Showing posts with label Heaven's Shadow. Show all posts
Showing posts with label Heaven's Shadow. Show all posts

Sunday, January 12, 2014

Sunday Night News - Interface Zero, Heaven's Shadow, Accursed, Warage and Werewolf!

Just a few items to toss out there for your Sunday night news reading:


  1. The Birthday Blog Giveaway Ends January 15th! - On January 1st, I unveiled my Top Six of 2013, and gave ya'll a chance to win five of the six products listed on the Top Six. You have just over two days left in which to get your entries in and win some great games. Don't miss out!
  2. Interface Zero 2.0 now available! - The second edition of Interface Zero 2.0 has hit in PDF format, and it's bigger and badder. Unfortunately, a review won't be coming...but that's because I worked on this one, pitching in on the editing! I've been a supporter of Gun Metal Games in the past, and I was all too happy to help out in the process of getting this book finished. Pretty much the final word in Savage Worlds Cyberpunk as far as I'm concerned.
  3. Heaven's Shadow is on sale! - Heaven's Shadow is on sale for 50% off as part of the New Year's, New Game sale in PDF format, but Bedroom Wall Press has also discounted the print version by 25% until the end of the month in honor of being named one of Tommy's Top Six! Obviously, I would recommend that you not pass on this.
  4. Accursed is available in print! - Accursed is a game I've spoken of pretty highly as well, a Savage Setting in which you play a monster fighting in a world overwhelmed by monsters. At the time of my review, the print version was not available...now it's available in softcover, hardcover standard and hardcover premium formats.
  5. Warage on Kickstarter - The folks at District Games got ahold of me earlier this month about their game Warage, which is a deckbuilding game that professes to have some RPG elements, and is playable for up to four players out of the box. The publisher says it's already been released in the European Union, and the Kickstarter is to get it printed and released in the US. You "create" your character by combining Race and Class cards for different combinations. Sounds pretty promising, especially as my son and I have been playing more and more card games. The Kickstarter still has a day left to go, and you can get the game for $40 (expected retail is going to be $49). They do have the full rules available on the website, which is always promising for a game Kickstarter. Currently, Elves, Humans, Angels and Orcs are available in the base set, with Warriors, Paladins and Mages available as Classes (no Rogues or Clerics? Interesting). Add ons and Stretch Goals add other options, including Dwarves and Goblins.
  6. Ultimate Werewolf Deluxe Edition on Kickstarter - I got to play a version of Werewolf at GlitchCon last year, and had a blast. For those who don't know, everyone has a "role" in the "village", but there's a werewolf (or werewolves) roaming around, killing people. (A version called Mafia is pretty popular on message boards, or so I'm told). The villagers have to figure out who the werewolf is before he eliminates the town, helping sow seeds of dissent as the game goes on. It was a very, very fun party game. Bezier Games launched a Kickstarter for Ultimate Werewolf Deluxe Edition, attempting to make their version of the game bigger and badder. They blew past their initial goal and are blowing past their stretch goals like crazy, already at $30,000+, of a $5,000 goal. Don't like the art on the card sets? That's okay, they have craptons of artist variants for you to choose from. Want to shake it up even more? There's cards for Dracula, Frankenstein's Monster, Nostradamus, Sorcerers, Ghosts, it goes on and on. There's a loooooooot of variations available, and buy in for one art set only costs you $25...it's a great looking set to be used for a great looking game...my only problem is I'm lucky to have four people at my table...I can't imagine ever having enough players to play a proper game of this...but if you have lots of friends who are into this sort of thing, this is looking like a Holy Grail kinda deal.
I'm trying to stay on a "twice a week" schedule of reviews, full reviews on Tuesdays and a trifecta of small reviews on Fridays. Is that working out for ya'll? Is the extra focus on board and card games helpful? Or do I have anyone reading this that even cares about that sorta thing? Inquiring minds want to know!

Keep the dice dizzy, and the proof is in the fun!
T.

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, March 10, 2013

Tommy's Take on Heaven's Shadow


I’ve played the D6 system a fair bit in the past (mostly Star Wars 2nd Edition), but I hadn’t kept up on recent developments in D6 system gaming. I got a review copy of Heaven’s Shadow from the author, John Berry, and did a bit of research on MiniSix, a streamlined (the core rules are under 40 pages) variant. But this isn’t about MiniSix, it’s about Heaven’s Shadow, so let’s jump into that.

WHAT YOU SHOULD KNOW: Published by Bedroom Wall Press, Heaven’s Shadow is currently free in PDF form, and $10 in print. It runs 84 pages and is powered by MiniSix, as noted above. The premise is that the PCs are Shadows: Assassins who serve God and are powered by their Faith to hunt down demonic beings called Nephilim, who disguise themselves as mortals. Pretty sure I’ve read the author saying it has more than a little influence from the Assassin’s Creed series as well.

The book includes everything you need to play, rules and setting. MiniSix is pretty streamlined, with only four attributes (Might, Agility, Wits and Charm), and around thirty skills governed by those four attributes (not evenly divided), like Martial Arts, Pickpocket, Demonology and Con. You get 12 dice to divide among attributes, with 7 dice to divide among your skills, and you can divide dice into 3 pips (giving +1 or +2 to an attribute or skill; +3 would make it another die larger). Every Shadow also has the Faith attribute (which uses dice from the attributes pool), as well as an Agency attribute that reflects their standing in their organization. Conviction is a pool of points reminiscent of Force Points from the Star Wars RPG, allowing the Shadows to push themselves when needed, shrug off damage, or receive “Divine Inspiration” when they aren’t clear about what to do next. Every Shadow also has to take two Complications, which provide Conviction points when encountered – and overcome – in play. Some Complications include Bounty (as in, there’s one on your head), Touched (by the profane, possibly even having demon’s blood in your veins) or Burned (your previous agency cut you off, full stop). Shadows also have four derived stats (Block, Dodge, Parry and Soak) for combat situations.

