Showing posts with label Wu Xing. Show all posts
Showing posts with label Wu Xing. Show all posts

Saturday, October 17, 2015

Three Kickstarters and a Sale

Hey all, just popping in to boost the signal for three Kickstarters and a sale that you need to be aware of (see, it's right there in the title)!



DARKMOOR RPG

The Darkmoor RPG is a zany, over the top, video game inspired RPG that pulls from all kinds of pop culture elements. You define your race and class, and even have to provide all of your own drawings (actually talent hopefully not needed). You beat the cash out of enemies, level up in glowing bursts of light, and create hyper awesome special moves. Paul "Wiggy" Wade-Williams, of Triple Ace Games, has agreed to write a minisupplement for the game, and you can download an Introductory Guide that gives you a better idea of how the game works. The project is already funded, though not by a comfortable margin, with four days left to go, and you can pick up digital, softcover or hardcover rewards.

RIPPERS RESURRECTED

With five days left to go, Rippers Resurrected has demolished its funding goal and all but one of their stretch goals - a print compilation of the adventures unlocked as stretch goals, which will be given free to backers of the print levels. Rippers Resurrected as a sequel to the Rippers setting/plot point campaign (which is included as one of the stretch goals) in which Victorian monster hunters find and defeat monsters and "rip" their body parts and special abilities and add them to their bodies to gain an edge against the monsters...all while trying not to lose their grip on humanity. Pinnacle has a stellar track record on Kickstarter fulfillment, and the PDFs are set for delivery before Halloween so you can run Rippers for your group if you like. You can also add Savage Tales of Horror to your pledge, including my Deadlands adventure in vol. 2!

THE NINJA CRUSADE 2ND EDITION

Hot on the heels of the fulfillment of the Apocalypse Prevention Inc. 2nd Edition Kickstarter, Eloy Lasanta is overhauling Wu Xing: The Ninja Crusade into a slightly less "crunchy" and more cinematic RPG. I have made no bones about what a fan of the first edition I am, and I was both nervous and intrigued by this upcoming 2nd edition. Dispensing with the d20-based Dynamic Gaming System, the 2nd edition will use the Chakra System, a d10 die pool system. Another huge improvement is supposed to be a system for making enemies up on the fly, very useful for a game such as The Ninja Crusade that leans heavily on PC-like foes over a bestiary. The Ninja Crusade still needs over $3,000 to hit their funding goal, but they have 19 days left to hit it. Third Eye Games has a sterling track record for Kickstarter fulfillment as well, so you can pledge with confidence.

NEOPLASTIC PRESS PAY WHAT YOU WANT SALE

In the Halloween spirit, Rafael Chandler - one of the sickest, most twisted RPG authors I know, and I mean that as a compliment - has offered seemingly everything in his back catalog (aside from SlaughterGrid, it seems) as Pay What You Want (including nothing) through Halloween. I, personally, recommend Pandemonio, which is his revision of his Dread and Spite RPGs, but you really don't have anything to lose by taste-testing any of his stuff, do you? And if you like what you read, go back and "buy" the PDFs. That's kinda how Pay What You Want works.

Tuesday, August 4, 2015

#RPGaDay Day 4: Most Surprising Game

Of all time? Or the past year?

Honestly, I never expected to play D&D again, much less fall in love with it again, so I could give a nod to Dungeons & Dragons 5th Edition.

I could also mention Wu Xing, which combined some of my least favorite things in a deliciously over the top, playable package.


Ultimately, I probably have to go with Marvel SAGA. Having ran Dragonlance SAGA, I thought it sounded neat...I didn't know it would become my favorite superhero RPG in existence (and still is to this day!).



Tuesday, March 17, 2015

Six Questions with Eloy Lasanta

Eloy Lasanta took the time to answer six questions from me about AMP: Year One, AMP: Year Two and Third Eye Games in general. And don't forget, the Year One giveaway is still going on!

I'm not a very good interviewer, but I thought something fairly short and to the point could be nice here.

Sunday, September 8, 2013

Tommy's Take on Wu Xing: Truth and Lies

Wu Xing alternates back and forth between regional sourcebooks and clan sourcebooks. At the beginning of the year we got the latest clan sourcebook Truth and Lies, covering the rival clans The Will of Iron and the Hidden Strands.

WHAT YOU SHOULD KNOW: You will need the Wu Xing core rules to use this, which is available in print for $20 and PDF for $10. The print book is in black and white softcover. I got mine via the Truth and Lies Kickstarter a while back.

The first chapter is an in-character “fluff” chapter directed at a new recruit to the Will of Iron, filling him in on the Clan’s purpose and methods. The Will of Iron are hardcore enforcers of the law (or their law, anyway, known as The Tao of Steel, which is broken down law by law in a sidebar, featuring such gems as “Stopping a crime is meaningless if the criminal can commit it again”, “A starving innocent is tragic, but a fat criminal is an outrage” and “To tolerate a crime today weakens the resolve to enforce the law tomorrow”). Other sidebars cover notable members of the clan, including the elderly boogeyman known as Justice’s Blade. Other cool and notable tidbits about The Will of Iron include their hidden prison known as The Repeating Prison, where they imprison criminals who should not be killed but cannot be openly detained, trapping them in casks and forcing them to relive their crimes. The structure of the clan is detailed as well, including a treatise on how The Will of Iron trains. We also get a deeper discussion of The Will of Iron feels about the other clans, though they generally find something wrong with each clan.

The Hidden Strands of Fate are shadowy manipulators to The Will of Iron’s hardcore enforcers. One of the first things we learn about the Hidden Strands is that the new inductees are selected by existing members, who manipulate the destruction of the potentials’ enemies to ensure that they survive to become Hidden Strands. We also find out (from the Hidden Strands, if they are to be believed) that they have manipulated each of the clans to ensure that they have incarnated into their current forms. Greater good and all that, I suppose. So you know, they don’t like the Will of Iron. The chapter ends with a dirty tease about just precisely what role The Hidden Strands play in the Ninja Crusade, though we don’t get to SEE it.

Chapter Three delves into the mechanics. Two new Passions are introduced: Treachery (especially for the Hidden Strands) and Pursuit (generally for the Will of Iron). The Will has new Gifts (like Sentaka, which grants bonuses to hunting criminals) and Drawbacks (like being so Sadistic that they lose control when attacking their target). Strand Gifts and Drawbacks include 100-Year Thread (using silk soaked in the blood of the clan’s enemies for 100 years) and Truthful (which is a huge problem when your whole clan is a bunch of liars). New weapons include Butterfly Swords and the impressive Seven-Branched Sword as well as the terrifying Heaven Splitter.

Two new Fighting Styles are included: Deer Style (which uses sais and is a defensive style that focuses on locking up weapons and breaking them, or striking a crushing blow when attacking off of a Parry or Dodge) and Silkworm Style (using chains and designed to take opponents down quickly). The Way of the Metal provides new Wushu which lets the ninja sense metals, split metal pieces into multiple shards and ultimately summon a magnetic storm of metal. The Way of Spun Threads can increase the strength of threads, create a whirlwind that turns their threads into wicked weapons and even transforming into a wicked warrior protruding threads from their body. The Way of Heaven’s Judgment allows the ninja to attack the guilty with increased accuracy and damage (while causing the opponent to become sloppy), allow them to reduce damage taken (and turn some of it into chi that they can use in return) and even become a walking embodiment of justice.

Three new Celestial Animals are added: Spiders, Peacocks and Silver Dragons, with an example of each, including a Celestial Spider that is hunted by the Will of Iron.

The first of the new clans is called the Sons of Steel, hardnosed warriors that make the Will of Iron look like softies. In fact, the Sons of Steel are completely emotionless. They have the Way of the Iron Mind, which allows them to shut out mind-altering effects, remove emotions from other individuals and, at the height of their power, remove emotion from everyone around them.

The second clan is Veiled Ones, an offshoot of the Hidden Strands. They have the Way of Pulled Strings which allows them to see through the eyes of their puppets, make their puppets look lifelike, and even control victims directly with their wushu.

An adventure is included that involves altering the balance of power in an Empire trade city, but both the Hidden Strands and the Will of Iron insist on including members of their clans on the strike team.

WHAT WORKS: The cool new mechanics are a great addition and some of the setting elements are nice. The options for playing the Will of Iron as “not nice” as well as playing an “honest” Strand of Fate is really intriguing as well.


WHAT DOESN’T WORK: The adventure left me a little cold for some reason.

