonalised creeping interplanar threat. For example, if you run Kevin Crawford's Red Tide setting, you could pull out tons of material here and use it with minimal conversion to depict how the PCs drive back the Red Tide itself (it helps that both settings are Labyrinth Lord ones). Or if you have a chaotic blight that threatens the campaign area a la Beyond the Wall: Further Afield's new threat pack, you could do some easy price conversions (I'd divide all prices by at least a thousand gold) and use it to run the blight in conjunction with the threat pack. The research component is especially well done, including handouts that chart out research paths for potential facts you can discover (while under tremendous time pressure that the book lays out clearly and in great detail).

The main flaw of the book is basically the same thing as its strength: Its singularity of vision. Dreams of Ruin sets up the Forest of Woe as something that stories and adventures spin out of, but it only gives you some rough guidelines and ideas about what those stories and adventures would be. In particular, the book could use a table or set of tables that cover "What is the weird magical material your research project requires?" "Where is it found" "Who controls it?" Magical items required for things like research are laid out (including building a device that requires 60 Gems of Seeing) but a lot of the other devices / spells / options just basically say some variation on "Spend an ungodly amount of money". Having a larger master table of random magical junk could either replace the pedestrian gold costs, or augment them with concrete detail ("So, uh, I rolled that you need 100,000 gp worth of Titan spittle," or "You need the baculum of a leviathan, and six rare flowers of eternity to build your Automatic Augerer"). (Edit: You could repurpose the system it gives for breakthrough critical items that refers you to the LL AEC, but that still wouldn't help you come up with who owns it and where they are, and what you need to do to get it).

It might also be useful to have a random high-powered NPC You Need to Recruit To Your Research Team table that covers what they want ("We need to recruit the Witch-Queen of Blagoblag - she wants the Gem of Guzzendle as payment") to spur ideas.

Similarly, the prolixity of the book is greatly appreciated in some areas (describing how the Forest of Woe works; facts PCs can find out through research; elaborating on the challenges of liquefying a god and running them through an oil pipeline) but less so in others. In particular, the sample encounters are overwritten, and could be more concise. It took a second read and the memory of a picture a few hundred pages back to realise there were devil mechs in one encounter.

Overall, I think it's a good book to pick up (especially because it's free) if you're trying to get ideas about how to run high level campaigns. There's a lot of material and structures here that, even if you don't adopt them directly, should serve as a useful model for how to structure such material in your own game.

May 3, 2015

Wonder & Wickedness: A Review

I splurged and picked up a ton of stuff from Drivethrurpg.com a few days ago to read. Expect reviews of River of Heaven, Silent Legions, the Basic Illusionist, Beyond the Wall: Further Afield, and Yoon-Suin to come down the pipeline. I'm writing these reviews basically in the order that I go back and read them again more carefully.

First is Wonder & Wickedness, which is an 88 page pdf (also available in print) detailing a new magic system by Brendan S. (of Necropraxis fame) that's compatible with most versions of old school D&D. Full disclosure: I bought the book on my own dime, I've gamed with Brendan S. twice in Courtney Campbell's Numenhalla game about a year and a half or so ago, and he's occasionally mentioned stuff from this blog kindly. On the other hand, he has never once shown up for a session of Necrocarcerus despite being invited every time, so you can expect this review to be a forty-thousand word denunciation of his personal shortcomings (feel free to use that as the pull quote).

The organisation and layout are pretty decent. The book has 56 new spells, listed both in alphabetic order and by specialty, with an index at the back listing them by page number. There's a light sprinkling of grammatical errors, but nothing that obscures what the text means at any given point. The art is good - lots of evocative line drawings that are busy with detail showing the various spells being cast by wizards, and the various magical items. The text is clear and legible, in a large-size serif font that remains readable when displayed as facing pages on a screen (since getting physical copies of this book involves sending away to Italy, its legibility on-screen is an important factor for me). There's a lot of white space at the tops of pages, some of it of irregular size, that looks like an artifact of using desktop publishing software to format the document, but it's not particularly galling or bothersome. Unfortunately, there's no index of magic items.

