Showing posts with label Fainting Goat Games. Show all posts
Showing posts with label Fainting Goat Games. Show all posts

Wednesday, January 22, 2020

Tommy's Take on Improbable Tales: Helicarrier Heist (Savage Worlds)

Running a Savage Worlds supers campaign? Fainting Goat Games provides a lot of support for that (or, probably, for the system of your choice). And here is one such entry: Helicarrier Heist.


Friday, April 14, 2017

Tommy's Take on Arthur Lives! 2nd Edition

I do like Greek Myth, and  I like Arthurian Myth just as well. So it makes sense to end the week reviewing Arthur Lives! 2nd Edition as it closes in on the halfway mark of its Kickstarter.

Friday, April 7, 2017

A Pair of Kickstarters From a Pair of My Favorite Writers

Two of my favorite writers have Kickstarters running right now, so I thought I'd bring them to your attention.

Arthur Lives! 2nd Edition



Powered by Fate Core, Arthur Lives! 2nd Edition is an urban fantasy RPG by Jason "Doctor Comics" Tondro. Jason, who was actually my first (technically only) D&D 5th Edition DM, is a big Arthurian nut, and wrote Arthur Lives! for the True20 system.

Arthur Lives! is an RPG about aspects of the Arthurian legends returning to life via reincarnation in modern times. The interesting hook is that it is only aspects that are reincarnating, meaning that there are multiple "Arthurs", multiple "Lancelots" and so on kicking around.

I read the old first edition years ago, but haven't had a chance to read the Fate Core version yet. You can - sans art and layout, by backing at the $5 level (the full eventual PDF release requires a pledge of $20 or more).

The Kickstarter is a little over 50% funded with 24 days to go.

Leagues of Gothic Horror: Ministry & Mordavia Books and Dice



Paul "Wiggy" Wade-Williams - whose impressive resume includes Hellfrost, All for One: Regime Diabolique and Leagues of Adventure - is expanding the Leagues of Gothic Horror line with the Guide to the Ministry of Unusual Affairs and the Guide to Mordavia: Land of Horror books.

Leagues of Adventure is a pulpy, globetrotting game, powered by the Ubiquity system. The Leagues of Gothic Horror line expands that pulpy adventure into darker, more horrific places, and is already supported by guides to Apparitions, Mummies, Black Magic, Vampires and Shapeshifters. This Kickstarter will shed light on the Ministry of Unusual Affairs, the Crown's response to the horrible things in the world, and the land of Mordavia. The Mordavia book promises flexibility, as each major character will have two backstories, and you pick the one that applies in your campaign.

The campaign is just over $1000 away from reaching its goal, and has 11 days to get there. A stretch goal is out there to unlock a Guide to the Walking Dead as well.

Monday, February 15, 2016

Superhero Kickstarters to Check Out

Hey all, just checking in with a couple of Kickstarters to recommend for you...

SENTINELS OF THE MULTIVERSE: OBLIVAEON



Greater Than Games is doing one of the ballsiest things you can do...they are killing their cash cow while it's still HOT. They insist they always had a plan, and this is the grand finale of that plan: A final expansion in which the heroic characters of the Sentinels of the Multiverse will join forces with some of their fiercest foes to battle an epic Galactus/Darkseid/Thanos-like entity that wants to eradicate the multiverse.

I am a huge fan of Sentinels of the Multiverse. It is, simply put, the greatest card game I've ever played and I have logged hundreds of games and hundreds of hours. For those who are unfamiliar, you have a number of hero decks (generally 3-5), a villain deck (or a team, more on that later) and an environment deck. Then it's (generally) a slugfest until either the heroes fall or the villain does (some villains and environment decks introduce alternate win or lose conditions). The game has continued to grow, with multiple boxed expansions (gritty street-level, mystic and cosmic themed), new variants (two boxed sets introduced the concept of taking on teams of villains) and numerous single-deck expansion packs, as well as promo cards that provided variant heroes and villains to play with. The game is completely co-op, with the villain decks essentially being "automated". There's even an amazing video game version on Steam, Android and iOS devices.

Details about the gameplay in this expansion are still scarce, but it's known that multiple Environments will be used, as well as a Mission Deck. I freely admit, I have a ton of confidence in these guys to deliver, as I have yet to regret a purchase for this card game.

It is worth noting that the larger Sentinels line will still continue with their miniatures/skirmish game Sentinel Tactics (which I also enjoy, but rarely get to play) and the upcoming Sentinels of the Multiverse RPG (which I intend to get due to my love of the universe).

