Posted on June 1, 2012 by Michael Holland
Wizards of the Coast’s latest dungeon tile set, Cathedral of Chaos, arrived in the mail today. I am an avid collector of dungeon tiles and I use them quite often at my game table so please keep that in mind when I say Cathedral of Chaos is both the best dungeon tile set I have seen in quite a while as well as the worst.
The set provides quite a few interesting architectural pieces as well as several inspired tiles which made me cheer as I popped them out. Smoke filled tiles, demolished areas, raised daises and ice/fire tiles add a lot of interesting terrain options to a DM’s arsenal.
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Posted on June 1, 2012 by Megan
The brief introduction lays out this product’s purpose: it is not just an introductory adventure for four new characters beginning their adventuring careers, it is also designed with the novice GM in mind, replete with hints and tips to aid good gamemastering from the start – the sort of things a more experienced friend might whisper in your ear the first time you try to run a game. It’s an admirable intention…
OK, so roll up some characters and let’s get going. The introduction to the adventure contains a story commonly told in the village of Galfolweed, the characters being either locals or youngsters who have set out from a nearby town in search of adventure and ended up here in the village tavern. It is a nicely-written tale, suitable to be recounted in the bardic storytelling style – indeed the GM notes suggest that whilst you can mine the story for hints for the characters to pick up in conversation, one of the village elders is renowned for his dramatic recitation of this tale and can easily be persuaded to perform!
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Posted on May 30, 2012 by Billzilla
The thing about being a Storyteller is you always need more stories for your players. How often you need new material depends on how efficient your players are at having their characters conclude business from night to night. There are plenty of adventures out there, but few are so nicely tailored to dropping into any campaign like those from The Resurrectionists Collection.
The first adventure, “The Resurrectionists”, involves the PCs in plot to resurrect a torpid elder – a scenario that will likely result in more questions than answers by the end.
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Posted on May 29, 2012 by Megan
If you go down to the woods today… the surprise will not be teddy bears eating al fresco! Whilst the introduction tells an intriguing and innovative backstory as to who really is there for the GM’s eyes, the characters will first be approached by a worried village mayor who is concerned by the absence of a local hunter who was hired by a shepherd who feared that a bold wolf has been snacking on his sheep…
The village has had other problems, the sage’s house was broken into and books and alchemical equipment stolen. It seems that something is afoot, and the characters, as passing adventurers, are asked to help. Assuming that they do, a trail will be found that leads into the Dark Wood and whatever it is that lies in wait for them there.
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Posted on May 22, 2012 by spikexan
When I first got this assignment, I was underwhelmed. Why on Earth would I care about guns from a century ago? I’m not the manliest guy in my gaming group. I zone out when people start talking weapons and cars. Tell me you’re shooting at the red convertible with your rifle and I’m good. I know for the Purists out there that is a lot more to it than that, but that’s your game, not mine. I’ll research a little out of love for my gamers, but I’ll be researching the occult side of the horror game quite a bit more.
I mention all of this because this book seemed to be akin to the ultra-horrible World of Darkness: Combat book or some lame D&D PDF for an arrowhead. As much as my ego forbids me to say this, I will: I was wrong about this book.
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Posted on May 18, 2012 by Flames
Alright, my first real RPG book review. Bear with me folks.
Today I’ll be talking about Northlands, the Norse themed sourcebook for the northern realms of the Midgard world. From what I gather Midgard is a homebrew setting writ large. Created with help from a proto-Kickstarter system called Patronage through Kobold Quarterly, fans can chip in to the design process and get special supplements. This is one of the first books to explore outside the Free City of Zobeck that is the heart of the Midgard Campaign Setting.
Overall this was a very well put together book. The maps are good, the art is very nice black and white and the content is engaging and well designed.
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Posted on May 15, 2012 by Flames
Po’Kesteros, the Lostling.
This is one of the Faces of the Tarnished Souk series NPC’s for use with the Rite Publishing campaign setting/ adventure arc Coliseum Morpheuon. This is a setting of adventures and intrigues in the Plane of Dreams, where people can burn their dreams (Dreamburning) to influence fate and events. Not only can someone choose to burn a dream to control their circumstances but dreams can be stolen. On the Plane of Dreams, a dream is power. From what I can gather this high level setting, 16-20th levels, has roots in Planescape, with intrigue between factions, gladiator games, crazy occurrences, otherworldly landscapes and things unusual and odd to throw at your players.
