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Book of Battle 2nd Edition
Verlag: Chaosium
von Matthew R. [Verifizierter Käufer]
Hinzugefügt am: 03/29/2023 22:30:39

Probably the best thing I bought this GM's day. Book of Battle is a complete and comprehensive guide to running large scale abstract cinematic battles in which the PC's participate by taking a minor but ultimately decisive role in the battle. The rules are highly focused on Pendragon, but could be used as inpiration for handling battles in a similar way in just about any system (albiet with a consider amount of work and strong knowledge of rules smithing).

Without having playtested the rules, they seem well considered. Though keep in mind, this is the fundamentally this is using the same underlying system as classic Call of Cthulhu with all the lethality that implies. Things in this system can go bad in a hurry.

There are a couple of things to understand about what this book is offering if you are to be happy with your purchase. First, it's a ground eye view of the battle. While the PC's participate in the battle, they do from the in character vantage point and not with the god's eye view and total control of wargame commanders. This has advantages and disadvantages. The disadvantage is obvious, in that players have relatively limited control over the situation and this might not be ideal for some games where the act of being the commander and manuevering armies is the aesthetic pleasure you are going for. The advantage though is that you can run a mass combat as if it was a normal tactical skirmish using the normal combat rules of the system with only minor adjustments based on a calculation of the circumstances the battle is simulated - out numbered, favorable or unfavorable terrain, etc.

Secondly, related to the prior design choice is that the battle is abstract and the majority of the narration of the battle will come not through the process of play but out of the imagination of the GM. GMs will need to decide the local circumstances of the battle, what the PCs can see from there vantage point and how the larger battle is going. A full simulation of all the events of the battle and what is happening to each and every NPC is beyond the scope or intentions of the system. This of course lets the system be faster and more wieldy, but comes at the expense of granularity and relies heavily on the GM having a great imagination and some idea of spatial awareness and story telling skill, to weave together a whole fight just from the vantage point provided by the game.

Thirdly, this system is intended for large battlles, and I do want to put an emphasis on large. The game system states outright that is not intended to simulate battles with less than 1000 total combatants. I'm not entirely clear on why this is so. I recognize the intention is to abstract the battle out to being so large that the battle system is disconnected completely from the normal combat system, but I feel that above say 200 combatants there is enough going on in a battle that it's all the same whether it's 200, 2000, or 200,000. It's just already abstractly "big". Perhaps there is another system meant to cover fights of 25-1000 combatants, but I don't immediately see the logic here. In any event, if your intention is to use the system for fights of less than 1000 total combatants, then you should either look somewhere else or else you are on your own as to how to adapt this system to that circumstances.

Overall I consider this an excellent and very functional attempt to provide a mass combat minigame. I don't believe any RPG system is complete without putting a mass combat minigame in the tool chest of the GM, and obviously in a game like Pendragon with its hard commitment to simulation of a knightly world this is doubly true. The rules provide an excellent balance between simplicity and simulation and if the oppurtunity comes up I would totally enjoy using them from either side of the screen.

Four stars rather than five only because the utility here is narrow to particular intentions and aesthetics of play. This is not going to serve every GM's purpose in every scenario. Every mass combat system is going to make compromises and so that's no ones fault, but what it does mean is if you want a complete system you are inevitably going to be buying another book or aid. But for what it does I think it does a good job.



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Bounty Hunter Random Warrant System
Verlag: Moon Toad Publishing
von Matthew R. [Verifizierter Käufer]
Hinzugefügt am: 03/09/2023 20:15:00

This would probably rate 4 stars if you are getting it as a free bonus alongside the bounty hunter handbook. So if you are interested in this sort of thing, probably get that instead.

