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Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts

(Kickstarter) Kids on Bikes RPG

A love for Stranger Things and Eighties nostalgia has made the "Kids on Bikes" trope a actual game genre, so it's no surprise to find such a blunt title used in the Kids on Bikes RPG: Strange Adventures in Small Towns Kickstarter, recently launched by Infectious Play.

Kids on Bikes is a 60 page, rules-light, fast-paced storytelling game in the spirit of games like DREAD, Perseverant, MONSTERHEARTS, and other great indy titles. Kids on Bikes is perfect for game nights in which you want to get a game in RIGHT NOW. 
A love for Stranger Things and Eighties nostalgia has made the "Kids on Bikes" trope a actual game genre, so it's no surprise to find such a blunt title used in the Kids on Bikes RPG: Strange Adventures in Small Towns Kickstarter, recently launched by Infectious Play.

Kids on Bikes is a 60 page, rules-light, fast-paced storytelling game in the spirit of games like DREAD, Perseverant, MONSTERHEARTS, and other great indy titles. Kids on Bikes is perfect for game nights in which you want to get a game in RIGHT NOW. 
reade more... Résuméabuiyad

(Review) My Little Pony: Tails of Equestria Storytelling Game

There are not too many new RPGs that I  seek out, nowadays.  Limited gaming time means little time to experiment with new games.  Lucky for me, I have two daughter, ages 6 and 8, who have actively played all types of games since the age of two, ranging from wargames, boardgames, and RPGs.

I started their role-playing with my own hastily hashed and adepted system, T.I.A.R.A. (Toddler Interactive Adventure Resolution... Adventure!  As I looked to expand their horizons, I realized that D&D was too cumbersome after a few Dungeons and Ponies session, and we've since settle down to a very successful run with Savage Worlds/Showdown.

The thing that originally attracted me to Savage Showdown?  A pleasant surprise that it wildly resembled and improved upon my T.I.A.R.A.

With both of my girls now in grade school, I was excited by the release of the My Little Pony: Tails of Equestria Storytelling Game (MLP).  A well-loved license of something the girls love was worth spending the cash.

I was not disappointed. In some similar ways, MLP is a similar divergence from T.I.A.R.A.

Before I go into a chapter by chapter breakdown of the book, I want to praise the writing style of the book.  With a book that can be loved by children, adults, gamers, non-gamers, and... I'll say it, Bronies, the writing is clear enough for each group to feel welcome, without oversimplifying or talking down to any of the readers.  I enjoyed reading the book as much as my eight-year old daughter, Maja.

Chapter by Chapter
Chapter 1: Introduction
The authors present aa solid explanation of what role-playing is, a full list of  "gaming supplies", including pencils, tokens of friendship ... and dice! Sure there's a page of some non-subtle but toleratble promotion of the GM Screen, other supplments, and even promoting Hasbo's own figurines.  It's a licensed product.  I would be confused if it was missing.

Chapter 2: Creating Your Own Pony Character
Basic character creation creates ponies that have just received their cutie marks.  Yes, there are rules for making the Cutie Mark Crusadeers, as well as samples later in the book providing stats for the Mane Six (the experienced main characters of the television show).

Chapter 2 covers the step-by-step process, and I must commend the editors for ensuring each step has page numbers referencing the later chapters covering each step (and they're accurate).  My daughter can easily pop back and forth, as needed, when she's creating characters

Chapter 3: Pony Kinds
Players can choose from three pony types:  Unicorns, Pegasi, and Earth Ponies.   Unicorns have telekinesis, Pegasi can fly, and Earth Ponies are Strong and with a Stout Heart.  Each  player also chooses one of the six Element of Harmony.  Alicorns are not available as characters.

Chapter 4: Elements of Harmony
Players then choose one of the Elements of Harmony (Honesty, Kindness, Laughter, Generosity, Loyalty, and Magic) for their pony.  The element have no mechanical use, rather they are used to form the background of the pony's personality.