The key point of differentiation between the Wonder & Wickedness system and traditional D&D magic is that spells do not have levels. Some spells increase in power as the sorcerer does - affecting more targets, or allowing you to summon more powerful creatures - but it's a flatter progression than traditional D&D magic-users have. Sorcerers also have far fewer spells readied (just one per level, though they may know more spells than they have slots to cast and choose which ones they have memorised). Sorcerers may also dispel / block spells or deal damage directly to an enemy by sacrificing memorised spell slots, whereas the magic-user has specific spells they must memorise to do those things. Magic is also split up into different specialties / schools than the abjuration, conjuration etc. of traditional D&D. The spells are well-charactised, distinct, and make sense, as do the specialties.

Really, the highest praise I can give this book (or any RPG book really) is that once I was done reading it, I immediately started trying to figure out how to integrate it into my campaign. Necrocarcerus intentionally only incorporates free resources into the rules document as part of its design, but this was the book that nearly made me break that rule.

Dec 14, 2014

Reviews: Relics of the Lost / Engines of Babylon

I'll admit I can't figure out the numbering system for Stars Without Number supplements. Polychrome is W1, Relics of the Lost is W2, Engines of Babylon is W3, but Darkness Visible, Suns of Gold, Skyward Steel, and Dead Names are all unnumbered, as are the Mandate Archives. I've already reviewed the Mandate Archives, Darkness Visible and Polychrome, and I'll be writing reviews of Skyward Steel, Suns of Gold, and Dead Names shortly.

Relics of the Lost and Engines of Babylon are sort of a natural pairing beyond their numbering because they are both gear books for Stars Without Number. Relics of the Lost is focused on pretech (SWN's equivalent of magical items), while the core of Enginess of Babylon is the vehicle and slowboat rules, though both books have thematically overlapping sections. For the record, I think they should have been merged into a single large gear book similar to MongTraveller's Central Supply Catalogue because of the extensive thematic overlap, but I'm not too chuffed about it.

Relics of the Lost is a 32 page book with sections on weapons and armour; medical devices (mainly stims, the healing potion-equivalent in SWN); pretech consumer goods (miscellaneous magical items); robots; maltech, and some random loot generation tables to insert them into adventures. A few of the tables in it look like they were recycled, adapted or updated from The Dust, one of the Mandate Archive supplements that had the original pretech generation rules in it. Some of the information around maltech is adapted from Darkness Visible. I think the reuse of the Dust tables is fine, but the treatment of maltech is somewhat weak in Relics compared to Darkness Visible, and the treatment in Relics' maltech section veers away from the concreteness of the rest of the book's material. The maltech isn't intended for PC use, but it might be nice to provide a set of sample procedures for ghoul immortality, or a list of time-bomb devices / situations for NPC villains to have as goals.

If one wanted to avoid getting too bogged down with the mechanics, a set of tags related to each one that could be slotted into the SWN adventure-creation system would be ideal. "Roll on this table for your Allies, Enemies, Complications, Places and Things if you want to run an adventure where a ghoul immortality cult is the main villain" would be ideal, as well as being new material that wasn't in Darkness Visible. Dead Names and Engines of Babylon split the difference here (adventure material for weirdo transhumanists and concrete maltech devices, respectively), so it's unfortunate Relics doesn't. I think this might be an artifact of it originally being a stretch goal of the Stars Without Number Bundle of Holding.

Despite that complaint, the book is generally strong. Like all good gear books, it's mostly very concrete, with items statted up and variations noted. One particularly strong element of the descriptions is that they mostly list what the original use of the item was in the pretech era (the ancient galaxy-spanning technologically advanced era that precedes the default setting for SWN and justifies the existence of ruins and mysterious wonders). This helps the referee decide what kinds of gear from the book might be appropriate for different ruin locations.

 Of its sections, I liked the one on stims the most, since it took a boring but necessary component of the game (sci-fi healing potions) and provided a number of options for making them interesting. I think some of this material is recycled or adapted from Other Dust, but a lot of it is new and interesting. In particular, the stim manufacturer brands at the end of the section, complete with mechanical differentiation between them, is a nice touch.