I don't think it's useful enough to purchase on its own. If you research old TV shows or do some brainstorming, you'll probably come up with more usable ideas than you'll get from the PDF. On top of that, the generation system is finicky and detailed enough that I just feel like I'd want to write a program to automate before I'd ever try to use it. These sorts of random generations systems are seldom useful for actual randomness and more useful as lists unless you can create content fast enough that you can sift through the ideas it prompts. An adventure is a big investment in time and energy and majorly impacts your players interest in your game. It's not like you are going to random these up and use the first one you roll to generate however many pages of notes you feel you need to run a story.

Maybe the most interesting aspect of the PDF is it's ideas (and indeed almost to the level of a step by step guide) for using AI artwork to generate portraits and illustrations for your games. That was fun and practical.



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Kommentar des Verlages:
This is included with the Bounty Hunter Handbook. Thanks for the review. We do read these and will take what you say onboard. https://www.drivethrurpg.com/product/413383/Bounty-Hunter-Handbook
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Highdark Hall
Verlag: Daniel James Hanley
von Matthew R. [Verifizierter Käufer]
Hinzugefügt am: 03/09/2023 20:02:46

On the good side, it's a great set of maps. You can always do something with a nice map.

On the bad side, there is basically no content here beyond some rather generic and obvious NPCs. The NPCs are fine. But the locations are given only the most vague and useless and obvious descriptions. All the important bits and hardwork is left up to the imagination of the GM - figure out your own mysteries and secrets about the place. That last bit is one of the most frustating things I'm encountering lately in published RPG material. If I wanted to take the time to write my own plots, twists, adventures, and mysteries, I would just do it rather than paying someone else to do it.



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Referee's Briefing 3: Going Portside
Verlag: Mongoose
von Matthew R. [Verifizierter Käufer]
Hinzugefügt am: 03/09/2023 19:58:35

Almost nothing here beyond the most generic ideas and vague sketches. Feels like filler churned out to meet a deadline. All you are buying is background lore for a bunch of jokey half-serious interstellar brands, most of which are very much tied to real Earth lore in various ways - burgers, golf, etc. There is no real indication that any of this was actually made up for a game or would be useful in a game, and really a list of brandnames and franchises with no details probably would have been as useful. If you are looking for something like, "How to spice up time portside" this is not it. I'm not even sure this is all that useful for "There is a meeting portside and you want to have some background color with respect to where that meeting takes place."

Would have felt I paid to much at $1. But at least it is a professional product.



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Referee's Briefing 3: Going Portside
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Simply Thieves
Verlag: Mad Scotsman Games
von Matthew R. [Verifizierter Käufer]
Hinzugefügt am: 03/09/2023 19:50:04

Was't what I was looking for. Was expecting this to be generically useful information about thieving as a profession, perhaps something along the lines of the very excellect 2e "Complete Book of Thieves" published by TSR. Instead, this is a campaign lore book or setting guide publishing notes specific to a homebrew setting. If that is what you are looking for, tack on a star or two for originality. The lore is pretty decent and original, albeit not necessary things you'll find easy to just introduce into a generic setting. Mechanically, the book varies from somewhat interesting but not that original, to just typical unbalanced 3rd party material.

Overall, don't recommend purchasing unless you are wanting to run an original setting complete with original races, deities, cultures, and so forth and don't want to make that up yourself. If you general inspiration or depth in things beyond setting lore, go elsewhere.



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Goblonia - Core Rulebook
Verlag: Wicked Clever
von Matthew R. [Verifizierter Käufer]
Hinzugefügt am: 01/13/2023 12:33:05

Goblonia is one of the best Indy games I’ve ever encountered. In terms of the desirability of having this in your collection, I’d put this up alongside classics like Dogs In the Vineyard, Ten Candles, or Dread. While it’s not the most original game you might encounter - it is heavily inspired by Blades in the Dark for example – it offers what I think is a near perfect mixture of elements that you would want in a casual RPG that doesn’t demand a lot of investment but which rewards skilled thespianism. I personally wouldn’t run it as a lengthy campaign, but it is the sort of game which I could totally see players wanting to continue and progressing over time either alongside a more crunchy game as a change of pace or else for a group that doesn’t meet the stereotype of an every week tabletop RPG group like extended family can’t meet regularly or a group that has it’s usual interests in board games and cRPGs but also has enjoyed branching out into story games.