Heck, you can even get an ultimate collector's box in this Kickstarter that promises to hold every official card they have released (even sleeved!).

Highest recommendation for one of the greatest games I have ever played, from a company with an impeccable track record. I would  love to see that million dollar stretch goal shattered.

AGAINST THE AXIS - WORLD WAR II ERA PLAY IN STARK CITY

My friends over at Fainting Goat Games are hard at work on Against the Axis, an ICONS World War II book that is now also getting Savage Worlds and SUPERS! support. They have even joined forces with Heroic Publishing to tie in with several of their Golden Age style characters.

The ICONS manuscript is complete, and this is a full blown sourcebook that ties in with the Stark City setting released a few years ago, not simply an adventure (of which ICONS has seen several of).

Pinnacle's own Clint Black (who was the man behind one of my favorite campaigns of all time, Necessary Evil) is signed on to write a stretch goal book if it gets that far, but right now the campaign is struggling. Fainting Goat is a good company with great quality and reliability, and the ICONS manuscript is complete, so there is very low risk in backing this one, which still needs just under two grand to hit its funding goal in a week.


Friday, January 1, 2016

Tommy's Top Six of 2015 and Birthday Blog Giveaway

It's that time of year again...a New Year and a time to look back on my past year in gaming. I reviewed a ton in the first half of the year, then spent the second half of the year doing way more writing than reviewing. But I did still hit on six products that filled me with a particular joy, so here we go.

The rules, as arbitrarily decided by me: 1) One game per publisher. 2) My primary exposure to the game must have been in from December 1st of last year to November 30th of this year. 3) I must not have been involved of the production of the product (but you should totally check out Savage Tales of Horror, ya'll).

AMP Year One (by Third Eye Games)

1) Perfect for those wanting a Heroes-style "emergent supers game", rather than a traditional comic book-style setting.

2) The unique setting helps the game stand out in the pack of superhero RPGs in the world right now, as the system and setting are married together quite well.

3) Strong adventure support is a focus for the line, as AMP Year One got multiple adventure packs upon release, and Year Two has added in Faction Books with adventures.

4) The metaplot provides interesting twists and turns in the setting, with a five year plan mapped out for the setting and new elements being introduced as the setting develops.

5) The powers are neat and flavorful, and the new powers have thus far done a great job of providing new options, rather than power creep.

6) I loved this setting enough that I worked on two of the Year Two faction books (TRAC and the upcoming Hounds books...to clarify, I only had a hand in two supplements, not on this book at all).

Camp Grizzly (by Ameritrash Games)

1) I have never had a bad game of this. We've busted it out repeatedly, and had a blast each time, including the time Otis just spent the whole game mauling us.

2) The game is lite enough that you can run multiple characters to ensure you have a full spread of counselors, even if you only have two or three players.

3) The game is just full of slasher movie tropes, clearly crafted by fans of the genre, for fans of the genre.

4) Every character in the game, from Counselor to Otis to the campers and the cameos just screams that they walked out of an 80s Friday the 13th knock-off. From the little girl that keeps you from a little late night action, to the a-hole cops that can interfere with you, the brave lifeguard counselor who runs to stop Otis when he appears nearby to the little psycho girl who is going to grow up and live in a horror movie of her own someday...just a great cast of characters.

5) The Finale System (8 unique finales, depending on where on the board you initiate it at) provides ample uncertainty as to how the game will end and what you have to do to stop Otis. It may turn out that Otis was never there at all, and it was just an imposter, or Otis may aim to take you with him as he goes. We still have not played all of them, but the finales are arguably the the strongest part of an already great game.

6) For a simple roll and move game, the interaction between counselors, Otis, random placement of objectives, the 8 finales and the sizable card decks just overflowing with horror tropes ensures that there is a lot of replayability, and five expansions were unlocked with the Kickstarter and are still coming.

High Strung (Precis Intermedia Games)

1) Do you know a lot of other RPGs about playing a members of a rock band who are trying to make it in a harsh and unforgiving industry (as opposed to members of a rock band who fight crime and/or monsters)?

2) Lots and lots and lots of random tables, which obviously draws my attention.

3) Short and sweet. Whole thing comes in well under 50 pages, but provides a full game with no big, gaping holes.

4) The premise is "rock band", but the drama is on the personal events that surround the group in their pursuit of the big dream, essentially making it about a band who is trying to succeed in spite of themselves, especially as Hope (the game's big in-game currency) is stolen from player to player.