Chapter 5: Traits & Stamina
Each pony has three stats, known in the game as traits:  Body, Mind, Charm.  The stats are established by the players choices in character creation, quite simply, is their pony more physical or mental, and then is adjusted by the pony type.  Everyone starts with the same Charm.  The numbers for Traits equal the appropriate die to roll to make a test or challenge. (a 6 Body rolls d6, 4 Mind rolls d4.  See Chapter 7 below for more).

Stamina is a flat number (based upon traits and pony type) that tracks your exhaustion and injuries taken during your adventures.  There's no death in MLP.  Going down to zero stamina forces the pony to rest, possibly not be able to finish a task, or even getting captured.

Chapter 6:  Friendship
One of the great devices in MLP are the Tokens of Friendship.  My first thought of them are Bennies from Savage Worlds on steroids.  Using one token, you can reroll, using two can reroll using a d20, and three is an automatic success!    Tokens may also be used to change to storyline to make things better (a missing item that could help the group), subject to gamemaster approval.

What makes the Tokens far better than Bennies is two-fold.   First, the sharing of Tokens between the players (three players throwing in Tokens for an automatic success) is actively encourage.  Second, for Tokens, Friendship is literally magic.  At the start of the game, each pony gets Tokens equal to the total number of players at the table (gamemaster included).  Playing in a larger group (up to six) means the ponies can be far more successful than going out in pairs or solo adventures.

Chapter 7:  Tests & Challenges
Actions are resolved by either Tests, where a pony rolls their trait against a target number, or Challenges, where two sides make opposed rolls to see who wins.  The Difficulty chart is pretty simple, and gives the players to see what experienced ponies are capable of doing.

Chapter 8:  Talents & Quirks
The sixteen Talents are special abilities that ponies can use in gameplay, such as Cloud Wrangling, Pony Sense, and Speak with Animals.  Multiple levels of Talents can be earned, raising the die rolled for checks.

The seventeen Quirks (with many more that can be created) are explained as simply the bad version of Talents (Messy, Short Attention Span, Needs Glasses as examples) which could create problems for the pony.

Chapter 9:  Pony Names, Cutie Marks & Portraits
Two quick pages that round out the character creation process.  It gives an example of how a player could develop a pony name, design a cutie mark, and having some fun drawing your pony on an official MLP character sheet.

Chapter 10: Equipment & Money
Despite rolling for starting money ("bits") put the rulebook itself reminds the readers that many ponies have no gear to go on adventures.  It is useful to remind the gentle reader that you need to put those jar of Ponybalm somewhere in order to regain stamina faster, or soothe your asthma quirk while you're travelling in the deep woods.

Chapter 11:  Levels & Leveling Up
Leveling up occurs whenever the group finishes the adventure (so make them worthwhile).   Not only does a pony increase one trait by a die level and all your talents upgrade a die as well, but you can either further upgrade an existing talent or add a new talent altogether.  On top of that, the ponies earn Tokens of friendship equal to the number of player (plus GM) for that adventure, and adds that to whatever Tokens were left at game's end.

The chapter also alludes to epic quests after reaching Level 10, as well as the rules to play Level 0 Ponies (The Cutie Mark Crusaders from the show).

Chapter 12:  Adventuring Tips and Tricks
Chapter 12 is nothing more than some guidance for players, particularly new ones.  Most of the advice is pretty standard fare that even the most experienced player can read as a refresher, especially Be Different... but Not Too Different.

Adventure Module - The Pet Predicament
The starter adventure in the book is a simple task for the new ponies... pet-sit the animals of the Mane Six as they leave Ponyville for greater adventures.  Of course, the animals get away and most of the scenario is the group retrieving them.  A very solid adventure, with many different facets and directions, setting for the high standard of the definition of an adventure for purposes of leveling.  Rescuing Granny Smith's apple cart, or defending the villages from a lone mischievous imps should just be the first steps in the adventure.

