Showing posts with label Dragon Age. Show all posts
Showing posts with label Dragon Age. Show all posts

Monday, August 4, 2014

#RPGaDay Day 4: Most Recent RPG Purchase

So this is one of those questions that could be answered a couple of ways, so I'll answer it a couple of ways.

I backed the Wield Kickstarter by John Wick and had the PDF on my computer, but at Glitchcon this weekend, I ran into Mr. Wick and opted to go ahead and purchase the physical copy...so, technically, it would be Wield by John Wick. (For those not familiar with Wield, you play a magic item with plots and schemes who controls its wielders - played by other players - who also have their own plots and schemes). That said, merely picking up a physical copy of a book I already own digitally may not "count", so I'll also answer with:


My other most recent purchase - and the one that was not just a physical copy of a product I already owned - which has not shipped yet (to my knowledge) is Dragon Age Set 3 by Green Ronin Publishing, and the boxed set that will complete the initial Dragon Age run (before Ultimate Edition's release, anyway).

See? Told you I've moved on from D&D (but not necessarily fantasy).

Wednesday, January 1, 2014

Tommy's Top Six of 2013 and Birthday Blog Giveaway

As you will recall, my blog very nearly didn't make it through the year after a horrible computer crash last January. Luckily, I was able to acquire a new computer and return to work. Unfortunately, I hit a record low on blog output, though I did have six reviews that particularly stood out to me, and - as is tradition - the first day of the year (and the fourth anniversary of my blog's founding) will be used to recognize those six games.

First, the rules: The Top Six can only feature one product per publisher. Second, my primary exposure, as well as the resulting review, had to have happened over the last year (from December 1st to December 1st). So if I had a product sitting on a my bookshelf that I thumbed through once, put down, and finally realized how great it was later? It qualifies. Actual publication date is irrelevant to me. Finally, I had to have had no involvement in the production of the book.

For those new to the party:
Tommy's Top Six 2010
Tommy's Top Six 2011
Tommy's Top Six 2012

And now, the Top Six, in alphabetical order.

Dragon Age Set 1 (Green Ronin)

Why You should Buy It: A great introductory RPG, I used it for exactly that purpose earlier this year, shortly after watching the now infamous Dragon Age Tabletop video. The boxed set is affordable, with sweet production values and a fast character creation system that provides a good amount of variety in character creation, as well as a cool stunt system that people mention trying to adapt to Savage Worlds about every couple of months. It gets even better when you add in Set 2 (the player aids are a thing of beauty when combined with the stunt system), and set 3 is presumably out later this year (it's been in open playtest for a while, and I kind of imagine that it is being set up now to be released at or near Dragon Age III, for synergy's sake). A fun fantasy RPG with the cinematic swings you get from later versions of D&D, combined with the simplicity on par with Advanced D&D. And if you find that it's been simplified a tad too much, the wonderful blog Dragon Age Oracle has you covered with the Esoterica of Thedas.

Dresden Files: Your Story (Evil Hat Games)

Why You Should Buy It: It is the first Fate RPG that ever SCREAMED "Run me!". This was helped out, noOur World in order to use Your Story, especially if you are going to decouple your game from Dresden's Chicago, though it certainly helps.
doubt, by the fact that I discovered the Dresden Files books last summer and completely and totally fell in love. The magic system covers all of the cool and fun intricacies of Dresden Files magic, and having knowledge of Dresden Files to compare the Fate writeups with did a wonderful job of helping me wrap my head around the intricacies of Fate, which has led to me taking a second look at other Fate books I had dismissed in the past, as well as looking closer at new Fate books. The setting is a great Kitchen Sink urban fantasy setting and, since it's all told from Harry Dresden's perspective, there's a lot of room for flexibility (due to unreliable narrator and lack of knowledge and so forth). The book itself is a thing of beauty, with great production values and the best "informal" writing I've read in an RPG since the Buffy and Angel RPGs. Despite being a two book series, you don't NEED

Heaven's Shadow (Bedroom Wall Press)

Why You Should Buy It: Easily the most unique product in my Top Six, Heaven's Shadow is lean, mean, self-published RPG using a streamlined version of the D6 system to power a game about assassins for Heaven who are waging a war against the demonic Nephilim who are walking amongst humanity. The price has gone up since the game's release, but I still recommend this without reservation...how many RPGs let you play assassins working for God, planning out assassinations against demonic entities wearing human faces...oh, and you can use Faith to enact Miracles (as simple as vanishing from sight, to plunging a building into darkness, to raising the dead). It's cool. Yeah, it's 84 pages, but it's no frills at all, meaning it is all gameable content. As a guy who ISN'T a huge fan of the D6 system (I generally find it to be overrated), this book makes great use of Mini Six. The first two releases on this list are fairly big name items, but products like Heaven's Shadow are a big part of the reason why I keep doing this blog: To make sure you know about the games you are missing out on.