The sections on robots and consumer items are also strong. There are eight kinds of robots listed that would be appropriate for pretech sites, and a couple are very cool and interesting, particularly the culler and the kami. The culler robots are basically murderbots that harvest your organs to make anagathic drugs, while the kami are nanite clouds that form drone to attack you.. Stats are given so that if you have an AI PC, you could have them use any of the robots as armatures. The consumer items section fills out the "miscellaneous magical items" list for SWN, and is mostly colourful, interesting and useful while being plausibly weird.

Engines of Babylon is a 41 page supplement dealing with gear. I like it a lot as a supplement, but I'm going to list one format complaint here. Both it and Dead Names have some new sans-serif font for their body text, instead of the typical font used by the rest of the line. It looks like Verdana or another screen-based font and makes them harder to read in print (at least for me). I don't know why the decision was made, but insofar as my vote counts for anything, I'd encourage the return to the old SWN body font (which looked like Aldus?). It's a minor complaint though.

The book is split into sections dealing with vehicles (including vehicle creation, vehicle operation rules, and sample vehicles; sublight or slowboat ships (including creation and operation rules); some more magical items (in general ones that are more powerful than in Relics of the Lost) and maltech devices. Despite thematic similarities in the last two sections with Relics of the Lost, the material is entirely new.

Vehicle and slowboat creation are basically variations of the starship creation and operation rules in the SWN corebook, though they have entirely new module options in both cases, including some cool pretech fittings for vehicles. The example vehicles and slowboats are pretty solid, and cover most of the common options you'd want. The slowboat section has two pages of material on using slowboats in games, including how combat between them differs combat involving spike drive-capable ships with "Quantum ECM" (SWN's handwavium for why intelligent drone-missiles don't dominate space combat, previously established in Skyward Steel and the corebook).

The section dealing with the pretech items differs a bit from Relics of the Lost in a few subtle ways. The items in Engines tend to be more powerful, but also more easily exhausted or expended than in Relics (where most items either work fine, or just need batteries). It reads like the items in Engines were designed to be either the goal or spark for an adventure, whereas most of the items in Relics feel more like "loot" you'd get during an adventure. There's also some nice work making a lot of the items here feel more like the extravagant decadences of long lost Mandate directors rather than another cool space TV.

The maltech section in Engines is nicely concrete and appropriately horrific. I particularly like the telekinetic mining equipment that floods prisoners with psychic energy at the cost of their lives and sanity while allowing an evil telekinetic to literally tear apart a world with their powers. I think it's got some interesting allegorical heft, as well as being a really interesting device to structure a set of adventures around - both while it's in the bad guy's hands as well as once it falls into the PCs. The rest of the devices are similarly interesting, including stuff to make people god-kings, destroy stars, and genetically tamper with enemies.

Broadly speaking, the difference I elaborated above between Relics and Engines is the key decision point if you're only planning to pick up one, or trying to decide which your game needs. Relics is at its core a "loot" book, with lots of stuff designed to be used by PCs without breaking the game or trivialising all their problems. Engines is (mostly) a set of game-changing items that you could build entire stories around, with a few modular add-ons to provide richness to specific activities.

Dec 24, 2013

[Review] Openquest 2

Disclosure: I am a fan of Openquest. I was one of the backers of the Indiegogo campaign for OQ2 (I am thanked by name on the general thanks page, along with other contributors to the campaign).

Openquest 2 contains zero fundamental changes to the mechanics of Openquest. Instead, it provides more spells, better explanations of gameplay and how to tweak it to suit your style, a brief realm system, some new skills, and colour pictures. Broadly speaking, a lot of the changes are incorporating material / inspired by other systems, including other versions of BRP (Basic Roleplaying, the percentile system that powers Runequest, Stormbringer, Call of Cthulhu and other systems). Sometimes this is good, sometimes it seems extraneous.

The two new skills are Wealth and Relationship (X). Both at optional, so you don't have to use them if you don't want to.

