No Dice Unrolled recently posted a review on Hero Forge, a site that allows you to create a fully customized miniature (made with quality and in a material of your choice) and have it sent to you. In order to write the review, we were given a small budget with which we made four miniatures, two each.
Once arrived, while I was admiring them preparing to write the review, I thought that the greatest value of these miniatures, beyond the quality of the materials or the precision of construction, is the high degree of customization provided. So you understand how satisfied we are with the Hero Forge products, in every single miniature, it is essential to tell you the story behind each of them..
This article was created to tell you what lies behind the two miniatures that I designed. Here are the stories of Aukan and Boilbur and how they are reflected in their miniatures.
The first miniature of Hero Forge: Aukan “Mead Drinker” Itakaiathi
Aukan was one of the main protagonists of a D&D 3.5 campaign set in the Forgotten Realms that lasted 146 sessions (including 6 of 12 hours). He is a goliath barbarian whose tribe was annihilated and enslaved by frost giants. Aukan has experienced many adventures, from traveling from Cormyr to the hidden kingdom of Ra-Khati (almost to Kara-Tur) to saving the Weave (the foundation of magic) in the heart of Anauroch.
My player Matteo with the Aukan mini
At the end of his narrative cycle he became Mualio, the Lone Hunter. It is an epic figure of the Goliath culture, believed to be an immortal hero. It is actually a title that is passed from one goliath to another along with the Hunter’s Crown, an artifact with great powers. By accepting it, the old identity is abandoned to become Mualio and help one’s people. This is why he wears the helmet with deer horns. Aukan found the former Mualio prisoner of the yuan-ti in the Serpent Hills and, having received the Crown, was able to return home to the Gray Peaks to free his people from the yoke of the frost giants in a great final fight against a mighty paragon at the head of his fellow mates.
On his return voyage from Ra-Khati home, he reached Damara, he helped saving the population and in doing so he obtained a magic axe, Unbendable, which following the rules of the weapon of legacy grewing in power with him as a result of rituals and tests. For this I chose a pose in which the goliath emphasized his beloved weapon.
The miniature base and its objects
At the feet of Aukan I chose to put a sword planted in the ground, symbol of the many opponents beaten in his long years as an adventurer, along with a bottle. His nickname is “Mead Drinker” and the player behind the brave Aukan, Matteo, never missed an opportunity to propose to play “drink and tell”, a classic Goliath game. Each participant had to drink a substantial amount of beer or mead and then tell something about their life. Only those who remained conscious and able to tell their story with the most eloquence could move on to the next round. It was a game that allowed the group to interact, get to know each other and cement a deep relationship!
The second Hero Forge miniature: Boilbur Redbeard
Paolo ready to play Hackmaster with his Boilbur mini
Boilbur is one of the three Redbeard brothers, the core of the group of adventurers involved in a Hackmaster V edition campaign set in the Kingdoms of Kalamar, still running (currently c.60 sessions). After all this time he has finally reached the fourth level … Great satisfaction!
Boilbur is a heavy warrior with a formidable build. For him I chose to make the mini as thick as possible and its muscle structure has almost the maximum parameters. Like any Hackmaster dwarf he has miner skills, which is why I added the pickaxe on top of the backpack. It really is part of his equipment as he is the most loaded of the whole group. But the real vocation of Boilbur is cooking. His Cooking skill has been increased with each level up; Paolo, his player, does not fail to emphasize how disgusting other people’s dishes are compared to his delicacies. After all, he has 6 of Charisma, what do you expect? I therefore chose a pan from among the objects available for this miniature,a detail I think would have been impossible to find elsewhere.
Boilbur’s armor
Boilbur recently traveled north to free the dwarven settlement of Coldhall from an orc tribe that had assaulted it, enslaving the population. The difficulty of surviving in the northern lands, the brutality perpetrated against his fellow dwarfs, the effort in taking away a group of undernourished survivors from a makeshift hiding place; and the final battle against a fearsome black ogre when only he and his brother Thorek left standing and they didn’t have 10 hit points togheter.
It was a very difficult test, but also a rewarding one. He found Zomed, (dwarven name chart, blame Kenzer & Co.) soon to become his wife and (even better for an adventurer), a well-made armor and shield. So Boilbur became a real steel wall on legs and, for him, I chose a defensive pose, with the shield raised, to underline his remarkable ability to resist blows.
And what happens to the miniatures?
Aukan has been retired for years. He protects his people under the name of Mualio but, having called his firstborn Aukan, he is sure his name will never be forgotten. Matteo will not forget it either, very fond of his gigantic Goliath who jumped on enemies with damage modifiers that were scary just to say out loud!
The Aukan miniature became Matteo’s birthday present as an undying reminder of one of the most beautiful campaigns we shared together.
Boilbur, on the other hand, still has a long way to go. He must accompany his brother Thorek, a cleric of the god of freedom, to free the dwarven kingdom of Karasta from the yoke of the Kalamar Empire. It will be a long journey, especially with a challenging and deadly game like Hackmaster. But now Paolo has such a beautiful miniature on his side that I will have to think twice, as a DM, before taking him out!
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Do you want to know what I thought when I first took a look at The Red OperaRPG KS preview page? Wow. There are nice Kickstarter projects, others are intriguing, some can be defined as brilliant. But few appear as spectacular as The Red Opera RPG, a D&D5e campaign centered on warlocks produced by Apotheosis Studios.
The project appears extremely well-finished in every detail and simply exudes quality. Obviously this is just a preview of future contents for us to immerse ourselves in. But if even part of the Kickstarter promises are kept, we are potentially facing one of the best campaigns for D&D5e one can have on the table in 2021.
In short, it is a long campaign set in a mysterious realm where anyone can make a temporary pact with one of the various Patrons (and for this the warlocks take on a key role). Along with the campaign manual there will be a dedicated soundtrack created by the metal group DiAmorte with the Budapest Scoring Symphonic Orchestra.
This summary description alone is intriguing but, by analyzing the project carefully, the attraction becomes more and more irresistible…
The Kickstarter page of The Red Opera RPG
I highly recommend you go to the Kickstarter page for The Red Opera RPGafter readingd this preview. Just scroll down the page to realize how much quality there is. The images, the animations, the layout of each element. Everything is taken care of in every detail. When there is so much attention and work behind the presentation, the final product hardly disappoints. I would almost never say.
On the page, you will also find many details beyond what I reveal in this article, and an opportunity to download a 33-page preview to get an idea of the final product.
Key point of the campaign
The campaign is presented as a highly dramatic story in 10 chapters. There will be branched side quests and multiple endings based on player choices. In The Red Opera RPG : Last Days of the Warlock (that is the extended title) the nature of the Patrons is explored through an articulated plot and a dark and dangerous world made of intrigue and magic.
Not all players to have to play Warlocks, because the setting allows anyone to sign a temporary pact with a Patron. It will be possible to scale the campaign for each level and every chapter will offer multiple side quests that will allow the dungeon master to make the campaign even more long and complex.
The text already has more than 85,000 words and will offer many new options to explore the warlock class through various facets, in addition to the main plot and the collateral narratives.
The Red Opera RPG soundtrack
This campaign was inspired by the album of the same name from DiAmorte, a band that carries on the Theatrical Opera Metal genre. They are deeply involved in this roleplaying game project. The album is from 2018, but the soundtrack will instead be a separate work, in conjunction with the Budapest Scoring Symphonic Orchestra.
Each of the ten chapters will have a QR code that will refer to a trackto be played in background, to inspire the player as the story unfolds. On the Kickstarter page of The Red Opera RPG you can listen to a preview of one of the songs, A Scarlet Mercy (orchestral version).
Setting: the Shadelands
The realm in which the story unfolds is called the Shadelands. A place in the far north “where the veil that separates the worlds runs thin”. This makes it possible to integrate the campaign setting with relative ease into any game world and any story already started.
It is a place where all the Patrons and their power converge. This power is the foundation of the Shadelands and the city therein, Yon’Cath. This power is bound by Dorian, the Accursed King. He realized his vision of creating a place where the power of the warlocks was never to be hidden but to be boldly shown.
Although the political and intrigue component prevails, the setting seems to me to facilitate any kind of approach. it is also ready to welcome groups more dedicated to destruction than diplomacy.
The Red Opera RPG: handbook preview
The 33-page preview of The Red Opera RPG is graphically beautiful. There are many high-quality full-page illustrations and various maps and drawings made with clarity and great style. If this level is maintained throughout the manual it will be a real joy for the eyes!
Layout is up to the same level of everything else too. The usual two columns, with excellent spacing for titles, paragraph titles and text boxes. Editor color choices of a light background parchment, darker text boxes and dark red titles are elegant and well thought out.
The Kickstarter offer
The Kickstarter offer is very varied and interesting. There are many options supporting The Red Opera RPG. Although only seen in preview, they seem very captivating. There are three versions of the manual, each stylistically splendid.
I really appreciate the attention to detail in regards to the quality and weight of both pages and cover, and there is also information on the binding. It conveys the sense of a project that started with a clear editorial concept and the team is pleased to share every detail as a strength.
Among the various pledges and add-ons there are also many other items: the DiAmorte cd, the Yon’Cath coins, a premium plastic miniature. I hope one of the stretch goals will be a Dungeon Master’s screen!
The combinations and prices are many and I invite you to take a look at the tables on the Kickstarter site. The digital version retails for $30. Physical packages are $50 and $100, followed by more expensive pledges full of physical addons. The advantage of supporting the project rather than buying it later is important, with discounts ranging from 30% to 50% with savings of up to $ 110. The prices reflect the quality of the product, but the page so clearly illustrates how beautiful The Red Opera RPG will be that you can be sure you won’t be wasting your money on an over-hyped product.
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Hero Forge is a site where you can design and have many types of miniatures made. Have you created a fantastic character that you are very fond of? Isn’t there a miniature for sale that is worthy to represent it? Thanks to Hero Forge you can make it a reality quickly and intuitively.
How does it work?
The process is simple. As soon as you enter the site, you can immediately start designing your own mini with an intuitive interface full of possibilities. You can register to save the various projects, upload and edit them later, all for free. After that if you want to buy your creation there are several options.
The cheapest one is to buy the STL file and then print the mini on your own thanks to a 3D printer. The cost starts at $ 7.99 (approximately € 6.70).Otherwise you choose a material and Hero Forge takes care of the making the miniature and shipping it. Standard-sized plastic figures start from $ 19.99 (about € 16.70). Then there are other materials, with different characteristics of durability, detail and value. Premium plastic, steel, bronze and double-sized nylon plastic: on the website each material is explained in detail. The ability to request pre-colored thumbnails is being implemented, in addition, but is not yet available.
What can be realized?
There are so many possibilities it is simply impossible to describe them all. In this review we have added some screenshots just to give an idea of the extreme breadth in scope of customization available. We have been following the Hero Forge site for a few months now and it appears that new elements are constantly being added. Races, highly editable body types, poses, equipment, even an excellent facial expression editor – everything is customizable.
Most of the possibilities involve fantasy races and gear, but contemporary and futuristic genres are also well represented. Then there are vehicles and mounts, objects added on the base of the miniature, and the options continue to increase with great frequency. Even the figure bases allow freedom of choice in shape, surface modeling, and writing on the underside.
Our experience with Hero Forge
Hero Forge gave us a budget to make some miniatures for the purpose of writing this review, so we got down to business. We made about 10 in rather a short time, and had a lot of fun in the process. We have chosen four of these, in three different types of materials, to illustrate the results we were able to achieve.
Again, The creation process has been simple and intuitive. The ability to save projects and reload them allowed us to play and vary the details, and even to “sleep on it” before continuing the process. It is also possible to export an image of the thumbnail. Beyond the final result, the feature we liked most is the broad spectrum and depth of customization it allows. It isn’t about buying a miniature that looks like your character, or one that makes you think of them. This way, you don’t have to settle for a “similar” figure just because it is recognizable by type on the table.
Hero Forge lets you create exactly the creature you want. You can make your miniature unique by combining the same details that went into making the character it represents memorable as you did when you created them on paper.
The starting screenA dragonborn with nanic beard, elven ears and demon horns seems confused by her aspect…I am quite a hottie, do I?Wolf, beers and lollipop: we can start conquering!
The four miniatures of our own!
Here you are Aukan, Kyrax, Boilbur and Vyk Frokkestein. We will tell you their stories in future articles, so you will understand why we chose the various aesthetic custom details for each. For now, just know that Aukan is a goliath barbarian (made of steel), Kyrax a human inquisitor (premium plastic), Boilbur a dwarf warrior (plastic) and Vyk a grippli doctor alchemist (plastic).
As explained on the site, the steel miniature doesn’t show the details very well. It has excellent resistance and durability, however. In our opinion, the lack of detail isn’t noticeable from afar and the weight of the metal is very pleasant in hand. In contrast, the cheaper plastic is rich in details, even if it doesn’t show the most delicate parts or components well, and it is lighter. The premium plastic represents a good compromise between those two materials, but the dark color makes it more difficult to enjoy their higher degree of detail.
For the final result we can say we are absolutely satisfied and let the images complete the evaluation. We didn’t try the bronze nor the nylon plastic, so on those we can’t offer an opinion.
Packaging and shipping quality of Hero Forge
We closed the order on July 24th. Our request was processed the next day and on August 13th the package was shipped, arriving undamaged in excellent condition on August 17th. Not bad considering the current circumstances!
Given the cost and sentimental value of these miniatures, we were happy with the quality of the package. The cardboard box was light but strong; the interior was completely filled with padding to avoid impact damage. Inside that, our miniatures were packaged individually, each with a sticker marking which design was which. The plastic ones had additional padding inside, plus an additional adhesive seal to close them.
Only the steel miniature had no protections inside the bag, and it still has a slightly crooked ax handle (easily corrected manually). We don’t know if that was due to printing or happened during shipping, but it’s a minor flaw at worst.
Final consideration
We are very happy with our new miniatures. Hero Forge has delivered exactly what it promised, with precision and professionalism. There is really a lot of quality in every step. The editor is simple and well done, the materials are varied and valid, the packaging and customer service are absolutely up to snuff.
Obviously the cost of the miniatures, plus any shipping costs, is much higher than that of mass-produced counterparts. For the right character, however, we believe their price-points are commensurate with the very attractive products, and the fact that they participate in the attachment invested in the original (paper) character. The important thing is that the result is proportional to the money spent and expectations.
Such beautiful custom miniatures are physical reminders of precious memories, and provide everlasting links to times (and any number of stories) that mean so much. But above all, it takes a truly heartless GM to kill a character represented by such a precious miniature, the result of so much effort on the part of the player, and GM’s know this!
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This article was born from the ideas provided bytwo manuals that I read: Agents of Concordia and The Burning Wheel, (the game I am falling in love with, see the article on my relations with the campaigns). In both there are sections dedicated to explaining how to structure a game session, providing different approaches and ends. Obviously they are not the only games that give explicit advice on the subject, but they provide a good starting point for talking about it. If anyone has other games or articles that might add to the discussion, please let me know!!
This article dels with the topic regarding tabletop RPG sessions. Although part of the discussion can also be applied to virtual tabletop gaming, some aspects are profoundly different between them.
Should we talk about how to structure a session?
The ultimate goal of roleplaying is essentially to have fun. In pursuit of that goal I am very liberal. Changing rules, removing limits, adding exceptions, changing statistics, taking one aspect of a game and using it for another. Anything you like can be done, as long as there is consensus among the players and doing so improves the gaming experience. Just to be clear, this doesn’t mean I make such changes often – quite the contrary – I simply have no problem doing so.
Credits: Cak Cakulien
Consequently, even individual gaming sessions should be structured to suit your preferences, as long as it works. Each group has its own habits, its own situation; there is no one paradigm for everyone. But it is always good to stop occasionally and look at the situation, to see what the other players suggest. Maybe there is an interesting idea you didn’t think of.
Let’s see what Agents of Concordia and Burning Wheel suggest.
The session for Agents of Concordia
The Agents of Concordia manual divides the session into five parts.
First, De-derping. It starts from the assumption that you have a good relationship with your fellow players, so you should give the group about twenty minutes to socialize, talk about how life is going, outside interests, and so on. This is done to avoid these discussions coming out in the middle of playing the game, disturbing the focus and mood.
Second, set the mood. This means finding the right lighting, perhaps some appropriate music, but also turning off any distracting display screens and putting smartphones away.
Third, immersion. With all external sources of distraction gone, it’s time to focus attention. Give the players a moment to collect their thoughts and focus on their characters. Ask how each individual character feels and asks each one a simple question: what is your favorite food or a childhood memory? But each time a different question. This is to help players to start thinking like their alter ego, to connect better with their companions in-game.
Credits: Ismail Inceoglu
Fourth, recap. Recapitulate where the plot stands, what happened in the last session and where it ended. This helps the players to re-enter the story, to immerse themselves in it once again. It also helps any players who were absent previously to fill in the gaps. Personally, I would also say it allows the GM to understand how much of previous in-game events and story elements the players remember. This is very useful feedback because what they say and how they say it make a valuable statement on how strong a grip the game had on them.
Fifth, it’s finally time to play!