CONCLUSION: If you like Wu Xing, there’s a lot of great setting elements here to play around with (like the Repeating Prison). There are also some swell new rules like the wushu, new styles, new weapons (I do dig the Seven-Branched Sword and Heaven’s Splitter). Unless you’re playing troupe-style, your players won’t need a ton of clan options, but the Veiled Ones or the Sons of Steel could make for great antagonists. Definitely recommended for fans of Wu Xing as there are some cool elements to use even if you don’t have Will of Iron or Hidden Strands PCs in your games.

Monday, October 1, 2012

Games I Wanna Run/Play


So I'm looking around my office after recently moving, and I have almost all of my RPG stuff unpacked...which just serves to remind me how little I've gamed recently, and how much I'd love to game more...as well as some of the games I'd love to run.

Without further ado, and in no PARTICULAR order...

The Sideliners (Marvel SAGA) - I'm actually finishing up a long running, on and off campaign soon before my best friend moves to Boston. The characters involved are some of our oldest and longest running, and we'd like to give them some "closure".

Necessary Evil (Savage Worlds) - Hopefully, we can finish up the Plot Point campaign before my best friend moves, as he's an integral part of this game as well. Necessary Evil is the most fun I've had with Savage Worlds, and I've had a lot of fun with Savage Worlds.

Deadlands Reloaded - Whether playing something all new or resuming old campaigns, I just really wanna play more Deadlands, because it's my favorite setting ever.

Star Wars Saga Edition - My son is a huge Star Wars fan, and I ran some Star Wars for him a few years ago. I would love to resume that, I just have a real hard time coming up with age appropriate adventures.

The SAGA of Spider-Man (Marvel SAGA) - Another game with my son...and probably the only way I'll still run Marvel SAGA after my best friend moves.

The Savage World of Solomon Kane (Savage Worlds) - This is another "I want to resume an existing campaign" entry. Luckily, my player in this campaign isn't moving anywhere.

Dragon Age - I love the setting, the boxed sets just look sweet, I've played around with character creation and it's fast but fun...I wanna give this a go sometime, maybe with my kid, as Clint and Jodi Black have said it's actually a great game for kids.

Midnight (Savage Worlds) - No, there was no Savage Worlds version of Midnight...I would just be using a conversion and gladly so. The warped version of Lord of the Rings was my favorite thing to come out of the d20 era.

Ravenloft (Savage Worlds) - Based heavily off of the 3/.5 version by White Wolf with a dash of elements from the earlier versions as I see fit.

D&DNext - I'm loving what I'm reading from the files, and I have a playtest scheduled with a couple of interesting friends (using Roll20), but we haven't actually gotten to gameplay, unfortunately.

Wu Xing The Ninja Crusade - Probably the game I've wanted to play the most but haven't had a chance. I have no idea how Eloy Lasanta took so many of the things I dislike and made me like them, but he did. Oh MAN he did.

Pendragon 5.1 - Maybe even the Great Pendragon Campaign if the opportunity arose.

Monster of the Week - I've been reading this and collected all the Limited Edition Playbooks, and I'd totally dig the chance to give it a go. I'd actually choose it for a Buffy-style game over Buffy itself now, I think.

Savage Suzerain (Savage Worlds) - Specifically, starting with Caladon Falls and going from there.

Streets of Bedlam (Savage Worlds) - I'm actually planning to give this one a shot using the Mythic GM Emulator.

Hellfrost (Savage Worlds) - Because those are some awesome, impressive books, giving Savage Worlds some epic fantasy, even if it's not particularly high powered.

Dungeonworld - It seems like it could be a fun twist on D&D style play.

Transformers-ish Game (Cartoon Action Hour Season 2) - An idea that occurred to me for my kid. He even has a character in mind.

Fiasco - I got to play in a partial demo of this on Skye, but haven't had a chance to play a full game. There are some GREAT playsets out there.

Leverage - My favorite of the Cortex+ games, based off of one of my favorite TV shows.

Dreadful Secrets of Candlewick Manor - A horror/mystery sandbox by Arc Dream...I'm not sold on the system, but the setting and premise are so cool I'd give it a shot.

Ghostories - A very cool, underappreciate horror RPG by Precis Intermedia.

I could probably go on...and I know a lot of those are kinda vague, but as a rule, I don't begin planning more than the very basics of a campaign until the PCs are in front of me...taking whatever they want to play (unless it's disruptive) and building the campaign around that.

But clearly, I need to game more.


Friday, September 7, 2012

tremulus and Truth and Lies

To follow up on the Exploding Aces Kickstarter I blogged about the other day, I have two more to mention:

WU XING: TRUTH & LIES

Obviously, I'm a big fan of Wu Xing. I've mentioned this a lot. I feel bad that I didn't mention this Kickstarter before, because, Wu Xing.

Anywho, this book covers the Will of Iron and Hidden Strands of Fate clans, two major Wu Xing clans (the former acting as a force for justice while the latter manipulates everything they can from behind the scenes). I have yet to be disappointed with a Wu Xing purchase (or any purchase from Third Eye Games, and I own everything except Mermaid Adventures...I even own t-shirts for each game line), and I have backed this at the $25 level in order to score a print and PDF copy.

It only has 13 hours to go and they are trying to score $400 more, at which point a Wu Xing combat tracker app will be released to backers for free, as well as a new clan.

tremulus

I left this uncapitalized because the word is supposed to be uncapitalized, and I didn't want a lower case "i" and a capitalized rest of the word.

Anyway, this Kickstarter is for a storytelling game by Reality Blurs, based off of the Apocalypse World engine with a Lovecraftian twist. I'm torn between the PDF and print levels, but the anticipation is killing me enough that I've acquired Monsterhearts (which uses the same engine) for review.

Read a playtest right here on the blog.

With 24 days left to go, it has been funded many times over and just keeps unlocking stretch goal after stretch goal.

Friday, February 3, 2012

Some Early February Announcements

THE MOST UNREAD BLOG EVER GETS READ

Yep...last month was the highest traffic month in my blog's history, shattering the previous record of last January's traffic. This was due in no small part to Tommy's Top Six and the Birthday Blog Giveaway, which received a lot of extra publicity this year. For that, I thank you, and I hope at least some of you come back even when I'm not giving away stuff.

FEB-WU-ARY IS BACK

Third Eye Games has resurrected Feb-Wu-Ary, a contest in which you can win a free copy of Wu Xing every day this month. Pop on over to their website to learn all about your ways to win because Wu Xing is WELL worth it.

A PAIR OF KICKSTARTERS

Mike Lafferty, the guy behind some of my favorite ICONS material by Vigilance Press, and the host of the Bamf Podcast, has launched a new venture called Fainting Goat Games, and they are running a Kickstarter to provide a series of adventures for ICONS. Normally, I would say that adventure support isn't something ICONS really needs MORE of, but Mike wrote Wargames, so check out Improbable Tales on Kickstarter.

Also, the Rogue Mage Kickstarter is underway, and just over halfway to their goal. Rogue Mage is a post-apocalyptic (or very apocalyptic) fantasy RPG by Christian Stiles, Faith Hunter, Raven Blackwell and Spike Y Jones, based on Faith Hunter's novel series. The game system is based off of the Mutants & Masterminds second edition rules, tweaked a bit for the fantasy feel. I'm expecting a review copy any time now, and I intend on providing this blog's readers with one of the first looks at the game even before the Kickstarter is completed. Check out the Rogue Mage Kickstarter page to see the incentives available for those who donate.

Thursday, January 5, 2012

Tommy's Take on Wu Xing: Land of Seed and Blossom


Anyone who has read this blog a long time knows that I dig Wu Xing by Third Eye Games quite a bit. This is especially impressive, since I don't really go for the whole martial arts/anime type stuff. Wu Xing has had two big hits, though, the corebook and The Firebrands, but now it's time to see how its first regional sourcebook - Lands of Seed and Blossom - fares.

WHAT YOU SHOULD KNOW: The Land of Seed and Blossom is the first regional sourcebook for Wu Xing and clocks in at $9.99 in PDF format for 109 pages, while the print version sets you back $19.99. The cover is another great piece of work, showing a pair of ninja in battle (or sparring). I own the softcover and the PDF, but this review is primarily working off of the PDF version (referencing is just faster that way).

The book opens with some flavor fiction, in which a member of the Phantom Voices meets with a member of the Grasping Shadows in hopes of gaining support for the Land of Seed and Blossom to overthrow Imperial Rule. It does not end incredibly well, due to the Empire stumbling upon the meeting, but does a good job of illustrating the politics at play.