Appendix - Other Stuff:  For those without dice, the authors have provided entire pages of printed results for each die type, so players could simply close their eyes and randomly point at a numbers.  Also mentioned are other products in the MLP:ToE line, and, as expected, and a pony sheet ready for photocopies.



Artwork: The artwork is a mixture of stock Hasbro art for My Little Pony and some new original pony art from Luigi Terzi.  Since the game is focused on new ponies, rather than the Mane Six, I would have liked to see more original art giving inspiration to the various styles of pony characters

Physical Construction 152 page hardcover that has thus far survived three people pouring through it.

With every being covered, it's simple to believe that on the Gaming with the Gnomies Five-Gnome scale, I give My Little Pony: Tails of Equestria Storytelling Game five gnomes. It's well laid out, well written on multiple levels, and my kids love playing it.  


My Little Pony: Tails of Equestria Storytelling Game by Alessio Cavtore, Dylan Owen, and Jack Caesar.  Published by Shinobi 7 in the US for River Horse Games.  ($34.99 US)
There are not too many new RPGs that I  seek out, nowadays.  Limited gaming time means little time to experiment with new games.  Lucky for me, I have two daughter, ages 6 and 8, who have actively played all types of games since the age of two, ranging from wargames, boardgames, and RPGs.

I started their role-playing with my own hastily hashed and adepted system, T.I.A.R.A. (Toddler Interactive Adventure Resolution... Adventure!  As I looked to expand their horizons, I realized that D&D was too cumbersome after a few Dungeons and Ponies session, and we've since settle down to a very successful run with Savage Worlds/Showdown.

The thing that originally attracted me to Savage Showdown?  A pleasant surprise that it wildly resembled and improved upon my T.I.A.R.A.

With both of my girls now in grade school, I was excited by the release of the My Little Pony: Tails of Equestria Storytelling Game (MLP).  A well-loved license of something the girls love was worth spending the cash.

I was not disappointed. In some similar ways, MLP is a similar divergence from T.I.A.R.A.

Before I go into a chapter by chapter breakdown of the book, I want to praise the writing style of the book.  With a book that can be loved by children, adults, gamers, non-gamers, and... I'll say it, Bronies, the writing is clear enough for each group to feel welcome, without oversimplifying or talking down to any of the readers.  I enjoyed reading the book as much as my eight-year old daughter, Maja.

Chapter by Chapter
Chapter 1: Introduction
The authors present aa solid explanation of what role-playing is, a full list of  "gaming supplies", including pencils, tokens of friendship ... and dice! Sure there's a page of some non-subtle but toleratble promotion of the GM Screen, other supplments, and even promoting Hasbo's own figurines.  It's a licensed product.  I would be confused if it was missing.

Chapter 2: Creating Your Own Pony Character
Basic character creation creates ponies that have just received their cutie marks.  Yes, there are rules for making the Cutie Mark Crusadeers, as well as samples later in the book providing stats for the Mane Six (the experienced main characters of the television show).

Chapter 2 covers the step-by-step process, and I must commend the editors for ensuring each step has page numbers referencing the later chapters covering each step (and they're accurate).  My daughter can easily pop back and forth, as needed, when she's creating characters

Chapter 3: Pony Kinds
Players can choose from three pony types:  Unicorns, Pegasi, and Earth Ponies.   Unicorns have telekinesis, Pegasi can fly, and Earth Ponies are Strong and with a Stout Heart.  Each  player also chooses one of the six Element of Harmony.  Alicorns are not available as characters.

Chapter 4: Elements of Harmony
Players then choose one of the Elements of Harmony (Honesty, Kindness, Laughter, Generosity, Loyalty, and Magic) for their pony.  The element have no mechanical use, rather they are used to form the background of the pony's personality.

Chapter 5: Traits & Stamina
Each pony has three stats, known in the game as traits:  Body, Mind, Charm.  The stats are established by the players choices in character creation, quite simply, is their pony more physical or mental, and then is adjusted by the pony type.  Everyone starts with the same Charm.  The numbers for Traits equal the appropriate die to roll to make a test or challenge. (a 6 Body rolls d6, 4 Mind rolls d4.  See Chapter 7 below for more).