The session for The Burning Wheel
The Burning Wheel manuals are full of good concepts and ideas, but they don’t explicitly tell you how to structure a session. However the particular system of the game suggests elements of that structure.
The Burning Wheel system has neither Experience Points or Levels. The skills that are used are improved and this happens only if a certain number of tests of a certain difficulty are made. There is a point-based system which rewards the interpretation and achievement of certain set goals. These are called “Artha”. The points of Artha obtained during play can be spent to facilitate the tests or to obtain particular advantages or improvements.
In order to understand if each individual character’s actions are worthy of one or more points of Artha, ending the session fifteen minutes early is suggested, so that time can be used to read the interpretative descriptors aloud (specifically the Beliefs and the Instincts) of each character. In this way it is clear whether the facets, the objectives and, more precisely, the convictions of each character came out during the evening’s play. It is a moment of personal evaluation and constructive confrontation with others on what the characters have successfully expressed and in what aspects they were neglectful.
The importance of immersion
One of the reasons I decided to write this article was the first point described by the authors of Agents of Concordia. With the forced need to connect online to continue playing, I realized how much of the small-talk that takes place before the session I am missing because of the online interface. In addition to this, my ability to read the expressions, the stares, the moments of collective hilarity among the group is also greatly diminished under the current conditions. Because of the internet connections, my companions and I really only have the audio, and that with sub-optimal quality at times. Nostalgia for playing face-to-face at the table led me to think about my gaming sessions and then about this article.
Credits: Kate Fox
As I have already written, the suggestions listed above should not be considered clear rules, to be applied with a timer and a timetable. These are interesting ideas. Some of these are probably already being used by many of us, more or less consciously. I really enjoyed the immersion time suggested by Agents of Concordia. The idea of not just starting, but of first directing the players’ minds and concentration towards an optimal game situation is really useful. It is even more so if you implement a small study of each character as a tool to guide them.
The value of debriefing
The Burning Wheelgives different sorts of suggestions because of its story-telling/narrative elements, making its advice less than universal for those playing traditional tabletop RPG’s. For other hybrid games, however, their suggestions can be useful.
When you create a character you often consider his past, his tastes, his appearance, and other details. Many times, however, you gradually lose contact with his (original) basic nature as you rack-up more and more hours with a given character, and begin to only consider the current plot and recent events. An NPC mentioned in the background, a promise made in the early sessions, the consequences of interactions with key NPC’s in the past, an object kept in the backpack and never considered again.
Credits: Night Watchart
To help guard against this, I would borrow not only the final 15 minutes suggested, but include the idea of writing down the main character points and motivational descriptors on the character record sheet. Whether the practice connects with the rules of the system or not, these are useful in staying focused on setting and event interpretations for role-play and in-game character choices.
One last consideration on how to structure a session
I hope you take the time to really consider these suggestions . I reflected on them as I was writing, and really came to realize that we must not forget that we can always improve the way we structure a session, even if our sessions already amuse us as they are.
I know that the ideas presented here cannot be universal, but I am sure that in many cases they could make the difference between structuring a role-PLAYing game or a ROLE-playing game.
Keep following us to read more tips on how to improve your sessions!
The 17th Century Minimalist is a slender rpg about wanderers in the 17th century, and for me it is a little masterpiece. For once, a logorroic like me (lover of tomes and great systems) has been conquered by something simple, of few words – even including “minimalist” in the title. All minimal, except the value of this product.
We receiver acopy of the bundle 17th Century Minimalist from Games Omnivorous to evaluate, a game publishing house that I believe breaks every brevity record in the description of itself:
We publish minimalist and bizarre games. Most are OSR. Some aren’t. All printed in Portugal.
Games Omnivorous
17th Century Minimalist is the first entry of the Minimalist RPG series. We have already written a review of The feast on Titanhead from this same publisher.
Quality and art of 17th Century Minimalist
Looking from afar 17th Century Minimalist seemed to me a simple book with strange colors. The closer I got, the more I was enraptured by the beauty and quality of what I held in my hands. A small 40 page manual in black, white and two elegant colors – sangria red and powder blue – bound with a strand of the same red. It is accompanied by a cardboard folder of the same style, with 5 adventures inside each consisting of a cardboard cover with two or three pages inside. Although it is only paper and cardboard, the quality of the materials is easily perceived by touch, a preview of a level that is maintained throughout the graphic treatment of the product.
In the maps present in the adventures the art is impeccable. The illustrations, made by Offworld Bogil Initiative, have a unique and particular style, a mixture of pencil and watercolor that blends perfectly with the chromatic ensemble of the product and the minimalist approach. Rich and detailed drawings with precise and refined lines would have made no sense.
A great work of pagination
The layout of 17th Century Minimalist is the result of careful work, which aims at both clarity and elegance. The manual is composed almost entirely in the classic two column format, well-accompanied by easy-to-read titles, subtitles and lists. But the real beauty lies in the adventures. Each of these is different in layout, in style and in visual impact, based on the type of story being told.
Where needed, the map of a city dominates. When the story takes place in a single inn, instead, there is a precise map. If the tale focuses on the characters, instead, you get full-page dramatis personae lists.
If I have to find fault, the lists of characters just mentioned have been crammed into a small space, and in two colors they are a bit difficult to read and difficult to navigate. But we’re talking about the only flaw I found in the whole bundle!
The core of 17th Century Minimalist
You are right, we have not yet reached the central point of this review, which is the role-playing game. I find that the most fitting description is in the back of the manual:
Welcome to the 17th century minimalist. This is a fast-paced and highly-deadly game with a pinch of black humor that puts characters as wanderers in 17th century Europe. You will play as tricksters, thieves, former soldiers, bankrupt swashbucklers, and petty physicians, roaming the Old Continent in search of coin and glory. The system is designed to allow fast character creation, compatibility with other games (mostly in the OSR community) and a reckless style of play.
Andre Novoa
Following are some highlights that describe and distinguish this product best, again taken from the back of the manual:
All rules are simplified and compressed to their essence. It assumes a historical, low-fantasy setting in the 17th century and has firearms with flintlocks. It does not have magic. Combat is faster, deadlier and scarier. Why? Because characters do not gain more HP in higher levels. It has novel mechanics for experience and reputation. The two together offer opportunities for a more narrative style of play.
Andre Novoa
If you wonder how 17th Century Minimalist was born, it is simply a home-brew system that gave the author Andre Novoa good results. Fortunately for us, he decided to put it in a nice form (nice is reductive) and to publish it .
A closer look at the system
Declared influencing fonts are The Black Hack, Lamentations of the Flame Princess, Troika!, Sharp Swords & Sinister Spells, Dungeon Crawl Classics, Motherships.It is an inverse d20 system, with the aim of rolling low on the die. It is truly minimalist and you can imagine the succession of paragraphs titled Initiative, Damage, Equipment, and so on.
In addition to the peculiarities that make the game dangerous and deadly, which we will see later, there are many details that differentiate 17th Century Minimalist different from the classic medieval fantasy. The firearms, powerful but risky, among which the axe-pistol and the duck-foot pistol – a pistol with 4 barrels that (in theory) shoot all four with each shot- stand out for boldness.
Then there are simple but complete rules that focus on surviving in a real and difficult world. Diseases, effects of drugs and alcohol, shortage of goods due to wars or other problems.
The game gives its best in small campaigns, so there is a simple advancement system, which allows you to get to the fifth level. A reputation score also gives greater depth to the stories. Although structured from 1 to 12, it would make more sense to consider it from -6 to +6, taking into account the fact that the extremes are equally impacting, in negative and positive.
When the game gets tough, play tougher!
It is worth dwelling on some details that give the idea of how this game is characterized by a fast pace and a deadly fight. The basic concept is “life is hard, make a reason for it”. Let’s see some examples.
Initiative. A different die is put in a bag for each player, one for the opponents and one neutral die. The initiative is the order in which the dice are pulled out. If the neutral die is pulled out, the turn ends. Oh, your die hasn’t been pulled out? Sorry, hope for the next round.
Fumbles. Did you roll a 20? You injure yourself or injure an ally. If it is not possible, the weapon becomes unusable.
Armor. Each armor point is worth 1d6 to absorb damage. Once used, that d6 can no longer be rolled until a long rest, during which the armor must be repaired. If you can’t fix it? Simple, you throw it away.
It must be said that the classes are simple, but well structured, with skills that have an important impact in the game and, although belonging to the usual known categories, they are fun to play.
The mini adventures of the 17th Century Minimalist bundle
I know that soon you will think that I don’t want to do my reviewer job, but what should I tell you? The best way to present the mini-adventures contained in the cardstock folder is to quote the synopsis found in the product itself!
Wild Witch Chase plays with moral and religious beliefs. It is horrible and players should feel extremely guilty, if they play the module as intended.
Ticking Time Bomb is a parody of mercantile wars. These were common, for instance, in Italy, divided into several conflicting city-states.
Black Plague Now throws players into the horrors of 17th century plague. The 1348 Black Death remains unrivalled, but the 1600s saw some nasty cases.
Hedge Death Maze hints at the lavish, baroque, wasteful and arrogant nobility, on the brink of being exceeded by a rising bourgeoisie.
Cluster Fuck Inn flirts with secret societies, complots, alchemy and science, typical of the 1600s. It is also a tribute to one of my favourite books: Foucault’s Pendulum by Umberto Eco.
The adventures are composed of a few paragraphs, so the GM must transform those few words containing brilliant information into a complete and engaging narrative. But the core of each of them is there and it is nice and damn bright.
Last thoughts about 17th Century Minimalist
I have spent a lot of words here on a game that ultimately consisted of not even 40 pages of information, lovely irony, but it deserves even more. It is a very straightforward product, it says immediately what it is and how it is made. Simple and direct. If you like the setting and you are comfortable with the fast and streamlined rules, saying that I recommend this product is an understatement. I turned my session calendar upside down to include at least a couple of the proposed mini adventures.
Both the manual and the adventure folder are available on the Games Omnivorous website at a price of €20 each. Then there is the bundle offer that allows the purchase of both products for €35. For those who do not have a ready story to tell, I highly recommend the bundle, because the adventures are valid, varied and give excellent input to start developing their own stories.
In short, why did I like it so much? Because it is a simple and hard game, made with elegance and sympathy. And I can’t resist those who have humor, elegance and do something coherent and homogeneous with such great attention to detail.
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Here is the testimony (through PF2) of how a pirate suddenly came to my life. This photo is from some days ago, yet I am already extremely fond of it. For most people it depicts some pencils in a row, some dice and a pair glasses to which a paper is attached. Role players know it’s not just that. Role players know that behind each element there is much more and that this photo is not the memory of a moment, but of an entire story.
Let me explain it to you.
The creation of a pirate in PF2
Between one series and another of Household, we decide to try Pathfinder 2 (by the way, promoted with flying colors), convinced by the enthusiastic review of Andy, who is the master. Two evenings, two one-shots connected by the same characters and some plot elements. One-shots are often an opportunity to indulge in attempts and experiments that perhaps would not be undertaken in a campaign… And so it was. And it was also the occasion to take some liberties.
Such as creating a group consisting of a halfling monk with less patience than centimeters in height, a druid gnome with a dinosaur as an animal companion, a barbarian goblin who hears “voices” and a dwarf warrior. I was the dwarf warrior.
What are you saying? Where the experimentation is in the dwarf warrior? First of all for a master accustomed to playing the most abstruse possibilities, the classic of classics is still an experiment. After that, my PF2 dwarf warrior was special, because in addition to always thinking about eating, he wanted to become a pirate. And so: suddenly, a pirate. Too bad we were in a plain light years away from the nearest navigable waters. But piracy is not a profession, it is a lifestyle. And so lived the dwarf pirate Greybeard, among other things one of the first dwarves to be the tallest of his group.
The narrative context
Art Credit: Stefan Kopinski
I’m not here to tell you the whole session (although it would also be worth it!) And I jump directly to the final fight.
We had to stop a petty tax collector from arriving in the village and pick up a prisoner, which was important for us to carry out our purposes. We knew where and when he would arrive. Do you hear the word “ambush” ringing in your head? Perfect, we are on the same wavelength.
Now, in such a one shot, could the ambush be normal? Certainly not. Here’s how it was designed.
How a pirate walks in the scene in PF2
The tax collector Hubert (red d20) and his right arm (red d10), accompanied by an archer (red d4) and two guards (red d6s) met a dwarf with an axe in his hands, still, in front of a pirate flag depicting two bones that make up the letter “L” and a skull. In the normalcy of the most classic of fantasy plains, suddenly a pirate. Dwarf. But not just any dwarf.
Captain Greybeard of the “L” crew. Don’t you know the “L” crew? Not even the “L” law? Unfortunately, neither we nor that law were very well known in those lands. Too bad, otherwise a group where the average height is 72 centimeters would have made a very good impression. The dwarf presents the rest of the crew to the strange company. The three dark red d6s (moreover Cthulhu themed… You see that the call of the sea was in the air?) are a pig, the Quartermaster, a cow, the steward and a chicken, the ship’s boy. Why? How come a cow, a pig and a chicken? Because it was a one-shot, but above all because yes.
Behind the rubber/bush on the left you can see the halfling monk and the barbarian goblin.
You will always remember this as the day you almost caught Captain Greybeard!
Art Credit: Colin Shulver
Obviously a fight started, and we didn’t wait for anything else. At the time agreed, when the men began to lose patience for the mockery they had to hear, Greybeard indicated behind them screaming: “Be careful! There is a dinosaur charging you!”.
They didn’t turn their heads, but the dinosaur was really there. Hidden in a small hole on the sides of the road, with a simple Enlarge spell, it started to sow panic from the rear. For the rest, alchemical objects launched in a burst and axe strikes completed the picture.
Thanks to the rather lucky dice (Captain Greybeard didn’t roll less than 15) the fight ended with a disarming victory. The group, not accustomed to large sums of money but rather to the powerful pangs of hunger, can thus return to the village to collect the reward: a 24-hour meal.
End of the story, not of the emotions
Art Credit: Vibhas Virwani
There are the maximum systems, there are the eternal diatribes on the zero sessions, the zero rules, the behaviors at the table, lists of strengths and weaknesses of lists of games followed by lists of comments. In short, sometimes there are many words, sometimes important, sometimes useless, and little play.
And then there is this. An evening with friends, a one-shot without any pretense. Then, suddenly, a pirate. Many jokes, a few dice, too many laughs. A part of you in another world, in another time and another part absolutely present to itself to enjoy the awareness that, thanks to our game, even today is a beautiful day.
And a photo to make it last forever.
Keep following us for more Merry Crystal’s useless and mellifluous tales!
We received a free copy of First Adventure, an adventure for D&D5e written by Leonardo Benucci, available in digital format on DMSGuild at around € 4.50 in the Italian, English and Spanish languages. It is also possible to obtain the Fantasy Grounds form at around € 8.
First Adventure was written as a long one-shot or two short sessions of a few hours each. It tells the story of a group of kids who live their first adventure together and, due to a series of circumstances, they meet again as capable adventurers 17 years later, to complete what they have started.
After reading the material, my opinion on it is mixed. There are some elements I liked a lot, that work and demonstrate good ideas and even enthusiasm. Unfortunately, there are other aspects that failed to convinced me. While insufficient to make me pass on the chance to enjoy the adventure and the good ideas in it, those short-comings aren’t something I can lightly or easily ignore.
What works for First Adventure: creativity and photography
This adventure is very cinematic. It ties the characters together and immerses the players in the story easily. Role-playing children is a departure from the usual D&D experience but, thanks to the Kids and PCs appendix, it is possible to enjoy a dungeon even from childhood perspective. Situations can be engaging, both encounters and any ensuing action. The details are capable of arousing simple but immediate emotions. Specific rules are provided for some moments to highlight them, imbuing them with a sense of uniqueness everyone can appreciate. Even the ending is cinematic, featuring a ‘post credits’-type scene, lending greater depth and further context in retrospect to the characters’ previous actions.
In short, the core of the product is fully present. As I read the pages, the desire to play blossomed and I imagined the reactions of my players to certain plot points.
What doesn’t work: some unfortunate choices
These considerations come from my reading of the Italian version. There are many types of readers and this judgment is very personal, but there are aspects that I just didn’t appreciate reading First Adventure. First of all there is a problem of pagination, but more about later. Secondly, I found various aspects of the writing unpleasant: I don’t really agree with some stylistic choices and attempts at humor. I would have appreciated a little more attention to consistency in the original drafting of the text.
For example, sometimes the skills or characteristics required for a test are indicated in upper case, other times in lower case. A quick rereading/proofing would have given greater homogeneity and a greater sense of professionalism – acknowledging the fact that the work is intended for sale to the public, and so should cleave to a higher standard. The same lack of attention resulted in occasional poor word choices.
I didn’t particularly like some stylistic choices either.
Although the intent was to facilitate interpretation and encourage understanding of how an NPC should talk, I prefer to read a simple directive indicating that a character speaks with a childish vocabulary rather than adding quotes by way of example. Moreover, these are rendered in uppercase in the Italian version, completely without cause, and include numerous strange words (not present in the English version therefore I cannot give you examples).