Next, we get a history and overview of the Land of Seed and Blossom, showing how the seven clans from this land spawned from the Seven Catastrophes (which included plague, pestilence and even a mini-zombie apocalypse), hinting that the Uprising may be the Eighth Catastrophe, which would presumably spawn a new clan. Given Third Eye Games' notoriously hands off policy on metaplot, I'm not sure how that would work. This chapter also notes important facts (ninja from this land are longer lived), and disturbing truths (the Imperial occupation is starting to have its effect on the people, warping their mindset).

Seven clans are detailed as well. The Bamboo Alchemists are the clan that the Bamboo Herbalists from the corebook split off from, and they are incredibly long lived. The Crystal Bearers are believed to be the first ninja clan, and are pushing for The Land of Seed and Blossom to throw off the shackles of oppression. The Grim Creepers fended off a blight of bugs and are now host to insects...and barely human. The Phantom Voices attempt to calm the Restless Dead. The Sisterhood of the Blood are the most peaceful of the seven clans. The Splendid Chameleons are shapeshifters and guardians of the wild. Finally, Yakubyo's Pox are murdering warmongers in skull faced paint.

Coincidentally (or not) the Land of Seed and Blossom is divided into seven provinces, each largely ruled by one of the Clans. It is said that the first Immortal set foot in the Horoki Province - not surprisingly, The Crystal Bearers hold sway here. The Sisterhood of Blood rule the Kokuso Chitai Province, where they work to hold a peaceful balance between The Crystal Bearers and Yakubyo's Pox. Yuuki, capital of the Land of Seed and Blossom, sits in the heart of the Hanei Province, where Yakubyo's Pox can ensure its safety. The Shinde Shizukana Province houses The Phantom Voices, whose villages resemble graveyards as much as anything. The Bamboo Alchemists lay hidden in the Midori Province. The Toguchi Privince, home of the Grim Creepers, appears wild and overran. The Mejireta Tsuri Province, where the Splendid Chameleons dwell, is also a wild territory, but with lusher, greener grass, clearer water and so on. The Land of Seed and Blossom also holds the Untamed Wilds...which hides its secrets at its heart.

The cool mechanical stuff comes next. For instance, instead of the Elemental natures, each ninja has a Birthstone that affects their temperment depending on the amount of chi they have: Diamond, Emerald, Onyx, Opal and Ruby. A new Passion is also added in Martyr. The sole new Gift is related to the Caste system in this kingdom, from Gatherer to Family Bearer to Hunter to Adventurer to Advisor to Chief. A pair of Drawbacks are present, one in which your ninja has contracted a blood disease and the other in which they never received a birthstone.

We get new Fighting Styles. Frog (which has a few leaping tricks), Rhino (think charging and thick skin), Sloth (think before you act) and Spider (which likes to focus on multiple attacks).

We also get new Wushu: The Way of Denied Repose can fend of death...to the point of raising the dead - including the user - at the higher ends of the spectrum! Way of the Hive Body is as creepy as it sounds, starting with using bugs as messengers, developing into using them as eyes, and even transforming into a swarm. Way of Molded Bodies allows you to use your bones as weapons, stretch and make servants of your flesh, switch genders and even perfectly clone yourself! The Way of Shards seems pretty basic...until the ninja uncaps the limits of their power and taps into a strength akin to the Immortals. The way of Unending Blight is used to unleash disease on all around.

Bats, boars and frogs are added as Celestial animals.

Though the Blossom Ninjas are hostile towards the Lotus Coalition Ninja, the adventure in the back of the book is designed specifically to bridge that gap. It's a short adventure, designed soley to connect the two sets of ninjas and can be used as a mixed group (as it seems to be intended) or for Lotus Ninjas (entering the Land of Seed and Blossom for the first time) or Blossom Ninjas (escorting Lotus Ninjas into the Land of Seed and Blossom).

The book does include an index, as well as a hint at the next Wu Xing Book: Truth and Lies (focusing on the Strands of Fate and the Will of Iron).

WHAT WORKS: Crazy cool new powers, which is kind of the Wu Xing specialty, and a group of unique clans, who have a whole game mechanic that somewhat sets them apart from the Lotus ninjas (the Birthstones). The writing has great flow, as the Province descriptions move seamlessly from one clan to the next. The book is full of plot seeds that can be picked up on and developed. I nearly complained about how the new clans were kind of useless with the old clans, due to hostilities, but that was resolved nicely with the adventure.

WHAT DOESN'T WORK: I'm a sucker for a good bestiary, and Wu Xing doesn't have one. Oni are still vaguely defined, and one art piece has ninja fighting off carnivorous plants, which are kind of outside the purview of the setting thus far. Shouldn't be too hard to swipe monsters from Part-Time Gods or API, but what if folks don't HAVE those games?

CONCLUSION: I still love Wu Xing for all its crazy, over the top stuff like turning into bug swarms and transforming your bones into weapons. A very worthy collection of material for Wu Xing and a very promising start to the regional sourcebook series. In fact, I would say the adventure is the most *useful* adventure included in a Third Eye Games book because of how simply and effectively it ties the Lands of Seed and Blossom to the Lotus Coalition. Strong recommendation for Wu Xing fans.

Saturday, December 10, 2011

Tommy's Take on Wicked Quills, Old West Violence and Infinity Dungeon


WICKED QUILLS




WHAT YOU NEED TO KNOW: The Wicked Quills is a new microsupplement for Wu Xing, tying in nicely with Land of Seed and Blossom which released last month, introducing a new clan called, well, The Wicked Quills. They are a clan of ninja that are constantly besieged and don't get along well with others...oh, and they have crazy wushu involving their hair. In fact, this supplement introduces the Way of the Piercing Jacket, which allows them to use their hair to great effect as a weapon...and I don't just mean the hair on their heads. The effects include hair jackets, stiffening their hair into quills - and firing them, and hair strangleholds.

WHAT WORKS: Well, a new Wushu and a new clan are always nice. The hair powers are very interesting, if a bit niche. There's only one piece of art here, and it's gorgeous.

WHAT DOESN'T WORK: Well, they're hair ninjas. That's a pretty big oddity, but that's also a good reason why they weren't in Land of Seed and Blossom, and are instead floating around for hardcore completists to buy or ignore. I did catch a typo or two in the text, but nothing major.

CONCLUSION: Thoroughly unessential for someone who likes Wu Xing but doesn't get to run it very often, but a very cool, quirky and unique option for the hardcore Wu Xing group, or even for a GM who just wants to toss his PCs a curveball.

RANDOM ACTS OF...OLD WEST VIOLENCE

WHAT YOU NEED TO KNOW: A system-free chart for western RPGs by 4 Winds Fantasy Gaming, this essentially amounts to 100 "if you're stumped"/random encounter charts, just roll 1d100 and go. It's 6 pages (really 4, once you get past the cover and credits) and has no names or stats attached to the encounter seeds, so you could use it for Aces and Eights, Deadlands, whatever.

WHAT WORKS: IT'S A RANDOM ENCOUNTER TABLE. If you read my reviews, you know I LOVE this crap. Roll the dice before the game and BOOM (a few encounters work better with a little set-up). For instance, #22 has a pack of coyotes wandering into camp while the PCs are sleeping. #43 has the sheriff shot after a violent criminal has been brought down. #64 involves a tornado whipping through town. Like I said...I love this stuff. And, it's system free, so it's a simple matter to use it with whatever system you like.

WHAT DOESN'T WORK: A few of the seeds make too many assumptions, or place the PCs in peril without them being able to do anything about it. Now, if you have a group that doesn't mind being shoved a bit, that's not a huge deal, especially in a system like Savage Worlds that has bennies or adventure cards that can be doled out to ease the pain. Some of these involve PCs being scarred by whips or PCs being challenged to duels for the love of a woman.

CONCLUSION: Even if you hate the idea of random rolls dictating where the events of the game go, there's still 100 ideas to run with here in case you get stuck. Many of them are fairly common western tropes, but sometimes you don't THINK of that until you have a list in front of you...and there you go. Thumbs up.

INFINITY DUNGEON: PERIL WITHOUT END

WHAT YOU SHOULD KNOW: This 68 page PDF include the Infinity Dungeon game, as well as the Legendary Guys RPG. The Infinity Dungeon game is really as much of a geeky party game as it is an RPG. You select one of the premade character archetypes, then venture through an insane dungeon, and both the archetype and the dungeon is randomly determined. Basically, you have the party's archetypes' powers, equipment, drawbacks and random items that you use to formulate a plan to solve each "room". The players all vote on whether the plan is good or bad, and that determines the target number you need to roll on a d20. If you fail, then you are horribly killed in the attempt and the next player has to figure it out.