5) Brand new layout from the original version released by Flying Mice Games adds an additional visual flair, while still maintaining the indie charm that a game like this requires.

6) Player versus player with no player elimination, great for a change of pace if your group is one that likes to butt heads every now and then, but are capable of doing so without hurt feelings.

Shadow of the Demon Lord (Schwalb Entertainment)

1) Random tables for every aspect of your character, plus Interesting Things and even how you learn your new Paths. Have I mentioned that I love random tables?

2) Evocative art that constantly reinforces the slightly grimy, slightly "off" feel of everything about the setting, from character Ancestries to monsters.

3) The setting is at once a broad strokes kitchen sink, while also having a very distinctive feel and tone to it. While not a true "horror" game, it is definitely "weird", as everything just feels a touch "off".

4) Definitely a change of pace from high powered heroics of modern fantasy games, harkening back to older games with more "expendable" characters, combined with newer design concepts (such as unified subsystems, the Fortune mechanic and so on).

5) The Paths are fantastic, allowing you to guide your character through the career paths of their choice. You can even willingly become, say, a Warrior at level 1, turn Thief at level 3 and transform into a Magus at level 7, hitting three of the four major "multiclass" points. Obviously, certain combinations of Ancestries and Paths will mesh better together, but none are forbidden.

6) Shadow of the Demon Lord was one of my favorite purchases of the last year. Not least because of all the cool stretch goals I got in the Kickstarter, but the corebook itself as proven to be worth it, both reading and in play.

Star Wars Force & Destiny Beginner Game (Fantasy Flight Games)

1) Great introductory set for what can otherwise be a confusing system to get your heads around. The handy charts breaking down the dice symbols on each character folio made running and playing the game very smooth.

2) As is to be expected with both Star Wars and Fantasy Flight Games, the production values are top notch and intentionally evoke the darker mysticism of the Star Wars universe.

3) The included adventure not only provides multiple encounters, but multiple ways to resolve those encounters as well. One of the PCs in the game I ran was a top flight negotiator, and he managed to talk his way through half the adventure, whereas the other PC would certainly have had to fight.

4) The system, once you get the dice symbols down, is both simple and flexible. Struggling to explain some of the "Yes, but..." and "No, but..." results can be a problem, but in a pinch you can always hand out Boost and Setback dice to keep it moving.

5) The Force system is great in that it can force "Conflict" without automatically turning you to the Dark Side. Essentially, it randomizes your concentration and emotions (based on your Force Rating), providing actual incentive to tap into darker feelings to use The Force.

6) It convinced me to not only buy the Force and Destiny rulebook, but Age of the Rebellion and Edge of the Empire as well.

The Super Villain Handbook (Fainting Goat Games)

1) Available in ICONS, Fate and Supers! versions, each villain archetype has a set of sample stats for the system in question.

2) If you have the Field Guide to Superheroes, it has an appendix that discusses how to tweak those archetypes into villains.

3) The focus is on who the villains are, not what they can do. The ability to shoot bolts of energy from their eyes should define a good villain less than that they are a white supremacist who is using that power to "cleanse the genepool".

4) Multiple examples are provided for each archetype to draw a mental connection between the character types and actual villains you have actually read about.

5) Each entry breaks down not only the abilities that the archetype is likely to have, but the qualities they are likely to have, as well as the stories you can tell with them. This is useful to drive home the fact that there is more than one way to make an Assassin, or a Mastermind or a Cult Leader.

6) This book is at least as useful to me as a writer as it is for me as a GM. Honestly, even if you're running a supers RPG that this book hasn't been released for, it's still a valuable resource. It's that good.

And now, for the part you have all been waiting for...The Birthday Blog Giveaway! The blog turned six years old today, and we have prizes! Send me an email to "tommybrownell(a)gmail(dot)com" with the subject "Birthday Blog Giveaway" and send me your choices for prizes in order of preference. The prizes are:

- Two (2) PDF copies of AMP: Year One.
-  One (1) PDF copy of High Strung.
- One (1) PDF copy of the Victims of the Demon Lord Starter's Guide.
- One (1) PDF Copy of The Super Villain Handbook (ICONS, FATE or SUPERS!, your choice)
- One (1) Print Copy of The Super Villain Handbook (ICONS)
- One (1) Print Copy of The Super Villain Handbook (FATE)
- One (1) Print Copy of The Super Villain Handbook (SUPERS!)
- One (1) set of Laser Cut Wood and 3D Printed Gaming Terrain by Daft Concepts

For the Print Prizes and the gaming terrain, I can only ship them to the continental US, sorry. All entries are required by 11:59 Central time on 1/14, after which I will select winners! I do require a valid email address to provide to publishers for the digital rewards, and valid US mailing addresses for the physical rewards!