I was left with the impression that there is a nice, creative idea behind the adventure which was, unfortunately, written more as a transcript of the author’s personal sessions rather than as a commercial adventure module to be distributed for sale to players of many different ages, cultures and approaches to tabletop gaming. I’m sure many people with different tastes will find values in what I indicate as defects.
Layout, a problem that can be solved
Usually I talk about illustrations and layout together in a single paragraph; this time I had to separate them because they were executed with nearly opposite values. If the illustrations are the best part of First Adventure, the layout is the most disappointing. We have the classic two-column format common to Dungeons & Dragons texts, but the first thing that caught my eye was the absence of fully justified text alignment. In such a narrow format, the visual effect and copy readability are strongly diminished by this choice, especially in the Italian version, so full of long words.
The text boxes to be read to players are framed horizontally but not vertically, reducing the detachment from the flow of the text somewhat. The same is true of the text boxes containing tips for the DM. Inexplicably, these blocks of text are rendered in a smaller font, especially the latter sort. In addition to being aesthetically ugly, it also makes reading them difficult, even uncomfortable.
My feeling is that, with only a little effort, it could have been done better. It would have been an easy fix. Revisions for digital product are easily made. I also realize that what I see as text flow issues may not even be noticed by those not professionally involved in production for publication.
The graphics: the flagship of First Adventure
On the other hand, I speak of the illustrations in this work with extreme pleasure. They are very beautiful, absolutely spot-on, and help to make the adventure a lot more pleasant and engaging. There are twelve illustrations to captivate and immerse the players. They are mostly black and white, but those bearing color are skillfully rendered, too. The portraits of the characters, showing them both as children and as adults, are very well done. The likenesses between the two ages of the characters and attention to detail in those designs enrich the pages of the adventure. Even the cover art, an homage to the 1985 film “Goonies”, is well-executed and attractive.
The character sheets are well made, easy to navigate, read and manage. As one of the fundamental elements allowing players to engage with a one-shot more swiftly and fully, the character record sheets show excellent strength.
The only disappointment with the graphics was my expection that the maps be more refined. They still do their job very well, however.
Target audience and humor
Not everyone laughs for the same things. So inserting comedy into a product obviously entails an element of risk that that some readers won’t appreciate it. When it comes to First Adventure, I am among them. I am the first to joke at the game table, even jokes so bad I get hit by real swords (only with the flat, thankfully) or aggressively thrown erasers (true stories). If I had to write a product for publishing, however, I wouldn’t insert that kind of personal or situational comedy into the official text.
So, I freely admit I didn’t laugh when, for example, I read “your magic jar is a jar where you have farted at least 100 times. It is your ultimate secret weapon”, on a card. I sincerely appreciate the attempt to provide a child-friendly rescue device. As I have already explained above that I didn’t appreciate the precise transcription of the odd, childish style with which some of the NPCs express themselves.
This disconnect led me to doubt my understanding: who is the target audience of this adventure? If they are adult players, there are elements that are a bit childish, pranksters who may well clash a little with a 30+ year-old at the table. If the adventure was written with only children in mind, instead, then describing the monk as “I am too much in love with wine, beer and other intoxicants”, for example, I would have avoided. I realize that these are specific details and perhaps a matter of taste, but it takes little to create a more homogeneous feel.
A last thought about First Adventure
Looking at final conclusions, I realize the word count spent finding defects is greater than that spent praising it. Does this mean that the product is seriously deficient? Absolutely not! I always spend more words when criticizing in order to explain myself well and fully, to avoid misunderstandings. My final judgment on this product remains positive, however, albeit with reservations.
Regardless of my personal taste First Adventure is a product with beautiful images that tells a very pleasant and compelling story, full of imaginative and intriguing situations and descriptions. This is the core of my evaluation. The players at the table will surely have a good adventure and will remain satisfied and amused.
My only misgivings are for the DM who finds himself with a product that could have been laid out better, written with finer attention to details, and that has a narrative not really compatible with the reader’s expectations. These are all defects that can be avoided, however. Once the adventure is properly read and understood, the DM can make it his own and is free to offer it in the most congenial light. The quality of the product and its narrative potential remain intact.
Keep following us to find more adventures like First adventure !
In summary: Four Against Darkness is a solitary or cooperative dungeon crawling game based on randomly generated maps, encounters and situations, easy to use and extremely speedy to prepare..
In this review I give you a brief overview of some products that the Italian counterpart of Ganesha Games, the site that deals with the online sale of Four Against Darkness, kindly sent us for evaluation purposes.
Common traits of Four Against Darkness volumes
The products I read were digital format, therefore it is not possible to judge the physical materials. Aside from a couple of sparse thirty-page adventures, the other manuals consist of about 75 pages. The illustrations, covers aside, are in black and white. The style is simple, almost amateurish, like the designs that a (talented) role player might come up during a session. However, they have an old school flavor that helps provide the right frame of mind. They reek of teen nerds.
The layout is standard two column format, with clear text and very easy to read tables. It is simple but effective. Neither in cost nor in content is it a product that will attract readers with refinement or visual impact. It was designed to be pleasant, immediate and immediate to use.
Supplement: Four Against the Abyss
Let’s have a loot at an expansion that figuratively continues the basic manual. Four Against the Abyss is a set of rules and options to expand the game and raise the adventurers to the ninth level. The dice evolve from d6 to d8 (and explode with 7 or 8, so very volatile). It starts with casually generating Four Against Darkness dungeon but what is inside it is determined by new tables.
The game experience can be rather deadly. There is also a sadistic saving throw vs. immediate death (“save or die”) mechanic. Leaders have been added to guide the monsters, there are six new spells and over 40 specific advanced skills for certain classes. Allies have been added, divided into mercenaries and artisans, with new secrets and various other optional rules. For example training, the plot for the campaign or madness.
For those who have had fun with Four Against Darkness but feel they have exhausted all of its content, there are many new elements in Four Against the Abyss to deepen and renew the game.
The cost of the digital version is 8$.
Adventure: Caves of the Kobold Slave-Masters
Caves of the Kobold Slave-Mastersis an adventure for 1st-2nd level characters divided into three parts lasting a couple of hours. It starts with a pre-generated dungeon, to continue instead with one to be generated randomly and ends with a decisive battle.
It is a perfect introductory adventure to the game. The player goes from the pre-generated scenario to building the map, thus learning one of the fundamental bases of the game. He discovers how Four Against Darkness can be varied and that it is not just about cleaning rooms by fighting monsters butthe game can be adapted to create interesting situations, even narratively.
The cost of the digital version is 5,99$.
Adventure: Dark Waters
Dark Waters is an adventure in two chapters lasting a couple of hours, divided into a pre-generated and a randomly generated dungeon. It has a pirate setting with a whole series of tables for generating traps, monsters, treasures and aquatic events. In line with this setting, a new class is also presented: the swashbuckler.
The manual offers a full-bodied adventure, probably providing more than two hours of play.
The cost of the digital version is 2,5$.
Supplement: Four Against the Netherworld
Four Against the Netherworld is a level 6-9 character campaign set in the Netherworld. It cannot be classified as a simple adventure but as a real supplement for the abundant presence of new content.
First of all, specific rules for setting your adventures in the Netherworld, including problems related to food, mental health and relating to souls. It introduces new classes, including the demonologist and the cambion, with six new spells oftheir own.
Obviously, the Netherworld is not a dungeon, so there are rules for creating the hex-mapped territoryEach hex is characterizable with one of 10 possible types of terrain. The rest of the manual is a succession of customizations of the Four Against Darkness elements, including new monsters, discoveries, places, events, relationships and so on.
Four Against the Netherworld is the demonstration of how varied Four Against Darkness can be. It is not a classic role-playing game and does not pretend to be, but it has its own intrinsic value that distinguishs it from other simple solitaire games.
The cost of the digital version is 8$.
Adventure: Knight of Destiny
Speaking of variety, last but not least Knight of Destinyadventure is the latest product, published in Italy a few days ago. It is an adventure for a 3rd level wandering knight in search of the holy Grail.
Here, we face a completely different setting. It is an outdoor adventure, so we have inns and encounters instead of corridors and dungeons.
As typical of Arthurian fiction, the knight sets out on a journey that leads to clashes with treacherous knights, overcoming challenges, accumulating devotion points and listening to rumors, all in order to get to the Grail before Morgana and Mordred raise the rebellion against Arthur.
Knight of Destiny loses the chance of cooperative play, but gives the solitary player new challenges and new situations that can certainly entertain him for more than one game.
The cost of the digital version is 2$.
Considering the Four Against Darkness supplements
Four Against Darkness must be tried and discovered. It is a game with a precise identity and important strengths. It does NOT offer a fast and immediate version of role-play in the old way. To be precise, it is not even a real role-playing game. It does its job, however: it does allow you to spend time in joy lost in corridors infested with monsters or lands in danger.
Because the original product was already so nice, improving it was hard. With common sense and imagination, though, they succeeded. There are very varied situations, balanced and innovative additional content. For fans of the game, the material presented so far can truly offer a lot. In the future the company’s imagination for produce even more will hardly be lacking.
Keep following us to be always informed about the editorial releases of the line Four Against Darkness !
Today we talk about Four Against Darkness, a solitary or cooperative dungeon crawling game. Created by Italian author Andrea Sfiligoi, it has come under our attention because SKS Giochi published a revised Italian version. The English version of Four Against Darkness is sold on Amazon at 12,99$, while in Italian it is available in a digital version from Ganesha Gamesand distribuited in stores in collaborations with MS Edizioni.
From Ganesha Games we have received a PDF copy of the basic manual for review, so let’s not waste time and head into the darkness!
How Four Against Darkness was born
We can tell what inspired this game directly from the words of its author:
Four Against Darkness was born from my need to play something similar to a roleplaying game (without having to depend on the presence of other players) and a book-game (without spending hours reading, but underlining the “game” part). The game had to be simple from a mathematical point of view, highly randomized and playable without the aid of planks, cards or other items. Everything had to be seasoned with a good splash of nostalgia, because I am aware that the average player today is a middle-aged man who remembers his youth with pleasure
Andrea Sfiligoi, from his interview for the site “Giochetti e Sfizietti”
The classic never goes out of style
In Four Against Darkness, the player manages a group of four explorers (3 each in the cooperative version). The heroes are created from among 8 classes, three of which are race-classes (the elf, the halfling and the dwarf). All the classes are simple and classic, pieces of nostalgia from the games of yesterday.
The cards are elementary. On an A4, there is room for the whole group.
Character creation takes no more time than it takes to walk a few steps and open the first door of the dungeon.
In the spells, We find the same simplicity and classic approach. There are only 6 of them: Blessing, Escape, Magic Lightning, Fireball, Protection, and Sleep. What else would you ever need?
Even the equipment is basic. Weapons and armor are only listed by type.
In the game you have to explore a dungeon populated by monsters, strewn with traps, secret doors, clues and treasures. Reading the manual I really got a wave of nostalgia, visions of me as a teenager, with my friends, exploring dungeons every Saturday afternoon in the rumpus room without needing anything else from life.
Four Against Darkness has a rapid and explosive nature, made up of 6 dice that explode and 1 that means automatic failure in no uncertain terms. In short, a real Old School that offers few breaks. On the other hand, among the sources of inspiration, Andrea Sfiligoi includes first edition of D&D, Tunnel & Trolls, and the series of Fighting Fantasy book-games, right out of the elder days of role-playing.
Four Agains Darkness in detail
With 2d6 you do everything, at least for the basic game. With the growth of the characters through the published supplements, chances of success on the dice increase, showing the growth of the heroes. The action is always in the hands of the players, who roll both in attack and in defense against fixed values.
What about the dungeon? The dice describe it and you draw it as it is gradually revealed! There are 6 initial rooms and 36 possible further developments, decided by the roll of 2d6. You can rotate them or modify them slightly as needed to connect them up properly to the map already drawn, after which you get to look at what’s inside! The rooms can be populated by means of the same randomness. You can find secret doors or traps and make the place you’re exploring unique and come alive by adding objects, features or events.
Monsters can be encountered in static locations or found wandering around the dungeon. They are divided into minor and major categories, and then the final boss. The rules of combat are simple but, thanks to the dice, the behavior of who or what you meet might vary widely. So, it isn’t just about drawing a map and rolling dice until the characters or the monsters die, there is much more.
By dint of overcoming the obstacles encountered, the characters can get a shot at leveling-up. The basic edition of Four Against Darkness is designed to handle characters of up to 5th level. For those who want more, there are the diabolical monsters and their variants, or Four Against the Abyss (one of the supplements), which is designed to handle characters from 5th level up to 9th.
Four Against Darkness: wherever, whenever!
Four Against Darkness was essentially designed to be played solo, but it is also possible to play it in a competitive mode for two players or a cooperative mode to share your fun with company. The necessary material is really minimal: a pencil, two six-sided dice and a sheet of paper. Miniatures and other trimmings can help, sure, but they aren’t necessary.
The preparation time is almost zero, and a game lasts as long as you want. The large element of randomization also makes it very replayable,
This game can be played almost any place at any available moment. You can play in whatever time you have available or you can play to just to defeat the final monster. There are rules for resting, for saving petrified characters, for marching orders, for loot. Everything that affects gameplay in a simple and practical way has been taken into consideration and rendered in such a way as to be enjoyable, without the need for many rules or much preparation.
The extreme simplicity and the relatively small number of some choices might make you think it doesn’t offer enough variety for extended play, or that leads swiftly to repetition. The situations end up being always different as they unfold, especially in the cooperative mode of play. There are a large number of supplements, as mentioned, that we will discuss in detail in another article.
The digital product
At the moment we can only rate the digital edition of Four Against Darkness. The manual is made up of 106 double-column pages in black and white. The content is simple and smooth reading. All the images of the classes are very beautiful and in a modern style, while the rest of the product presents simpler images, excellent for evoking the nostalgia for the graphic style of the first role-playing games even more.
The tables are large and easy to consult; the classes and monsters described in a concise way. This is true of the maps of random rooms, also. At the end of the manual there are some summary pages that allow you to see the whole main skeleton of the game. Perhaps there are a few tables to consult here and there, the physical version may be more convenient.
Obviously a little color, a sharper cover and a bit more creativity in the layout would have made the manual more captivating, but probably would have inflated a price beyond its very accessible current value, also given the longevity of the product.
Last thoughts before adventuring
Four Against Darkness is a very sharply focused product. It offers a window on an always different old school dungeon, allowing you to live it both alone or with friends. The rules are simple to remember and apply, and the random tables really generate a lot of detail, giving depth to the solo experience and also providing places to expand the narrative in a group game.
The price is very interesting, especially if you think in how many situations you can decide to take four heroes and lead them on a dungeon delve – even alone – in almost any environment, even when you have but little time.
There are also many supplements on the market, which No Dice Unrolled will review for you later, with which you can broaden and diversify your experiences with the game.
There is little more to say other than complimenting Andrea Sfiligoi for having the inspiration to create a game that has its own precise location, in a niche little explored by other products in the hobby.
Continue to follow us to be informed about the other products of Four Against Darkness !
Shadows of Esteren is a role-playing game already funded on Kickstarter. It is funded almost 1000% and has become a great success. The campaign is entering the final rush. These are the last days to go to the project page and decide whether to support it or not!
This low fantasy medieval RPG with influences of gothic horror, is characterized by the harshness of everyday life and the complexity of the interplay between cultures. It is called “a transmedial adventure” by its creators. The game was released 8 years ago in France by Studio Agate, a collective of authors and illustrators eager to produce quality material.
It is published by Agate RPG.
Honors & Accolades
Unlike most other projects on Kickstarter, which can only be imagined with the aid of previews and promises, Shadows or Esteren is already 8 years old. In that time, it has become the most internationally recognized French game, with dozens of books, a video game, four music albums, concerts, and appearances at the most famous conventions. This game was awarded the titles of Best New Game, Best Manual, and Best Art at the Diehard GameFAN Awards 2012. In 2013, it received the Best Interior Art and Best Production Values awards from the prestigious GOLD ENnies Awards at GENCON in Indianapolis, and Game of the Year from the SILVER Ennies.
Titles Aren’t Everything
While awards may grow a game’s reputation, its real value lies in its content. So let’s delve deeper. Shadows of Esterenis a game focused on investigation and survival that emphasizes player immersion and character interactions. The world is populated by people who struggle with everyday life, and who must also watch their backs to guard against the supernatural threat hiding in the dark.
The sources of inspiration mentionedinclude the movie Braveheart, Tim Burton’s works (especially Sleepy Hollow), Princess Mononoke and Nausicaa of the Valley of the Wind by Miyazaki, and the manga Berserk by Kentaro Miura (more the beginnings of the series, I hope, and not where it stands now… But that’s another discussion).
If you want to get a more precise idea, you can download a quickstart called “Book 0” on DriveThruRPG. Which is not such a quick start, because the main PDF is about 83 pages! In the pdf you will find an introduction to the Esteren Universe, a summary of the game system, six pre-generated characters, three scenarios and more.
The aesthetic of Shadows of Esteren
I say, “Hats off!” to the Aesthetic of Shadows of Esteren!