The Relationship skill is basically a passion-system like other BRPs have, and is something I really dislike outside of its use in Clockwork and Chivalry, since it rarely does anything directly in any of these games (typically, such skills add their tens digit as a percentile bonus to another skill). At least in C&C it represents one's ideological commitment to some position in the Civil War and comes up whenever you try to proselytise for your side or resist proselytisation by another side. I'm very leery of skills - and older versions of BRP are notorious for this kind of skill - where having them doesn't allow one to do anything different, it simply gives one a bonus to some other skill roll, or allows one to make a second kind of skill roll under certain conditions one otherwise couldn't. The Relationship skill here collects a bunch of fuzzy benefits together under four headings (Allies, Dependents, Enemies and Organisations) with different benefits in each case. If you wanted to create something like the D&D 3.5 Rangers' specialty enemy ability, this would allow you to do it. One of the things I like about Openquest is that it tends to give you clear expectations - whether in the form of concretely defined actions one can take, or in the Big Bonus rule - and I find that the relationship skill doesn't really do that.

Wealth is the typical BRP skill for people who don't want to track individual coins or assets. I go back and forth on this skill, since it mainly exists in games to represent credit but does a bad job representing how credit works or how it motivates people to act. This isn't OQ2's problem tho', it's really a problem with Call of Cthulhu / the BRP gold book, which use this skill. Personally, I think I would stick with the individual asset approach, at least at lower levels of play. This skill has all sorts of sublevels and requires you to determine where specific pieces of gear fall (tho' it provides a chart with some guidelines) so you know what kind of stuff you actually have to roll for or not.

The spells are strong, and good additions to the system. Openquest is now in competition with Runequest 6 for the best battle magic system in a BRP-type game.They're mostly fixed-magnitude, and appear inspired by various low level spells from D&D (this is good), though there are some progressive ones that upgrade. There are a few "extra action" type spells, which I am mixed about. Multimissile was already in the game, but new ones have been added, and I worry that this will create an action / magic point economy at the higher levels of power and transform high level combat into managing it. Still, overall, the additions to the spell lists (not just battle magic, but divine and sorcery as well) are welcome.

The Realm management system is mostly about quest generation, as it should be, and includes notes on using the quests for the various power levels PCs will be at. Like most stock OQ work, it's pretty sparse. I may expand on it and the attached mass combat system sometime in the upcoming year.

The game in general includes a lot more advice on how to play it, which is good for me, as I use Openquest to introduce people to BRP-type systems. I would feel more comfortable handing OQ2 to a new referee than OQ1, now that I have the option to choose between them. The examples are more fleshed out, different campaign power levels are discussed, and there's some discussion of modifying the base assumptions (i.e. different types of magic available and how) to help you create a particular feel.

So, I like Openquest: It remains one of my preferred systems for fantasy roleplaying games, and I will continue to use it for such in future. Openquest 2 is more an extension and continuation of that source text that a radical revision of it (the two are fully compatible, which is nice as I already own three well-loved copies of Openquest 1). I would recommend picking Openquest 2 up for all the same reasons I recommend picking up Openquest 1. I don't know that it's dire and urgent that you switch over if you're happy with Openquest 1 already, but if you like it and want more spells and options, it's worth checking out.

Jul 9, 2013

Review: Slaughtergrid

Slaughtergrid is a module getting a lot of attention right now, but almost every review I've read of it leaves out that it takes place in the anatomically correct loins and bowels of a giant stone golem woman. You enter through the vagina, and exit through what I think is the antrum cardium (the point where the esophagus joins up with the stomach). When you die, you're born as a clone-mutant from the golem's remaining ovary (which is called an "ovum" throughout). The boss monster of the dungeon is a bunch of vaginas (5) on top of a bunch of breasts (5) with dicks for hands, and if you don't believe me there is a helpful picture on page 29 of the pdf to clarify that nothing I just wrote was hyperbole. It makes its servants trudge through its shit every day. There are gold eating monsters called "gold whores" that eat gold exposed to air and that you get pregnant with one if you eat gold while in Slaughtergrid and there is a NPC mid-way through who has eaten gold and gives birth to one just so you don't miss out on this happening at least once on your trek through the dungeon.