Stamina is a flat number (based upon traits and pony type) that tracks your exhaustion and injuries taken during your adventures.  There's no death in MLP.  Going down to zero stamina forces the pony to rest, possibly not be able to finish a task, or even getting captured.

Chapter 6:  Friendship
One of the great devices in MLP are the Tokens of Friendship.  My first thought of them are Bennies from Savage Worlds on steroids.  Using one token, you can reroll, using two can reroll using a d20, and three is an automatic success!    Tokens may also be used to change to storyline to make things better (a missing item that could help the group), subject to gamemaster approval.

What makes the Tokens far better than Bennies is two-fold.   First, the sharing of Tokens between the players (three players throwing in Tokens for an automatic success) is actively encourage.  Second, for Tokens, Friendship is literally magic.  At the start of the game, each pony gets Tokens equal to the total number of players at the table (gamemaster included).  Playing in a larger group (up to six) means the ponies can be far more successful than going out in pairs or solo adventures.

Chapter 7:  Tests & Challenges
Actions are resolved by either Tests, where a pony rolls their trait against a target number, or Challenges, where two sides make opposed rolls to see who wins.  The Difficulty chart is pretty simple, and gives the players to see what experienced ponies are capable of doing.

Chapter 8:  Talents & Quirks
The sixteen Talents are special abilities that ponies can use in gameplay, such as Cloud Wrangling, Pony Sense, and Speak with Animals.  Multiple levels of Talents can be earned, raising the die rolled for checks.

The seventeen Quirks (with many more that can be created) are explained as simply the bad version of Talents (Messy, Short Attention Span, Needs Glasses as examples) which could create problems for the pony.

Chapter 9:  Pony Names, Cutie Marks & Portraits
Two quick pages that round out the character creation process.  It gives an example of how a player could develop a pony name, design a cutie mark, and having some fun drawing your pony on an official MLP character sheet.

Chapter 10: Equipment & Money
Despite rolling for starting money ("bits") put the rulebook itself reminds the readers that many ponies have no gear to go on adventures.  It is useful to remind the gentle reader that you need to put those jar of Ponybalm somewhere in order to regain stamina faster, or soothe your asthma quirk while you're travelling in the deep woods.

Chapter 11:  Levels & Leveling Up
Leveling up occurs whenever the group finishes the adventure (so make them worthwhile).   Not only does a pony increase one trait by a die level and all your talents upgrade a die as well, but you can either further upgrade an existing talent or add a new talent altogether.  On top of that, the ponies earn Tokens of friendship equal to the number of player (plus GM) for that adventure, and adds that to whatever Tokens were left at game's end.

The chapter also alludes to epic quests after reaching Level 10, as well as the rules to play Level 0 Ponies (The Cutie Mark Crusaders from the show).

Chapter 12:  Adventuring Tips and Tricks
Chapter 12 is nothing more than some guidance for players, particularly new ones.  Most of the advice is pretty standard fare that even the most experienced player can read as a refresher, especially Be Different... but Not Too Different.

Adventure Module - The Pet Predicament
The starter adventure in the book is a simple task for the new ponies... pet-sit the animals of the Mane Six as they leave Ponyville for greater adventures.  Of course, the animals get away and most of the scenario is the group retrieving them.  A very solid adventure, with many different facets and directions, setting for the high standard of the definition of an adventure for purposes of leveling.  Rescuing Granny Smith's apple cart, or defending the villages from a lone mischievous imps should just be the first steps in the adventure.

Appendix - Other Stuff:  For those without dice, the authors have provided entire pages of printed results for each die type, so players could simply close their eyes and randomly point at a numbers.  Also mentioned are other products in the MLP:ToE line, and, as expected, and a pony sheet ready for photocopies.