It is one of the game’s true strengths. The illustrations are many and of excellent quality, varied both in style and content, but nonetheless homogeneous in their ability to paint the visual aspects of the game. I think that between the images in this article and those that you can admire on the project page and in the quickstart pdf, you can easily get what the game is all about. The maps are also beautiful and seem to invite the reader to play and explore.
The layout is the classic two-column style, but what impressed me are the details. A dividing line here, an illustrated corner there. With the variety of designs, lines, cuts used, it is clear the editors and layout designers are very talented. I believe their ambition was to make these manuals their flagship product, and I think they did so admirably.
We had the pleasure of reviewing the PDF of the basic manual, and assure you that this quality extends throughout its almost 300 pages. Just leafing through it, the different solutions applied to the pages provide a long series of pleasant surprises to admire.
The world: the peninsula of Tri-Kazel
Shadows of Esteren provides a setting in which life is hard. The Tri-Kazel peninsula is a place where hunger, fear and war are constant and concrete possibilities. It is a medieval land with strong celtic influences, divided into three kingdoms, three dynasties born of three brothers. Magic is everywhere, but is neither trivial nor omnipresent; it retains an aura of mystery and danger. The influences of science and technology come from the continent, and the religion of the One God is starting to take hold.
Scenarios illustrating contrast, change and confrontation are rooted in a difficult and sometimes frightening everyday life. You can find cults, orders, organizations, social and cultural differences interacting between the three realms. In the background, the mysterious Feondas (“enemies”) plot in the shadows and disturb the lives of the people of Tri-Kazel.
It is a living, breathing world, not necessarily based on its originality but on the immersive play facilitated by the depth of its presentation. Tri-Kazel reminds me very much of George R. R. Martin’s Westeros.
The system of Shadows of Esteren
Characters in Shadows of Esteren do not have the classic six characteristics describing their physical or mental abilities, but are abstracted into advantages and disadvantages.
Each character has 5 Waysthat determine its main traits: the ways of combativeness, creativity, empathy, reason and conviction. They are rated from 1 to 5 in degree or potence or whathaveyou, leaving the players free to decide how these scores intertwine to create a deep and multifaceted character.
Knowledge and skills are organized into 16 Domains, each of which are divided into various disciplines. These disciplines then have different specializations. The final value ranges from 0 to 15, of which a score of 15 represents a real legend within a particular specialization.
Task Resolution consists of [(1d10) + (Domain / Discipline / Specialization score) + (score of the applicable Way)] to overcome a threshold of difficulty. Of course this is only the base on which a world of rules is built, but the impression I got was that the system isn’t particularly complicated but is rather intuitive, instead. On the other hand, the fundamental rule is: if a resolution test risks slowing down the pace of the game, it should be handled another way.
The use of the Sanity attribute illustrates how the game will be hard on the PC’s.
Details can make the difference
The graphics did their duty in really convincing and amazing me, but there are also some smaller, additional elements relevant to the quality of the content.
For example, in the scenarios various icons are used as markers that enable the master to quickly find key information, or identify tips for underlining the horror or the supernatural elements in play. There are also icons that mark suggestions useful in making the game more immersive, or recommendations for background music (another part of their product line).
Why the Kickstarter of a game already released?
Part of the material was not available in stores for quite some time, which generated some demand. Further, the cancellation of conventions due to Coronavirus left many products in storage. Hence, the initiative to post a Kickstarter to sell them, and at a discount.
Kickstarter is not an online store, but there are additional products that need financing. First of all, an art book, in both digital and physical formats. Then, thanks to various unlocked stretch goals, Kickstarter versions of some of the manuals, as well as art prints, comics, pocket books, MP3 albums, dice, and even metal coins. There really is a lot on offer, and for an extremely attractive price.
The Kickstarter offer of Shadows of Esteren
Unfortunately, there is so much material and so many possible pledge levels it is not possible to describe everything, so I advise having a lookat the samples and information on the Kickstarter page.
I should also mention there are two separate offers; one for the art book alone, in a digital ($20), normal ($40) or limited edition version ($100).
The other offer is for one or more of the manuals. The complete digital package is offered for a pledge of $60, while the single physical basic manual is the reward for a pledge of around $50 (its selling price). In addition, however, in the event all the stretch goals are unlocked: A2 map, mp3 album, prints, PDF compendium, a comic book, an mp3 album, a pocket-sized book and metal coins all become available.
The complete collection of books can be obtained by pledging $200 in support. Certainly a hefty sum, but we are talking about several manuals totaling more than 1100 pages, along with an impressive amount of other items, from the 4 albums to the Dungeon Master’s screen.
Final impressions
My thought after this journey into Shadows of Esteren was, “But how did I not know about this?”, followed by, “I must bring this to my group for them to try!”, and ended with a powerful “I must have it!”.
Beyond my collecting craze, there is no doubt about the editorial quality of this product, as stated above. The success it seems to be enjoying is an excellent business card for those who, like me, still did not know of it. The Kickstarter offer is full of varied game materials and items, which is why it should be considered in light of everything offered in return for the support pledged, rather than judged on the basis of the amounts tied to the different pledge levels.
For now, I can only speak of my impressions of the game itself. I believe that the quality that I have seen in the details can be considered a guarantee. Shadows of Esteren is a game with a deep and vivid world, a hard and intriguing setting. The system was created to support the game, not to slow it down. The Gothic touch is the icing on a cake that I can’t wait to taste.
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The prolific team of Sign of the Dragon sent us another product to evaluate: Realm Events, a PDF supplement for D&D5e that gives hooks for events in civilized areas, from villages to towns, cities and realms. They can be used to enrich the description of the world in which the characters live or as ideas to involve them in various plots.
Events for every world and every system
From the introduction:
This book was written to help DMs add depth to their campaign worlds. Specifically, this volume gives DMs the chance to quickly create events and encounters in villages, towns, and cities. This will be especially helpful when the characters go off script and end up in an area that the DM has not fleshed out at all.
Sign of the Dragon
Realm Events makes no particular geographic references so it can be used in any fantasy setting. In reality, many of the ideas in it are universal and, with the appropriate modifications, they could be suitable for any setting. Although the product was created specifically for the most famous roleplaying game in the world, there are no statistics or references to rules. Therefore it can safely be considered a universal resource for roleplaying games.
Realm Events in detalis
Realm Events is a 20-page PDF, with the classic layout of D&D5e, as usual for Sign of the Dragon. There are beautiful original images and others reused through the Dungeon Masters Guild, some more apt, others seemingly only to fill up space. Nevertheless, the visual effect is pleasant and the product is easy to peruse.
The content includes 55 events are presented, 37 of which are set in a village, town or city and 18 that can occur in a larger area, a region or a whole kingdom. For each event there is a short description and a brief paragraph entitled “what the characters can do”. The possibilities are further expanded thanks to 40 tablesfor randomly generating details.
For example, one of the regional events is the arrival of an ambassador. The motivation for the visit can be chosen according to one’s taste or by chance from among 6 possibilities and the same variety of choices is provided for character interactions with the ambassador. It is possible to generate the core of an interesting event in just a short time. Realm Events can be used simply to generate background, to bring to life the location where the characters find themselves, or it can provide milestones for the continuing plot for many subsequent game sessions.
My thoughts about Realm Events
I consider Realm Events one of the most successful products out out by Sign of the Dragons for D&D5e. Don’t expect unique ideas or ideas never heard before, but this compendium attends to the purpose for which it was written very well. The hooks are short, not very detailed and allowing different possibilities, perfect to be easily taken and inserted in any campaign quite easily. They are like a spark that can ignite the fire of fantasy in masters and players, alike. I also like that it’s so monographic. You keep the PDF ready for need and, without having to find the tables in a larger manual, you immediately have everything you need.
You can buy it for around 2.99$ at the site Dungeon Masters Guild. The format is right, the content adequate, and the price too. Although speaking of small sums, before reading I believed that the most correct cost would have been under 2$, being 20 pages. After reading it I think instead that its quality should be rewarded and the asking price makes an excellent investment. Sometimes masters (and players) don’t need amazing pre-made adventures, but only a gentle nudge in the right direction and then the freedom to pursue whatever their minds create. In this sense, Realm Events offers hundreds of small sparks lighting the way to different adventures, in a small page count, for only a few dollars.
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Our friends at GearGames sent us an evaluating copy of their brand new adventure The Shadow of the Squid, obviously created for their acclaimed steampunk RPGVulcania. If you don’t know it (so bad!), you can get an idea by reading our review.
The Shadow of the Squid is the second chapter of the Xhuul Saga, started with The Usual Suspect, the introductory adventure contained in the corebook of Vulcania. And we’re ready to bet it’s not the last episode.
The adventure was released in PDF on May 19th onDrivethruRPG and on the GearGames website for € 4.60.
A first overview
The product is a fifty-page PDF that contains the same quality and layout already found in the Vulcania manual. Illustrations are of high quality and have the already known color palette that attracts me like a comic book.
The paragraphs are easy to read, the layout is clear and well structured. As in the previous adventure, The Shadow of the Squid also has parts called “If the chatacter…” to help the storytellers navigate the multiple plot developments without getting lost by browsing pages.
Steampunk is more than simple smoke!
All right, the product has been properly packaged, but what the masters and players are looking for is the substance, the adventure, the pathos. It is always difficult to review an adventure, not wanting to spoil the surprise to potential players. I will try to give you an overview.
Since the Vulcania manual containing the previous adventure is required to play The Shadow of the Squid, it is almost certain that the latter was played. Similarly, this review also has to take it into consideration.
The Usual Suspect is an excellent adventure which, while forcing the master a bit towards railroading, does his job very well. On the other hand, since it is an introductory adventure, it must almost necessarily follow a linear development. But the setting and mood are truly effective and the result is more than good.
It should be noted with great pleasure that the prologue for the narrator occupies 5 of the 30 pages of the adventure, describing an interesting starting point, which in fact is the fulcrum on which the whole saga evolves.
The Usual Suspect was a pleasant read, with intriguing and classic (in the most positive sense of the term) scenes: if certain clichés of adventure have worked for decades, there must be a reason and experiencing them in the adrenaline-filled world of Vulcania is a roleplaying experience to try. I was hoping that the sequel was of the same level, I am happy that it’s even better.
The Shadow of the Squid in detalis
The Shadow of the Squid takes the Xhuul Saga to another level. Now that some of the cards have been unveiled and the plot mechanisms have begun to spin, the authors have further raised the quality level. The adventure is truly built to make Vulcania‘s strengths run at full speed. Rhythm, tension, cinematic scenes and scenarios that make the linearity of the plot appreciable because they are part of an excellent story that continues to open up to ever greater possibilities.
The adventure is well written, the tone is colloquial and modern, almost giving the impression of a chat between the authors and the future master. Language and names are always light-hearted and funny. This time you will hear about Ghiger (R.I.P., genius!), Robb N’Huud and Guillermo Telles, just to name a few. There is more than one tool provided to keep the pace up and the players glued to the chairs.
The story, although linear, actually gives great freedom to the players’ approach, granting a freedom that I didn’t think would have been possible after reading the epilogue of the previous adventure; but above all it lays the foundations for a potentially even more interesting third chapter. I am eager to find out if GearGames will surprise me again and raise the quality level with the next adventure. Because there MUST be an upcoming next adventure!
My final considerations about The Shadow of the Squid
Let’s assume that Vulcania is a great game, with a fresh and manageable system and an eclectic world to be discovered. Setting a saga in it is potentially very simple, but the risk of trivializing is high.
The authors instead demonstrated two things. First is that they have the experience and talent to take classic elements and reproduce them very well. The second is that they enjoy doing it. While reading the adventure, the feeling of pure fun was transmitted to me.
It doesn’t have to scare, but this isn’t really an easy experience for a novice master. Some details are not written and ready to be used. There are narrative sequences and moments of tension that must be managed and communicated adequately to the players if a correct mood is desired. For less experienced masters it could be an excellent test bench to try managing these dynamics, because the whole contour is of an excellent level and therefore would surely help to improve. Even storytellers need to experience!
In my opinion, those who bought the Vulcania basic manual should strongly consider the idea of buying The Shadow of the Squid, if they are not already experiencing a completely different campaign in this world. Or if they are not under the effects of toxic gases of Abarabazem. Now there is a more substantial adventure to follow up on the introductory one and to open scenarios for an epic campaign. All that remains is to decide when start playing!
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Finding the rightduration for campaigns is like a puzzle to which I will never find the answer. I know there is probably no right answer, at least no universal one. Each person must find their own right compromise based on his needs and circumstances. There are those who manage to make do and live happily and there are those who, like me, never manage to be completely satisfied.
It is not uncommon for players with partners who do not roleplay to have to find a delicate balance between the time dedicated to gaming and that dedicated to their personal relationship. It is possible for the aforementioned partner to get jealous of time spent with dice and character sheets. This is why it occurred to me to compare campaigns to relationships. There are players for whom there is only one passion for a lifetime, who are wholly devoted to a character or campaign. While others start talking about how beautiful the next character and campaign will be before they have finished creating the one needed for the current campaign the DM is preparing.
Fortunately, gaming campaigns don’t get jealous, they don’t throw you out of the house, they don’t key your car, they don’t demand alimony, they don’t ask you what roleplaying system you used yesterday, or what that game is that you always like on Facebook, or whose stories you always watch on Instagram. But how do you find the right balance for the duration of your campaigns?
My serious relationships
One of the aspects I like most about RPG’s is the length of time over which their stories can be spread. It is wonderful to be able to carry on a story for many months or years, witnessing epic moments, developing plots and subplots, creating layers of rich, indelible memories. In this sense, my longest relationship has been with a D&D 3.5 campaign in the Forgotten Realms that lasted about three years. To be exact, 146 sessions, including six twelve-hour sessions (two per year: Christmas and August holidays). There is a 220 page text document that contains all the summaries to remind me and my friends how many incredible adventures we have had.
I enjoyed another fairly long story set in the Kingdoms of Kalamar, then got a crush on a super mechanical but wonderful system: Hackmaster. Since January 2018 I have had a stable fortnightly relationship with Hackmaster that has lasted 52 sessions so far, with no end in sight. I only run it every other week so I have time to devote to short, fleeting relationships.
Luckily Hackmaster doesn’t get jealous. But in reading other game manuals I already have the feeling that I’m falling in love with another system: The Burning Wheel.
How do you do it all?
I have two and a half nights a week to roleplay. That gives me 130 sessions per year. But I have a stable relationship, Hackmaster, my future stable relationship, The Burning Wheel, and then there are the current shorter, lighter stories: Hollow Earth Expedition, Household and D&D5e in Ravnica.
The problem arises when I think about what else I would like to do. So many games I’d like to try! Just to mention some of those No Dice Unrolled wrote about (in rigorous alphabetical order): Agents of Concordia, Brancalonia, Broken Compass, Dura-Lande, Inferno, Mork Borg, Nibiru, Pathfinder 2, Ryuutama, Vaesen, Vulcania. In addition to enjoying the depth of interesting supplements such as Norse Grimoire (and I have yet to try Journey to Ragnarok) or The Complete Hag, but I hope to be able to use them for other campaigns, so taking two dragons with a single ballista shot.
Sooner or later I will run a campaign of The Dark Eye, which however seems a game that requires a stable relationship and that gives its best if carried out together with the Messenger of Aventuria (see my article on Das Schwarze Auge).
If, on the one hand, I would like to try everything, on the other I realize that trying them at a fast and furious pace does not lead to any real reward. What is the use of playing a couple of sessions just to say you did it? Just to carve another notch in your dice? But if you take the time to savoring the details for each campaign made, five new systems and ten new settings come on the market while you were playing.
From here we return to the unanswered question. In order to try as much as possible, without running too fast, what is…
The right duration of the campaigns?
It depends on the players, it depends on the game, it depends on how long you have to study new manuals, it just depends. The duration of campaigns cannot be an exact number (but if it were, it would obviously be 42). While writing this quite surreal article, a thought occurred to me. Maybe it’s just like in relationships.
When starting a campaign there should be no way of knowing exactly how long it will last. That would be like meeting a person and deciding at the start that you will see each other for only 6 months, 12 days, and 4 hours. Each game and campaign must be given the opportunity to make the participants fall in love and create a stable on-going relationship. From the start, each campaign must be potentially never-ending. Life being what it is, there are obviously going to be cases where that may not happen. But, if you are lucky enough to find one or more stable, fulfilling, engaging relationships (games), what more could you want? It is probably better to spend 130 sessions on one unforgettable campaign than wedging 13 campaigns of 10 sessions each into that time, if they all end up looking alike.
So I remain without an answer, but I think of every campaign as eternal, as long as it lasts.
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The editors of No Dice Unrolled received a copy of the manual The Complete Hag for free from the author Daniel Chivers for evaluation purposes. This is an in-depth compendium on hags for D&D5e available on DMSGuild.
Hags are mentioned in practically every version of Dungeons & Dragons, yet, despite being creatures deeply rooted in the history of mankind and its collective imagination, they have rarely found a greater role than a few pages on a monster book. Therefore we’re happy to discover a work that wants to deepen every aspect.
