Showing posts with label Reviews. Show all posts
Showing posts with label Reviews. Show all posts

Wednesday, September 11, 2013

The Demolished Ones Review

Perfectly controlled explosion or scattered rubble?  

Summary
  • A deep mystery game, which keeps you on your toes throughout the campaign, with dangers from within and without.
  • This product has a unique take on FATE's quick character generation, which provides a blank slate approach to that encourages immersion in its rich thematic element.
  • The rules within are a great entry product to the FATE system, the uncluttered approach and slow building up of mechanics suits newcomers well.
  • For those who enjoy mysteries, twists, and cinematic play, the ending of this product is both fulfilling and unexpected.

A mystery in FATE? I would typically be uninspired by this sort of thing. It is not that you could not run an investigation using this lighter rules system, rather that the system does not explicitly support it like systems such as Gumshoe. However, I'm pleased to be disproved by The Demolished Ones by Brian England and Rite Publishing. This setting creates a compelling cinematic Victorian-themed Noir mystery by playing to FATE's strength, character backgrounds, by making who your characters are the true mystery.


This product has a clean two-column layout with unobtrusive background art inlaid. The evocative art sprinkled throughout the book meshes well with the gaslamp aesthetic as well as the black-and-white format. The handouts in particular are well-executed. The whole thing comes to 88 pages which is packed with to-the-point content and an accessible brevity.



The base mechanics follow the same sort of lighter bent, much like the recently released FATE Core. Resolution, for those unfamiliar, is based on rolling 4 fudge dice, which have blanks, plusses, and minuses, yielding a result of -4 to +4 biased toward +0. This is added to a skill value, which is then compared against a difficulty. Beyond this mechanic, the true engine of the game is FATE points and aspects. FATE points are an economy which rewards accepting poor choices based on aspects which describe character background or unfortunate circumstances. These are then spent to allow PCs to influence the plot at times of their choosing based on character background or fortuitous circumstances. This product provides a clean, uncluttered, and nicely brief explanation of the rules, and the light mechanics seem to fit well with the setting.


The flavor of this product is reflected in mechanics through the Stress tracks (here Health and Composure), Skills (Engineering, Science, Slight of Hand), the use of aspects to reflect temporary and permanent Gear, and some especially powerful aspects that can have special features at extra cost. However, the real innovation is how characters are made. This game is about discovering the mystery of yourself, and using a re-imagining of the on-the-fly character generation to build, rebuild, and perhaps destroy who you thought you were, all based on progression in the plot. This is where the mystery lies, and is reflected eloquently in how you build your character as you move along.


As a mystery is the key to this neat campaign, I feel the need to avoid spoiling the fun. In broad strokes, the story is broken into a three act structure. The players have leeway, but there is definite structure and a sequence to the game. Character development is key, but there is a narrative and a progression to the game which makes it compelling. This product's plot does require a bit of trust from the players, things could go awry if they are not expecting some twists or the GM to alter aspects of their character. That said, it is worth these concessions to keep the mystique of the game. Speaking of twists, they are numerous and like any good thriller or investigation novel, the biggest come at the dramatic conclusion.


Overall, the tightness of the narrative is reminiscent of other great games and novels of self-discovery, notably Aletheia, another great mystery game. This is a well-thought out product which targets a particular play style and is incredibly accessible, the kind of game which could bring in new players that are huge mystery fans. I'm left with the lingering impression that with the right type of group, this could be the kind of campaign which can help shape a very memorable experience.


Friday, August 2, 2013

10 Things I FATE About You

Or how I stopped worrying and learned to love the fudge dice.