Character types include Dwarves, Matadors, Railroad Conductors, Opera Singers, Superheroes and Imposter Dark Wizards. The dungeon consists of rooms such as the Spider Chasm, the Glass Bridge, the Quiet Room, the Explosive Hedgehog and the Meat Grinder.

The Legendary Guys is really just a very basic fighting game, with player defined attibutes (like Over the Edge or FATE), and dice depending on the points spent. The last man standing gets the win (each attack, attributes are rolled against each other, with the higher rolling pC inflicting damage to the lower rolling PC).

WHAT WORKS: It seems like it would be some good, "beer and pretzels" style fun in a goofy, over the top way. A Vampire, a Tycoon, a Reporter, a Ninja and You stomping through a dungeon? And if a character is horribly killed, you just roll up a new one for the next room? Definitely not to be taken seriously, but a group could get some laughs out of this. However...

WHAT DOESN'T WORK: The difficulty number is based on the number of party members who approve of a plan. However, there is no penalty for going along with, or going against, a plan...other than making it harder for the active character to pass the room. Basically, there is no reason for the group to ever not back every plan...a pretty huge oversight.

CONCLUSION: Infinity Dungeon seems to have so much promise, but it's either a) lacking a crucial element (reason for players to not back plans) or b) it has a huge error in the writing because I read it a couple of times and if it was there, it was far from clear. One little addition to tweak this and I would give it a strong recommendation for those who want a change of pace in their gaming some weekend, and the Legendary Guys minigame is a nice, goofy, narrative fighting game, although it also has a flaw: The rules state each attribute can only be used once, but there is no provision for a PC running out of attributes. I assume they would flee, but it isn't made clear. Lastly, Infinity Dungeon is also available on the iTunes app store, though I have not tried out the App version yet.

Monday, July 4, 2011

Happy 4th of July, and a General Update


Yeah, I luvs me some Captain America.

So I haven't been around much lately, and that is due in no small part to my new job. I went from working four days a week with my laptop and an internet connection with me, to five-seven days a week, 9-14 hours a day. I have a little less "free time"...but it is worth it, as my wife is now a stay-at-home Mom, and - especially with an autistic child - that's a good thing.

- The blog will be undergoing some changes, though what those changes are, are still up in the air. The fact is, I have less free time AND I have fewer review copies coming in, due to the changes in the review program at RPGNow...and frankly, I couldn't afford to purchase all of the products I'm reviewing, not at the rate I tend to review.

- One thing that will help is that I have been contacted by a potential guest blogger, and I feel fairly certain that we will work something out. They are a long-time gamer and blogger, but their blog is pretty focused, and in such a way that gaming posts would be a tad out of place, I'm sure.

- As I noted in the last review I posted, I have permission from Small Niche Games to post notes for running their products in Savage Worlds. I like what they have done, but I'm not a Labyrinth Lord guy, so I thought I would ask about that, and they agreed.

- I'm still hoping to release...something...for Halloween. Been trying to decide how ambitious to get with it, but I have basically ruled out applying for a publisher's license from Pinnacle.

- I have a short fiction piece appearing in the Age Past rulebook, which is up on Kickstarter right now. They are just shy of half-way to their goal, with 27 days left to go. Working on writing up the characters that appeared in said fiction and posting them here for your benefit.

- Also working on some Totems of the Dead (by Gun Metal Games) previews.

- You should all check out Beautiful Brains Books & Games as well. Jodi Black (wife of Pinnacle's Clint Black) runs this swell store, and every Thursday night in her chatroom gives away free shipping. Plus, you can use the code ILUVBRAINS to get an additional 10% off your order. I just picked up All For One: Regime Diabolique from Beautiful Brains. And yes, a review will be forthcoming.

- Eloy Lasanta's Part-Time Gods Kickstarter was a huge success, and he launched a new Wu Xing kickstarter, which hit ITS goal in just about 24 hours. And yes, a review will be forthcoming.

- Savage Worlds Deluxe Edition is out, and is awesome. There is no Smilin' Jack, Leadership Edges now affect Wild Cards, and much more. And yes, a review will be forthcoming.

I think that hits most of the basic points off the top of my head. Thank you for your continued support of the blog. Even with the last post of June being on the 19th, June was still my second highest traffic month since I opened the blog. That means a lot to me.

Take care, and I'll keep writing as long as you keep reading!

And God bless America!
T.

Tuesday, May 10, 2011

Tommy's Take on Wu Xing: The Firebrands

I have trumpeted the virtues of Wu Xing pretty loudly since its release, and I AM pretty much a fan of supplements, so there probably weren't a ton of people more excited than I was when The Firebrands was released. Currently available as a 90 page PDF for $9.99, or part of a bundle with Wu Xing for $20.94, it is the first of the Clan Books, detailing the history and activities of the Blazing Dancers and the Virtuous Body Gardeners, as well as shedding light on some new techniques and Wushu for them...and hopefully, it will be the first of many. It looks as though the plan is to "pair off" the clans, covering a couple of clans per book or so (thematically linked).

What You Need To Know: As noted, this book is all about tearing back the veil for the Blazing Dancers and the Virtuous Body Gardeners. The Blazing Dancers are the performance artists of Wu Xing, while the Virtuous Body Gardeners cover themselves in tattoos which can give them cool and freaky powers (like turning tattoos into weapons, for instance). Aside from a fiction-only prologue, the book is divided into four chapters, the first covering the Burning Dancers, the second covering the Virtuous Body Gardners, the third covering all of the new mechanical material in the book, including some new clans, and the fourth being an adventure.

The two clan chapters are written in character, as if part of a one sided conversation. In the Blazing Dancers chapter, the narrator has been the target of an attempted poisoning by The Grasping Shadows, but has proven immune to the poison's effect. She explains to the assassin just why the Grasping Shadows would want her dead, using it as an expository hook to explain the history of the Blazing Dancers and their role in the world as more than just "dancing fools" as any hold them to be. The narrator's baton seems to be handed off to Odoriko Minori, she explains the role that the Blazing Dancers serve inside of the Lotus Coalition, as well as expands upon the sentence or two "Clan Impressions" from the Wu Xing rulebook. We also learn about the sects within the clan, from the Tamers (animal tamers) and Bellows (fire manipulators) to The Thousand and The Hand. The latter two are particularly interesting, as they show just what the Blazing Dancers are capable of, with the former being masked agents who operate with strict autonomy and anonymity, while the latter are essentially spies and infiltrators sent blend in wherever needed (being skilled actors). The narrator switches again, and we get an overview of some of the geography relevant to the Burning Dancers, with helpful hints and plot points (never hire an unregistered guide). Finally the baton changes hands one last time, this time to the former assassin who has been lectured to through this chapter, both embracing the ideas of the Blazing Dancers while struggling against the ideals, somewhat stuck in her Grasping Shadows mindset.

The Virtuous Body Gardeners chapter is told in a similar format, with rotating narrators speaking to a new recruit. We first learn of the history of the Virtuous Body Gardners as a splinter clan broken off from the Living Chronicle (not surprising, given the propensity of each to tattoo), with the difference being that while the Living Chronicle focuses on the facts of events, the Virtuous Body Gardeners focus on the feeling and emotion behind events. The second narrator discusses in detail the kinds of body modifications undertaken by The Virtuous Body Gardeners (complete with an unsettling image of one hanging from wire hooked through rings in their body over bamboo spikes), as well as a tale about a Virtuous Body Gardener and an encounter with a spider-like oni. Next, we get another run-through of relevant geographic locations, before switching narrators to learn about the breakdown of the clan structure. There are interesting tidbits about the needles used by the Virtuous Body Gardeners, which are keyed to each clan member, with interchangeable handles so that one can perform work on another without breaking the bonds between the flesh and the needles. Sumi Rika is our narrator here, as she embelishes on the insights she provided in the Wu Xing corebook as well, expanding on the thoughts and relationships between the Virtuous Body Gardeners and the other clans.