Good luck, thank you to the publishers for the prize support, and thank you to everyone who is still reading!

Monday, December 10, 2012

Tommy's Take on Justice Wheels #1, #2 and #3.


Justice Wheels #1: Black Scarab

WHAT YOU SHOULD KNOW: The first in the Justice Wheels series for ICONS by Fainting Goat Games, it includes a character (Black Scarab) and his car (F.A.L.C.O.N.). With art provided by Scott Harshbarger, both the car and the character looks fantastic. Black Scarab is essentially a much cooler looking Moon Knight, with a villain variant that has him going all Azrael and thinking the only way to save the world is to burn it down. Fine line between justice and vengeance. Perhaps most importantly, it provides crunchier vehicle rules, as well as chase rules, or teams buying the Vehicle power as a group. There's even a handy chart to compare movement powers (fliers getting a bonus to escape burrowers, for instance). Finally, the PDF includes a printable cutout for both Black Scarab and his car.

WHAT WORKS: If you want more vehicle rules, this is fantastic. Black Scarab is a cool Moon Knight twist, and the villain variant is interesting enough that I would put him to use in a supers game, easily. Great art.

WHAT DOESN'T WORK: At 50 cents, there's not much to complain about. The ultra crunchy rules are not a great fit for ICONS, but that's not surprising as it's not an ultra crunchy game.

CONCLUSION: My understanding is that the Vehicle rules here are supposed to show up in...Team-Up, I believe. The art is great, the character is interesting...really, the biggest complaint is that you'll need to buy it with something else in order to avoid the small order surcharge from One Book Shelf.

Justice Wheels #2: The Auguste Anarch

WHAT YOU SHOULD KNOW: The August Anarche is the second Justice Wheels release, featuring a character and their vehicle, and comes across a lot like The Joker if he were built like Kingpin. He has enemies in both the police and mafia, because he's trying to make his mark in the underworld, and he has a sweet, sweet roadster. The hero variant recasts him as a modern day Robin Hood, making his stat block continue to work completely unaltered. The vehicle rules from volume #1 are reprinted in #2, so you don't need #1 in order to use #2. You also get a printable stand up of the August Anarche and his roadster.

WHAT WORKS: The hero/villain twist works out well once more, and August Anarche being inspired by the Joker but having a few tweaks isn't bad. It is nice that the rules are included here as well, in case you want to jump in here instead of volume 1.

WHAT DOESN'T WORK: Half the product is reprinted material (the veihicle and chase rules), but one could argue that's as much a pro as a con.

CONCLUSION: If you just want the rules, get The Black Scarab...it's $1 cheaper. Otherwise, it's a really good, low cost pick-up. Scott Harshbarger again provides the art, and it looks great, though I prefer Black Scarab's art over Auguste Anarch, if I had to pick just one.

Justice Wheels #3: Bluejay

WHAT YOU SHOULD KNOW: You know the deal by now...a character and their vehicle. This becomes the first release to feature an aerial vehicle instead of a car, as we get Bluejay and his Golden Eagle airship. Adrian Smith provides the art this time, and it's very good, though lacking a bit of punch that Scott Harshbarger's first two releases had. Bluejay is the weakest concept thus far, being a boy genius who won the lottery and decided to build an airship to fight crime. He has villain version where he steals the material for his airship and decides to take revenge on everyone that doubted his intellect. An adventure hook for the villain version is provided, as well as the Vehicle rules and cut outs of the character and vehicle.

WHAT WORKS: The links inside this document are clickable, whereas they weren't in the past, and the layout looks a bit better. It is a welcome sight to see a non-car vehicle utilized in the Justice Wheels set.

WHAT DOESN'T WORK: Neither the hero nor the villain version of Bluejay clicks as well as the Black Scarab or the August Anarche did.

CONCLUSION: Better technical improvement to the PDF compared to the first two, even if the creative end falls a bit shorter this time. The vehicle proves to be the most interesting part of this release, showing off the range of the Vehicle rules. Now we just need a Wizardry (Gadgets)-like allowance for multiple vehicles, ala Batman.