Basic themes in the dungeon include forced impregnation, bodily corruption, sexual violence and sexualised violence, cannibalism, imprisonment, shit, etc. The book is pretty explicit about these themes, both in telling you up front that's what it's about (though not on either cover), and in depicting them, though obviously any individual referee is going to have ultimate control there.

To be honest, I think the theme of crawling around in the giant body of an ancient war machine or giant beast is a good one, but the module explores the idea of a homology between the human body and the dungeon's internal layout too rigidly and loses the opportunity to imaginatively deviate from existent anatomy that a mere analogy to human anatomy would have allowed. I hoped for at least one totally fantastic organ-room, but unfortunately did not notice one, if indeed it even exists.

The dungeon-dress is also kind of absurd when you start looking into it: Why would a stone golem have reproductive and digestive organs that are functional? Why would its reproductive organs reproduce flesh but not inorganic substances? Why would its digestive organs dissolve flesh and not inorganic substances? Why does the golem not have an anus or rectum if it has a functional digestive system? Why are stairs oriented in such a way that the golem standing would render them unusable as stairs? Why does the ziggurat in its stomach face sideways when the golem is standing? Why is the floor a pressure plate when it would be the rear wall when the golem is standing?

The actual presentation and layout of the module is strong. The backstory includes the opportunity to randomly generate / pick elements of it from a premade table, there is a hex map for the surrounding hexes to the dungeon (though unless I missed it, few of the hooks there tie directly in the dungeon, a missed opportunity), recurring elements in the dungeon are picked out in a set of sections at the start of the book for easy reference, and a clear summation of the treasure and XP is included to help referees manage these issues. The monster stats (using the OSRIC system) are provided in the room descriptions, and then reiterated in the back of the book for easy reference when they occur as wandering monsters. The map is keyed, and the room descriptions keep boxed text to a minimum. It occurs just once, to provide some sample statements a NPC can utter when the PCs talk to them - in a change from my usual stance, I do think that they should have provided more boxed text of this sort for at least two other NPCs that can be spoken to, and possibly a few more beyond that. The book is free of spelling errors so far as I could tell.

The ovary, though it may be distasteful to some referees and players, is a clever element that allows the referee to keep a core group of characters in the highly-lethal dungeon without having to figure out how new characters have gotten in (since part of the challenge of the dungeon is that one is sealed in and looking for an escape route) or reducing the lethality. The mutation tables at the back are good, and provide some penalty for dying without removing the character completely for play. As well, the ovary's existence is well integrated into the dungeon, with monsters exploiting their ability to regenerate from death in consistent and intelligible ways.

Treasure is generally interesting, named, with a limited number of uses or drawbacks to using it, though some of it is dumb (I don't automatically object to an opal dildo as treasure so much as I find it silly that it's a "cubit" long). The module gives rules on reducing the amount, but it seems like it's actually somewhat punishing for the amount it provides. In particular, because of how the ovary clones the PCs but without their gear, more mundane equipment in the dungeon, even if in crappy condition, would be ideal.

So, the treatment of sex, reproduction and scatology through the lens of body horror is either an immediate turn-off on ever running this, or it isn't. A lot of the violence and corruption is wrought on female bodies, though it's not exclusively so. I think some of the treatment is less interesting or much goofier than it wants to be (cubit long dildos; vagina monsters with dick hands; the "gold whore" monster; the rape-unicorn) and in fact, most of the really good body horror in the module has nothing to do with sex or sexual violence. The first level has an undead draugr who, back when he was alive, used to repeatedly kill himself and eat his own corpses until he finally went totally insane and became undead, and there's an implication that if the PCs don't find some way out, this too will happen to them. There's a village of shrunken prisoners the dick-hand monster uses as a living diorama for its amusement, and it is unclear how many, if any, of the people the PCs will actually be able to save from this fate. There's a magic-user mini-boss who has mutated extensively into a horrible creature. The mutation table and its interaction with the ovary has only a few entries involving reproduction or genitals, and yet is one of the best parts of the module. I personally would prefer more of this sort of thing, since it's less one-note, harder to come up with on the fly, and just generally more richly playable than mere mentions of poop or genitals.