It must be immediately said, as the author does in the preface, that the manual speaks of “witches” as the creatures mentioned in the monster manual and never refers to the women who in history have been called in this way. Indeed, in a dutiful and appreciable disclaimer, he distances himself from the dark period of human history in which tens of thousands of women have been executed to be considered, precisely, witches. He therefore underlines how the women of this book, the fruit of complete imagination, have nothing to do with the victims of the Inquisition.
An overview on The Complete Hag
The manual is quite long, being a 143-page PDF. The topic is covered in depth, touching on all the main aspects of hags in roleplaying games. From the creatures themselves to their places, to the servants, objects and magic they use. There are many particular and impactful contents that make this manual not suitable for children, but perfect for lovers of the genre. The Complete Hag seems truly lack nothing, at least in the eyes of a reader not as expert as me.
It is worth reporting the author’s thoughts on his work:
There is no reason why evil can’t be hideous. There is no reason why evil must be hideous, or that good must be attractive. This idea led to the nightshade hag, a powerful, complex, evil, and feminine creature that is comfortable wearing a hideous form or an attractive one. As I crafted this new hag I found myself changing and fleshing out more and more of the hag canon and ecology. This small project became a massive project that I want to share with the Dungeons and Dragons community. This has been a labor of love, and […] I do hope that you enjoy learning about more complex and complicated hags.
Daniel Chivers
The graphic of The Complete Hag
As tradition of DMSGuild products, the layout, absolutely well cared by Marco Bertini, recalls that of the official manuals. The pages are full of very beautiful images. Some are of excellent quality and help a lot to immerse yourself in reading. Others give more the idea of recycled, but it is a common defect when using non-original images and adapting them.
In general, despite my fussiness, I really appreciated the graphic sector of the manual and I inserted many examples in this article to share with everyone the pleasure of looking at the images.
Having exhausted the general concepts, I will try to go into greater detail in the contents of the manual.
Hags in general
The first chapter of The Complete Hagis a very interesting and informative treatment of hags in general. This is the main lore which lays the foundation of the whole work.
Psychology, physiology, details on the covens, the deities, the fascinating Hag Sigil Wheel. The first seven pages are full of fascinating information.
Places and allies
The second chapter focus on the places where hags live. It is a less original chapter as it deals with already known and used environments. But it is an inevitable and important part to understand where to put these creatures in the world.
The third chapter begins to give answers also from the mechanical point of view of the game. It identifies and divides various creatures according to the role they can play for the hags, for example as allies or servants. Then it provides practical tables to select them randomly and calculate the definitive Challenge Rating of the encounter.
Then there is a part that I really liked, that is the trimmings for the hag’s lairs. Supernatural plants, trees with strange powers, magic mushrooms. A nice addition to the environment, a deepening of lore and a starting point to insert new and perfectly integrated traps and dangers.
Every woman has her trinkets
The next four chapters of The Complete Hag are dedicated to magical objects. It is one of the parts where there is more originality and where you can take with full hands for ideas to be inserted not only in a hag context, but in any fantasy setting (and not only).
There are first of all the hag gifts, magical objects that are given to the fools as a reward or upon request. However, most of them grant benefits at a price, often a side effect. There are many interesting ideas and many details for each object, from creation to materials. These latter range from children’s tongues to elf skin. Be careful to trade with hags!
Then we have the witch fingers, severed from alive spellcasters, from hags, even the fingers of the hag herself who will then wear them. They provide various types of bonuses based on certain characteristics, including the race of the creature to which the finger was once attached.
A few pages are dedicated to potions of mutation, magical concoctions that only hags can master and that generate physical changes over time to those who drink them.
Finally, the hag weirds, magical objects that only hags can use. Like everything that has come so far, this chapter is also full of details and imagination. The tone continues to be appropriately macabre. Heads of lovers or fetuses are just a couple of examples of starting “materials” for particular objects that can give a further touch of personalization.
Spells, monsters and appendices
The Complete Hag continues with new spells. Not only for hags, but for various classes and all well centered on the theme.
Wethen move on to monsters. There are new witches, from the Young Hag to Grandmother Hag (much less tender than what the name suggests). The five creatures in the Monster Manual and the Volo’s Guide to Monsters have been rewritten, keeping the Challenge Rating intact, to give greater customization and flexibility. New monsters, which by their nature tend to orbit around hags, are also added. Many pages are dedicated to monsters and there is really a wide offer.
Last twenty pages are dedicated to the appendices that contain NPCs, the statistics of the Immortal Hags and an interesting list of toxic and poisonous plants.
The Complete Hag : final considerations
I was really impressed with this manual in many ways. The author has over 25 years of activity as a Dungeon Master and in my opinion it has a good weight on the product. The topic is interesting and little treated in other works. It is analyzed from many points of view with a good balance between narrative cues and mechanical information. The mature tone is suitable, well dosed without appearing forcefully macabre.
The price is just under 15$. It is not an unmissable offer to be caught, but rather a very satisfactory targeted investment. A monograph of almost 150 pages complete, evocative and full of information.
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Expedition to Wyvern Tor is a D&D5e adventure for a party of characters at level 3-5,written by Daniele Severin. The author provided us with a copy for making this review.
Daniele Severin must have liked the D&D5e Starter Set very much. He created both this adventure and another one, The Tomb of the Dwarven King to be linked with the Starter Set adventureThe Lost Mines of Phandelver. If The Tomb of the Dwarven King was written to be played before, as an introduction, Expedition to Wyvern Tor is instead designed to expand a side-quest concerning a group of orcs camped at Wyvern Tor.
Obviously with the necessary precautions this adventure can be modified and inserted in personalized campaigns.
The content of the product
The adventure is contained in a 12-page PDF so, since I don’t wanna make spoilers, it is difficult to give an idea of the contents. There are two locations, with very classic connotations. Fortunately they provide the freedom to be managed, approached and resolved not in only one way.
Then there are some simple but effective additions to the possible encounters (or events) and to what can be found. The adventure therefore does not just add some places to the main campaign but provides many ideas to further expand the narrative possibilities of the characters.
The classic two-column layout is clear and the images are nice and appropriate. I would have liked a better map.
My judgement on Expedition to Wyvern Tor
I conclude starting from the price. The adventure can be purchased on DMSGuild in PDF format for 3.95$ or in Fantasy Grounds version for 4.95$. At this price it is a good deal if you want the equivalent of a nice one-shot, easy to use and with various ideas for continuation.
I believe that this is a good product that can be pleasantly enjoyed by players of all kinds.
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I premise that the editorial staff of No Dice Unrolled received a PDF copy of Adul, City of Gold in order to review it. It is a D&D5 adventure created by Menagerie Press for a group of 6-8 level adventurers.
The product is a 55 dense pages PDF, with double-column text and with a classic and effective layout. The images are mostly filling figures scattered here and there, plus some full-page color ones which pleasantly interrupt the text. A couple more would have been appreciated. The adventure is contained in 32 pages, maps included, plus a dozen pages of appendices with monsters, magical objects, backgrounds and a couple of handouts for players.
Adul, city of… black
No, not because of tax evasion, but because black matches with everything. This is to jokingly assert that the adventure can easily be inserted in almost any existing context and campaign. With the storyline and game world in the hands of the Dungeon Master, almost any independent adventure can be adapted to be part of a campaign; but Adul, City of Gold is particularly versatile. It is about exploring a city that can be reached through a ritual. Therefore there are no places, times, characters to be inserted or adjusted. All you need is the will of the players to travel to a mysterious city, once famous for its magic and its knowledge. It could be the perfect place to send adventurers to find something.
It also creates a very malleable scenario for the Dungeon Master, so that he can insert his own ideas, milestones, characters. A mysterious city full of treasures and knowledge can truly be a central hub of many campaigns. Just going to add, model and customize what can be found based on the plot and characters, I think the real treasure may have been found by the Dungeon Master.
City of… gems
Although I can’t reveal the plot, there are many gems in the adventure. Several details are taken into consideration. Conditions, illnesses, unexpected events, as well as obviously traps and encounters. I found some very interesting ideas. It’s a shame not to be able to share spoilers, but some encounters and some places are the result of a careful and creative balance of verisimilitude and originality.
Obviously the main theme is the exploration of a ruined city and much of the content of both the product and many sessions that may come out will be focused on that. The monsters are in part recurrent, in large part already seen elsewhere, but declined with contextualized customizations.
City of… gold!
Just to emphasize which is the correct title! Summing up, I believe that this adventure is well structured and balanced in the various aspects that distinguish D&D. In addition, it has the (already said) great merit of offering a useful base for fascinating customizations. I cannot speak about the balance of the fights, although they seem a correct and adequate challenge.
I cannot make big criticism. The city could have been widened a bit and maybe I’d liked a few more sub-quests. It would have been nice to have some pictures of internal views of the city, also to show to the players.
During the Kickstarter campaign the price was lower, as we had highlighted in the news article. Here is the convenience of financing projects through crowdfunding. It is now available on DriveThruRPG at around €11 and in my opinion it is still a good investment, that will difficultly disappoint you.
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Today, thanks to Das Schwarze Auge or, as it is known in English language, The Dark Eye, we make a great leap into the past. I have the opportunity to tell you a story that for older readers will have the taste of memory, for others I hope it will be a pleasant read and a trigger for some thoughts.
Das Schwarze Auge is a classic fantasy role-playing game, one of the first to appear and still the most successful German roleplaying game. Everything I’m writing and the images used were taken from a video documentation made by Orkenspalter TV: Das Schwarze Auge: Hinter der Maske des Meisters (“The Dark Eye: Behind the Mask of the Narrator“). It is visible on Youtube, divided in four parts of which the first three subtitled in English. I discovered it thanks to the Kickstarter project by the Italian team La Compagnia delle 12 Gemme, who will create an Italian localization of the fifth edition of Das Schwarze Auge.
It was in the year…
Done with the necessary premises, we can start with the real story. It’s 1984. The year Apple is introducing the first Macintosh series computer. Year in which the second season of Stranger Things takes place. The year in which the first great German roleplaying game, Das Schwarze Auge, landed in game stores.
For kids in the 80s, roleplaying games were something new and mysterious. But unlike their modern counterparts there were no previous generations ready to present or review them, or forums within the reach of a smartphone. There was only one box in a shop window or a flyer with the list of available manuals advertising the game. For some of them, the 8-page flyer featuring Das Schwarze Auge became the basic manual through which they not only imagined their adventures, but also imagined what the game or rules might look like.
Let’s stop for a moment to think about that world in which the telephones were on a table in the living room attached to a cable, in which the television had few channels and the offers for young people were only in certain times. Without posts, streaming, youtubers, chats and forums. The fantasy worlds were only in books or in each person’s fantasy. What huge impact could have a shareable but customizable imaginary world made of books, manuals, maps and ideas?
Immortal love
If the first encounter with roleplaying games still attracts millions of people of all ages and in every part of the world, imagine what effect it had on children who belonged to the first generation of fans.
Tomas Finn, who has become a novelist, screenwriter and author of Das Schwarze Auge, remembers his first encounter with role playing in this way:
We talk about a game based only on fantasy, without the elements of a board game. I could not have imagined it in the least, but it exerted such a charm on me … I can’t say why, it was a kind of magical attraction. I forced my brothers to give me 10 marks of their weekly pocket money with the argument that we absolutely needed a new game!
I still remember that afternoon, I should have studied for a Latin homework. But that day, until late in the evening, I read the books and came to the conclusion: “Oh God, this is a whole new world!”. I had found the meaning for the rest of my life.
Tomas Finn, author of Das Schwarze Auge
Das Schwarze Auge: the origins
But how was Das Schwarze Auge born? The origins are quite funny. The two future authors Werner Fuchs and Ullrich Kiesov, already in games and books milieu, were contacted by TSR, the previous publishing house of D&D, which in 1982 already had a turnover of 25 million dollars. Gary Gigax and his companions needed someone to sell Dungeons and Dragons in Germany. Made the first agreements, Fuchs and Kiesov received the red box and fell in love with the game. In 1983, negotiations began for the contract with TSR, having also found a publishing house, Schmidt Spiele.
Except that TSR wanted 24% of the royalties. Then Schmidt Spiele replied a strong “no”, saying that they would have produced their own game with which they would sweep them away from the German market. In exchange for a hefty compensation, Fuchs and Kiesov had to create in less than two months (in time for the Nuremberg Fair in 1984) a roleplaying game with which getting rid of D&D. In that short span of time they created the basic box with the rules and four adventures.
The war with TSR was taken seriously by Schmidt Spiele, who hired an advertising agency that, in addition to also producing television commercials, took the right to change the name of the game from Aventuria to the current Das Schwarze Auge, literally translatable with The Black Eye. Maybe in the hope of doing the same to the opposing RPG.
It’s not D&D
One of the key point was not taking so much inspiration from D&D to avoid the accusation of plagiarism,since they weren’t on good terms. It is for this reason that in Das Schwarze Auge the d20 is used but to succeed it is necessary to roll low, or that there is no armor class, or that many of the terms used are particularly distant from those of D&D, even if a little counterintuitive.
In the future, other differences will also prove to be small but fundamental details. For example, due to the more permissive German environment, it was possible to create more provocative covers, showing naked breasts (we still talk about attracting kids in the 80s). At the same time, some of the themes presented in the game also benefited from this greater freedom. But the big difference between these two games was the incredible close relationship between authors, players and the development of the world. In any case we will get there later, for now the world of Aventuria was just a name. Let’s go back to history.
First steps
It was a success. In 1984 they sold 100,000 copies of the base box and around 50,000 copies of each adventure. In total, the first box sold 250,000. The time had come to give shape to the setting, still to be built. So far there has been more quantity than consistency. Of the four published adventures of the new fantasy roleplaying game, two were almost science fiction and one set on another planet. There was even a nuclear reactor under the fortress of a demon lord. The publishing house itself was not clear about what it was producing, having also included an improbable carnival mask in the narrator’s box.
It was the epoch of the birth of the roleplaying game after all, and there was still no predetermined genre. It was the creativity and personal tastes of the first authors that defined the collective imagination that we still carry with us now.
In 1984 everything had been done so quickly that much had yet to be decided. Suffice it to say that to save time the two authors drew the map of the continent of Aventuria simultaneously, with two pencils. While one drew the east coast from north to south the other drew the west coast in the opposite direction. But a new world was born, destined to grow and expand enormously. And from here our story moves towards the users of all those basic boxes scattered throughout Germany and beyond.
How an author is born
For example, we can move to Salzburg, in a small game shop, where a young man named Hadmar, after a careful evaluation between a well-known red box (D&D) and a black one (Das Schwarz Auge), chose the second one. And immediately he thought “I can do better! I have to send something!” and so he got in touch with the publishing house, as he himself says:
I put myself into a creative trip by writing 60 pages of description for a city […] trying to demonstrate that a fantasy world does not necessarily have to be based only on rules and equipment, but on figures, characters, stories, conflicts, things of that kind. Then, a couple of weeks later, a letter arrived from Ullrich Kiesow […]: “The material is great! Unfortunately we have just published a city, but your material is much better than ours! Would you like to come to Dusseldorf? “
[…] But I also dealt with it at an amateur level, none of us had any specific training, including Kiesow, who was “just” a teacher, in practice we had to learn on the field.
Hadmar Von Wieser,author of Das Schwarze Auge
Little authors grow
The need for new authors continued to grow and efforts were made to recruit them among the ranks of the players. In the absence of forums, social media, email, instant messaging and so on, a hierarchical organization of storytellers and managers was established on a regional basis; in short, it was the dawn of Community Management.
The young players sent their material to the regional manager and through the central editorial staff to the game editors. Or they sent questions about the game and the setting denoting the desire to expand knowledge of the continent of Aventuria. Sometimes it was Ullrich Kiesow himself who replied, sending suggestions or material, even unpublished, which momentarily appeased the desire for novelty but on the other hand fueled the fire of passion for the game. And from that group of enthusiasts was born the autoral group that carried on Das Schwarze Auge in the following years.
Many started through the fanzines, making themselves noticed and attracting the attention of Kiesow, who, coming into contact with the most talented, commissioned the writing of some adventures. It was a period in which they were still trying to understand how to write an adventure, in which they began to consider that there was not necessarily a dungeon or a linear plot development.
One of the first acknowledgments of a future author’s value, as well as a great personal satisfaction, was to be published on…
Aventurischer Bote
In 1981 the Midgard roleplaying game was the first attempt to copy D&D in Germany. One of the great innovations it brought was that, for the first time, what the promoter group played became publication. Das Schwarze Auge took this formula and implemented it thanks to its success. A bimonthly publication called Aventurischer Bote was created, which through a journalistic cut told the evolution of the history of Aventuria. An evolution that also took into account the contributions of individual players.
What in a loft of a small German village had made a group of teenagers vibrate with emotion during a game session could become an event recognized by the whole gaming community. A year in the world of Aventuria corresponded to a year in reality. A person could follow the events of characters or entire regions as if we were talking about a real world, alive. And it was expected as a newspaper, waiting for the latest news, without notifications, updates, previews or trailers.