Monster of the Week (Generic Games)

Why You Should Buy It: I have never played or read Apocalypse World, but it brought us tremulus, which
has been a huge hit for me and my group. Monster of the Week is another fruit off of the Apocalypse World tree, emulating things like Buffy the Vampire Slayer, Hellboy, Blade, Supernatural and even X-Files, all in the Apocalypse World "fiction first" style. The Playbooks cover a LOT of ground in the genre, especially with the additional Playbooks that have been released. We've had fun with the World Engine thus far, and Monster of the Week is a pretty kick-ass rendition of that Engine, geared towards...um...kicking monster butt. It can be set up for one shots, but where it is really going to shine is in a campaign, as your Monster Hunter's Luck runs out and his story comes to an end (maybe he hangs up his Hellfire Shotgun once and for all...or maybe he dives through a portal to another dimension in order to seal it from the other side). Can't you just feel the drama now?

Sentinels of the Multiverse (Greater Than Games)

Why You Should Buy It: I wrestled long and hard with this one, because it would be the first non-RPG to make this list, but at the end of the day, I would be lying if I didn't put it on here. Why? Because I have logged a ton of hours with this game, I have snapped up the expansions for it, and I will continue to log tons of hours with this game. It is the most fun I have ever had with a card game. It is not uncommon for a rough day at work to be followed up by Netflix and Sentinels of the Multiverse for a little combo I like to call "Geek Solitaire". I only bought it because of the hoopla surrounding the DC Deck Building Game and Marvel Legendary, both of which are fine games in their own right, but both of which pale next to Sentinels of the Multiverse. Just a great, great game, and the expansions (Rook City, Infernal Relics and Shattered Timelines) just make it better. I'm not saying it's not possible to make a better superhero board or card game, but I am saying I haven't seen it yet, and Greater Than Games set a pretty big bar to clear.

Volant - Kingdoms of Air and Stone (Flying Mice Games)

Why You Should Buy It: Like fantasy, but you're tired of the same old, same old? Volant has a solution for
you: It places the entire setting on flying stone kingdoms, with characters riding airships and giant birds as their primary methods of transportation. It gets even better as dogfighting rules are included (not surprising, given some of the author's previous games), and no less than four resolution methods are provided, from gritty to cinematic to turning the game into one of player negotiation. It's not really an "out of the box" game, but Volant includes tools for you to customize your own Volant setting for your adventures. It's the best StarCluster game yet, both in concept and implementation, in my opinion, and it's well worth checking out, especially for "Do It Yourself" gamers and folks who like to play around with fun subsystems (like Volant's Alchemy system).


As is customary, I like to give all of you present for my blog's birthday...as we start the fifth year of this blog's existence, let's get on with the Birthday Blog Giveaway!

Five of the selected publishers were kind enough and generous enough to allow me to offer PDFs of their books as prizes this year, as a way to let me once again say THANK YOU to everyone reading this blog!

From now until 12:01 AM, January 15th, if you email me (tommybrownell(a)gmail(dot)com) with the subject "2013 Top Six" and your choice, in order, of the products you would like to win, you will be entered in the random drawing I'll hold. The first person selected will win their first choice, the second person selected will then win THEIR first choice, unless that choice has already been taken, and so on until all four prizes have been awarded. The winners will be notified via email, and the publishers will be contacted to deliver the electronic prizes to the winners! Here are the prizes:

- One (1) PDF of Dragon Age Set 1
- One (1) PDF of Dresden Files: Our Story.
- One (1) PDF of Heaven's Shadow
- One (1) PDF of Monster of the Week
- One (1) PDF of Volant - Kingdoms of Air and Stone

Good luck to anyone that enters, thank you to the wonderful publishers for providing prize support, and thanks again to everyone that is still reading this blog. Hopefully 2014 is a much bigger and better year for The Most Unread Blog on the Internet. Ever.!

Tommy

Sunday, September 1, 2013

A Call to the Community - Chris Pramas & Cadaver Bone


I don't normally do two blog posts in one day, but both needed posting and I didn't want one to piggy back off the other, so here goes:

Chris Pramas of Green Ronin, who I've never had dealings with personally, but who seems to be a swell guy by all accounts, and who designed the Dragon Age pen and paper RPG which I love to ABSOLUTE PIECES, is having to undergo bone fusion surgery in his neck pretty soon, and while his insurance is going to cover MOST of it, "most" means he still owes $10,000 after the surgery. Now, he's not asking for a handout...but he did ask for a little help from his friends.