Jan 15, 2013

Review: The Mandate Archives for Stars Without Number

There's a huge sale going on at Drivethrurpg right now, so I rebought a copy of Stars Without Number after giving my previous copy to someone going to Nunavik. I also bought Skyward Steel, a bunch of Red Tide stuff, Other Dust, An Echo Resounding and I downloaded the Mandate Archives and Pacts of the Wise. I think now own almost everything Sine Nomine has put out, other than Spears Without Dawn and a couple of short adventures. Let me talk about the Mandate Archives first since they're the easiest for others to access.

The Mandate Archives are a series of free supplement Kevin Crawford, the owner / writer / lead guitarist for Stars Without Number has available for download. They cover a variety of marginal topics related to Stars Without Number. I'm just going to run through them all in the order that I like them:

Martial Arts is six pages long. It has ten martial arts styles, rules for creating your own martial arts, information on learning martial arts, and a table of martial arts weapons stats suitable for use in Stars Without Number or Other Dust. It's a model of concision, and the styles of martial arts are suitably varied, with several examples of psychic martial arts that allow you to replicate Jedi-type powers. I plan to offer it in the next Stars Without Number game in the Tellian Sector as an option for characters.

Transhuman Tech is worth checking out if you're interested in playing Eclipse Phase-style games but find the rules off-putting (as I do). It manages to provide mechanics for swapping bodies ("Hulls"), building new bodies, running post-scarcity economies, new equipment, some advice on running a transhumanist game and designing transhuman factions, and a micro-setting within the greater Stars Without Number universe in 16 pages. The body-swapping rules could be applied to a variety of different situations, like an AI downloading itself into various robot bodies. I plan to use it to represent Valentine Illst, arch-heretic, in my next game.

The Dust is seven pages on gray-goo type nanodust, with rules for it as an environmental hazard, stats for "dust drones", two pages of new gear including weapons, and a bunch of tables for determining what TL5 gear looks like. TL5 is the highest level of technological development in Stars Without Number, and so basically this serves as a set of tables for determining what ancient weirdo artifacts made by AIs look like. I plan to use it to make archaeotech look distinctive and interesting, plus the gear is a really cool.

Scavenger Fleets is 12 pages, about half of that spent describing scavenger fleets in the Stars Without Number setting (the "post-Terran Mandate", I guess we should call it?). The other half is rules for designing scavenger fleets, including three new types of ship, some new fittings, and a page of tables for rolling up fleet concepts. The stuff in here would allow you to recreate Battlestar Galactica using Stars Without Number if you wanted to. I plan to use it to flesh out ship designs and ideas.

Bannerjee Construction Solutions is about orbitals. It's eight pages, with three kinds of station hulls plus three versions of stations statted up, a bunch of new starship fittings, and a bunch of new starship weapons. Some of the material here is recycled from Skyward Steel, though not all of it. The last two pages tables dealing with station flaws and station adventure seeds to make orbitals come to life as locations. If you want to run a Deep Space Nine-type game, this is your book.

Imago Dei is the other half of running a Battlestar Galactica game, basically laying out Cylon-type foes. It's nine pages. It's about ship-bound AIs who've become religious fanatics and who fly around scourging human kind for their sins and converting them to righteous worship, while also protecting them from the horrors of space. It has five new hulls, a couple of pages on the organisation of the fleet, and two pages of statted out versions of the hulls. I would have liked to have seen a few AIs statted out using the rules in the "Core Edition".

Red Sangha Mercenary Corps is seven pages, and is all about a mercenary group of Buddhist soldiers modified to be emotionally calm and collected. Two pages of history, two pages on their organisation and using them in a campaign, a page with stats for using them as antagonists and NPCs, and a page with a new background, training package and martial art. They could be reskinned as any sort of elite paramilitary organisation in your own game.

The Bruxelles-class Battlecruiser is seven pages of information on a ship built as a weapon of mass destruction. There's a nice glossary of ship terms, some information on why such a ship is valuable to various common types of antagonists, how adventures could be built around it with some plot seeds, and a table of three new ship weapons of mass destruction, plus information on the hull itself.