Chapter three is all about game mechanics, providing a new Passion (Teaching) as well as Dancer and Ink specific Gifts and Drawbacks. For instance, Gifts are provided for those wishing to play a Tamer, Bellow, Thousand or Hand, or the Ink Drawback Unscarred and Unpainted, which shows them as very reluctant to embrace the clan philosophy. Seven new weapons are included, as well as the Fox and Scorpion Fighting Styles. New Wushu is provided for the Ways of Fire, Immaculate Show and Inked Skin, allowing the users to heat their palms before making attacks, produce a bright flash that momentarily holds their targets in place or unleash a barrage of chains from their very bodies. New Celestial Animals are provided in the form of Foxes, Phoenixes and Red Dragons, as well as three whole new clans: The Gracious Illustrators (with their Way of 18 Strokes Wushu), the Grey Tigers (with the Way of Bloody Claws) and the Winds of Aion (and their Way of Deadly Crescendos). The former work with the Living Chronicle and can use their Wushu from such "basic" wonders are painting a hole into a wall that they need to pass, to painting the future and making it come true. The latter are...in a word...paranoid. They are incredibly secretive, to the point that they will kill other ninja just for knowing they exist. The Winds of Aion are musicians, and if you think that just means that they just play flutes, you haven't been paying attention. They have an intense rivalry with the Dancers, to the point that they will betray the Lotus Coalition to The Empire just to strike blows against the Dancers.

Fittingly, the included adventure is designed for Dancers, Inks or (perhaps ideally) a mixed party. It is a rescue mission to retrieve a captive Ink, whose liberation has been made possible by a disgraced Dancer seeking redemption. It's a fairly straightforward infiltrate and release mission, but I give particular props to the climax, which turns into a pitched battle with a lethal swordsman ON A TIGHTROPE...this adds an extra awesome complication, because the PCs not only have to stay alive - they have to avoid knocking their adversary to the ground below and causing an extra commotion. There is also a page dedicated to providing extra material if the PCs decide to snoop around the castle instead of trying to get straight in and out. The adventure even ends with a couple of follow-up ideas.

What Works: The adventure is very well done if you don't mind a fairly linear adventure, and is keyed to the strengths of the Inks and Dancers (ESPECIALLY the Dancers). The extra information on the clans is great, from the different sects inside the Dancers (and the mechanical support in the form of Gifts) to the different types of body modifications for the Inks, and the new Wushu is some pretty great stuff. The Gracious Illustrators and the Winds of Aion are interesting extensions spinning off of the existing clan concepts, providing more options for players. The production values take a step up here with tighter editing than the core book had and a GORGEOUS cover. Having the "perspective" characters from the Wu Xing corebook as narrators in the Clan chapters was a very nice touch.

What Doesn't Work: I'm not a fan of large chunks of books written from an in-character perspective, and many of the voices felt so similar that I didn't realize at first that we were switching narrators on my initial read-through. The Grey Tigers are a cool concept, but just seem very out of place to me in *this* book...seeming like they would be much more at home in a book about the Recoiling Serpents or the Pack of the Black Moon. In fact, the only link I could see to the Dancers or Inks was that they count Way of the Fire among their Favored Wushu.

Conclusion: The Blazing Dancers are not one of my favorite clans, but this book does a lot to make them very cool. While there is some room for improvement, the basic template for future clan books is in place and looks great. Like any great supplement, there's nothing in here that you ABSOLUTELY NEED in order to play Wu Xing, but if you like Wu Xing, you will have a lot of cool stuff you can use, especially if you are a fan of The Blazing Dancers or Virtuous Body Gardners. Great start to the Clanbook series...I can't wait to see what's next.

Sunday, April 10, 2011

Third Eye Games Fights For Autism Awareness


I haven't exactly been subtle about the fact that I'm a big fan of Third Eye Games, both Wu Xing and Apocalypse Prevention Inc. What neither Eloy nor myself realized until recently is that we shared a common experience: We are both parents of autistic children (him having a son, myself having a daughter). I should have shared this earlier, but I failed to: April is Autism Awareness Month, and Third Eye Games is donating 10% of all their profits to AutismTalks, so I encourage anyone who has had any interest in picking up anything by Third Eye Games to do so this month, from RPGNow or Studio 2 Publishing.

To read a review of pretty much anything they have released thus far, you can click here. Plus, for this month, you can get 20% off Apocalypse Prevention Inc. at RPGnow by using checkout code DTRPGAprilPodBlog2011.

(This code will also give you 20% off Dirty Secrets by Dark Omen Games, Wraith Recon by Mongoose, Lexicon of Traps by Ennead Games and Shadow, Sword & Spell by Rogue Games.)

They make great games. I own everything they have released thus far, in some format or another, so I don't make the recommendation lightly...so support a great cause and buy some great games.

Thanks!

For more information on this charity or to give directly, visit http://www.autismspeaks.org.

Tuesday, February 1, 2011

Feb-wu-ary FTW


One more quick note for the day:

Beginning today, Third Eye Games is giving away a copy of Wu Xing in PDF format every day this month.

Anyone who reads my blog knows I am a big fan of this game, and anyone who may be new to the blog can read my review here.

I highly recommend entering to win a copy of this amazing game. You can learn more about entering here.

Saturday, January 1, 2011

Tommy's Top Six and Birthday Blog Giveaway

I reviewed a LOT of games since I opened my blog last year, and I wanted to take a special moment to recognize the six that captured my attention the most, provided that they fit under the following criteria: 1) I had to have reviewed the title on my blog from January 1st through December 17th. Unlike some year end awards, I'm not concerned with actual release dates, but when the books actually made it into my hands. 2) Only one book per company was allowed. This rule came in because one draft of the list had four books by two companies. The Top Six itself is a purely arbitrary number...I like the number six, nothing more.

There were a lot of products that I really enjoyed, that didn't get tagged for a certain reason, and I plan on doing a follow-up with a couple of those, explaining why I didn't choose certain titles.

Without further ado, in alphabetical order:

BASH ULTIMATE EDITION (Basic Action Games)

Why You Should Buy It: I love superheroes. It's part of the reason I write comics...(even though I have yet to do a traditional superhero book, unfortunately). Marvel SAGA is my favorite RPG of all time, flawed though it is...I've read a lot of superhero games since then, but none have captured my imagination in the same way as BASH, and I am hard pressed to think of a superhero game that does as much, with as little work. It has an "equalizer" for characters of multiple power levels on the same team, it provides plenty of options for making characters without the same level of bean counting that you get with Mutants and Masterminds or Champions, and it scales up from gritty to cosmic, all in the main rulebook. It currently holds the distinction of being the only game that I have ever purchased twice, once in PDF format and once in softcover. In fact, if the new version being released through Cubicle 7 is full color, I may go so far as to buy it one more time (and donate my black and white copy to someone). Chris Rutkowsky has made what is, to my mind, one of the best RPGs I have ever read, as it hits pretty much all of my sweet spots without a ton of work. For me, certain other major superhero RPGs are either underwritten, or incredibly overdone to the point of being Too Much Work...but BASH never has that problem. With Vigilance Press and Daring Entertainment coming aboard as third party licensees, I hope that BASH gains the following that I feel it truly deserves.

Buy the PDF at RPGnow, and look for the print version in 2011 from Cubicle 7.

HIGH VALOR (Silverlion Studios/Better Mousetrap Games)

Why You Should Buy It: I love fantasy gaming, but I can't make myself do Dungeons & Dragons anymore. I want epic, high fantasy, not dungeon crawls...and, as you may have guessed, I don't want it to be Too Much Work. High Valor is pretty much rules light, but never goes too far away from being a game. Just because you have three stats (kinda like you do in BASH, actually), and monsters only have one, doesn't mean it's not still a game. I love the mechanic of borrowing back and forth between your pools when you REALLY need to accomplish something, and I really like the fairly freeform nature of Magic and Miracles. I think one thing I love the most is that your experience comes from your Triumphs and Dooms...even epic failures help to define you, as you and your legend grows over time. Be Epic. High Valor wants you to. Don't kill a monster and take its stuff, risk life and limb to destroy an elder troll terrorizing the region, and take its head as a warning to all other foul creatures...and if it happens to rip your eye out? Then your legend is even more epic. The setting is dark, but not TOO dark...providing a growing storm of evil, sure, but you're expected to fight it *and win*. To boot, Tim Kirk seems dead set on making books that stand alone, so if you buy this? All you need is this...plus, the system is incredibly easy to convert to, since the monsters are basically one stat plus flavor text. Now, this isn't a highly tactical combat game...but it is a pretty damn awesome fantasy epic.

Buy the PDF at RPGnow, or the print version at Lulu.