Fate Core was a huge Kickstarter success and has now been fully released to the public through Evil Hat's website and DriveThruRPG. It is a pay-what-you-like model, which I can't give enough love to as a starting point for getting a game line's core rules out. However, as a reviewer and general gaming aficionado, a straight review of a game which is free and exists in tons of forms over years of game development seems passe. I have an interesting relationship with FATE in general, in that I started out hating it. Now I've grown to love it. I want to share with you ten reasons why FATE Core fixed the system for me, and why you should take another look if you hated FATE like I used to.
A bit of background on my personal experience. Time travel back to 2007. Spirit of the Century had just come out and was starting its glory as an rpg.net darling. I heard nothing but praise, so I tore the PDF off its digital shelf with abandon. Then I read it. Special dice? Non-numerical resolution? Piles of notes everywhere? At the time it was my personal gaming nightmare. I had a few misconceptions, sure, but mostly I couldn't get past these caveats. It was a tragedy, because I loved the pulpy feel and missed all the best parts. I never really brought it to the table. Dresden Files made huge strides toward correcting some of these issues, but I still had a hard time teaching it and found it a lot of work to run.

So what has changed with the new releases? Here are ten reasons I was able to convert myself to FATE Core:


#10 - Clearer FATE points

Five-ish uses of FATE points (FP) was a little convoluted in the past. While many of these old uses reveal themselves other places, the real point of FP has been highlighted. FATE points are for Aspects, you get better when using FP to power actions based on drawing on a character's back-story and gain FP when that same backstory gives you a karmic backlash. Extensive workups of FP uses have fallen away in favor of a clear indication of the design goal of this system.

#9 - Extras and the System Toolkit
The downside of greatly simplifying an existing system is that you throw the a great rules baby out with the unnecessary complication bathwater. The flavorless generic RPG is why there are so few that persist. Sure setting splat books with optional rules can solve this problem, but many first-time players will be unwilling to invest any further than a core book. FATE Core provides a DIY process by which you can add flavor to match a setting, and there is a whole system toolkit planned if you need more help.

#8 - Original FATE settings
Most of the stretch goals in the Kickstarter campaign were to unlock custom settings built for the game by other great designers. When these are compiled it will vastly increase the value of the core book. Sometimes the biggest trick of a game which can be customized is a suffusion of choices, our old friend analysis paralysis can make it hard to pitch a game with a new flavor. Fortunately FATE Core has a slew of pick up and play settings, which are also great tools for crafting a new game with just parts you like.

#7 - The Accelerated edition
There is an even simpler version of FATE Core, FATE Accelerated Edition. This is a love letter toward super-light gaming systems and the GM that is trying to recruit new players or change the minds of crusty gamers. Basically the core of Aspects and Actions remains the same, but skills and some rule intricacies are hulled out of FATE Core to create this sleek little beauty. It enables FATE to be truly pick up and play. I could teach this version of FATE in five minutes.

#6 - Stunt Formulas
Stunts can be a lot of fun, but many players slam up rapidly into the aforementioned analysis paralysis. There is no list and you not only have to come up with a snappy phrase like aspects, you also have to make up the mechanics. This adds a ton of time to character generation. Taking a page from the stunts in the Dresden Files RPG, we are given an even clearer framework of how to build stunts (especially in the Accelerated edition). Unless I really want to do something out there, I need only pick an action or a rule to bend and an applicable circumstance and I'm done.

#5 - Simple skill descriptions
Gone are the days of the massive examples for every permutation of a skill, a la Spirit of the Century. These were great examples, don't get me wrong, but they made it difficult to consult a skill and promoted dwelling on how exactly to use which skill to accomplish your goal. The FATE Core version, by contrast, fits into about 10-15 lines at most with nice reference icons. Even this need not be referenced in play, it just shapes actions and provides suggestions.

#4 - Simple Success (a.k.a. Skip the Spin)
Spirit of the Century's system of spin and other momentary advantages in practice worked decently well, but it really defied explanation to new players. While boost takes a touch of explanation, it is one word to represent a lot of jargon phrases. It is also really easy, if someone baffles easily, to say temporary aspect instead of boost. An elegant solution to keeping a mechanic that should be there but that can edge toward fiddly.