The basic rules are simple: Roll the dice pool for the appropriate action and beat a target number. If you double the target number, it’s a Double Success and you succeed spectacularly. In some situations, usually at GM fiat, you get a Stunt Die, which is largely like the Wild Die from previous D6 games, which can explode for extra success or “implode”, taking away dice from the total. Heaven’s Shadow also has a contested system for things like tailing a target, which is a series of rolls back and forth until one side holds the advantage for multiple rolls (or scores a Double Success). Simple, but effective.

The combat rules are a lot like the basic rules, with Agility being used for initiative. If you’ve played RPGs, you’ll recognize a lot of the stuff here, but my favorite part is Opportunity: If you attack and score less than half of what you need, you give the opponent the immediate opportunity for a counterattack (including Disarming them, Disabling them or performing a Takedown). Damage is compared to the opponent’s Soak value, and the remainder compared to the Wound table to determine how wounded the defender is. Successive wounds less than the existing wounds bump up the wound level. This makes “Papercuts of Death” possible, which might annoy some folks. Savage Worlds has potential for the same thing, so I’m clearly not bothered by that.

The chapter on Assassination is the crown jewel of the book. It goes into detail about using stealth for bonuses on taking out the target, as well as using various environmental effects to kill the target without making it look like an assassination (like throwing them from balconies, electrocuting them, poisoning them, drowning them, etc), as well as Planning the Hit, which tries to help justify the idea of a team of assassins, with each member of the group performing a task and every successful completion adding a die to the Plan Pool, which the triggerman can spend when it comes time to take out the target and/or escape.

They say Faith can move mountains, and Shadows can use Faith to do amazing things thanks to the “Supreme Director” (God). They are organized by difficulties: Everyone has Wordless Sight, which allows them to see Nephilim for who they are, and with a little extra effort, reveal that to others. Passing Unseen allows a Shadow to completely vanish into a crowd. Walking on Water functions exactly as it sounds. Covering Darkness plunges a building into complete and absolute darkness. Stone of David allows the assassin to throw a single, unerring stone that strikes almost as a bullet. Resurrection can raise the dead. There are many more Miracles, these are just a sampling.

Several agencies are included, all coming from the same basic source (The Order of Shadows), and all agreeing on the same overall mission (stop the Nephilim), just not agreeing on particulars (tenets of Faith, methods of operation, base of operations, and so on). Sometimes the Agencies do work together for short-term missions, and some (like ICON, which is a former government agency still operating out of Langley, Virginia,) function as unofficial branches of governing bodies in their area.

The Nephilim are demonic souls in human bodies, and each are devoted to a particular sin. Each Nephilim has lived for thousands of years, and has certain abilities ties to their respective sins. Guidelines are included making your own Nephilim, as well as ten sample Nephilim, one for each of the listed sins. They range from destructive and ravenous Big Game Hunters to greedy Corporate Raiders to vile and disgusting Flesh Merchants.

The final chapter guides you, as the GM, through constructing missions for the PCs. Is the Nephilim the Power in the situation, or the Man Behind The Power? The President of the United States might be acting fishy and making destructive decisions, but it could be a Nephilim disguised as an advisor and not the President. There’s also discussion included on the consequences of the assassination. Having to kill a US Senator is likely to have more fallout (at least legally) than killing a Nephilim pornographer will. A few smple NPC statblocks are provided, as well as a series of plot hooks, like a small town falling under the sway of a pair of Nephilim pushing their respective sins on the place, a Nephilim drug dealer using his own blood to lace the drugs and a sadistic Nephilim pornographer operating in an off-shore sea fort.

WHAT WORKS: A fantastic premise, and the streamlined MiniSix seems to fit it like a glove. The Opportunity rules put that extra risk into the combat, and the miracles from the “Supreme Director” are some pretty impressive stuff, as is the Assassination chapter. The PDF is free and the print is only $10.

WHAT DOESN’T WORK: Perhaps too lean and could have used more examples. A random mission generator would have been a nice touch.

CONCLUSION: Well, the PDF is free, so if this sounds remotely interesting, you have no reason not to check it out on your own. The game allows for the cool factor of being ruthless assassins, while setting up a situation that places the assassins as the undeniable good guys, since they are taking on demons. On one hand, I appreciate just how lean it is…on the other hand, it probably could have used some beefing up in some places. There is actually no art at all inside the book, meaning that it is packed with actual game information. Despite the part in the book about the team working together on a mission, it seems like the perfect RPG to run for a solo campaign, and the system is a time-tested one that Heaven’s Shadow doesn’t push past its comfort zone (like high level Jedi or DC Superheroes tended to do). Fun concept, executed well, in a system that has stood the test of time, with a non existent barrier for entry. Definitely worth checking out.

DISCLAIMER: As noted above, I did receive an electronic review copy of Heaven's Shadow from the author, and I have provided an affiliate link to the PDF and print versions of the book at DriveThruRPG. Making a purchase via an affiliate link could provide me with compensation in the form of store credit.

NOTE: I believe the free PDF was a promotional period thing, and the price has now been adjusted up to (a still very reasonable) $5 after the posting of this review.