INTERFACE ZERO (Gun Metal Games)

Why You Should Buy It: This is precisely what Savage Worlds settings could (and, IMHO, should) be. I'm not saying that every Savage Setting needs to ape Interface Zero, I'm saying that publishers shouldn't be afraid to make their game. Gun Metal Games does not hesitate to provide you with new Hacking rules, Cyberspace, cybernetics and the single coolest equipment chapter I have read since, well, Pinnacle released a whole book for Deadlands (both the Interface Zero equipment chapter and the Deadlands book - Smith & Robards - are written as catalogs). I'm also a sucker for random tables, as anyone that reads my reviews should know, and so not only does Gun Metal Games provide an adventure generator, but they also provide a random Bounty generator! The crazy part is that as comprehensive as this book is (at 300 pages), there is still a TON of room for development! Psychics will be coming this year, and publisher David Jarvis has been hyping it pretty heavily over on the Savage Worlds forums at www.peginc.com, if you wanna check that out. Also, Gun Metal Games and Silver Gryphon Games have announced that we will be getting an "Interface Zero" version of the latter's Wellstone City...and given the people involved, combined with the Savage Worlds system, I can't feature it not being twelve shades of awesome. In the meantime, get IZ and get acquainted with a world where life is cheap, especially if you were born in a vat (or built from the ground up).

Buy the PDF at RPGNow.

Leverage (Margaret Weis Productions)

Why You Should Buy It: Oh, man, what a year these guys had, and all because of two releases: Smallville and Leverage. Smallville was a GREAT game...but I'm not a fan of the show. Leverage was a GREAT game, and I AM a fan of the show. However, making a faithful adaptation of the show wouldn't have been enough to make the list. And luckily, they did more than that: Sure, you can run the Leverage crew, no problem...and you can build your own crew from the ground up. However, the book walks you through basically every step necessary to set up your world and run your game, including (YES!) random generators for making Jobs for your Crew to take! When I read the quickstart, I was excited, but scared to death: I mean, seriously, how in the heck do you run LEVERAGE as an RPG? For me, it seemed awfully daunting...and then came one of the best GMing chapters I have ever read. At that point, I was mostly just sad not to have the opportunity to run it right now. Great concepts get mangled in translation all the time, but Margaret Weis Productions took this opportunity and knocked it out of the park. Just an amazingly well-written rulebook and a phenomenal translation of the TV show.

Buy the PDF at RPGnow, or order the hardcopy from Margaret Weis Productions.

War of the Dead Chapter One (Daring Entertainment)

Why You Should Buy It: One of the most ambitious projects ever released for Savage Worlds, War of the Dead is a four part, epic campaign beginning on a simple cruise ship and changing the world forever. This is the zombie apocalypse come to Savage Worlds in a way that Zombie Run could never have been. Chapter One is the first thirteen weeks of the campaign, taking your hapless, Novice characters from their life-changing cruise, back to land, including a conflict with a ruthless biker gang and relative safety in one of the remaining refuges left. The world is familiar and filled with inside references to famous zombie creators like George Romero and Robert Kirkman, but most importantly, Lee Szczepanik understands the strengths of the system he is writing for, filling adventures with massive battles against zombie hordes that would have GMs pulling their hair out under many systems. Also, I'm a big fan of how many of the episodes feature random encounter charts, using card draws, specialized for the location and situation. Plus, of the books on this list, the support for War of the Dead absolutely blows the other picks away, with freebie adventures that fill the gap between Chapter One and Chapter Two, as well as one of the coolest sets of paper miniatures I have seen in The Paper Dead, including a printable RV with "anti zombie" attachments! If you like The Walking Dead or Night of the Living Dead, and wanna play something like it, this is it, right here. Chapter Two is in the home stretch now, and has even eclipsed Chapter One in some ways, though it has never failed to live up to the promise of Chapter One, even at its low points, in my opinion. I admit, when this project was first announced, I threw up my shoulders with a resounding "eh"...but going on nearly twenty six installments now (not even counting the free adventures), and Daring Entertainment has produced a Savage Worlds campaign with some amazing promise, as well as a scope rarely seen in this genre (again, The Walking Dead is the closest thing that comes to mind).

Buy the PDF at RPGnow, or order the print version from Cubicle 7.

Wu Xing: The Ninja Crusade (Third Eye Games)

Why You Should Buy It: I like superheroes, high fantasy, zombies, Leverage...I'm not BIG into cyberpunk, but I'll try anything in Savage Worlds. I kinda hate most anime, and I'm just not into oriental mysticism/mythology/history, etc. So why is Wu Xing here? Because I am not into those things and this book just stood out as one of the coolest books I have read in recent memory, perhaps ever. I had no real experience with Third Eye Games before this year, though I did get Apocalypse Prevention Inc. in the Haiti Bundle, but it kind of got lost in the shuffle when I was trying to download and read EVERYTHING. After Eloy Lasanta approached me about the game, I gave it an honest go, and really loved what I read there...so I checked out Wu Xing on the strength of API (which is right up my comfort zone, genre-wise)...what I found was a very cool, over the top, albeit westernized (to the annoyance of some, not me) martial arts fantasy epic.  The production is fairly light in this day and age, but that just means the book is filled with content. Plot hooks are all over the thing, and Third Eye Games doesn't truck in metaplots, meaning that if you want to expand something there and run with it, or answering one of the burning questions, there is no wrong answer and you are not likely to find something completely invalidated by a future book. All of the clans just come alive, and what could easily have been a rigid, "not much else to do" setting is instead loaded with intrigue and plot hooks. Any RPG that can take a genre I pretty much can't stand and make me go "oh, crap, I GOTTA play" is a big winner in my book. Wu Xing is just full of "cool".

Buy the PDF at RPGnow (where Wu Xing is also listed as Print on Demand option for those who have it available) or pick up the print version at Beautiful Brains Books & Games.

And now, the cool part:

These six publishers have pledged to give you, dear readers, a chance to win PDFs of these games, as part of the "Thank you" for reading the blog and the reviews of their fine games. Here are the prizes:

- Three (3) PDF copies of BASH Ultimate Edition (awarded separately) -OR- a Basic Action Games PDF of your choice, if you already own BASH.
- A PDF copy of High Valor.
- A PDF copy of Interface Zero plus a poster-sized PDF of the cover.
- Three (3) PDF copies of the Leverage RPG.
- A complete War of the Dead Chapter One PDF bundle, including the entire War of the Dead Chapter One, The Paper Dead and all of the Freebies released to date, everything you need (except for the Savage Worlds rules) in order to jump into Chapter Two.
- A PDF copy of Wu Xing: The Ninja Crusade.

To enter, simply send me an e-mail to tommyb(a)sstelco(dot)com, with the subject (minus the quotes) "Happy Birthday Blog", listing your order of preference for the prize. Once I have closed entries by 11:59 PM Central Time on January 15th, I will use a randomizer to determine the winners...#1 gets their first choice, #2 gets their first available choice (their first choice if it wasn't taken, second if it was, and so on). If you are wanting a BASH PDF that isn't Ultimate Edition, specify it in the e-mail.

Thank you all so much for reading this blog, thanks to Michael Wolf at Stargazer's World, whose shoutout helped spike my blog traffic immensely over the summer, thank you to the Top Six publishers for the prize support for this giveaway, thank you to every publisher who gave me product to review over this last year, and thank you to Sean Patrick Fannon of RPGnow for allowing me in the affiliate program, which literally allowed me to make it to and from work when I started a new job last summer and otherwise had *nothing* to put in my gas tank.

Next up on the slate: A few products that were exceptional, but why I didn't pick them for the Top Six, reviews of the Squawk RPG as well as Dust Devils Revenged, an overall look back on 2010, some WWE thoughts for old times sake, probably a full on review of Smackdown vs Raw, the Legendary installment of Savage Worlds Characters Are All The Same, the new Supers version of it, and a look at RPGnow's new Print on Demand program (as I was apparently one of the last ones in the pilot program to get my book...despite ordering two hours after it launched).

Thank you, have a Happy New Year, and come back soon!

Tommy

Friday, November 26, 2010

Tommy's Black Friday/Cyber Monday RPG Buyer's Guide

I'm not telling you EVERYTHING for sale out there...I'm just telling you about the awesome stuff out there that I think you should take advantage of:

Arc Dream is running a big sale for another week, including Dreadful Secrets of Candlewick Manor and the Monsters and Other Childish Things Pocket Edition, which are collectively only $21 - in print. Dreadful Secrets is an AMAZING book, and if you've been curious about ORE (at least the Monsters version), then jump on this. Dreadful Secrets is high on my "wanna try" queue.

Third Eye Games is offered deep discounts on the PDFs of Wu Xing and Apocalypse Prevention Inc. These are two of the best RPG corebooks I saw this year, and $10 is a steal.

Gun Metal Games is offering a half-off sale, and I urge you to take advantage of this and get Interface Zero for Savage Worlds while this offer is in effect. A tremendous cyberpunk setting and only $8 this weekend.