If you are undecided about Goblonia and have no interest in running a campaign, I strongly recommend spending $5 to pick up the pay what you want ‘Quick and Dirty Edition’ that has all the rules you need to start play. This more expensive rulebook, is mostly focused not on the rules but describing the setting and how to run an RPG within it and on more extensive campaigns.

There is an enormous number of things to like about Goblonia, especially when running shorter games. First, its setting straddles a line between grim and ridiculous, so that you can tune the game to be either over the top ridiculous loony fun or else dark, horrifying and more serious drama as would suit the enjoyment of the group. The game can be as cartoonish or gritty as desired. You can focus on the mad cap zaniness of bumbling goblin terrorists implementing the stupidest plans for the least reasonable of ends in what is explicitly a futile effort to free themselves for the tyrannical rule of their fey betters, or you can take the plight of the goblins seriously with all the horror, tragedy, and pain that the setting entails. Whatever works for your group, from fart jokes to Shakespeare to Shakespearean fart jokes is going to fit perfectly in the setting. Unlike some more pretentious story telling games, I think this is going to work fine no matter what level of thespian skill the group has and is not going to be threatening in any way. It’s really hard to role-play a goblin wrong.

Another quirky feature that adds a lot to the experience is the fortune system is based off of drawing from a pack of ordinary playing cards – one pack per participant – and conflicts are resolved through simple card mechanics familiar to anyone who plays Poker or Rummy or the like. Face cards if used in the contest create success with complication. Jacks for example represent injury, while Queens represent succumbing to the temptation to stop resisting the Fey overlords, and Kings represent catastrophic complications. There is also a nice rewards system for leaning into failure, which can be especially useful if it’s obvious you are going to fail anyway. It’s a very light weight system, but it has enough math and calculation involved to engage the tactical game centered aesthetics for players who focus on winning. Moreover, like the Jenga mechanics of Dread, the rules create a natural timer that almost forces sessions to come to conclusion within the natural space of time leading to lean story arcs with good pacing without a lot of heavy lifting by the GM and only minimal illusionism to steer the game to a finale on time.

Because the system is light, character creation is equally lightweight. Premade characters are easy enough to do, and experienced RPers could probably go from no understanding of the rules to having a character ready to go in under 5 minutes. However, there are plenty of opportunities for self-expression as the game uses a simple set of classes each with their own customizable moves and calls, similar to games using the Apocalypse engine.

I do have one nitpick with the game and that’s with the six ability scores. I get what the author is going for here, but I don’t think it quite works. The idea behind the non-traditional six ability scores is to define them broadly enough and vaguely enough that they don’t become straight-jackets around player creativity. Instead of describing what the character is good at, they are intended to describe the approach to problem solving the character is good at. This works well enough for a one shot that you are probably not going to notice problems the first time you play or even the second. Some groups may blithely go on and never have a problem with it. But as a long time GM who is sensitive to these sort of things, I worry about how this vagueness is going to create tension along two lines. The first is that in my opinion, the fundamental rule of an RPG is “Thou Shalt Not Be Good at Everything”. That is to say, all the rules of an RPG exist to ensure that characters have limitations. And as written the open ended nature of the ability descriptions means that they don’t really have limitations, and the game mechanics like most rules light mechanics strongly reward going deep with an ability rather than broad with them. It’s much better to have 4 points in one ability than 1 point in 4 abilities. Indeed, no points or one point is just about useless as you really never what to test anything without a total bonus of 4 or better. (The reason for this is that if you have a bonus greater than 3, you can take the powerful step of removing cards from your hand.) Invariably there are going to be players that either have or develop game focused aesthetics and the desire to win who optimize and try to avoid failure, because that’s just one of the ways most players have fun. But even if they don’t, you’ll still run into the problem where it’s just not clear or there is going to be disagreement over whether the proposed action meets the definition of the ability. That is to say, at some point an ability ought to have limitations, otherwise what’s the point of having six of them or testing fortunes anyway? And that vague and unclear meaning is going to lead to table arguments. The author foresees this and advises the GM to simply allow the player to persuade them and give in, but I think that advice is really only going to be fully functional for one shots and otherwise for a limited number of groups with a limited number of aesthetics.