There are two more Mandate Archives beyond this: The Qotah,  and Cabals of the Hydra Sector. All of the Mandate Archives I've listed above are ones I generally have a positive impression of. These last two are, in my opinion, the weakest two. I think they share the same problem.

One of the things that makes me consider Stars Without Number one of the best science fiction games on the market is how rather than expend tons of words describing its setting, it instead gives you the tools to build your own setting. While there is a section at the start of the corebook laying out a history, most of this can be easily ignored or reflavoured. This practice has mostly been kept up in Stars Without Number supplements and expansions (Skyward Steel and Other Dust are both good examples of it). I think Crawford's real talent is as a system designer, rather than a world builder (I don't mean this as an insult, I consider him one of the best designers working today) and I tend to prefer works of his that showcase this talent.

These last two supplements are much heavier on flavour text and explanations than new rules or systems or tables. Because I don't run the Stars Without Numbers setting, they're of much less use to me than the others, because I have to chuck out more. On the other hand, they are free, so check them out and you may find them useful. I'll keep on listing them in order from ones I liked the most to least.

The Qotah is seven pages on warrior bird aliens. They're sort of Klingons with feathers. There's a player cheatsheet on playing them, a table of names, information on stat mods for using them as PCs, a sample Qotah warrior statted up, a table of plot seeds, and a table of random NPCs. Unfortunately, the table of plot seeds is not integrated with the rest of the Stars Without Number tagging system (most plot seeds in SWN product run something like "An Enemy is plotting to use a Thing to undermine a Friend's new invention, with "Friend", "Enemy" and "Thing" able to be pulled from a list of samples under each tag that a location receives). There's also a standard alien notation used in Stars Without Number for describing alien species that this supplement doesn't follow.

Cabals of the Hydra Sector is seven pages covering two espionage organisations built using the system for doing so outlined in Darkness Visible (link is to my review of Darkness Visible). One is a bunch of shady communists, the other group is neo-Aztecs run by an AI. They're OK and reasonably interesting, but the actual stats for both organisations would fit on a single page. The rest is descriptions of how they work, which are well-written and sensible, but not particularly exciting. The final page is a list of twelve other organisations with two or three sentence descriptions. I would have preferred less information on the two featured organisations and a big table of stats for all 14 organisations instead.

Overall though, the Mandate Archives are excellent mini-supplements, and I hope Kevin Crawford will continue to produce more of them for Stars Without Number.

Dec 29, 2012

Darkness Visible / Polychrome Review

Darkness Visible and Polychrome are supplements for Stars Without Number by Sine Nomine Publishing (which is a one-man shop run by Kevin Crawford). Stars Without Number is one of the most exciting and interesting science fiction games to come out this decade, and I think both of these supplements expand the possible kinds of games you can use the system for.

Polychrome covers the eponymous world, which is a cyberpunk dystopia. You've no doubt seen and read about cyberpunk dystopias before, and can create your own, but if you're pressed for time, there's one premade for you here. There's a description of the world, NPCs profiles, pre-established conflicts for you to exploit,  hooks for why off-world visitors would want to come to Polychrome, all good stuff. Unfortunately, this section doesn't include faction write-ups to use the SWN faction / politics system.

The really exciting parts of the book are the rules additions and game structures in the back half, starting from about page 14 onwards until page 30. You've got rules for "shadowrun" operations, investigations, hacking, new cyberware and other gear, stats for various NPC antagonists and allies, and generators for adventures and NPC resources (one table is called "A Memorable NPC Quirk Is Their..." and another is "What's that Underhab Building?"). At the very back of the book is a PC-suitable handout with the player hacking reference sheet.

This kind of stuff is not unusual, though as always for Stars Without Number the material is both high-quality and extremely gameable. What elevates it above the ordinary bunch of tables, and this is true of most material like this in Stars Without Number books, is the detailed information on structuring play and using the tables as part of that. The information on running investigations is literally one page of text with two columns, and yet it packs more useful advice about how to handle investigations and legwork in cyberpunk games than dozens of similar pages in Dark Heresy. Similarly, the two pages titled "Inside Jobs" dealing with undercover corporate espionage / sabotage almost reads like it was written to cover all the information about these things that Shadowrun 4e left out (for example, how much PCs should be paid) and has a bunch of generic adventure seeds that can be repurposed endlessly, as well as a couple of quick tables to flesh out these seeds. SWN's great strength compared to many other adventure games is its concision and concreteness where other games are prolix and vague, and Polychrome demonstrates that well.