Artwork: The artwork is a mixture of stock Hasbro art for My Little Pony and some new original pony art from Luigi Terzi.  Since the game is focused on new ponies, rather than the Mane Six, I would have liked to see more original art giving inspiration to the various styles of pony characters

Physical Construction 152 page hardcover that has thus far survived three people pouring through it.

With every being covered, it's simple to believe that on the Gaming with the Gnomies Five-Gnome scale, I give My Little Pony: Tails of Equestria Storytelling Game five gnomes. It's well laid out, well written on multiple levels, and my kids love playing it.  


My Little Pony: Tails of Equestria Storytelling Game by Alessio Cavtore, Dylan Owen, and Jack Caesar.  Published by Shinobi 7 in the US for River Horse Games.  ($34.99 US)
reade more... Résuméabuiyad

Game Day! Woo-woo!!!!

Here's hoping the 5th Edition D&D game I'm playing online actually goes off tonight.  Too many cancellations, too many other games to really care.  
We have gotten two of the semi-impromptu sessions in for the "Adventures in Gulluvia" for BECMI D&D.  Basic D&D is a breath of fresh air compared to later versions, if by breath of fresh air you mean a tornado of glass shards.  I must remember that PCs are supposed to die in Gulluvia.
Here's hoping the 5th Edition D&D game I'm playing online actually goes off tonight.  Too many cancellations, too many other games to really care.  
We have gotten two of the semi-impromptu sessions in for the "Adventures in Gulluvia" for BECMI D&D.  Basic D&D is a breath of fresh air compared to later versions, if by breath of fresh air you mean a tornado of glass shards.  I must remember that PCs are supposed to die in Gulluvia.
reade more... Résuméabuiyad

(Kickstarter) Tragedies of Middle School

9th Level Games, the deviants behind such games as Knuckle Sammich and Kobolds Ate My Baby (ALL HAIL KING TORG!) have launched a campaign into the darkest recessess of personal horror.

Junior High.

Tragedies of Middle School is an anthology of tabletop role-playing games, story games, live action games, and other strangeness inspired by the greatest HORROR of all… junior high.

9th Level Games, the deviants behind such games as Knuckle Sammich and Kobolds Ate My Baby (ALL HAIL KING TORG!) have launched a campaign into the darkest recessess of personal horror.

Junior High.

Tragedies of Middle School is an anthology of tabletop role-playing games, story games, live action games, and other strangeness inspired by the greatest HORROR of all… junior high.

reade more... Résuméabuiyad

(Humor and Theory) D&D Group Overthrows DM

Social media has directed me to a satire article on Hard Times:

"D&D Group Overthrows Dungeon Master in Favor of Dungeon Democracy"

It's one of those items that's supposed to make me chuckle, yet part of me just goes, "You fools, you'll ruin it for all of us!"

I've never gotten the whole "Evil DM vs the players" angle, yet, at the same time, I feel the whole kumbuya Cooperative Role-Play full of nothing but "Yes-ands" is nothing more that an emotional variant of the Monty Haul (RIP).  In fact, for every "Yes-and..." campaign podcast with a cast of professional improv players where freeform play works around the plot points, there are one hundred games that are the gaming equivilant of "everyone gets a participation trophy."

Despite a very overt GM vs Player angle, Hackmaster 4th Edition did not attack the players, it focused on punishing poor logic or negative gameplay.  Even the idea of the grunge monster wasn't a punishment to over-successful players, it was a balancing act against overpowered PCs who had ransacked an underwhelming and ultra-rewarding campaign.

That's not to say that GMs should be portrayed at absolute monarchs behind the screen.  Even the filthiest despot knows how to play their populace, giving them just enough to placate their measely desires, all the while aspiring to achieve their own campaign goals.

And sometimes, the easiest way to prevent your players from grabbing pitchforks and torches is to ban pitchforks and torches from the campaign.

As graduation approached, the days of my college campaign were wrapping up, and with the ensuing release of D&D 3rd Edition, I used my GM dictatorial powers to appoint my replacement for the next on-campus campaign.  I chose Nate (Norm and Dr Millheim from the actual plays), got him set up with the rules, and some extra material.  Like a Venezualan dictator, I could fade into the next realm, confidant my successor would have some success.