#3 - Graded NPC Categories
This is another area where all of the mechanics and layout were there in past FATE outings, but is far more clearly explained. We've had rules for the lesser henchman and baddies for some time now, and Dresden Files nicely detailed tuning the power of a foe. However, FATE Core brings it all together, and gives much neater rules for various kinds of thugs and lieutenants in a simple and easy to understand manner.

#2 - High Concept and Trouble
Another great incorporation learned from the Dresden Files RPG and hinted in previous products. By shaping the selection of two aspects toward things players will benefit from in play is nice. There is nothing worse than a player coming from a different gaming system making a perfect character and being depressed at how little they can do without compels. Trouble helps with this goal, and along with High Concept, ensure that every character has a tie-in to the economy of Fate points that drives this system.

#1 - Four Actions, Same Mechanic
*Drum Roll* The number one addition that makes me a true convert is this tweak. All of the little specific skills text I felt I had to reference in Spirit of the Century (which in retrospect I shouldn't have worried about) are rendered simple and direct with this one change. Four actions are amazingly easy to teach to new players, which in practice will be most people encountering FATE in your friendly local game stores. Skills will still give you tips for how they can be used, but they are clearly advice and solidly prescriptive rather than proscriptive. Finally, as a GM running a game, it gives me easy ways to categorize an unspecified player action, instead of deciding whether reading a musty tome is a declaration or spouting lore or somesuch action, it is just Create and Advantage. The dice come out, then the little gaps are filled in.


So these are the things which finally converted me to FATE. Any inaccuracies that were clearly present in past incarnations of FATE have my apologies, but should also reflect how much clearer they were in this latest edition. Go check FATE Core and FATE Accelerated editions out. If you love them, be sure to up your pay what you like so these folks can keep up the good work.

Monday, December 24, 2012

Dungeon World Review

Gygaxian Goodness or Mazes and Monsters?

Summary

The newest foray into the fantasy dungeon crawler is Dungeon World, a game which emphasizes narrative flow and player participation for fast action and old-fashioned fun. It is based on Vincent Baker's Apocalypse World, and Dungeon World carries on the design aesthetic and accessibility that its source provided. It has a few bumps and minor issues in the rules, but these are dwarfed by the originality and loyalty to the feel of the original Dungeons and Dragons.

In-depth Read-through

In terms of the overall structure, Dungeon World has a nice artful introduction. The opening text immediately impresses the aesthetics of the game and a notable focus on the unique character each class in Dungeons and Dragons. A simple one-column design and legible fonts provide a clean look, if a little sparing. We can see the influence of the role-playing game as party game style, reminiscent of titles like Fiasco, in the accessibility and brevity of the what is role-playing section. This continues in the basic play section, which outlines the mechanics of what makes Dungeon World work. This is a nicely written section, but is badly in need of the basic moves cheat sheet being moved right to the start, so that we have a depiction of the moves before laying out mechanics that depend on them strongly.

Dungeon World, like Apocalypse World before it, runs on a core mechanic of player-facing, player-guided rolls, with a GM painting the landscape, foes, and supporting characters just ahead of the players, as well as pasting together any gaps in the narrative. Moves are the basic unit in this rule system, a set of bins into which an action is categorized before dice start rolling. This is not unlike many other games, but the mechanic is player-facing, actions in the game are focused on the player characters rather than round-based with a lot of NPC actions.

Further, a player essentially knows what the roll result means, based on the move they took. This shifts a lot of the work off the GM once you have players used to the system. It also gives the players a lot more freedom to shape the narrative.