There's also an introductory adventure in Polychrome. I haven't played or run the adventure, so I can't speak to it, but I like that it only takes up six pages instead of say, the thirty-one that the intro adventure in Dark Heresy does.

As fond as I am of Polychrome, I actually consider Darkness Visible the better supplement of the two. If I only had to buy one, it's the one I would buy (fortunately, I didn't have to choose). Darkness Visible is a 97 page supplement about running an espionage campaign. The first chunk of the book deals with the Perimeter agency, which is part of the core Stars Without Number setting. They're an interstellar covert-ops group left over from the previous interstellar human civilisation devoted to preventing technological experimentation from creating existential threats to humanity. I don't use the actual Stars Without Number setting much, so it's of limited gaming value to me, but I did find the section well-written, interesting, and full of gameable ideas. It passed the "Chupp Test", where after reading it, I wanted to play a Perimeter agent.

The bulk of the book is taken up with rules material for running espionage campaigns, and it's a feast of good stuff. There's a subsystem or replacement system for the faction / politics system in stock Stars Without Number that focuses on the resources and actions most relevant to espionage agencies. These rules are meant to by used by PCs to direct the course of the agency they work for, and used properly (as the rules explain), they allow the players to create missions for their characters to go on instead of requiring the referee to come up with them. It's a really well done system, and I encourage other writers to study it as an example of how you can take what initially appears to be a very limited, strictly defined frame for a campaign that appears to provide limited agency (the PCs are operatives given missions by a patron agency) and turn it into a "sandbox" game.

The maltech antagonists are given extensive treatments, including stats, cool new gear, a genetic modifications subsystem and good discussions of how each type of organisation (eugenics cults, doomsday cults, and "godmind" cults focused on unbraked AI) works. There's a lot of work done exploring why and how people might want to tamper with this stuff despite the risks. At the end of this section, there's a version of the Stars Without Number "tags" system for the cults with a random generator.

If you're unfamiliar with the "tags" system, it's a set of randomly generated keywords that are attached to things (mainly planets and factions in the core rules) that have associated entries that suggest friends, enemies, complications, things, and places. These are tied into the adventure generation system in a consistent way so that with a couple of quick rolls you can create entire adventures. The terminology is consistent across books whenever adventure seeds or structures are presented, so you could actually take the tags from the cults in this book, plug the associated subcategories into the adventure seeds in Polychrome or the stock rules, and instantly generate adventures. It's a really subtle, well-done part of the Stars Without Number system that I don't see a lot of people comment on, and it's always surprised me that it hasn't been more influential or studied.

"Tradecraft" is the chapter explaining how to create espionage adventures in detail, and is worth the price of the book on its own. Even if you're not that interested in the Stars Without Number system itself, this section is worth reading through as a very concrete, well done example of how to structure and run espionage / intelligence missions. Once again, it's incredibly concise at 13 pages, with about half of that devoted to specific mission types. After that are rules specific to an espionage game, more background and training packages and some new gear.

What these two books have done IMHO, is turn Stars Without Number into a better system for running Dark Heresy-type games than Dark Heresy itself is. As long-time readers of this blog know, I have a 40K - Stars Without Number conversion, so the idea for me is not a new one (checking my back posts, I just realised I never posted the training packages for warriors and psychics - expect those to go up in the next few days). I think that between Darkness Visible and Polychrome, you now have more rules support for playing a bunch of Throne Agents going around investigating heresy than you do in Dark Heresy itself. If you're currently playing Dark Heresy and finding yourself butting up against what is a very clunky, overly complicated rules system that is mostly available in extremely expensive full-colour hardcover books, it might be worth your time to dole out a much smaller amount of money on Stars Without Number and the two supplements mentioned in this review and switch over. Not only will this be easier on your pocketbook, I suspect you'll actually have a superior play experience.