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Posted on May 14, 2012 by mazecontroller
Many of gaming’s long-lived members began as mash-ups of other media. Dungeons & Dragons grew out of a love of Lord of the Rings, The Grey Mouser and Conan. Shadowrun mixed Gibson’s cyberpunk with classic fantasy elements. World of Darkness grew out of Anne Rice and urban fantasy media. Legend of the Five Rings combined Asian fantasy elements like samurai, shugenja and oni with western mythology like Zeus that appeals to audiences that grew up on everything from Kurosawa films to Avatar: The Last Airbender. L5R, as it’s known by its fans, released a fourth edition of RPG rules to celebrate 15 years of blood, steel and honor.
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Posted on May 7, 2012 by Megan
Hmm… an Editorial on that contentious question: semi-naked female characters. Traditional game fare, perhaps, but provoking comment. Being of the female persuasion but pragmatic rather than sexist, my only complaint is that if I were participating in a fantasy adventure I’d want a decent layer of armour between me and the monsters – and that doesn’t mean hiding behind the nearest paladin! A few bare-chested blokes would be nice, to maintain balance, though.
The first article proper introduces a Shaman character class for Pathfinder. Opening with an evocative narration of a shaman performing a divination (not for the squeamish, she’s using rabbit entrails!), the class is described as very druid-like, recognising the spirit with all components of nature. They are shape-shifters and healers, whilst the most powerful can send their very essence forth from their mortal body on a spirit quest. Spell lists are limited, but unlike most divine casters a Shaman does not have to prepare but can cast any spell he knows, up to his limit, when he chooses. They have a bond with an animal spirit, which takes the form of the animal in question and acts pretty much like a companion.
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Posted on May 4, 2012 by spikexan
Pinnacle Entertainment brings Deadlands’ fans a monster tome (337 pages/no ads) that focuses on fleshing out Native American characters. There is also a bit of metaplot going on with Raven and his schemes. Coupled with the apparent removal of a major threat, the book has a very “new” feel to it, similar to what Shadowrun captures with its constant updating calendar.
Despite its size, the book is truly a supplement, a gorgeous supplement loaded with all the bells and whistles one expects from a corebook. The layout follows the Deadlands format by starting with fourteen pages of the Disputed Lands edition of the Tombstone Epitaph.
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Posted on May 1, 2012 by Megan
Opening with a truly beautiful plan of the ship itself, and detailed background that explains how The Green Lady came to be drifting empty, Marie Celeste-style across the face of the ocean, we continue with little ado into various ways in which your characters can be enticed to explore, to risk the unknown dangers that await… Perhaps the ship they are on is sinking? Or someone aboard the ship owed one of them money? Or they heard a rumour about treasure concealed aboard? Or… maybe you have a better hook, you know what intrigues and attracts them, after all. There are even ideas to deal with the minor hindrance of the group not being at sea when you want to run the adventure!
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Posted on April 20, 2012 by Billzilla
Masks of Nyarlathotep is a masterful campaign by Larry De Tillo with Lynn Willis created for the Call of Cthulhu tabletop role-playing game. In it, the investigators are drawn into a plot to throw open the gates keeping the Great Old Ones at bay, causing the earth to become a nightmare landscape of death, destruction, and mind-shattering horror. Spanning five continents, Masks is an epic adventure of mayhem and supernatural evil that will consume many game-nights of play, and is suitable even for a larger group of investigators. Available again in a revised 4th Edition, it once more rears it’s terrifying, blood-red tentacle to drive us all over the brink.
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Posted on April 10, 2012 by Megan
The Introduction recounts some of the inspirations for this game, the chief being Robert Graves’s I, Claudius and Claudius the God novels, brought to the TV as a mini-series 35 years ago… just when I was taking a classical literature course in high school and discovering the pleasures of Roman history! Based in an alterate history world, this game aims to recreate the intrigue, adventure and mystery of the Roman Empire in its heyday, a heady mix to explore.
Chapter 1: Servants of Gaius goes into more detail of what the game entails. Set in Rome, the core concept is that something threatens the well-being of the Empire and of Caligula the Emperor, and the characters are tasked to deal with it… once they have discovered what it is!
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Posted on April 2, 2012 by Megan
The Introduction launches straight in to a discussion of the role of magic items in Arcanis. In a word, they’re unusual! Even magic armour and weapons are rare. They are hard to make, involving meticulous preparation, precise crafting and arduous rituals. Few but the dwarves even bother. They should appear only as significant elements in your plots, the object of a quest, perhaps, or reward for some major exploit. So it is worthwhile to make some effort over the ones you include, for they will become notable artefacts, the sort legends build up around and about which songs are sung!
General rules are also dealt with here, mostly concerning how many magical items a character can use at any one time, and explaining the way in which the descriptions of the ones that form the majority of the book are laid out.