On this core framework Dungeon World layers on the flavor and combat mechanics needed to evoke the flavor of dungeon-crawling without a huge rules infrastructure to support it. Almost all of these add interesting flavor to the game, like the awesome henchman mechanic which can help with player absence, a fun camping move, or the flavor of classic spell-casting differences between classes. A few fall a little flat and seem to clash with the simple flavor, like Alignment or Encumbrance. I see that the idea with alignment was to emulate the source material, but it feels like the moral restriction clashes with the free choice aesthetic in the game, and allowing Evil PCs is perhaps more problematic as they can earn XP by clashing with other players. Encumbrance, similarly, seems out of place. Why are we tracking every piece of equipment when most of us house-ruled it away in most D&D editions? These could be easily fixed with some house rules, and perhaps this is just my personal taste, but a few rules seem like odd additions. Overall the flavor added by these secondary mechanics are evocative and fun.

On the GM side we have a ton of advice on how to run the game. This is quite helpful if you are not used to running as more of an improvisational GM. The GM section guides you on what to worry about and what to not sweat. There is also a nice list which tells the GM what their moves should be. In practice you might not need this at all, as many GMs do these things naturally, but it can be helpful if you are lost or hit a writer's block in the middle of a scene.
A nice structuring tool called Fronts is also described. A front builds up multiple tracks of unfolding events which come to a dramatic conclusion. Its a good solution for a GM if their players have a tendency to meander when given a lot of plot control. This is further supported with advice on campaign design and some neat rules for populating a campaign world as the players move to a larger and larger scale. Similarly, monster building is given a thorough treatment with an eye toward challenging the party. There is also a beefy section describing all the beasties, followed by the loot you might "liberate" from their corpses.

Finally, we close out with a few forward-thinking sections that really make this product. The first covers how to hack the system to do different things, everything from how to make a special set-piece to an adventure with unique moves to make on it, to creating brand new moves and even classes from scratch. It's neat to see the authors taking time to explain their ideas and design philosophy, and its a cool nod to its progenitor, Apocalypse World.
We also have several appendices to aid play, but I'll focus on adventure conversion. What long-time gamer doesn't have a favorite dungeon delving quest they'd love to scrabble through one more time? It's great to have a very explicit guide on what to use from the Dungeon World book, what to convert wholesale, and what to recast or omit. I think this is a good example of a small amount of extra work giving exactly what the fans want.

Overall, I recommend Dungeon World for a new take on a well-worn genre, good for a quick night of fun or a full-fledged revisiting of a classic dungeon adventure.

Note that this review reflects the full 410 page book, rather than the open license or demo versions.

Friday, July 20, 2012

Ep.35 The Occult Guide to London Review



This episode I review the Occult Guide to London by Paula Dempsey and published by Pelgrane Press.


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Transcript:

The Occult Guide to London is a very unique supplement to a Trail of Cthulhu or any Cthulhu-themed game. It is a modern book, but it harkens back to the historic tone we love in Lovecraftian games with it's other moniker: Liber Fumo de Frater Vigilo (The Book of the Smoke) by Augustus Darcy, Deceased. With a name like that it's straight out of the forbidden

Monday, July 9, 2012

Ep.33 Truth & Justice Review




In this episode I review Truth and Justice by Chad Underkoffler and published by Atomic Sock Monkey Press.



Truth and Justice on RPGNow


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Transcript:

As you might have gathered from some of my reviews, I'm a big fan of super-hero settings, especially those which closely emulate the feel of comic books. Check out the reviews of Shikishima Heroes, Marvel Heroic Roleplaying, or our current running campaign of Necessary Evil. Truth and Justice by Atomic Sock Monkey Press seeks to provide a rules

Saturday, June 23, 2012

Ep.31 Destiny Beginner Review



In this episode I review Destiny Beginner by Alexander Schiebel.

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Transcript:

Destiny Beginner is sleek volume at around 54 pages, but is packed with content without feeling too rushed or inaccessible. It is rather remarkable in that it aims to and largely succeeds in being a game for newcomers to role-playing. I have some personal quibbles with some of the presentation and mechanics choices, but take these with a grain of salt. This is an excellent product that tries to make the hobby accessible to new folks, in the

Saturday, June 16, 2012

Ep.30 13th Age Thoughts and Feedback


What the Miami Gaming Authority thought about playing 13th Age and what we liked and didn't like about the system. Take with a grain of salt, as the game is only in playtest form. 13th Age is written by Rob Heinsoo, Jonathan Tweet, and the folks at Fire Opal Entertainment and Pelgrane Press.
Our thoughts and feedback to follow shortly.