It was an unmitigated diaster, no matter how much fun the players had.

I'll chalk it up to inexperience with DMing and the new system, but a fairly low-key campaign soon followed the adventures of a delusional character who believe that his wagon was a pirate ship, the steeds were his dolphin protectors, and the land the vast sea....

It was Steve (Echelon, Ozark, and O'Hara from the actual plays).  Nate gave his ideas carte blanche.

Never give carte blanche rulings on Steve.  Give him the rope, but make sure he knows it's around his neck before letting him loose.

And on the opposite side of the equation, in a future Risus IOU session, I let the entire group go wild after the asking one new player one simple question to start the session "What does your character see in the field."   Chaos ensued, but the answer allowed them to run rampant in a fish bowl while the ocean surrounded it on all sides.

Now that this sad little rant is over, back to our regularly scheduled programming.... hopefully.
Social media has directed me to a satire article on Hard Times:

"D&D Group Overthrows Dungeon Master in Favor of Dungeon Democracy"

It's one of those items that's supposed to make me chuckle, yet part of me just goes, "You fools, you'll ruin it for all of us!"

I've never gotten the whole "Evil DM vs the players" angle, yet, at the same time, I feel the whole kumbuya Cooperative Role-Play full of nothing but "Yes-ands" is nothing more that an emotional variant of the Monty Haul (RIP).  In fact, for every "Yes-and..." campaign podcast with a cast of professional improv players where freeform play works around the plot points, there are one hundred games that are the gaming equivilant of "everyone gets a participation trophy."

Despite a very overt GM vs Player angle, Hackmaster 4th Edition did not attack the players, it focused on punishing poor logic or negative gameplay.  Even the idea of the grunge monster wasn't a punishment to over-successful players, it was a balancing act against overpowered PCs who had ransacked an underwhelming and ultra-rewarding campaign.

That's not to say that GMs should be portrayed at absolute monarchs behind the screen.  Even the filthiest despot knows how to play their populace, giving them just enough to placate their measely desires, all the while aspiring to achieve their own campaign goals.

And sometimes, the easiest way to prevent your players from grabbing pitchforks and torches is to ban pitchforks and torches from the campaign.

As graduation approached, the days of my college campaign were wrapping up, and with the ensuing release of D&D 3rd Edition, I used my GM dictatorial powers to appoint my replacement for the next on-campus campaign.  I chose Nate (Norm and Dr Millheim from the actual plays), got him set up with the rules, and some extra material.  Like a Venezualan dictator, I could fade into the next realm, confidant my successor would have some success.

It was an unmitigated diaster, no matter how much fun the players had.

I'll chalk it up to inexperience with DMing and the new system, but a fairly low-key campaign soon followed the adventures of a delusional character who believe that his wagon was a pirate ship, the steeds were his dolphin protectors, and the land the vast sea....

It was Steve (Echelon, Ozark, and O'Hara from the actual plays).  Nate gave his ideas carte blanche.

Never give carte blanche rulings on Steve.  Give him the rope, but make sure he knows it's around his neck before letting him loose.

And on the opposite side of the equation, in a future Risus IOU session, I let the entire group go wild after the asking one new player one simple question to start the session "What does your character see in the field."   Chaos ensued, but the answer allowed them to run rampant in a fish bowl while the ocean surrounded it on all sides.

Now that this sad little rant is over, back to our regularly scheduled programming.... hopefully.
reade more... Résuméabuiyad

(Kickstarter) Frank Mentzer's World of Empyrea

Very little in the Fantasy RPG genre tickles my interest anymore, especially when it comes from the Johnny-Come-Lately mentality.   No matter if it's 5e, OSR, or something in the middle of the F20 strata, the demand for $20+ books that I would barely look at if they were cardstock and typeset, and one-fifth the price boggles my mind.