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Posted on March 27, 2012 by Megan
No fantasy world is complete without monsters to pit your wits – and sword-arms – against, and despite the rich heritage already in place for the Arcanis campaign world, a completely new ruleset requires new monsters to be written to accommodate it.
The nice thing is, this book is as much a ‘how-to’ build your own monsters (or adapt existing ones from other games) as it is a selection of beasties with which to threaten your players. Whilst this is in part necessity: it’s plain not possible to provide the wealth of monsters that most gamers have become accustomed to, it also provides for the creativity of the average gamer to be supported… and enables individual gamers to ‘convert’ their favourite beasties which cannot be presented under this ruleset for copyright reasons!
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Posted on March 19, 2012 by Megan
Like many people, I’ve enjoyed adventuring in the world of Arcanis as presented for the Dungeons and Dragons 3e ruleset for a good ten years now. It’s good to see innovative alternate realities survive the game mechanics that they were originally written for, but whilst many survive version changes it is less common for an entirely new game to be created just so that alternate reality will continue to thrive. This mighty tome has set out to provide a comprehensive system rooted in the Arcanis we already know and love, whilst introducing that world clearly to those who have not ventured there before.
The work is made up of four sections, and begins with the Codex of Arcanis, thus getting you all excited (for the first time or anew) to go visit, with subsequent sections explaining the mechanics of doing so. A sweeping overview of history catches you up, event piling upon event to lay the groundwork for the current situation, underpinning the traditions and customs prevalent today.
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Posted on February 22, 2012 by Megan
This mighty tome, over 500 pages long, contains everything that you need to start adventuring in the world conjoured up by author Brandon Sanderson… who has not only allowed the use of his setting, he’s written fiction especially for the game, has added comments throughout, and was even involved in the playtesting!
First up, the treat of an original short story set in the Mistborn world called The Elventh Metal. It tells of a small group of malcontents, seeking revenge, seeking change, and introduces a world rich and strange – metals that burn within and confer power, swirling mists, ash that falls from the sky, twisted exotic buildings. And so the strangeness, the richness of this setting is revealed: allomancy. Familiar if you know the novels on which this game is based yet brought magnificently into prominence whether or not you have read them – by utilising mystic powers different metals can be used to bring about a range of spell-like effects. Learn the tricks of their use, or perish miserably!
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Posted on February 2, 2012 by Megan
Whether you are looking for inspiration, want a few well-detailed NPCs to act as associates or rivals, or need a character (or whole party) in a hurry, this product will fill your purposes admirably.
Herein are eight fully-developed characters, set up as an integrated crew. Each one gets a couple of pages – one a filled-out character sheets with all the necessary game stats, and the other a write-up of the character’s background, including a brief history, notes on personality and motivations and even what he thinks about the other members of the group. There is also a sketch of the character to enable you to visualise him.
A fairly shady group they are, too. The leader is one Beck, a fixer – the sort of fellow who can get you whatever you want, no questions asked, provided you are willing to pay his price.
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Posted on January 23, 2012 by Megan
As we have come to expect, a wealth of resources for fantasy games – what with archers (and arrows for them) heading up the character-based resources for players, adventures for GMs to run and ideas to help them hone their skills. The focus is on Pathfinder, but there is material for other rulesets (and much can be translated with little effort, provided you are reasonably familiar with the game mechanics of the system of your choice).
The Editorial introduces the issue focus on archery, with an account of how fictional archers inspired the editor, Wolfgang Baur, not only to play archer characters but to learn how to use a bow himself.
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Posted on January 16, 2012 by Megan
This is the England that ought to have been, rather than the history of the one in which I sit writing this review. This is the mediaeval England of legend, with Robin Hood scampering around Sherwood Forest, a Good King Richard off fighting the Infidel whilst Bad King John does his best to steal a kingdom, never mind everyone’s hard-earned gold… this is an England in which excitement and adventure are to be found, but where drains don’t smell and nobody worries about the Black Death!
The Introduction outlines this setting, the mediaeval England of stories, rooted firmly in the history of the 12th and 13th centuries but with an eye to the rise of the ideals of chivalry, to the world of ballad and folk-song, the sort of mediaeval England that you’d like to visit. Designed to be used in conjunction with Chaosium’s Basic Roleplaying (BRP) ruleset, there’s a handy list of what rules from that work will be of particular use when running this setting. Whilst there’s a whole section about running adventures and campaigns at the end of this product, it’s noted that Scenario Hooks are scattered throughout, to spawn ideas and help Game Masters come up with their own material, or players to develop their characters more fully.
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