Thanks to the Aventurischer Bote, the adventure-exchange circles were born. Each persone wrote an adventure, made 10 copies and sent them to the club and in return received 10 more adventures from other members. It was something alive, romantic and I think about it with a little envy for not having had the chance to experience it firsthand.
An asways more interactive Das Schwarze Auge
In 1988 the “game by mail” (how strange does it feel reading “game by mail” in 2020?) of Aventuria began. Through the game the politics of the Middle Empire developed thanks to the contribution of the players, who could apply to obtain the role of barons or dukes becoming vassals of the editorial staff. This initiative also led to the recruitment of new authors and the creation of unique details. The players exchanged letters as if they were written by their characters, invented events related to their barony, interacted through politics or waged war. The summary of the main facts was published in the Aventurischer Bote and everything culminated in the annual “Panventuric Convent” at the Bilstein Castle. A convention and a play-by-forum, something established now, but a milestone in the development of our current role-playing culture set in the 80s and 90s.
The end of our journey, but not of Das Schwarze Auge.
Here is the ending of the tale of an era that no longer exists.
The story of Das Schwarze Auge obviously continues. It reached its most successful period in the 1990s, making the concept of roleplay known to all of Germany. At that time, two boxes and 10-12 adventures were published per year, a production volume that even D&D could not match. Now we are at the fifth edition of the game, the one that is about to land in Italy too.
The greatest advantage recognized was that of having created a vast and detailed continent, varied and likely, where each player can have his own favorite place. A world in constant evolution that for decades has been lovingly filled with details by an innumerable group of authors who have taken the first steps inside it as children. It is a living world, which still honors the legacy of its origins, evolving thanks also to the contributions of the players who get in touch with the editorial staff.
For this reason, La Compagnia delle 12 Gemme insists on how much it is worth diving at least once in Aventuria. And when my copy of the Italian version of Das Schwarze Auge will arrive and I will be able to read the first issue of the translated Aventurischer Bote, I will do it with in my mind the whole story behind it and in my heart the emotion of a teenager who for the first time discovers an immortal love.
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We received Cerberus’ Lair – Torkhund’s Forge for free for evaluation purposes in order to write this review.
The product is a collection of 100 magical objectsfor D&D5 enclosed in 21 PDF pages available onDMSGuild. There are many compendiums that list new trinkets, but, as I have always said, for an adventurer magic items are never enough. Now you just have to ask yourself: among the offers, is it worth going to Torkhund’s Forge ?
A novelty that looks in the future
Cerberus’ Lair – Torkhund’s Forge is published by Revel Tales for the Dungeon Masters Guild. The spark that gave birth to this creative group was born at Modena Play 2019, as told in the introduction of the compendium. This is their second work, the first in English, in addition to the publication of POW – Power of Will, a self-produced roleplaying game.
According to the authors’ vision Torkhund’s Forge is only the starting point of a series of compendiums and adventures that, in addition to the value in itself, will have as a guiding thread the unraveling of the story of the three creators of magical objects: Torkhund the blacksmith, Chivas Regal the inventor and Adohorn the enchanter. This is because the goal is not only to create compendiums and other volumes, but to give a real narrative and ludic experience.
Precisely for this reason the page that precedes the beginning of the list of objects is a short story that introduces the reader to a modest emporium called Cerberus’ Lair. After crossing the threshold, a robust blacksmith, who present himself as Torkhund Thundersson, offers a tome with the list of objects that can be ordered. With the magic of storytelling and the brilliant idea of Revel Games, reader and adventurer have become one and are about to browse…
The 100 magical objects of Torkhund’s Forge
From rings to pipes, from brooches to horns, from glasses to bags, no type of object seems to be missing. Another thing that is not missing is the fantasy. Obviously, comparing this kind of manuals, many objects tend to look alike, because magic, rules and situations come from a limited list. Especially if you want to make a compendium that can be used in any situation.
Yet here and there there are many interesting creative elements. The strange night activity of the Shield of Banquets, for example, second only to the one of the Sleepwalker’s Boots. Or the simple but very useful property of the Funambulist’s Bolt. Then there are very evocative names, such as the Pantagruel Mallet or the Disturbing Bolt. In other descriptions you can find rhyming activations or small details on basic ingredients that float in potions.
Overall there are many interesting objects including some pearls of fantasy and sympathy. They are all applicable to any fantasy campaign with the presence of magic and will certainly color and embellish the sessions with a touch of originality and unpredictability.
A small fault in forging
I have to highlight a defect about Torkhund’s Forge. The description texts of some (few) objects seem made with a little superficiality. Sometimes a specification is missing. Although implicit, it would be better to be written. At other times some too imaginative details make the object slightly far-fetched, rather than magical. Other times there would be simpler or more precise sentences to describe the same concept.
Nothing particularly serious or frequent. All the objects are however understandable and usable in the game without problems. It is simply an annotation that highlights the discordance of these details within a product otherwise packaged with great passion and commitment. Fortunately, being digital material, it is also possible that with updates some of these oversights will be reformulated.
To enter or not to enter into the Torkhund’s Forge ?
Let’s enter, of course! The product is beautiful, graphically satisfying thanks to the images granted by Wizards of the Coast and to a good layout. Contents are valid and versatile, with a touch of originality that is useful in this type of compendium. The price is in line with this type of production, and furthermore, being a list of 100 magical objects of all kinds, the longevity of use makes it an expense that will certainly not be regretted.
Now I’m curious to improve my knowledge of the world and the deeds that revolve around Cerberus’ Lair and the three fantastic craftsmen!
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I want to clarify that I wrote this review following the sending of Afterlife: Wandering Souls by the author, so that I can evaluate it.
We told you about an interesting and original anthology of indie games: An Indie Game Anthology, a collection of narrative RPGs written by two authors. We delved into the topic with an interview and we focused in two products in particular, The Wicked Sisters and We Die Here, that we analyzed in a preview.
One of the authors, Elizabeth Chaipraditkul, sent us another work, Afterlife: Wandering Souls(available on DriveThruRPG), and today we will discover it.
You can’t be at peace even when you’re dead
Welcome to Tenebris. You died and something went wrong.
This is how Afterlife: Wandering Souls starts. Whatever fate you thought would await you after death has been replaced by Tenebris, an infinite desert without sun, moon or stars, but with suffocating days and dark and freezing nights. You are without memory and with only one hope. The hope is to reach the Requiem, the end of the journey. Your greatest fear is Stagnation, the loss of hope and the awareness that you will never abandon Tenebris.
Afterlive: Wandering Souls is a particular game, born to explore a character’s dark past by accepting his imperfect human nature while recovering his forgotten memories. This character, known as Wanderer, travels to Tenebris facing dangers, exploring bizarre places and confronting his macabre inhabitants.
To infinity and the Beyond
Human beings, or rather their souls, do not belong to Tenebris. Their aim is to get back their memories in order to reach the Beyond. To do this, they must precisely wander, recovering fragments of memory, which give Resonance to the Wanderer. When he gets enough Resonance he has a Break. During a Breaw he dives into a complete memory of the past, he heals his soul a little and he approaches one step beyond. When a Wanderer learns all the lessons from his past life he follows the Marks of Death, tattoos on the skin that lead towards the end of the journey.
But the path is not easy at all. If you are unable to face the difficulties, you will lose Will. Whenever the Will is exhausted, one point of Stagnation is taken. Once four points are reached, a Wanderer loses hope and becomes an Unrequieted, a soul who sees Wanderers as pompous deluded. For many Unrequieted, the goal is to prevent other Wanderers from reaching the Beyond, carrying on an eternal conflict that will not end as long as no human remains on Tenebris.
Given the danger of the place, the Wandererrs do not travel alone but in groups called Crews. Over time, the team will witness each member’s recovered memories, cementing a unique and deep bond.
Me, myself and I
Wanderers appear as they were seen when they were alive. If a person felt constantly treated like a child it could look like this. On the other hand, not remembering his own death, he cannot know if he has ever passed the childhood age. But Wanderers manifest much more than an altered appearance.
Each of them has an Approach, a personal and personalized weapon with which it faces Tenebris. Talents are strange abilities that Wanderers possess, no one knows why. From healing to summoning creatures, they can be developed, learned and taught. The Marks of Death cover the body of the Wanderers as tattoos and appear on the skin after a Break, giving the character also a mechanical benefit that can be used in the game.
Tenebris
Tenebris is an infinite desert dotted with cities, ruins, forests and other strange places. The natives call them Mirages. Humans, Marauders or Uncorrected, are not creatures of Tenebris. The original inhabitants are mainly divided into five races: the Kiin, shapeshifter humanoid, the Nagiin, half human half snake, the Venefolk, magical humanoid sometimes with four arms, the Ungkiin, humanoid with two or four hoofed limbs and finally the Usurii, small bipeds bears devoted to spiritual improvement. But in the vastness of Tenebris there is room for many other creatures.
Then there are the Limbo. They are separate existence planes whose entrances are everywhere in Tenebris. Only humans can enter and other creatures don’t seem interested. For the Wanderers, however, each Limbo is a taste of the Beyond, a place, heavenly or hellish, where it can collect fragments of memory. They can be any kind of place and situation.
Moving between Mirages and Limbos, Wanderers meet the Dark: that is, they are subject to risks and dangers that they face as a group.
Character creation in Afterlife: Wandering Souls
There are three Core Stats: Body, Mind and Soul, which in turn supersede three Attributes to cover the various possibilities of tests that will be done.
Then there are values, Concepts and Vitality, which function like a coin in the game and therefore have temporary scores that can vary. The Concepts are three, each linked to a Core Stat and can be spent to make related tests easier. Body is related to Ferocity, Mind to Lucidity and Soul to Generosity. Vitality follows the same system and represent the well-being of the Wanderer. For the Body there is Health, for the Mind the Hunger and for the Soul the Will.
The character starts as a clean slate and the character creation is done in the game. No preparation is required and there are 90 unique choices based on what a player rolls or decides, making starting this game very interesting and very practical.
All the players start on the same boat in the presence of a boatman, who introduces them to Tenebris, while rolling dice stats are set through descriptions of the previous life, what you learned in life and what you know now of yourself. Then the boatman gives an Approach to each player, to symbolize how he faces obstacles. A bow for those who rely more on the Mind, a shield for the Soul and a sword for the Body. After that, you roll for the Talents and the Curiosa, unique objects that produce wonderful effects. Nine Death Marks are already being chosen which, as we shall see, one by one after each Break they will emerge on the Wanderer’s skin.
System and gameplay of Afterlife: Wandering Souls
The system is quite simple: the player declares what he intends to do, the master decides the difficulty of the test between, usually, one and five and the player rolls as many d6 as the sum of a Core Stat plus an Attribute. Any result above 4 is a success and you must at least match the difficulty to make it. In case of failure you get an experience point, in addition to the consequences of failure. Or the player can decide to suffer a memory, losing a point of Will, but thus avoiding the consequences (and unfortunately also the experience point!). Few other rules complete a simple and lean system, obviously aimed at narration.
The typical gameplay of Afterlife: Wandering Souls therefore consists of the Wanderers who enter Limbo to find fragments of memory while carrying on their “lives” on Tenebris. Generally there is a personal story, with its own goals. In the meantime a Limbo is discovered. The crew reachs it, enters and a Wanderer faces it in order to recover the memory fragment. Once in Limbo a player can name the memory fragment: he relates what is in the Limbo to its past, resolves it and obtains a Break. All the other characters, who have left the Limbo, will get Resonance Points.
In repeating this cycle, the Wanderers face their memories by confronting the defects and wrong choices of the previous life. When a Wanderer reaches three points of Resonance, he has a Break.
What are these Breaks? Narrative moments in which a Wanderer enters a catatonic state and brings a Mark of Death to the surface. Mechanically they unlock a Mark and its associated power as well as giving a new Talent or a Talent’s ability. It is a step closer to the Beyond.
A sea of sand and contents
The Afterlife: Wandering Souls manual also offers various insights for the game. It talks about the Alligiances between Wanderers, who gather according to their vision of Tenebris. There is information on the language, the Mortua, the calendar, the currency, the races, the Unrequieted.
It then continues with a description of some Mirages. These places in Tenebris are unique and strongly characterized, almost as if they represent archetypes rather than real locations. Ancestor, for example, is a city built on a huge brachiosaurus. Average Point is an average city, where normal people live never to extremes. Babel is a 77-story circular tower where linguistic confusion reigns. Exodus Thirteen is a huge metal ring populated by sentient cyborgs. The list is long and full of imagination; it shows ability to paint physical spaces in a few lines that generate thoughts and reflections..
Same thing for the list of various Limbo proposed in the manual. Places very dissimilar to each other, brushed in a few lines with ideas to make the Wanderers interact and to name a fragment with a clever correlation between a concept and the place described. From towering gardens to steampunk cities, from dark swamps to labyrinths of broken glass, hats off for creativity and style.
Thn we find a chapter describing how to manage the game with insights on the mechanics, useful lists, narrative suggestions. Not particularly nourished, but there is no need for great explanations. The game is based on a few concepts and the real heart is the kaleidoscope of Wanderers, Mirages and Limbo that a story goes to tell, therefore there is justly little to explain to a narrator.
Life after Afterlife: Wandering Souls
After discovering this game I have an even greater esteem of its author. She has been able to combine two very different aspects terrifically. On the one hand there are the setting and the system, both simple, easy to understand and well explained. In a few sentences you understand everything and it is clear what game you are going to play. These extreme clarity and simplicity have as counterbalance the extreme creativity and style of the narrative elements proposed, in particular the places, both the Mirages and the Limbos. These are the ones who avoid making this simple game something simplistic or flat. Instead, they give meaning and depth to the system with a huge buffet of not only descriptive and interactive possibilities but also double reading. It should not be forgotten that Wanderers reach places to reinterpret them as memories.
It goes without saying that the game must be lived with the duality in mind. The real side and the underlying meaning. Players must be focused and ready to give their emotional contribution. The narrator should be talented enough to knows how to make the cues of the manual live and expand. He should also be quick, with creativity and improvisation skills, to provide ideas, to create correlations and to keep credible and meaningful the relationship between places, Wanderers and their memories.
From a graphic and layout point of view, there is a lot of clarity in the single column format with a large and light font. Text boxes and the use of italics and bold are simple but do their homework. The images do not lool like masterpieces but they are still pleasant and for the most part rather evocative. The vertical floral borders, despite the central skull, do not help the tone of the setting but give a pleasant touch to the pages.
In short, Afterlife: Wandering Souls is not a game for everyone, but I think it can reserve great satisfactions for mature players who will be able to get involved and get their hands dirty with feelings and sensations, without neglecting the pleasure of the classic elements of a roleplaying game.
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I am very fond ofVulcania, because it was born from the mind of two of my former fellow citizens. It may be for this reason, but I have always followed the ascendant parable of this role-playing game with particular attention, hoping that it would get a worthy place on the Italian and international rolistic scene.
The funniest thing is that I found out that I had already met in person the two authors behind the Gear Games logo after becoming a supporter of Vulcania‘s Kickstarter project. The quality of the proposal had convinced me even before I knew it came from friendly people.
I had the pleasure of playing a short demo at Modena Play 2019, after which I patiently waited for the right time to open the package of my pledge in a moment when I could dedicate a proper time and review it carefully. The package has remained in my library for several months, but finally the moment has come to lift the lid of the chest and plunge my hands into the treasure!
Such a playful treasure
When I looked at Vulcania‘s Kickstarter page for the first time, I immediately appreciated the graphic quality and the argumentative clarity. The steampunk vein permeated every detail. This is why I chose not to limit myself to the manual but also to take stretch goals. Luckily for me, Gear Games collected over € 33,000 and so a lot of material arrived (which is still wrapped as in the image).
My first impression holding the manual and its accessories was the adjective “playful”. We are talking about a roleplaying game, of course, but in this world products and presentations are made in many different ways. There are those who focus on elegance, those on epic, those who want to emphasize the narrative vein or social commitment. Vulcania gives me the idea of a product designed to play, to have fun playing it, to enjoy interacting with friends and objects at the table.
I think, in short, that before being developed by two authors or two game designers, it was made by two players in love with the idea of “playing and having fun”.
Let’s start from the basics
I can’t take it for granted that everyone knows about Vulcania, so I’ll take a step back and go and introduce it to you. It is a fantasy-steampunk roleplaying game full of action, investigation and conspiracies. It is set in a mysterious world, made up of six volcanic archipelagos that offer different and colorful landscapes, cultures and possibilities. The system is completely based on the d12 and the token support (which we will discuss later).
Materials and components of Vulcania
Let’s go back talking and evaluating more carefully everything that has arrived to me. We can start from the manual. Hard cover, over 450 color pages, quality paper and binding. A tome of a certain weight. We will analyze its content later.
There is also the narrator screen, in the classic format of recent use, the equivalent of 3 A4 sheets arranged horizontally. I immediately noticed that there is not much information on the screen. This means ample space and excellent readability. An entire panel dedicated to the Maiming a Character Table, for the greatest joy of the most sadistic masters. On the other hand, essential indications for this setting: costs and times of travel by sky and by sea between the different archipelagos. Little else, which gives me hope not for shortcomings on the screen but for a game that does not require constant use of the rules.