But when you throw in the name Frank Mentzer into the mix.

Frank's World of Empyrea Kickstarter looks like a sure thing.  A long-running campaign with some Greyhawk roots, but the serial numbers filed off.  A veritable "super-team" of writers and support staff to flesh out this massive boxed set.  Heck even the maps have that Greyhawk feel, with a little Known World influence.

But I realize that the market has changed.  If Frank had somehow gotten this printed in the days between Gary's removal from TSR and the Rise of 3rd Edition, it would have been a generic setting without stats and we would have eaten it up.  Now, they have to cater to the diluted masses, including statting out for TEN game systems.

1) D&D 5E
2) Pathfinder
3) Runequest
4) Savage Worlds
5) Dungeon Crawl Classics
6) Castles & Crusades
7) Swords & Wizardry
8) Hackmaster
9) D&D BECMI
10) D&D 1E/2E

I've already expressed displeasure with the system dispersion with Talislanta: The Savage Lands, which was reaffirmed by their recent announcement to drop two of the five systems from their production schedule.

This is somewhat different, as the systems will be built into the boxed set, rather than separate printings. And to make a comparison to cars, most would not only be GM products, but just different Chevy models.    Sure, Runequest is Peugeot, Savage Worlds is Kia, and Hackmaster is a relaunch of the Saturn line, but the rest were pretty easy to convert between the others.  Heck, some are essentially the same model, the only difference is an Oldsmobile or Buick logo.

As much as I jumped with glee with the early announcement of this Kickstarter, I have a library full of material that I've barely scratched the surface on, so a $70 investment in a campaign world I probably won't use (much), doesn't seem practical.  My game worlds will never be professionally published, but they are mine, and that's all that matters.

Company website http://worldsofempyrea.com/
Very little in the Fantasy RPG genre tickles my interest anymore, especially when it comes from the Johnny-Come-Lately mentality.   No matter if it's 5e, OSR, or something in the middle of the F20 strata, the demand for $20+ books that I would barely look at if they were cardstock and typeset, and one-fifth the price boggles my mind.

But when you throw in the name Frank Mentzer into the mix.

Frank's World of Empyrea Kickstarter looks like a sure thing.  A long-running campaign with some Greyhawk roots, but the serial numbers filed off.  A veritable "super-team" of writers and support staff to flesh out this massive boxed set.  Heck even the maps have that Greyhawk feel, with a little Known World influence.

But I realize that the market has changed.  If Frank had somehow gotten this printed in the days between Gary's removal from TSR and the Rise of 3rd Edition, it would have been a generic setting without stats and we would have eaten it up.  Now, they have to cater to the diluted masses, including statting out for TEN game systems.

1) D&D 5E
2) Pathfinder
3) Runequest
4) Savage Worlds
5) Dungeon Crawl Classics
6) Castles & Crusades
7) Swords & Wizardry
8) Hackmaster
9) D&D BECMI
10) D&D 1E/2E

I've already expressed displeasure with the system dispersion with Talislanta: The Savage Lands, which was reaffirmed by their recent announcement to drop two of the five systems from their production schedule.

This is somewhat different, as the systems will be built into the boxed set, rather than separate printings. And to make a comparison to cars, most would not only be GM products, but just different Chevy models.    Sure, Runequest is Peugeot, Savage Worlds is Kia, and Hackmaster is a relaunch of the Saturn line, but the rest were pretty easy to convert between the others.  Heck, some are essentially the same model, the only difference is an Oldsmobile or Buick logo.

As much as I jumped with glee with the early announcement of this Kickstarter, I have a library full of material that I've barely scratched the surface on, so a $70 investment in a campaign world I probably won't use (much), doesn't seem practical.  My game worlds will never be professionally published, but they are mine, and that's all that matters.

Company website http://worldsofempyrea.com/
reade more... Résuméabuiyad

Terraforming Mars: The RPG

While we're just getting our traditional Sunday RPG session converted to online play, the Monday night 5e game on Roll20 is going swell.  My elf barbarian, Falgor, has reached 2nd level, and is ready to cleave into a new character this past Monday night, after we wasted the last session in PvP mode.