Reality Blurs has two standout products that I must mention alongside their regular sales items, namely Iron Dynasty and Realms of Cthulhu. You can get their PDFs deeply discounted at RPGnow, through the links I have provided, or you can visit their website and find great print deals as well.

Daring Entertainment, makers of one of the best and most ambitious Savage Worlds products I have had the pleasure of reading, is unleashing a War of the Dead Holiday bundle, featuring Chapters One and Two, plus The Paper Dead. And if you already have one or more of those products, they are all being reduced by the bundle amount for your buying pleasure.

Adamant Entertainment is offering all of their PDFs for only $1, so if you've wanted to check out ICONS, now is the time (and take advantage of the great stuff by Misfit Studios, Radioactive Ape Designs and Vigilance Press as well), plus I DEFINITELY recommend getting Thrilling Tales for Savage Worlds.

Silver Gryphon Games is also running a sale, you should be able to get their Wellstone City setting, a Savage Worlds Sin City-ish set-up, for $1.50 and all of their Wellstone adventures (as well as non-Wellstone adventures like the Pine Ridge Horror) for only $1!

UPDATE: Divine Madness Press has Fight! The Fighting Game RPG on sale for $9 right now, and it is a great treatment of the fighting game genre. Well worth it if you've ever thought about mixing fighting games and RPGs.

Savage Mojo has slashed prices on their awesome Shanghai Vampocalypse, as well as their newest entry in their Suzerain setting, Caladon Falls. I haven't read Caladon Falls, but Vampocalypse is a GREAT high-stakes Savage Worlds setting.

Spectrum Games has also cut Slasher Flick and Cartoon Action Hour Season 2 to $9.99 each, both of which are highly recommended, as Cynthia Celeste Miller is a master of genre emulation.

Also, from now until January 5th, you can get 20% off of the following PDFs:

Weird War II Player's Guide [Pinnacle Entertainment]
Wu Xing: The Ninja Crusade [Third Eye Games]
Martial Cultures: the Daikort Pack [Chaotic Shiney Productions]
Fuzzy Heroes (2nd Edition) [Inner City Games]
Book of Alignment (OGL/Pathfinder) [Emerald Press]

All you have to do is use the coupon code Holiday2010BPCX at checkout.

Enjoy!

Monday, September 27, 2010

Tommy's Take on Wu Xing: The Ninja Crusade

Wu Xing: The Ninja Crusade was a bit of a hard sell for me, being a quasi fantasy game in an oriental mish-mash fantasy culture with a heavy anime influence...that is kind of a laundry list of things I don't like (except for the fantasy part).

And yet, while I was reading (and loving) Apocalypse Prevention Inc., the book's writer Eloy Lasanta asked me if I would be interested in checking out Wu Xing for a review...off the strength of the API series, I said yes.

Wu Xing is available in hardcopy from Studio 2 Publishing and in PDF from RPGnow. The core rules are 221 pages with simple cover design and decent amount of black and white art. Like API, you never get the feeling that art is being used to fill space and inflate page count. It uses the Dynamic Gaming System, which is fundamentally simple, with lots of cool combat crunch (making it about spot on for the genre, I think).

...IN BRIEF

The book opens with a one page summary of the game, including the ten Ninja Clans and the clanless Ronin. The whole set-up is very reminiscent of the group set-up in World of Darkness games, so there is probably going to be a hint of familiarity for folks.

WHAT IS ROLEPLAYING?

Pretty standard "what is roleplaying" section, with a little example, with a Ninja PC trying to end a fight with intimidation and not conflict.

NINJA VS THE EMPIRE

This is the setting chapter, and it is a nice setting indeed. Ninjas are kinda like superheros, using their chi to do amazing things that mere mortals cannot.

The ninja made their first public move during the Crime Rebellion, also known as The First Ninja War, when they crippled the Orime Empire in a guerrilla war.

From there ninja clans as they exist today began, and the kingdoms that arose from the fall of the Orime Empire hired the clans to do their dirty deeds, sparking the Mercenary Wars, also known as the Second Ninja War.

The War of Withered Fangs, or the Third Ninja War, occured when The Slithering Gods began slaughtering other, smaller ninja clans. This one ended when the ninja publicly aligned with kingdoms and the Izou Empire and broke the back of the Withered Fangs, which evolved into the Recoiling Serpents.

The Expansion Wars, or Fourth Ninja War, saw an end to the affiliations between the ninja and the Empire as the Empire quickly expanded into ninja lands, taking everything they could. The Emperor outlawed ninjas and public use of chi.

The Ninja Crusade, the Fifth Ninja War, is where we are at now...The Empire is hunting and killing ninja at every turn. The ninja have formed the Lotus Coalition to pool resources against The Empire.

We get an overview of the ten ninja clans, each of which have a very distinct worldviews and even martial arts, but have a built in reason to work together due to the Lotus Coalition.

Ninja used to be recruited by blood, but as time has moved on, ninja are now recruited as often as they are born. There is also a bit about the student-master relationship and how the reputation of the master can go with the student, for better or for worse.

A very informative discussion follows on how the ninja have set up hidden cities, the basic structure of clan politics and realities of clan rivalries, even with the Lotus Coalition.

We get the Lotus Coalition side of things, where they joined forces after the Empire moved to gunpowder fueled weapons and slaughtered ninja for about a year before they they joined forces. The Big Tent of the Lotus Coalition still has a lot of in fighting, and it nearly got torn apart when a groom from The Pack of the Black Moon and a bride from The Recoiling Serpents had their peace-brokering wedding spoiled when the groom was mysteriously poisoned, casting suspicion on the Recoiling Serpents.

We also get the history of the Izou Empire, and my favorite part is the Emperor himself. Emperor Izou ascended to the throne at the age of ten and quickly consolidated his power. This continued until his two sons were caught in the crossfire between two ninja clans, leaving the future Emperor dead and the surviving brother seething with rage. This led to the public ban on ninja, which lasted until an undentified clan attacked the Emperor's wife and daughter, decapitating the former and giving the latter a slow acting, lethal poison...at that point, the war expanded to any chi users and the Ninja Crusade began. The author does a great job of establishing that Emperor Izou is a bastard, but he is also justified in his rage.

We get introduced to the class system, which is very important to the setting. The classes start with Commoners, Artisans, Merchants, Warriors and Nobles...with Untouchables being those beneath Commoners, on the outskirts of the Class system.

There is a short bit about religion, which doesn't play a huge role in the game, but there is a growing religion about a single figure who is greater than any ninja or the Emperor, so that religion sure isn't too popular in the Empire.

A big section follows on the ten provinces of The Empire, with plot seeds built in for use in the game. This is followed by The Five Kingdoms, which are the remaining kingdoms that exist outside of The Empire. Both an Empire map and a World map are included, and the information in the sections provides ample information without bogging the sections down with Too Much Detail.

CLANS

This is the overview of the ten clans, plus the Ronin. The set-up is very similar to how clans, tribes, etc, are treated in World of Darkness games, with the overview and stereotype of each clan, the clan's thoughts on the other clans, the Ronin, the Lotus Coalition and The Empire, plus clan specific character creation information.

The Bamboo Herbalists: The Bamboo Herbalists are healers, but they are far from stodgy, cleric types...they are thrill seeking adventurers, to a fault. However, they are imbued with a resistance against disease and poison.

Blazing Dancers: Blazing Dancers are often not taken as seriously as the other clans, due to being performers at heart. However, they are very much ninja like the other clans, capable of their own deadliness. They can muster minor magical effects to use to enhance their performances.

Grasping Shadows: These guys are what most people commonly think of when they think of ninjas: Assassins appearing from the shadows and killing their targets. The begin with extra levels in the "core" ninja skills, but REALLY do not play well with the other clans.

Hidden Strands of Fate: Dirty, dirty manipulators who are very likely playing EVERYONE for fools. They often have hidden objectives within missions and will order their members to sabotage Lotus Coalition missions. They can actually physically manipulate common threads with chi, playing on their nicknames.

Living Chronicle: The Living Chronicle tattoo history on their bodies, and their dead are preserved as a record of what has happened. Knowing that they are a living part of history provides them extra resistance against fear, but they don't relate well with people.

Pack of the Blood Moon: Exceedingly loyal, each member of the Pack has an animal companion that it shares a spiritual link with...to the point that any powers they use extend to the animal as well.

The Recoiling Serpents: They have an inherent, extreme amount of flexibility...but an extremely overdeveloped sense of vengeance.

The Virtuous Body Gardeners: These guys broke off from The Living Chronicle and tattoo themselves heavily. However, they can use chi to manifest their tattoos in unique ways. In fact, they can incorporate minor objects into the tattoos! However, they stand out like sore thumbs.