So I would advise anyone that is thinking about running this for a campaign to lay out what abilities can or can’t do in a somewhat more rigorous fashion or even slightly alter the definitions. Briefly, summarizing the lengthy descriptions, the six abilities as presented are conceptually: “Solving problems directly”, “Solving problems indirectly”, “Solving problems with your mind”, “Solving problems with your body”, “Solving problems by interacting with objects”, and “Solving problems by interacting with people”. A couple of things become obvious when you lay things out this way. First, these abilities overlap in a very non-traditional manner. They aren't discrete. Most things could fit in more than one category, which is I think the intention. Secondly, properly selected any two of these abilities covers pretty much all possible things you can do. And lastly, not all of these abilities are as broadly applicable and easy to employ as the others. In particular, “Bash” is defined so broadly as written that it covers basically all attempts to solve problems. It’s literally the ability of solving problems, and contrary to what expectations you may have from other games or from a name like “Bash” this includes even things like bribery or brute intimidation. I really struggle to come up with anything that is focused on task resolution that isn’t Bash. Implicitly, it doesn’t include running away supposedly the forte of its logical partner Scram, but since it is also the ability of moving fast then you can just claim that your goal is to be somewhere else and it’s able to do that to. Paired with Scram for the rare times you need stealth, and it’s easily the most overpowered combo in the game. Which is also why the ‘mage’ profession of Kook is the most overpowered class, since it not only gets the best combo of abilities it’s the only profession that starts with a logical space covering pairing. Next to Bash/Scram, the combination of Tinker/Wheedle is probably the next most broad while the Figure/Finagle pairing is weak and awkward. Figure in particular because as written it mostly involves passive ability rather than actual undertakings is awkward in play, and solving this often involves some sort of meta act like “Math is my friend” that robs the system of its intended power and creativity while blatantly breaking “Thou Shall Not Be Good at Everything”. The point of this digression is, if you don’t want the mechanics of the game to be defined by metagame wheedling of the GM, and you want to have nice pre-consensus at the table as to what ability any give player’s proposition is actually calling on, you should probably hammer down these abilities into maybe a bit more rigid of framework.

But that is ultimately the minor nitpick of a long time GM and rulesmith with the vice of “gobsplaining” everything in excruciating detail. This is a rules set I think every table top GM should own, so pick up the Quick and Dirty, play it, and if you had a good time buy this rulebook.



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Goblonia - Quick & Dirty edition
Verlag: Wicked Clever
von Matthew R. [Verifizierter Käufer]
Hinzugefügt am: 01/05/2023 19:47:04

If you are looking for a fun game to break out for one shots for new players, angsty teens, or just veterans looking for something different, you could hardly do better than have a copy of Goblonia on hand. It's silly, rules light, spreads out the spotlight to all participants, and is just about the perfect weight for a 3 to 5 hour session. I consider it one of the best rules light games I've ever seen, and unlike a lot of rules light story focused games it doesn't require everyone to be serious thespians to get enjoyment out of and add to the enjoyment of the game.

In fact, I would suggest that the money you spend for the Quick & Dirty edition might be the best value for your dollar you can spend at Drive Through RPG. The Quick & Dirty edition contains all the rules you need for running one shots, and there is really no reason why any GM shouldn't be willing to throw $5 in the direction of the content creator in order to get a copy. Seriously, almost anything else you spent $5 on would give you less enjoyment, and if you want to be cheap you can pick this up for $2.