But that session never materialized.  Jeff, our GM, gave us notice that he was bailing a little more than an hour before start, so Nate, Steve, and myself completed the second half of my Terraforming Mars RPG, using Risus.

Setting:  Mars 2048
Early Colonizers have only partial successes in terraforming Mars.  With fertilizer, soil has produced bumper yields, water has been extracted from beneath the surface, but protective greenhouse tenting is still required to protect the plants from radiation and the sudden high winds.

Excavation of a new agriculture plot has netted a strange discovery: a piece of curved steel with what appears to be hundreds of tiny rivets.  A team of geologists are dispatched to clear that corner of the site while your team continues the mission.


Over four hours of online play, botantist Beth Bowers, techs Newman Ramirez and "Burps" Ramirez (no relation), and "Project Liaison" Rick Vogel investigated the strange site, drove the colony manager insane, and infiltrated a plot about "Red Power."   In the end, a mysterious source of oxygen was rapidly filling the atmosphere, and only Liaison Vogel was saved to tell the tale.

Not a bad playtest of a scenario given that a) Steve and Nate can undermine the best ideas (including attempting to seduce a hostile in the middle of combat) and b) the scenario idea started with the phrase "Nazi-infused Martian DNA."   Probably a random statement from Ken and Robin Talk About Stuff that caught my interest, but time has buried that memory.

Still, with some touch-ups, I have a decent convention event.  
While we're just getting our traditional Sunday RPG session converted to online play, the Monday night 5e game on Roll20 is going swell.  My elf barbarian, Falgor, has reached 2nd level, and is ready to cleave into a new character this past Monday night, after we wasted the last session in PvP mode.

But that session never materialized.  Jeff, our GM, gave us notice that he was bailing a little more than an hour before start, so Nate, Steve, and myself completed the second half of my Terraforming Mars RPG, using Risus.

Setting:  Mars 2048
Early Colonizers have only partial successes in terraforming Mars.  With fertilizer, soil has produced bumper yields, water has been extracted from beneath the surface, but protective greenhouse tenting is still required to protect the plants from radiation and the sudden high winds.

Excavation of a new agriculture plot has netted a strange discovery: a piece of curved steel with what appears to be hundreds of tiny rivets.  A team of geologists are dispatched to clear that corner of the site while your team continues the mission.


Over four hours of online play, botantist Beth Bowers, techs Newman Ramirez and "Burps" Ramirez (no relation), and "Project Liaison" Rick Vogel investigated the strange site, drove the colony manager insane, and infiltrated a plot about "Red Power."   In the end, a mysterious source of oxygen was rapidly filling the atmosphere, and only Liaison Vogel was saved to tell the tale.

Not a bad playtest of a scenario given that a) Steve and Nate can undermine the best ideas (including attempting to seduce a hostile in the middle of combat) and b) the scenario idea started with the phrase "Nazi-infused Martian DNA."   Probably a random statement from Ken and Robin Talk About Stuff that caught my interest, but time has buried that memory.

Still, with some touch-ups, I have a decent convention event.  
reade more... Résuméabuiyad

Star Wars: The Roleplaying Game 30th Anniversary Edition!

In an amusing twist, it appears that Fantasy Flight Games will be releasing the Star Wars: The Roleplaying Game 30th Anniversary Edition.

That would be the West End Games d6 version of the RPG.

The original rulebook and sourcebook will be printed with higher quality standards than the originals and packaged in a stylized slipcase.

MSRP is $59.95.

In an amusing twist, it appears that Fantasy Flight Games will be releasing the Star Wars: The Roleplaying Game 30th Anniversary Edition.

That would be the West End Games d6 version of the RPG.

The original rulebook and sourcebook will be printed with higher quality standards than the originals and packaged in a stylized slipcase.

MSRP is $59.95.

reade more... Résuméabuiyad