The Wardens of Equilibrium: Every Warden has a partner whose chi is opposite their own. They are obsessed with balance to the point that they will change sides in a conflict if it becomes unbalanced.

Will of Iron: These guys are obsessessed with justice, holding it above anything, even turning on allies who do wrong. Being metaphorically unyielding as metal, they can become attuned to metal (such as swords), and cannot be disarmed if they made the weapon themselves.

Ronin: Ronin can mix and match skills, powers and fighting styles, but lack the resources and power base of clan members.

My main comment on this section is that the comments from each representative clan member about the other clans was at first very jarring and very "western"...to the point that it almost bugged me. But as I'm not a huge fan of the source material, it probably made it easier for me to accept it all.

CHARACTER BUILDING

Character building is point based, being very similar to Apocalypse Prevention, Inc. However, some bits are necessarily different.

You start by selecting your Concept, Passion, Element and Clan. Concept and Passion function largely as they do in API, while Element helps determine your starting Chi and Clan has a huge impact on you, as it dictates the Fighting Styles and Wushu (special powers) available to you.


The Passions either mirror the API passions or come close, but the Elements are a new bit. The chi users are tied to an element that holds sway over them, informing their actions, and when their chi is out of balance or depleted, the element influences them further. Earth-natured characters are heavily focused on balannce, Fire-balanced characters tend to be energetic leaders, Metal-balanced characters are firm, rigid and focused on justice, Water-focused are intelligent and cautious and Wood-natured are both kind and resilient. It also helps determmine your chi, which is used too power your wushu (Wu Xing's name for kewl powers).

Chi comes in both Yin and Yang varieties, which can fuel wushu or provide a number of effects each, depending on the type of chi. You can also absorb too much chi, which can explode if not expelled fast enough.

The API stats of Power, Agility, Vigor, Intellect, Insight and Charm present here as well, with 30 points divided among them. All ninjas get a rank each in Legerdemain, Discipline, Stealth, Survival and their Primary Fighting Style before their 30 skill points kick in.

The Fighting Styles have charts full of modifiers...but also have special techniquest that the players can learn. Every style has an area that it is weak in and one that it is strong in, as well as a weapon that it favors.

The styles are Bear (these guys can seriously take a hit, and can unleash frightening roars), Crane (they strike early and often, but for less overall damage), Crocodile (slower, stronger attacks), Dragon (skilled at fighting multiple opponents at once), Eagle (they try to keep their distance), Hawk (focused on striking very quickly), Horse (they try to outlast their opponents with pure stamina), Monkey (more unorthodox attacks), Snake (focusing on coiled, measured strikes), Tiger (heavy on damage, but not energy efficient) and Wildcat (heavy strikes, but a lot of openings).

Ronin get 12 Bonus Points to spend on Gifts, everyone else gets 10. Many of the API Gifts and Drawbacks are here, but there are several new ones that are specific to Wu Xing, including determining your class.

A very handy reference guide is included, with a summary of all the steps in character creation and page number references for everything that didn't fit on the two pages. A sample character, built step by step, is included...complete with character sheet.

WUSHU

This is the Kewl Powerz chapter. Some powers can be powered by any kind of chi...some require either Yin or Yang specifically. A character's clan provides a bonus to the clan's favored Wushu, and the character's Element can provide bonuses or penalties in circumstances where other elements are involved.

There are ten general Wushu and ten clan specific Wushu. The general Wushus include The Ways of Beasts, Earth, Fire, Metal, Movement, Survival, the Unseen, the Warrior, Waterr and Wood. The Clan Specific Wushu are the Ways of Balanced Scales, Caring Hands, Ebony Clutches, Great Serpents, Heaven's Judgement, the Immaculate Show, Inked Skin, Kept Lore, Spun Threads and Twin Beasts.

Every Way begins with minor effects which grow in power and effect. The Way of Beasts, for instance, begin with using Yang to enhance the ninjas eye sight and culminates in being able to transform into an animal. The Way of Fire can be used to cauterize a ninja's wounds and stop bleeding...or breathe fire. The Way of Metal can provide some very cool, Magneto-esque effects. The Way of Movement starts with running up walls, moves to running THROUGH walls and ends in teleportation.

The Wardens of Equilibrium can destroy chi, the Bamboo Herbalists can actually raise the dead, the Grasping Shadows can bind a target's shadow (semiparalyzing the target), Recoiling Serpents can shed their skin (healing surface injuries in the process), the Will of Iron can create diviine weapons of judgement that only harm their target (and harm them BADLY), the Blazing Dancers can learn an opponent's moves for a fight (including their Wushu if they sacrifice chi), the Virtuous Body Gardeners can draw weapons from their tattoos, the Living Chronicle can place the memories of themselves (or someone else) into a blank book, the Hidden Strands of Fate can manipulate their vocal cords to alter their voices and the Pack of the Blood Moon can atually merge their bodies with their canine companions!

That is just a sampling of the effects brought on by the Clan Specific Wushu. There are also guidelines for PCs altering Wushu, combining aspects of Wushu and even creating Wushu from scratch.

EQUIPMENT AND COMBAT

Wu Xing uses a very lite wealth system: You compare your Class ranking to the Cost of items, and if it is equal to, or better, and you could reasonably access the item, it's yours. Starting equipment is not limited to Class, but by character concept.

All of the weapons are given a brief description, as well as the armor. The armor of the Empire is bulletproof, which can be a nice surprise if a ninja takes away a gun and turns it on one of the Emperor's warriors.

Wu Xing uses the same combat system as API, implementing the Counts system, where characters can take multiple actions per round based off of the speed of their attacks. If you like combat with a lot of options, the Wu Xing system is going to be right up your alley. It provides a ton of choices, without a huge amount of crunch.

Most major (and minor) situations are covered by the rules, including some loose guidelines for combat in unusual situations such as fighting on rooftops or even treetops.

Making traps is also covered in this chapter, as ninja sure do like to use traps. They can even use chi powered traps, and guidelines are given for the different types of traps.

The chapter ends with a combat sample that runs through the paces, showing combat tracking system.

The combat system is crunchy in the sense that it provides a ton of options, though tracking Health, Stamina and Chi might get to be a bit much for some people. Personally, I think it just pushes the border, with the payoff exceeding the work, especially in small scale combats (1 on 1 or other small conflicts).

ANTAGONISTS

This chapter covers the important, useful stat blocks in the game, starting with animals. Townsfolk, town guards and local vigilantes are up next. The Empire's soldiers, engineers, Golden Lions and executioners are included. Various ninja stat blocks are provided, and then the book veers into spirit animals...celestial animals, both lesser and greater, that the ninja can bond with, as well as oni - big, bad demons.

My primary complaint with this chapter is that it could use a bit more description regarding oni. A single "average" oni is present, but a few more examples would have been preferable.

STORYTELLING

This is, essentially, the GMing chapter. It encourages you to make sure that you are making the players the centerpiece of the story, and provides a list of the anime inspirations. I've heard of several of the anime, but I don't think I've seen any of them, except in passing. There are several campaign types provided, with plot hooks to work off of.

The book ends with several reference pieces, starting with a glossary, then an index, the Fighting Style charts, a single page character sheet, blank combat tracker and three page character sheet.

CONCLUSION

I don't really like anime. I don't really like martial arts movies. There should be no compelling reason for me to enjoy the game...and yet, it is just FILLED with "cool". The setting should be incredibly one note, with Ninjas vs Empire, but there is still a ton of room to play around with. The world is large, with plenty of room open for you to detail it yourself. Several mysteries are set up, but are meant to be answered by GMs as their campaigns dictate, not to be filled in by future supplements, an approach similar to that of Apocalypse Prevention, Inc...there is no metaplot dictating the direction of the Ninja Crusade, which I consider a plus.

There are some issues, however. The editing was a bit suspect on this one, with notable issues in the first chapter (especially with homonyms, such as the "Forth Ninja War"). More examples for oni could have been great as well.

The book is in black and white, but as manga is typically in black and white, I don't consider that a style issue, and virtually every page is two columns of text, so the 221 pages are FILLED. With two RPGs produced so far, Third Eye Games has rapidly moved into my top tier of favored publishers this year and Eloy Lasanta seems to have a knack for creating settings that I just want to dive into and play in that is matched, to me, only by the Pinnacle crew.

I have reviewed a lot of games this year, and I would be hard pressed to find one I recommend more than Wu Xing. I can't WAIT to see more, from Wu Xing and from Third Eye Games in general.