I'll give a fuller review of the full rules, but if the thought of an evening playing bumbling goblin terrorists slash freedom fighters, engaged in futile acts of defiance in setting which is as ridiculous as it is grim and can be tuned to taste sounds like a good time, then pick up Gobonia Quick & Dirty. I don't think you'll regret it.



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The Two-Headed Serpent
Verlag: Chaosium
von Matthew R. [Verifizierter Käufer]
Hinzugefügt am: 10/30/2022 09:53:08

Perhaps the finest campaign ever written for the venerable Call of Cthulhu rules system.

I was greatly disappointed by my purchase of the much heralded and celebrated 'Masks of Nyarthalhotep' campaign about two years ago, so much so that I ended up never actually using it at the table.

But Paul Fricker's 'The Two-Headed Serpent' while it is by no means perfect or complete, because no published campaign ever can be if it is to come inside a page count, is exactly the sort of globe trotting campaign to save the world I had been looking for. While written for the 'Pulp Cthulhu' rules, this by no means should stop Game Masters from seeking it out, as it simply makes official what was probably true about any long running CoC game in the first place. That is, the PC's are ultimately expected to be armed with more than pocket knives, cue sticks, and .25 caliber derringers, and need some sort of framework to operate in that makes sense and keeps the focus on the game fighting the mythos, and not avoiding legal trouble with well meaning local authorities.

Highly recommended.



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Monsters and Other Childish Things: The Dreadful Secrets of Candlewick Manor
Verlag: Arc Dream Publishing
von Matthew R. [Verifizierter Käufer]
Hinzugefügt am: 10/30/2022 09:50:23

Most RPG books are useless. This is one of those.

In Neil Gaimen's "Sandman", there is a scene where Dream curses a character to have endless ideas. One of the points that Gaimen intends to make, and it's a good one, is that an idea is in itself not even worth a penny. It's easy to have ideas. If you have any creativity at all, you could easily spout out a million ideas. But ideas are in and of themselves worthless. What makes an idea valuable is the blood and sweat that goes into turning that concept into a useful product. Having an idea for a story is a starting place, but it's not even the first step down the journey of having a story. All the value is in that work to turn an idea into a story.

Which is why as a guy who GMs a lot, it frustrates me to no end when RPG publishers publish works that are all ideas and almost no substance as if all I really needed was inspiration. I have almost limitless inspiration; what I don't have is limitless time. When I buy a book it isn't for inspiration. It's because I want to pay for the hours of time it would have otherwise taken me to make something. But invariably when I do buy a book these days I find that the author did only the easy work of putting down a bunch of loosely connected ideas on paper, but has left all the hard work of making those ideas usable up to the purchaser. I read through the concepts and most of them are pretty good if obvious, but the impression I get is, "This will take a further 20 to 100 hours of work just to get these concepts fleshed out enough to start play."

"Dreadful Secrets of Candlewick Manor" is billed as a campaign setting for the RPG "Monsters and Other Childish Things". As I'll explain in my review of the RPG itself, the RPG "Monsters and Other Childish Things" has a system that I really admire. As a GM and often amateur game designer, game designs are something that I collect and study, but a game system without an example of play is pretty useless because an RPG is much more than just its rules. Rules influence the play of an RPG, but how you go about structuring the play of an RPG and thinking about how to play it - what's called in RPG theory the metagame - ends up influencing the game more. D&D famously includes very concrete examples of play in the form of "modules" or adventures that lay out the expectation of how the game is expected to progress. What's interesting is that regardless of the game system, if you write a D&D style adventure for it, it plays very much like D&D. The mere act of preparing to play like the game will be kicking doors down, killing monsters, and taking their stuff creates a game that will be familiar to a D&D player, while subverting those tropes lets you play a different game while not even changing the rules. And often you can create completely new games by plugging in new subsystems into an existing ruleset.