Then there are the maps. Four tactical maps on two A3 thick sheets on both sides plus a poster format sheet with on one side the map of the entire world of Vulcania and on the other the tactical map of a airship. High quality, in the material as in the colors and in the choice of the situations depicted. The world map is very useful, being a game that leads to travel a lot. Among other things, maps arrived in a transparent plastic cover that contains them all together and facilitates their transport.
The tokens and the dice complete the set. There are fifty tokens depicting characters, on one side with a red background and on the other with a yellow background (useful for signaling the status), plus twenty tokens representing the Vulcania logo, a series of concentric gears. They are called Gears of Fate and we will see their use when we talk about the system. The dice, six 12-sided dice with colors that reflect the game’s title and logo, were also created to support the mechanics. In addition to the skull in place of the number 1, the numbers 11 and 12 are framed by a gear, to remember the possible development of further moves with those results.
Needless to say, I am very satisfied with the materials and accessories that have arrived to me. They continue to communicate that “playful” feeling I was talking about and they really make me want to put on the world map, create a character and accompany him in his story. So first I want to know the places!
Vulcania islenations
After a catastrophe thousands of years ago, the populations of the various archipelagos of Vulcania have evolved without contacts with each other, creating very heterogeneous cultures. One day, the brilliant Eriko Fermy (get ready, there are quotes and word games on every corner) invented the first Vulcanus battery, allowing people to travel and get to know each other. As unfortunately often happens in the history of men, getting to know each other after a while has become a clash and thus began a war that ended in a fragile peace 13 years before the year zero of the game.
It is therefore time to go and see the pawns on the world chessboard, the six Islenations of Vulcania.
Abrabazem
Abrabazem, once a world power, paid the highest price in the war. His eternal rival, Mostucaal, dropped the Z Device (probably in addition to being fellow citizens me and the authors watched the same cartoons) in the Abrabaz volcano, generating a real catastrophe. The Islenation still pays a heavy price. There are no more cities, no more economy, no more government. The few remaining inhabitants are intoxicated and subject to strange mutations.
Itteghasp
Just because the name of this isonation is the anagram of spaghetti, a cool way to start talking about it. (Do you remember the concept of “playful”?). This archipelago has three volcanoes. During the war Itteghasp was neutral and is now a thriving place, a global beacon of technology, crafts and fashion. As well as the seat of the Monopolies, international private organizations possessing secret knowledge and technologies.
Balastoc
Ruled for centuries by the ultra-conservative clergy of the cult of Isairnes, Balastoc is an overpopulated land and technologically strongly set back. The rise to power of the very young Red Pope Fathin Er Kaddhuri brought a wave of innovation throughout the country, with the possibility of using modern technologies considered heretical so far and the domineering entry of Monopolies into the new market.
Ketniv
The island is an agglomeration of rugged mountains and steep valleys furrowed by impetuous rivers. It has always been ruled by the Emperor (Kobyi dynasty, a thought for the Black Mamba) for hundreds of years who, thanks to the bureaucrats, controls the duties, marriages and in practice the lives of the entire population. Aviation is the flagship of the economy and the Garghantua project was carried out here, which brought three flying cities to fly over the skies of Vulcania. And they still fly over it.
Mostucaal
These are the bastards of the Z Device. But they too paid the price. Powerful and expansionists, the rulers have pushed the accelerator ignoring the well-being of the people, practically blowing up a bomb in their home too. Now most of the country is in chaos after the end of a bloody civil war.
Nuugard
The Nuugard is a harsh and icy territory, inhabited by a proud and outspoken people, respectful of nature, which has also maintained a prudent and animal-inspired approach in its developing of technology. The government is formed by the Council of Counts. Each Count controls his own clan and territory in total autonomy.
This is a very short overview of the world. In fact, the manual has 81 pages dedicated to the setting full of content and full of ideas. Each Islenation is analyzed in detail. Places and especially power groups are provided, from the Demons of Abrabazem to the Sisters of the Flame of Balastoc. Society descriptions wink at many well-known realities, from the Japanese to the Mexicans, providing hooks that also allow beginners to have a starting point for interpreting.
The setting ends with the flying cities of Garghantua, organizations such as Monopolies (of Engineers, of Alchemists …), banks and much more. Ideas, glimpses, windows open on stories and possibilities. I continue to feel the desire to play in these pages and I must say that it is really contagious. Now that we know where we can go, let’s see who you can be!
It’s time for characters (pt. 1): Origins and Past Experiences!
Vulcania‘s characters are all human and the differences between them are brought from the place of origin, of which we have just spoken. The choice of the Past Experiences, what the character was before the adventure began, lays the foundation for the creation. By choosing your Past Experiences you get information and indications for the character’s psychology, his equipment, his preferences in combat and, the bonuses to the Skills and the Arts. There are many generic backgrounds, common to many games, such as acrobat, the medic, the mercenary, the rifleman, the engineer, the militia, the psyonicist, the wanderer, the track hound. Then there are other intriguing backstories, interesting in the development of your alter ego, such as the smuggler, the informator, the cutthroat. And finally there are enough unique Past Experiences, related to the setting and very stimulating: the biopsist, the entropist, the markonist.
The latter three deserve a brief description. Biopsists are a bit of an alchemist and a bit of a biologist, faithful to the secrets of the Monopoly of Alchemists and curious to discover and experiment with dark and unstable concoctions prepared on more or less suitable guinea pigs. What biopsists do silently in their laboratories entropists do it with dangerous substances and reagents that study, mix, test and, more often than not, detonate. With their great satisfaction. Markonists are instead able to use remote devices through the mind. In particular a personal drone, a small mechanical creature fully customizable through grafts of the most varied functions.
The gallery is completed by the regional Past Experiences. The desperados of the Mostucaal, the fencers of Itteghasp, the Ketniv monks, the warrior priestesses of Balastoc, the survivors of Abrabazem or the Valkyrs, the warrior elite of Nuugard.
It’s time for characters (pt. 2): Arts, Attributes and Skills!
The Arts represent the areas of specialization of the characters, acquired at the time of creation with the choice of the Past Experiences and obtainable in the future by paying to obtain their advantages. They confer specific skills, knowledge, or competences, possibilities to use the Skills in an advanced way. There are Professional Arts, linked to particular spheres of knowledge and Combat Arts, which allow you to make special moves and maneuvers.
There are 11 Professional Arts and 11 Combat Arts, each with more than one specialization. Impossible to give a description of everything but there is a lot of variety and imagination. The Omegha, Phi and Psi schools of Markonism, the School of Crime, the Circus School, to name a few Professional Arts. Or the Guascon school, the Kravmaga school, the Landsknecht school are some examples of those of Combat.
Speaking from a more mechanical point of view, a character is defined by four Attributes (Stamina, Dexterity, Mind and Magnetism) in which six points are allocated plus the bonus of the origin. Another important aspect is represented by the Skills, given by the Past Experiences and by six other points distributed by the player. There are four Skills for each Attribute, for a total of sixteen. After this phase, the secondary statistics, Dodge, Evade, Initiative, Movement and Wounds are calculated.
The choice of personality gives a final mechanical touch with situational bonuses, a couple for each choice. Furthermore, according to the personality, the character can choose a vice; when he has time in play to indulge in this vice, he will get a Gear of Fate.
After all it is a varied and colorful choice, full of ideas and inspirations. Similar to everything I have read so far about Vulcania, it is nothing incredibly new or original, even if there are really interesting things here and there. There are many classic elements, of multiple genres, carefully mixed, with the ability to give important and stimulating details and which ultimately provide an excellent base for playing.
Praise the d12s, the Vulcania system!
Vulcania is really simple under this point of view. D12 + capacity value against a difficulty class decided by the narrator, with the usual variations of extended, opposite tests and so on. Things get interesting when you get an 11 or a 12. An Opportunity opens and the player will propose a favorable condition for the character. The narrator will decide whether to accept it or, if considered exaggerated, will give a generic +1 to the next test. Or the narrator will invent something for those players in analysis paralysis. Reverse speech for when a 1 comes out, where everything will be in the sadistic hands of the narrator.
I like that the player is given the opportunity to be the protagonist of the success of his character. Considering that this happens statistically once every 6 rolls, unlike the Catastrophic Failure events that occur one every 12 rolls, we understand the spirit and the propulsion of the game to risk and obtain successes.
In combat, the Opportunities / Failures formula is enriched and enriches the fight itself. Because Opportunities can also be activated in the event of defensive maneuvers or initiative shots, continuing to make players protagonists of dynamic and engaging battles. In particular there are the Basic Opportunities, common to all, the Art Opportunities, special abilities related to one’s own Combat Art and the Weapon Opportunities, related to what is being held.
For the rest, Vulcania system in combat remains more or less in the canon of tactical combat, in a balanced and reliable way. Here and there some goodies remain, the constant confirmation that the desire to play was really the driving force behind the creation of this product. In particular the aforementioned Maiming a Character Table, the choice of the visible signs obtained when a character escaped death by being revived. And that table is quite ruthless: hooks instead of hands and sheared noses are not so rare.
A zoom on weapons
Vulcania‘s weapons deserve a separate chapter. As we embrace both fantasy and steampunk, the selection is truly colorful, with many stylistic possibilities. The weapons have an increase in damage based on the type and on the roll, wonderfully combined with colors, which immediately render the idea. Among the possible values from 1 to 12 of the dice roll there may be green areas (2 damage), yellow areas (3 damage) and red areas (4 damage). It will be so intuitive for the player to choose and remember what his weapon does.
A mention of the rest of the equipment: which among gizmos, remote devices, special kits, poisons and, I quote verbatim, remedies of the Old Gretchen, will not fail to attract and amaze. Without forgetting the transports, from the steamcycle to the airships.
Gears of Fate: what goes around comes around!
Another peculiarity of Vulcania are the Gears of Fate. During each game session, each player has three Gears of Fate token available to try to corrupt fate and thus obtain the possibility to retry a failed test, remove a negative condition or benefit from an opportunity just as if he has obtained an 11 or a 12 with the die roll.
We must be very careful to trick fate, because it could ask for the bill with interest! When a Gear of Fate is spent, it is delivered to the narrator who can in turn dispose of it to cancel an Opportunity used by a player, inflict an unexpected event on a failure or reward a player who has performed a particularly heroic action.
Again there are no particular new ideas compared to many other games, but the nuances are interesting. Passing the token to the narrator increases the dangerousness of the situation, making every expense of a Gear something to weigh. The ability to activate an Opportunity in combat is very nice, particularly useful when you need the right roll at the right time and the dice do not agree.
But what’s still in the manual of Vulcania?
Gentlemen, we are talking about over 450 color pages. There is really a lot of stuff! We are still missing three things. The first is the section for the narrator, also full of notions, suggestions and possibilities. From the weather to the examples of traps, almost nothing has been left out. The authors had many things to say! In other rulebooks occasionally we happen to find visibly fast chapters, either because of the lack of space or because of the layout given in the manual. In this case the feeling is the opposite, the number of pages it is not a problem, the authors could say all the things as they wanted.
Then we have a section dedicated to adversaris, with clear cards and a good variety of enemies, cleverly divided between creatures, villains and antagonists, to help build fights and focus players on targets that are worth facing and remembering. The provided list of encounters is also useful, with narrative and composition ideas for the group of opponents.
Last but not least an introductory adventure. Well done, precise in the background and careful to immediately perceive the uniqueness of the world of Vulcania. It has 34 dedicated pages, a significant space that makes it clear that it is not three encounters in a flat story but something much deeper.
Art and Layout
Everything is very cool. I abounded in pictures in this review to give you an idea of the quality and style. I like them very much and I find them very spot-on. The map is clear, the weapons and creatures entries are easy to consult and immediate. The character sheet comes in three versions. Base, alternative and foldable. Yes, there is the foldable version along three lines so that it can stand up and be turned over according to the situation. What do you say? Very nice and very playful? Really!
The only negative note that I found, at least in the Italian language PDF version, is the high number of typos and small errors. I have rarely found so many inaccuracies in such a short time. Maybe I had bad luck, maybe in the printed version they were corrected. But for the level of product care it is very unconvenient.
But do they pay you to promote Vulcania?
Unfortunately not. Indeed, as No Dice Unrolled was not yet online I had to pay up to the last euro to have Vulcania in my hands. I am a player who turns on easily for the news and this certainly affects the enthusiastic tones of many of my evaluations. But my appreciation for Vulcania is sincere and genuine.
Actually, I didn’t think that I’d have liked it so much. The materials are excellent, as the whole graphic compartment. The setting is particular, detailed, not trivial, full of quotes and kaleidoscopic. Then it’s all about tastes, but it is well done. The system is not complex, it has some very interesting ideas, in particular it focuses a lot on the involvement of the players. The characters really have many possibilities, they have their own depth and make you want to play them. And then, as I repeated until the nausea, it is really impregnated by the love for roleplaying and the desire to play. And that’s what made me fall in love. I’m sorry I haven’t had a chance to try it satisfactorily yet, but I certainly won’t miss it.
If Vulcania has flaws, it hides them really well!
Keep following us to be always updated about the world ofVulcania!
Ascendantis a superhero roleplaying game about to triumphantly conclude a Kickstarter campaign that has raised over € 20,000, more than double the funding threshold.
On the other hand, the projects proposed by Autarch LLC have always convinced hundreds of supporters and obtained excellent feedbacks , such as their flagship product, Adventurer Conqueror King System, which has earned the platinum seller award on DriveThruRPG.
This time they left their comfort zone of classic fantasy to devote themselves to superheroes. I’ve always considered very difficult to make a good roleplaying game of this genre. A balance must be found between system and effetcs, it must be scalable to various levels of superpowers while maintaining proportionality and the ability to manage everything within the oxymoron of controlled omnipotence.
The declared offer for Ascendant
Ascendant looks full of strengths and possibilities for players. It’s an elegant system that intends to replicate an alternative world, as the one presented in comics. With easy references and simple tables you can role superheroes of any kind and power, generating all sorts of original ones or recreating your existing favorites. The powers are innumerable, easy to manage and there are rules for every need. From investigation to how to manage geniuses, from emergencies of all kinds to the automatic creation of missions. All of them have many pre-generated characters, a ready-made setting and spectacular illustrations.
This product aims to be an alternative to the two classic types of superhero roleplaying game. On one hand there are games based more on the effects and less on the mechanics, on the other hand the opposite. Each of them has its strengths and weaknesses, but Ascendant points to another vision. It wants to be a physics-based game, therefore trying to use mechanics to differentiate and regulate powers without harnessing them in a too tight system. This is because the rules are not based on the powers but on the physical effects of them, therefore these effects can be used with imagination and not be limited by the rules.
Is this really so? Let’s analyze the material released so far to find it out. There are two previews, one about first chapters and one about the setting.
Let’s start from the core
The core of the mechanic of Ascendant are the Supermetric Points or SPs, the basic unit of a system aimed at standardizing a whole series of parameters in a single score.
How does it work? It starts from a measurement for each parameter, which is equivalent to 0 SP. 5 feet, 3.5 seconds, 1 cent, 25 fans. Yes, SPs really measure everything. Distances, time, informations, popularity and so on. For each SP the previous value is doubled. Therefore if 0 time SPs are 3.5 seconds, 1 SP will be 7 seconds, 2 SPs will be 14 seconds and so on. With this first step, a common language has been created. It allows to correlate different quantities and parameters in a single system. For example, a character with 9 SP of Might can lift objects up to 9 SP of weight (6 tons).
Then through two types of tables, one with values and another with benchmarks, it is possible to transform any physical measurement into SP in order to easily understand the possibilities and limits of superheroes who interact with the world and its natural laws. Obviously there will be approximations, but afterall this system must be used to create stories, not engineering calculations.
Let’s move on to the characters of Ascendant
To better understand Ascendant let’s follow the advice of the Kickstarter page and analyze the characters.They are defined first by the Character Points or CPs. A normal human being settles around 200 CP and every 80 CP the skills tend to double their effectiveness. Then you can classify each character based on this value, going to understand its potential impact in the story and in the world. A second parameter is the Power Limit which, as it increases, takes the place of the level up, allowing more and more Power in a given area. Finally, the Challenge Rating is a number that equals how many soldiers can be defeated at the same time. In addition to being original, it gives an idea of the power and potential danger even of the kindest superhero.
The normal attributes of a character follow, from the primary ones (Might, Agility etc etc), expressed in SP, to the secondary ones (Initiative, Perception, Reputation, etc etc). Skills, perks and drawbacks cannot be missing. Among the perks there are the Combat Maneuvers given the clear propensity for confrontation of superhero stories. Variable attributes are related to the physical and mental endurance of the characters, respectively called Health and Determination.
What is missing? Obviously the Powers! There are still not many explanations, if not the example of the character examined in the preview and on the Kickstarter page. There seem to be many variables and a lot of choices, in addition of course to the ability to create power from scratch. Powers have their numeric variables that interface with the world through SPs, but also space for personalization and narrative use. This is what it looks like and it is certainly promising. Obviously, a superhero game is largely based on functioning, balance and variety of powers. The premises are good, butit must be clear in mind that the real core of Ascendant will be found out only with the finished product.