I like it when friends come together and help each other out. It's just one of those things that makes me smile. So what Chris' friends have done (and by "friends" I mean an all-star line-up of guys like John "Leverage" Rogers, Ed "Forgotten Realms" Greenwood, Steve "ICONS" Kenson, Robin "Feng Shui" Laws, John "Unknown Armies" Tynes, Matt "Brave New World" Forbeck and David "Dragon Age" Gaider to name a few) is they have agreed to write a dark fantasy anthology called Cadaver Bone (because Chris is going to have a cadaver's bone fused into his neck, see) in order to raise the $10,000 to cover the remainder of Chris' medical bills.

Like I said, puts a smile on my face. As of this writing, they are almost at $7,500 with 30 days left to go.

Let's not make Chris sweat, huh? Let's help his friends help him. Heck, if you're a Mutants & Masterminds player (I'm not) you can kick in $5 and get a PDF of a villain named Cadaver Bone if that's more your speed.

I've put my money where my mouth is, because on this day I am able to, because I respect Chris' work and because I do dearly love seeing people pull together for their friends.

I wish you the absolute best of luck with your surgery and recovery, Mr. Pramas.

Sunday, February 10, 2013

Tommy's Take on Dragon Age Set 1



I kinda like boxed sets. So releasing Dragon Age as a boxed set was a cool thing, to me. I’m a big fan of the video games, and Jodi Black of Beautiful Brains Books & Games gave the pen and paper version a stellar endorsement, so I wound up ordering the first two boxed sets. This is the review of the first one…

WHAT YOU SHOULD KNOW: The set retails for $29.95, though the PDF is available for $17.50. This review is of the physical boxed set. The boxed set includes two 64 page books: The Player’s Guide and the Gamemaster’s Guide. Additionally, it includes a full color, foldout map of the nation of Ferelden, featured in the Dragon Age: Origins video game, and three six sided dice (two white and one red, the latter being the Dragon Die). Finally, it is worth noting that this set only includes information for character levels 1-5.

The boxes are sturdy stuff (I know because I accidentally set a chair on Set 2, and the damage is easy to miss), and the books are all full color and with some good production values. The Player’s Guide does a really good job of speaking to the reader from a “first time gamer” standpoint, probably a wise move.

The first chapter gives a decent overview of the setting, bringing you up to speed with the important elements like the Circle of Mages, the Chantry (who police the Circle), the lives of Elves and Dwarves and so on. It sets a rough starting point for the campaign, not pinpointing an exact year. It is also worth noting that Grey Wardens, a big feature of the first game, are mentioned at the beginning of the book, but only telling you that the Grey Warden information will come later.

Character creation is pretty simple, rolling 3d6 for eight abilities (Communication, Constitution, Cunning, Dexterity, Magic, Perception, Strength and Willpower) and cross referencing against a chart for a score ranging from -2 to 4. Additionally, you can gain Ability Focuses, which raise your effective Ability by 2 when using it for the related action..like a Dwarf with the Constitution (Drinking) Focus trying to outlast a rival in a bar. Next, you pick a Background. The Background will either determine your Race outright, or limit your options, and will likely do the same with Class. For instance, an Apostate must be a Mage, and can only choose between an Elf and Human. An Avvar Hillsman can only be Human, but can be a Warrior or a Rogue. Similarly, a Surface Dwarf is locked in as, you guessed it, a Dwarf, but can be a Warrior or Rogue. (I use these examples because these were the backgrounds used in our game last weekend.)

Once this is selected, you generally get a choice of a relevant Focus, then roll twice on your Background’s Benefit chart (which can grant you Ability bonuses, new Focuses, new Languages or new Weapon Groups).

Once you have your Class, record your appropriate Class Powers. Mages cast Spells and have Mana, as well as a Ranged Attack called Arcane Lance. Rogues can backstab and ignore armor penalties for lighter armor. Warriors are skilled in more weapon groups. Additionally, you gain one or more starting Talents (one for Rogue or Mage, with Warriors gaining two Weapon Talents). As you advance in level, you gain new Talents (or improve existing ones), gain new spells (if you are a Mage) or learn to use some Stunts easier than other characters. Every level gains you *something*.

Characters are rounded out with a starting equipment package and money to spend on more personalized gear, and every player is encouraged to create goals for their characters, as well as connections between their PC and the other PCs.

While Focuses give your characters bonuses to your rolls, Talents grant you other benefits and are ranked (in this set) as Novice and Journeyman. For instance, a Novice rank Command Talent gives all of your allies a +1 bonus to Willpower (Courage) rolls as long as you spend an action making a grand gesture first. Journeyman rank Horsemanship allows you to mount as steed as a free action AND increases your steed’s speed by 2.

The equipment chapter is your standard fantasy fare, on the low magic end as you can’t buy things like healing potions and the like.