Because I loved the rules of "Monsters & Other Childish Things", I very much wanted to also own an example of play that would tell me how it could be played. But in this I have been frustrated, because instead of being an example of play for the game described in the rules of "Monsters & Other Childish Things", this is actually an example of play for a completely different game with a completely different metagame that just happens to share some but not all of the same rules. And honestly, it's a lot more obvious how you would go about playing the game that is described in this book than the game described in the rule book, but that still doesn't solve the problems I have with the rule book for "Monsters & Other Childish Things".

The game described is heavily inspired by works like 'The Gashlycrumb Tinies' or 'A Series of Unfortunate Events' or perhaps 'Umbrella Academy'. The hook might be, "Imagine you were Wednesday or Pugsley Adams but you had been unfortunately orphaned and didn't know who you were or where you came from, and you were in an orphanage that held other similarly lost souls somewhere in HP Lovecraft's Arkham Country." This is perfectly fine as a concept for a game. It's a good idea. But that's all this book is: the idea for such a game, and about 160 pages of similar 'obvious' ideas about such a setting which ought to immediately occur to anyone well read, without any of the hard work to actually put in any substance that would be needed if you were going to have stories here. You'd need to write another 160 pages of notes just to yourself have any idea what was really going on, and you might could start the game with only a loose notion of where it was going, but I could point you to any number of million dollar writing disasters that happened because the authors started the story without really working out where it was going - Lost, the 4400, the Star Wars sequels, Game of Thrones, Wheel of Time, the Sherlock TV series, etc. etc. Maybe you'll start well, but you'll never finish well with that sort of beginning.

The excuse RPG authors always have is that they want to leave it up to the GM to decide what they want the mysteries to be so that they can tell their own stories. But if I have to do that, I might as well really tell my own story using entirely my own material. I buy other people's material to save me the hard work of making up my own stories, not to give me "inspiration". The real truth is that by avoiding the effort of executing the story and filling out the conception, it can always exist in the vague space of it could be a good story without needing to find out if by hard work they could actually make it so.

It's not an entirely useless book. I've seen "sandboxes" that are much more devoid of starting content. It's not entirely a rowboat world where the PC's have to work hard to find anything to do. And in fact, the most detailed aspects of the book are really quite good. For example, a lot of the monsters in the setting are very creative and both well-conceived and well executed. I would say the 15 monsters are by far the best thing in the book, and almost make the book worth the price of buying it just for that. But in terms of the value I get from the book, it fulfills neither of the goals I had in purchasing it. It doesn't tell me how you'd actually play "Monsters & Other Childish Things" as presented in the rulebook in a way that would be both social and gameable, nor does it present me with a ready made set of adventures that I could whip out without preparation if I happened to have four or six misfit teens in the house with a desire to try RPing.

I don't entirely regret the purchase the way I often regret an RPG purchase, but neither am I happy with it.



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101 Fantasy Jobs & Professions
Verlag: Ennead Games
von Matthew R. [Verifizierter Käufer]
Hinzugefügt am: 01/27/2011 18:17:16

Ok, I understand it is free. That's good. And I wasn't expecting much from a free product; maybe just a teaser that might make me consider paying a dollar or two for another list. However, what I got was well, underwhelming. It's literally just a list of professions. Not unusual professions. Not fantastic professions. Just... professions. The blurb had said that they were meant to spark creativity and that they could be used as the basis of a shop or store. I was expecting therefore that there was perhaps a sentence associated with each profession perhaps giving some creative idea for a problem associated with each profession that might need solving, or that perhaps they had a sentence or two about a NPC or shop associated with the profession. In short, I wasn't expecting that I was to be the one who provided 100% of the creativity. There isn't anything creative about this list, and its actually much overblown graphicly for what it is to the point that simple as it is, it would be far more useful if it was far more simple.



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