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Join in the discussion on our forum!

Tuesday, June 5, 2012

Ep.25 Marvel Heroic Roleplaying Basic Game Review



In this episode I review the Marvel Heroic Roleplaying Basic Game by Margaret Weis Productions. This is an audio version of the original review, but it has been updated to reflect our Actual Play experiences, and the new and exciting resources that have been made available.

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Original Review

Saturday, May 19, 2012

Tuesday, May 15, 2012

Ep.18 3:16 - Carnage Amongst the Stars & Death Bringers

I review 3:16 - Carnage Amongst the Stars by Gregor Hutton and Death Bringers by Felbrigg Herriot, in the audio version of the classic review.

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Original Review

Sunday, May 13, 2012

Ep.16 So You Want to Euro-game?


I review Carcassonne, the Lord of the Rings, and Pandemic, my go-to games to introduce new players to the hobby, in the audio version of this classic review.

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Original Reviews, Part 1, 2, and 3.

Saturday, May 12, 2012

Ep.15 John Wick's Play Dirty


In this episode I review John Wick's Play Dirty, a collection of articles from the influential Pyramid magazine column, in the audio version of this classic review.

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Original Review

Friday, May 11, 2012

Ep.14 Zombie Run Review





In this episode I review Zombie Run by Jonathan Pierson, in the audio version of this classic review.

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Original Review

Saturday, May 5, 2012

Ep.11 Elder Sign Review



This episode I'd like to review Elder Sign, published by Fantasy Flight Games and designed by Richard Launius and Kevin Wilson.


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Transcript:

Fantasy Flight is one of the better game companies out there, straddling many markets in a similar way to Wizards and other large companies, they choose to diversify to survive. Fantasy Flight have published some of my favorites, including

Friday, April 27, 2012

Ep.9 Trail of Cthulhu/Gumshoe Read-through Review

Trail of Cthulhu reviewed, the first game I think of when I hear the word investigation. It updates the well-loved Call of Cthulhu to a more modern-style game system. This is an audio version of the previous review posted to the blog.

Audio Show

Text Review

Saturday, April 7, 2012

Ep.5 Mistborn Read-through Review

The Mistborn Adventure Game reviewed, an excellent narrative-focused game which serves equally well as something new for hardened gamers or as an introductory game. Now in audio form for those who prefer to hear my mellifluous vocals.

Audio
Original text review

Ep.4 Lovecraftian Shorts Read-through Review


In this episode I review Felbrigg Herriot's Lovecraftian Shorts, a light, GM-less narrative focused game that nicely emulates Lovecraft's fiction.

Audio or Text Review.

Lovecraftian Shorts - Read-through Review

I'd like to discuss another small press game this time, Felbrigg Herriot's Lovecraftian Shorts. Increasingly some of the best ideas from indie games have found their way into more mainstream role-playing games, so seeing new stuff constantly coming out all the time is exciting. Lovecraftian Shorts is aptly named, its a light game with the same tightly written prose as Death Bringers (check out the review if you haven't yet). It aims to emulate the Cosmicist tales of H.P. Lovecraft, with a nice splash of pulp sensibilities. It accomplishes this through a heavy narrative focus in the mechanics and in the tight adventures it promotes. It has a style reminiscent of role-playing game Baron Munchhausen crossed with Fiasco.

The core mechanic of the game involves a strict turn rotation in which

Sunday, April 1, 2012

Ep.3 Deadlands: The Flood Actual Play Review


In this episode I review the Deadlands Plot-point campaign, The Flood, based on our long-running campaign.

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Text Review