Magic is cast by making a roll, like anything else, and beating a target number. Additionally, you have to spend Mana in order to cast the spell. The first set includes 18 spells and five starting Spell packages that can be selected so you can make a Mage and drop right into the game. These include basic attack spells like Arcane Bolt, defensive spells like Rock Armor, standard healing stuff like Heal and slightly more off-beat stuff like Walking Bomb, which turns your opponent into a ticking time bomb, and if they die before the spell ends, they erupt in a damaging explosion. The book hints at more dangerous magic to come in later sets.

The mechanics chapter only takes up a few pages, as the game is pretty straight forward. In combat, for instance, you roll 3d6, add your relevant Ability and Focus (if you have one) and try to beat the opponent’s Defense. If so, roll damage and add the relevant ability (usually Strength) and subtract the opponent’s armor. Where the fun begins is if you roll doubles and succeed on the roll, because you use the value of the red die to generate Stunt Points, which let you do things like inflict extra damage, make your attack affect two targets, immediately reload a missile weapon or even change the initiative order! The Stunt system can also be used with spellcasting, making spells easier to cast, or making the spells stronger.

The game assumes that you will not be using maps and minis, but includes a sidebar on doing just that if you prefer.

The Gamemaster’s Guide is written very much to try to walk a new GM through the process of running a game, featuring a lot of material that’s going to be old hat to experienced GMs. For instance, I don’t need advice on my game space. I’ve gotten that one worked out over the last 20 years or so of gaming. This also includes pros and cons of GM styles (Adversarial or “killer” GMs, Benevolent GMs and Director GMs) as well as eight kinds of “Problem Players” to look out for (Rules Lawyers, Wallflowers, Hangers-On, etc). There is also a bit about Dark Fantasy versus Standard Fantasy, which is kinda helpful.

The GM has a chapter on the mechanics, guiding them through the penalties that might apply to tests, as well as advice on setting Target Numbers. Dragon Age also recommends the use of Morale rolls, rather than having every enemy fight to the death every time. There’s also a bit on Hazards, with some mechanical support and then examples, like a Pit Trap or a Burning Inn.

The bestiary begins with a pair of templates to make quick and dirty boosts to the stat blocks, to make Elite and Heroic versions of the monsters included. The bestiary covers animals like Brontos, Mabari War Dogs and Giant Spiders, as well as NPC types such as Dalish Raiders, Fereldan Brigands and Avvarian Hunters, plus undead types like Enraged Corpses (corpses possessed by Rage Demons), Fanged Skeletons (possessed by Hunger Demons) and Shades, and finally a selection of Darkspawn, such as Genlocks, Hurlocks and even Blight Wolves.

The Rewards chapter gives advice on awarding Experience points, as well as summarizing what each character gains by going up a level, as well as a guideline to treasure rewards and a list of magic items, from basic stuff like Healing and Lyrium (magic) potions to more powerful items like a Spawn Cleaver (a sword that gives a bonus to damage versus Darkspawn) and Boots of the Outlaw which penalize attempts at tracking the wearer.

The Dalish Curse adventure puts the PCs in a rough spot between some Dalish Elves and some human settlers, as well as introduces two new Darkspawn and a horrific adversary. There’s a couple of points where the PCs’ actions can definitely have consequences, which is always promising.

The back of the Player’s Guide includes a one page character sheet and the back of the GM’s Guide includes a summary of the mechanics as well as the Stunt charts.

WHAT WORKS: The stunt system is very fun in play, and character generation is optimized to be fast and easy, while still allowing for customization. The production values are top notch, and fans of the Dragon Age setting will find a lot to get excited about. We had a first time roleplayer play it, “get” the system quickly and have a blast. Did I mention I love boxed sets?

WHAT DOESN’T WORK: The “this will be included in later sets” thing can get annoying, especially if you were dying to play as a Grey Warden. As with any system that uses randomization in character generation, it can be easy to wind up with a character that just doesn’t work, which happened with one of ours. It could use a random adventure generator. EVERY book could use a random adventure generator.

CONCLUSION: The proof is in the fun and my first Dragon Age session was an incredible amount of fun. The four of us that sat down to play this had never played or ran it before, and it ran nearly as fast and smooth as Savage Worlds does for us now, which is really impressive for being our first time with the AGE system. The stunt system was HUGE for us, with everyone eagerly awaiting rolls of doubles. If I had to do it over again, I would have used maps and minis, as some of the tactical options would just work better with some kind of concrete imagery, I think. It IS worth noting that when we played, we also had access to Set 2, which includes three sets of handout cards, featuring the rules and Stunt Tables, and I would say those are almost invaluable in play, ESPECIALLY for the first time running the game.

Dragon Age gets picked on by some for being “incomplete”, but the tiered releases was done by Dungeons and Dragons first, and Dragon Age actually has character creation rules, unlike the new Star Wars RPG, which has had a Beta and a Quickstart and still doesn’t. The combat CAN get a little “swingy”, as stunts can make a huge impact on how quickly an enemy is defeated, an Dragon Age doesn’t have a Drama Point or Benny style mechanic in place to save PCs from great rolls by the bad guys.

As a Dragon Age setting fan and a pen and paper gamer, I’m incredibly pleased with my purchase and I dearly, dearly hope to run Dragon Age again soon.

Monday, February 4, 2013

An Arl's Ransom - A Dragon Age Actual Play




So last night I ran the Dragon Age RPG by Green Ronin for the first time. We had a new player at the table, my friend Russ, and I didn’t want to drop him into the middle of something with a ton of built up history (like our Necessary Evil game), because I thought that might make the first session a tad more uncomfortable. Everyone involved was new to the game, though I’ve owned the first two boxed sets for a while, read the rules and went through character generation before.

I decided to print off the Green Ronin Quickstart Adventure, An Arl’s Ransom - so, fair warning, there will be spoilers - and use that for the night’s session. Russ was a little disappointed that his first experience with RPGs was only going to use 3d6 and not “all the funny looking dice”.

Everyone went to work rolling up their characters, with Russ making an Avvar Barbarian Warrior named Nanoc, Tommy (not me, ANOTHER Tommy) creating a Surface Dwarf Rogue named Hard Bark and Kenny created an Elven Apostate named Pharaxis. I knew we were off to an interesting night when I asked them to create connections between each other…and they were linked by Nanoc having dated/slept with/defiled Pharaxis’ sister, who was now dating/sleeping with Hard Bark. It got worse when I saw that one of Nanoc’s Goals was to “kill the dwarf”, and one of Pharaxis’ goals was to kill both of the other two characters.

That said, character generation really went pretty smoothly for making three characters at once with players who had no prior experience with the AGE System. Maybe half an hour or so. Once that was done, we launched into the game. Right here having Boxed Set 2 was a huge benefit, as it includes three sets of reference cards for the rules and stunts, which I handed out to the players (and they actually used..I hand them stuff in Savage Worlds all the time that they ignore).

The adventure opens with the Arl of Stenhold hiring the PCs to accompany his Steward, a Circle Mage named Alenka, to retrieve his children who are returning from a trip to Denerim. He’s entrusting this task to mercenaries because his lands are under attack by Darkspawn. Alenka “drops” a gold sovereign, which Hard Bark quickly snatches up, and Pharaxis gets annoyed as he realizes the Arl has Elven servants who are not being treated well at all. The Arl offers them 50 silver each for the job and sends them on their way, though the Arl’s wife proves to be more sympathic, offering them an additional gold sovereign, which the dwarf politely refuses (having already stolen one).

We get our first taste of combat when the party comes to a chasm which has had the bridge sabotaged, and darkspawn attack (three genlocks and a genlock alpha). The genlocks unload on the party with throwing axes, and Nanoc is forced to rush in, as he lacks any kind of ranged attack. He pays for it when the genlock alpha hits him with a Crippling Attack, right after the dwarf is knocked prone by a genlock. Alenka unleashes her magic on one, freezing it (not solid, but hurting it each round) and draining its life to heal herself, while the elf tries to melee with another, afraid of using his magic in front of a Circle Mage. The dwarf draws his axe, still prone, and tries to fight his attacker, but gets disarmed. The combat was going pretty badly all the way around until the dwarf finally killed his attacker with a dagger, prompting morale checks for the other two normal genlocks, causing the one fighting the elf to break for the trees. The dwarf tried, but failed, to shoot it with his crossbow. Meanwhile, Nanoc was seemingly getting stronger as the genlock alpha was getting weaker, and he finally killed it with a brutal decapitation. The head rolled to the elf’s feet, and he kicked it into the chasm. If it hadn’t been the morale check, this could probably have gotten REALLY ugly for the PCs.

Now they had to figure out how to get across the chasm, leading to Nanoc chopping down a tree that the elf prepared as a bridge. Nanoc nearly dropped it into the chasm, however, so the elf and dwarf had to devise a new plan to get the bridge set…and then they both nearly fell into the chasm trying to cross, only being caught by swift action on the part of Nanoc and pulled to safety.

The group stopped for a breather, with the elf taking a nap while the dwarf went hunting. Alenka slipped away from camp and caught up with the dwarf. See, she had dropped that sovereign on purpose, and seeing what a greedy fellow she was dealing with, offered him the chance to make more money: Kidnapping the Arl’s kids for ransom, rather than returning them right away. The dwarf refused. And also failed to find anything to hunt. Alenka tried a more sympathetic approach with the elf, telling him that he could use the ransom money to maybe liberate some of the Arl’s servants. When THAT failed, she opted not to approach the barbarian, sending the group onwards instead.

As night was falling, the group wandered on, nearly oblivious to the dangers around them, until the elf spotted a horrific owl that was swooping down on them, ripping its talons into him! The dwarf tried – and failed – to hit it with his crossbow, but Nanoc shredded it with a brutal Lethal Blow, a combat stunt that adds 2d6 to his already impressive damage of 3d6+3. This led to a discussion about whether or not it was safe to eat the owl, with Alenka impatiently explaining that anything that is warped by the Blight is not safe to eat.

The night took a more serious turn when the group made it to the rendezvous point, only to find that it had been the sight of a massacre, with guards and darkspawn laying dead all over the place, including the body of a blight wolf in the campfire…which DID prompt the dwarf to ask if it was edible, and Alenka again explaining that it was not. The dwarf took to examining an overturned wagon and finding a strongbox…but he utterly failed at picking the lock. Meanwhile, the elf and the barbarian failed at finding any sign of the children, so the dwarf emerged, dropping the lockbox on the ground, and taking a look himself. This led the hilarious moment of the elf managing to pop the lock on the strongbox and taking the money inside. The dwarf did, however, find tracks leading away from the camp, and ample reason to believe that at least one kid was with the group that departed.

The PCs followed the tracks and found a guard, Ser Blaker, holding a defensible position while genlocks and a hurlock advanced up the hill. The PCs rushed to the edge of a gorge separating them, with Nanoc charging across the gorge while Blaker fired away at the genlocks and the hurlock with his crossbow. Inside the outcropping, Ser Bridget was trying to guard the children. As Nanoc made it across the gorge, he missed the blight wolves charging down from the hill and leaping into the outcropping, shredding the children. The dwarf, elf and Alenka unleashed magic and crossbow bolts to try to halt the hurlock and the genlocks, while Nanoc vaulted over the rocky outcropping and began savagely attacking the wolves. The boy, Joseph, tried and failed to kill a wolf to protect his sister, leading to mocking by Nanoc. A genlock knocked Ser Blaker to the ground to allow one of his allies into the sanctuary, but was then blasted apart by the combined magical might of Alenka and the Elf. Nanoc ultimately brought the combat to a close by hitting a powerful attack that went through the last blight wolf and killed the genlock that got inside!

In the aftermath of the fight, Alenka told Ser Blaker that the road was too dangerous and that he should return the children to Denerim…an exchange that set the PCs off as they realized that Alenka was in cahoots with Blaker. The dwarf and the elf made steps to intervene, accusing Alenka of being a kidnapper, but Alenka tried to convince Ser Bridget that the PCs were the danger, with the Elf being an Apostate and all. Nanoc had no idea about the kidnapping plot, he just knew he smelled a rat. As Alenka pushed the idea that the trip was dangerous, even Bridget agreed, noting the deaths their party had suffered. Nanoc countered that the PCs’ group hadn’t lost a single person. Knowing the big payday ahead of him, Ser Blaker tried to buy the group off with 200 silver, but when that wasn’t going to work, he grabbed the girl, Hana, and put a knife to her throat. This enraged Bridget, but it was the dwarf that struck first with a Backstab, causing Blaker to loosen his grip. Bridget blasted him with an attack and Nanoc finished him off. Alenka sneered and began attacking the PCs, using Winter’s Grasp to try to freeze the elf and draining Bridget’s health every time she was wounded. The combined might of the group was too much, though, and Nanoc ended Alenka as well.

Bridget said she would accompany the group back to Stenhold with the kids, but she wanted to bury all the bodies first. Meanwhile, the barbarian and elf were trying to work out divisions on the money, repeatedly cutting the dwarf out for being a failure. The dwarf tried to pick the elf’s pocket…but got caught. The elf let it go, mocking him for failing yet again. So he tried to pick Nanoc’s pocket…and got caught AGAIN. Nanoc, who had previously threatened to kill him if he tried that, mocked him and let him live.

When the team returned to the Arl, Nanoc made a boast about killing the Arl and taking over the Keep…and the dwarf decided to use the distraction to pick the Arl’s pocket…and got caught. This led to his imprisonment. Nanoc offered the Arl 300 silver to have the dwarf executed and the Arl figured “What the Hell?” and said he’d do it. Then he asked the barbarian if he was seriously going to fight him and his 200 armed men, and Nanoc backed down, saying he was joking. The elf confronted the Arl about releasing his slaves, the Arl said no, and the elf ultimately wound up locked up under vague accusations of being an Apostate.

THOUGHTS: The group popped pretty big any time Stunts came up, in or out of combat. I modified a few things on the fly, as I’d heard that the adventure could be pretty killer, especially the Blight Owl encounter, and I may have nerfed that one a bit too much…but the first combat did a ton of damage to the group. It has been a very long time since I’ve ran a game that turned that adversarial, but there was no bitter feelings at the table, just lots of jokes and very off color humor. The elf’s player is my player that is moving off soon. I think he was the least impressed with the game, but still seemed to enjoy himself somewhat. He did comment on the great chemistry the table seemed to have, and how fun it would have been to have had Russ with us through Necessary Evil. Tommy was less than thrilled with his character, ultimately, but he did come out with a rough combination of rolls. That happens in random roll creation. Russ seemed to enjoy Nanoc quite a bit, going for a Conan-like character and probably getting a decent “Level 1 Conan”. As a GM, I missed a few things (like that you only get Stunt Points if you SUCCEED on the roll, duh), but the handouts made it really easy for us to jump in and run. Russ did tell me after the game that one of the few things he struggled with was combat positioning, so doing it over again, I would have use a map and minis. That said, the whole thing ran about 5 hours, including character generation and lots of back and forth joking around (as much or more in character as out), which is really impressive considering it was our first time with the game and one player’s first time role-playing altogether. I think we wound up a little more humorous than what Green Ronin (and Bioware) assumes you will be with the setting, and it was certainly less serious than most games I run, but it was a great time (and it makes me wanna play with the AGE system some more).

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.


Saturday, July 7, 2012

AetherCon - You Going?



Grab your virtual dice bags folks and mark down November 16-18, 2012 on your calendar, as the AetherCon Online RPG Convention is coming to your computer! Best of all, it’s FREE!
We will be featuring tabletop RPGs of all types throughout the weekend, highlighted by four three-day tournaments of Pathfinder Call of Cthulhu, Pathfinder, Savage Worlds, and Shadowrun. Game tables will be run on the powerful, yet easy to use, Roll20 browser-based virtual tabletop. Learn more with the Roll20 tutorials and the Roll20 Live Stream.
Grab your virtual dice bags folks and mark down November 16-18, 2012 on your calendar, the AetherCon Online RPG Convention is coming to your computer. 

We will be featuring tabletop RPGs of all types throughout the weekend highlighted by four three day tournaments of Pathfinder, Call of Cthulhu, Savage Worlds, and Shadowrun.

Additionally vendors, industry guests, and artists are also in our plans. We will be releasing free downloadable wallpapers throughout the months leading up to the con. 

Members of the Artists Enclave currently include Paul Abrams (TSR, Shadowrun); Alex E. Alonso Bravo (DC Comics, Pixar, AEG); Brent Chumley (AEG); John L Kaufmann (Shadowrun); Eric Lofgren; (Paizo, White Wolf, Mongoose Publishing), Chris Malidore (Fantasy Flight Games, PEG), Patrick McAvoy (WotC, AEG, Fantasy Flight Games), Brad McDevitt (Chaosium, CGL, Battlefield Press), Jesse Mead (Fantasy Flight Games), Aaron B. Miller (WotC, AEG, Open Design), and Stanley Morrison (AEG) among others.

Additionally, to date game publishers confirmed as taking part in AetherCon either through prize support, supplying guests, or taking a vendors booth include: 

Battlefield Press, Catalyst Game Labs, Chaosium, Chronicles of the Void, Flying Buffalo Inc., Immersion Studios, Imperfekt Industrees, Kenzer and Company, Paizo, Pinnacle Entertainment Group, Stardust Publications, Sundered Epoch and The Design Mechanism.

Confirmed guests to date are Wedge Smith and Doug Bush (Chronicles of the Void), James Sutter (Paizo),  Steven ‘Bull’ Ratkovich (CGL), and Lawrence Whittaker and Pete Nash (The Design Mechanism).

Confirmed games to date include:

All Flesh Must Be Eaten
A Thousand and One Nights
Atomic Highway
Call of Cthulhu
Castles & Crusades
Dark Heresy
Dragon Age
Eclipse Phase
Fantasy Craft
Labyrinth Lord
Legend of the Five Rings
Leverage
Mouse Guard
Mutants & Masterminds
Paranoia
Pathfinder
Pathfinder Society
RIFTs
Savage Worlds
Serenity
Shadowrun
Time Lord
Star Wars WEG D6
Swords and Wizardry

and more are on the way.

If you’d like to play in a game use our Player Pre-Registration Tool.

If you’d like to run a game use our  GM Pre-Registration Tool.

If  you don’t see your game in our lineup, would like to lend a hand, or need to inquire for any other reason, feel free to use our Contact Us page to do so.

Be sure to visit our websites and show your support for AetherCon via Facebook, Google+, and Twitter.


I don't know for sure how much participation I'll personally be able to have with AetherCon, but I've been playing around with Roll20 and it seems pretty great...and, for someone like me who lives in the middle of nowhere, this just sounds like an awesome idea, and I hope it turns out to be huge.

Saturday, February 18, 2012

Single Player Games, Bioware-Style RPGs and Savage Worlds



Obviously, I like RPGs. I mean, look around the site. I do not, however, tend to like video game RPGs. The BIG exceptions to that rule have been Knights of the Old Republic 1 & 2, Jade Empire, Dragon Age: Origins and Dragon Age II. What do they all have in common? Aside from KOTOR 2, they were all made by Bioware (and KOTOR 2 was made by Obsidian, specifically trying to emulate the aesthetics of KOTOR).

Anyway...Bioware RPGs tend to run along the same pattern: You have your character, you recruit (or get stuck with) companions who tag along, each of whom has their own backstories and sidequests that need to be unraveled...sometimes with game changing consequences and sometimes just fun character development...and your decisions tend to have an impact on your character or your relationships. For instance, KOTOR 1 had a Light Side/Dark Side track. KOTOR II went a step further, where you could influence your companions and their placement on the Light Side/Dark Side track. By Dragon Age, this had been replaced with a relationship meter...your actions were no longer inherently good or evil, but different teammates would react differently...to the point of leaving the team or gaining ability/skill bonuses due to their growing loyalty.

For the most part, this model has no place in your average RPG, because you're usually looking at four or more players (including the GM), so robust use of NPCs isn't terribly necessary. However, I don't heavily recruit players (as in at all), and so I tend to find myself running games for three players or less, and have run solo games more than the average GM. Now, I get quite a bit of enjoyment out of solo games, but they have a few inherent problems, like drawing from a much more limited skill set than with a full group, and fewer goals and motivations, thus fewer plot seeds.

This is where the Bioware inspiration comes in. A solo game with the sole PC as the driving focus in a party of NPCs can be a great way to account for a light game table, but there are a few big things you have to look out for:

- The first, and most important part, is ensuring that the NPCs don't overshadow the PC. They will obviously be better than the PC in some areas...that's kind of the point...but you don't want the game to be nothing but the NPCs bailing the PC out. Luckily, there are a couple of ways to avoid this:

  • Make sure the player is the leader. When I have ran games like this, I did the role-playing for the NPCs, but it was always at the direction of the PC. They would occasionally offer advice, arguments and witty banter, but the decisions were ultimately made by the guy across the table. In combat, the player called all the shots and rolled the dice. As the GM, intervene if the player is trying to force the NPC into a suicidal situation (unless it would be in character for the NPC to go along with it...and sometimes it would be).
  • Make the PC more powerful than the NPCs. They don't have to be equals, ya know. They aren't as important as the PC, they certainly shouldn't be more powerful...just cover extra deficiencies.
- The other biggie is to make sure that the game system can accommodate this. If a character sheet is a pain to distill down to an index card, it may be way too much work for the player to track multiple characters in combat. I love Marvel SAGA to death, but the card based system makes it a pain to run multiple NPCs as anything more than a quick card draw and hand wave. I've tried tracking multiple hands of cards...it becomes a nightmare, quickly. That said, I've ran a couple of games just like this in Savage Worlds, and it was a delight every time.

- NPCs are still NPCs. That is, you don't have to have everything about them on their character sheet...just the important stuff. Don't outright LIE (unless there's a justifiable reason), but you don't HAVE to list Secret (Planning To Stab The PC in the Face) on the shorthand sheet you're handing them.

Not surprisingly, for a game like this, I'd go with Savage Worlds over most of the existing options, in part because I have done it before. I ran the Savage Worlds of Solomon Kane with a single PC and three NPCs that I roleplayed but the player rolled dice for in and out of combat. The player, who normally played scrapper types, took it upon himself to make a snarky sorcerer who served in a support role in combat, whie the NPCs included his swashbuckling sister, their butler who swore to protect the siblings in the wake of their parents' deaths and a samurai bodyguard who had growing feelings for the sister. The Savage Worlds ally sheets provided ample information for the PC to handle everyone in combat, the miniatures system ensured that no one was ever overlooked (a problem we have sometimes had with companion NPCs in non-miniature using games) and the companions provided ready-made sources of conflict for the PC to deal with (like the old colleague of the butler who had gone quite insane, and the sister's attempt to hide the illness that was slowly killing her)...when the NPCs earned advances, the player would typically make the selection, with advice from me if something seemed appropriate that they may have overlooked.

Alas, real life intervened as it often does, and the game has been dormant for some time now, but I've incorporated similar approaches to other solo games, including a Clone Wars-era Star Wars game with my son (using Star Wars Saga Edition, which is fun but not QUITE as user friendly as Savage Worlds) and a homebrew fantasy setting for Savage Worlds. Anyone else have any experience running single player games? What approaches did you take?