Let’s end with the actions
The system allows you to play any level of power, even simple 200 CP humans. The method is quite simple. You take the character’s Active Value and subtract the Difficult Value from it. What you get represents the row of the table you are going to look at. The higher the number, the more you are potentially effective. Then a d100 is rolled which determines the result of the action by placing it in one of the 5 colors present: white, green, yellow, orange and red. White represents failure, while from green to red there is success with various degrees.
Obviously there are many other rules, which involve automatic successes, more difficult tests, damage, protections and so on. Time in combat is divided into pages and for each page the individual hero has his panel to perform his actions. This generic part of the rules is intuitive, well explained. Thanks to the SP, their exponential increase in the measures that represent, the differences in the values are felt at the narrative and effects level.
The Ascendant offer for the setting
This game is suitable for any idea of storytelling the master may have in mind but, if desired, it can be based on the authors’ proposal. The inspiration of their setting, by their own admission, draws from masterpieces such as Watchmen, The Boys, Squadron Supreme, The Authority and Invincible. In every aspect, the world is the same as ours until 2012 and the first superheroes manifest themselves in public in 2018, in what is remembered as the Battle of Atlanta.
I appreciated that the setting preview is full of interesting ideas and tells the arrival of the superheroes and the awareness of their existence by the world through a series of articles, news reports, information from social networks, documents, conversations, newspaper covers and much more. I recommend you to download the preview and take a look. There are variety and precision and this is also a good premise thinking about how the finished work could be.
Art and layout
The graphics maintain the good level of quality of Ascendant: the preview illustrations are limited in number. But there is quality and the style is the full glossy superhero comic standard. I would have preferred a dirtier variant, more like The Boys, but it’s my personal taste. These images do their job very well and the abundance of colors, even in the tables (and in the system itself), shows a roleplaying game that wants to emulate comic stories.
The layout in the previews is a single column, with a thick but clear text. The presentation of the setting is made with great attention to detail and this is an extremely positive sign of a publishing house that takes good care of the details.
It’s time to decide!
While I’m writing, the end of the Kickstarter campaign is getting nearer. Ascendant book will be 350 color pages, a nice tome. The main pledge levels are from €20 for the PDF, €40 for the physical reward with softcover through POD on DriveThruRPG and €60 for the hardcover. The physical rewards also include the PDF. To get the stretch goals, which are and probably will remain the master’s screen and a gauge to measure distances and speeds, you need to spend €90. Shipping costs are not included.
I find it very difficult to write a preview on Brancalonia. I loved the idea of this setting before I even knew a single detail. I am so excited that I don’t think I will be objective. In some ways this is already a merit of the product. Interest and hype are a powerful fuel that helps a player to bind to a game and to facilitate its learning, identification and proficiency.
Brancalonia is having excellent feedback, but for those who still do not know what it is about, there is our presentation article and the interview with the creative director. In a few lines, it is a setting for D&D5e that describes a fantastic, scoundrelly and comical world that is an “upside down” map of Italy. There is a mix of contributions: from contemporary Italian literacy to references to the fantasy tradition and the Italian pop culture and folklore.
Who starts well is halfway through the work!
Shortly after the announcement of the project, a quickstart was immediately released, the foundation of this preview of mine. In anticipation of a Kickstarter campaign it is essential that a valid business card like the quickstart strikes and creates interest. Or, in my case, creates huge expectation, increases my salivation alternating with dryness of the jaw for extreme dropping.
Seriously, the quality shown so far is truly top notch. The 44 pages of the PDF provide an overview of the game, a description of the “Regno di Taglia” ( translatable as “Kingdom of Bounty”), focus on some original aspects such as the rules for the brawls in the tavern or the gambling games, among which “Le Minchiate” ( translatable as “The pricks game”) stands out. It is concluded by an introductory adventure, “The treasure of the Bigatto”. But let’s analyze everything in detail.
Art and layout of Brancalonia
Best quality. Classic two-column layout with text boxes, all very clear, masterful choice of fonts and text colors. The images are stylistically very appropriate for the setting and very evocative, as the map.
From a visual point of view, Brancalonia is exactly as I expected and it fully meets my expectations.
Writing: a delicious mix of styles
In addition to the graphic and creative commitment, there is a greater effort in this product, given by the search for a very specific writing style, which has a truly important impact on the performance of the game.
First of all, the text is very well written. In a nice, fluent way with many funny comical phrases, which incredibly help to step into the shoes of the gallows pendants that you will interpret, both as players and as masters. In addition, the names, the quotes, the details, in this work make all the difference in the world.
Braccio da Caprone (translatable as “Arm as Goat”), Fracasso da Trivelle ( translatable as “Uproar from Drills”), Buemondo il Grosso da Aurocastro ( translatable as “Oxworld the Fat from Goldcastle”), talking about characters. Or regions like Penumbria ( translatable as “Dimlight”, joking about the real Italian region of Umbria), or Turin, quoted in Tauringa and plagued by the Hunchbacked people (Hunchbacks is the satirical nickname given to Turin Juventus soccer fans). Each name opens a smile, each sound brings you closer to feeling truly in an atmosphere halfway between the Armata Brancaleone movie and the novels of Italo Calvino.
Of course, any translation into other languages will never match the level of the Italian original and the final product will certainly be deprived of one of the fundamental ingredients of the recipe.
The kingdom of Taglia
Italy is a splendid country, rich in art and traditions, as well as extremely colorful. Its Renaissance fragmentation in many states was the basis of its original heterogeneity, many places and many unique regions. This is also the case with its upside-down counterpart, “The Kindgom”, the inverted boot, which has become “The Kingdom of Bounty” because of all the gallows that have a size on their heads and that live on chores more or less legal.
The quickstart only mentions the various areas of the kingdom, dedicating a paragraph to each. There is creativity, there is humor, there are references, each region makes me want to set a campaign in it!
In this period before the launch of the Kickstarter campaign, the authors proved to be very attentive to the suggestions, recommendations and ideas of the group of followers that was created. They did it with humility and passion in collecting all the numerous ideas provided. I hope the manual therefore will truly be a rich longitudinal collection of Italian folklore.
The unique rules of Brancalonia
Some of the specific rules for Brancalonia are then described. Some games of chance, the almost constant presence of poor equipment on the characters, dealing with slightly pointed swords or armor full of holes. The tougher alternative of the rests, which makes recovery much slower.
But the rules for tavern fights dominate the scene. You don’t kill, you kick some asses. And the innkeeper lightens the pockets of all those who lose consciousness. There are moves to pour boiling soup on the opponents, to hit them by throwing them a bench, to get in the way by making their pants fall. All with great simplicity and immediacy. Fun is guaranteed!
The Treasure of the Bigatto
The introductory adventure can have a lot of weight. It is used to try the game, or to get inspired to start a campaign, but in any case the more a setting is particular the more important is a good introductory adventure. I had already talked about it in the preview of The Elephant and Macaw Banner.
I mastered it a few hours before writing this article. It is a simple treasure hunt with competition. End. Trivial? No! This is the point. If we go to the bone the short adventures on which the quickstart are based are often very similar, we cannot afford great originality or little linear textures. But “The treasure of the Bigatto” has the merit of being well written, and of presenting the strong points of the setting and the new rules.
Even the pre-generated characters, in their peculiar features, already show abilities and powers absolutely to try: the move “Alla pugna!” (translatable as “To battle!”) or the “Via della Divina Cinquina” (translatable as “The Way of the Divine Slap”) for the monk, for example.
Is Brancalonia a must?
Ok, I admit it, it was clear from the beginning where I would go to conclude. I really like this setting. Is it to be taken? In my opinion, yes, with my eyes closed. And I won’t tell you why I earn something, but because on the first day of the campaign I will be there to choose the pledge with the best “quantity of ignorance / price” ratio.
Analyzing Brancalonia as a whole, we have a game with a simple and famous system. So far, the new rules inserted fit in perfectly. Therefore it will be very easy to find players and quickly explain the particularities. The setting is full of ideas and contents, pleasant to dive in and very fun. The graphic quality is absolutely up to par and I find that in terms of style and writing skills there are few equals.
Also the price won’t be a bad surprise, nowadays the cost for quality manuals are not so high. The difference will be made by the eventual success of the Kickstarter campaign, because with a good financing the stretch goals will really make the offer even more unmissable.
Keep following us if you want to be always informed about Brancalonia!
Beam Saberis a mecha roleplaying game actually being funded on Kickstarter. Indeed, it is already practically financed, having already exceeded the threshold halfway through the campaign.
It’s a Forged In The Dark game, that is it uses the system created for Blades In The Dark, highly appreciated roleplaying game financed with over $ 175,000 in 2015 on Kickstarter and published in 2017. Since December of that year it has granted the license to use the system and therefore today it boasts numerous titles that use its mechanics.
The infinity war of Beam Saber
This game revolves around pilots of powerful machines in an endless war that dominates every aspect of their lives. There is a touch of cyberpunk in this dystopian future in which corporations too large to even imagine are constantly in conflict. The game therefore is not to end or change the tide of war, but simply to survive, without too many physical or psychological consequences.
The style of the game and the system are marked by putting action and narration in front, with mechanisms aimed at eliminating preparation and discussion times to concentrate on a dynamic and pressing rhythm. But the focus is not only on fighting. There is a narrative cyclicity that alternates the moments of confrontation with others of elaboration and narration of the characters, their lives and their emotions. The structure of the sessions would like to follow episodes of TV series, with a narrative arc per session within a wider story.
Much more than a simple character
Beam Saber allows you to choose from 10 archetypes to generate your own pilot. It also allows you to build your own fighting machine from scratch, from humanoid robots to vehicles of particular shapes and sizes. The pilots together form a squad, a unit not only narrative but also in fact. The squad has its own character sheet and 8 archetypes to personalize it and provide it with unique possibilities. Moreover the team is part of a faction, which is also regulated by a character sheet.
Each pilot has a classic character sheet, but also a connection sheet, to keep track of relationships with other team members. Improving connections will enhance the effectiveness with which you cooperate in combat but also you will risk having worse emotional consequences in case your companions are overwhelmed by difficulties.
After that, the customization possibilities are almost infinite as the manual also provides indications for creating new squads, factions and regions.
The heart of the rules
The core of Beam Saber is a dice pool mechanic using a few six sided. In this way the players decide what action they want to use (such as Battle, Interface, or Consort) to tackle an obstacle, then the DM sets the roll’s Position; Desperate, Risky, or Controlled. The worse a pilot’s Position, the more dangerous the potential consequences they face! So the DM also determines how much of an Effect their action will have (modified by special abilities, gear, etc.), whether it’s Limited, Standard, or Great.
So the player then rolls a number of dice equal to their rating in the action they have chosen. If they feel they need more dice, they can spend a resource called Stress, ask for an Assist from a squadmate, or ask the DM if they have a devious Collateral Die to offer. With 1-3 you fail with important consequences, with 4-5 you have success with complications, from 6 onwards you have full success.
Through the Flashback mechanism it is also possible to rewind the narration to be prepared for an event, to reduce planning time and focus on pure action.
The world of Beam Saber
The game world is vast, colorful and highly customizable. As I said before, the heart of the game is an endless war waged by factions too large to be stopped. Corporations, aliens, artificial intelligence, there are no limits in creating fronts. So even the war rages on continents, planets, star systems, following the narrative preferences of the game group.
As for the human race, there was an Exodus from a now devastated and plundered Earth. Human beings eventually split into five factions, each of which seeks dominance over the entire species. Earth, on the way to recovery thanks to the abandonment of the human race, has become a coveted trophy to be conquered and put on display to underline hegemony.
To have a personal idea you can freely download a free 76 pages quickstart, the 0.47 version of Beam Saber. Both on the Kickstarter page and on the quickstart there are various contents for users, including elements for Roll20 and indications for following sessions of the game.
Beam Saber 0.50
Courtesy of the author we have been sent a later version of the game, 0.50. It is made up of 357 pages of dense text and tables. It is still almost all to be edited, so I will just evaluate its content.
There is really a lot to read and enjoy. Generally speaking, I really liked the product. The author explains very well what the idea of the game is and its purpose, allowing us to understand why it was designed in a certain way.
The system is not complex and uses mechanics that have always had excellent results, in fact it does not occupy the bulk of the pages, on the contrary. There is a huge boost to the personalization of the drivers, the mecha and the team, which is in general the element I like best.
After that, extensive rules and guidelines are given to cover all the various aspects of the game, not limited to combat and a bit of storytelling between missions, but implementing options such as crafting or app development.
There are already many examples of mecha, appendices with alternative rules, examples of play without a master. And the manual is not yet finished! How many pages will it reach?
Art and layout
My judgment on art and layout is currently suspended. Both the quickstart and the version delivered to us are still without art but few illustrations. I really like Vincent Patrick‘s cover, the black and white illustrations I’ve seen so far a little less. I believe that a game with a nice system and such a setting deserves evocative art, which is inspirational to create stories, vehicles and conflicts. Even the layout is still incomplete and therefore not evaluable. At the moment it is a single column text document with several clear tables but which would benefit from more effective editing and spacing.
All in all, given the size of the project and the good conditions of the system and setting, it would have been appreciable to have a graphic preview of one or two pages to give an idea of the type of result on which we are asked to invest. Lauren McManamon’s presence as editor, which we have already mentioned in our articles about Trophy and The Elephant and Macaw Banner, makes me hope.
What game it will become?
Beam Saber is not finished yet, so making a full judgment is impossible. I see that there is passion and that there is interest in providing indications and advice for every aspect of the game.
In my opinion, a good product will come out. It starts with the Blades in the Dark system, after all. There is attention to detail, abundance of content, extreme versatility of the options.
Versatility is precisely one of the best elements. It is not a game related to the given setting, far from it. It is a game written to be taken and used in any story that needs pilots who are also persons, huge powerful and customizable vehicles and the rules of support to live an interplanetary conflict that lives up to expectations.
My wish is that in a short time when users will come up on the various forums or groups of players to ask “which mecha game do you recommend” or “I have a futuristic war story or setting in mind but I need a simple and cusomizable system to play “many will answer” Beam Saber “.
For those who want to backer
The project is already financed, therefore the game will be a reality starting from April 2021, Kickstarter time zone (therefore “starting from April 2021 with possible delays”). In the image there is a clear table summarizing the costs, indicated in Canadian dollars. The PDF costs around 19 € (less than 5 € for those who are in financial difficulty, hoping that nobody is so cowardly to take advantage of it). The physical copy starts at around € 35, plus various other offers that combine game sessions or the possibility of collaborating in the creation of vehicles or characters.
There are no rewards in stretch goals, which will only go to increase the compensation to those who are working on making the game. Not very captivating and somewhat in contrast with the marketing rules and the usual way on Kickstarter, at least sincere and transparent in the motivations and in the allocation of the funds. It must also be said that the manual is full-bodied and already contains everything that was created for the game. So better than a reduced manual with additions based on stretch goals just to give the impression of giving something.
Keep following us to be updated about Beam Saber and other mecha games!
iHunt was a game truly out of my radar. Then Federico Sohns, creator of Nibiru, team leader of Dishonored RPG, quotes it in our interview as one of the indie rpg he suggest to try. Personally I’m a fan of Federico Sohns so I wrote down the name, promising to myself that in the future I’d look at it. Eventually the time has come and we can finally see what is iHunt about.
What is iHunt about?
iHunt is an indie roleplaying game about hunting monsters in the time of the gig economy.Players are millenials that, thanks to a free app called indeed iHunt, become freelance monster killers. Every kind of monsters in order to get money to pay the bills. Vampires, demons, werewolves, personalized monsters, there can be anything. It’s based on omonimous novels, that have been published in seven books until now.
Viene descritto come un gioco urban fantasy drammatico e narrativo, che offre con humor un punto di vista critico sulla gig economy (quella fatta appunto da minicontratti e lavori temporanei). Si parla di difficoltà finanziarie e mostri, ma sempre col sorriso sulle labbra. Utilizza una versione modificata del sistema FATE, con un d6 e quattro dadi FATE, che incentiva gli azzardi e la furbizia.
Stile da vendere
iHunt é impacchettato con stile e humor. La pagina di presentazione è dinamica e accattivante, così come il video che pubblicizza la fittizia applicazione che dà il nome al gioco. E’ dinamico anche il manuale, con costanti cambi di stile ogni poche pagine e un’impaginazione che strizza l’occhio ai moderni magazine. Vale la pena andare sulla pagina itch.io per scaricare la demo perchè sono 76 pagine ricche di contenuti e con stile da vendere. Il manuale definitivo conterà 360 pagine.
Dove si trova iHunt?
Lo trovate in vendita su DriveThruRPG o itch.io, attualmente tra i 25 e i 30 dollari. Su DriveThruRPG sono ben spiegate la motivazione del prezzo e l’eventuale possibilità di pagarlo meno dalle due creatrici, Olivia Hill e Filomena Young, riunite sotto il nome MachineAge, con sede a Tokyo. Entrambe vantano esperienze passate tra cui spicca quelle di designer per Vampire The Masquerade. Attualmente iHunt si trova solo in PDF ma chi lo acquista avrà un buono dello stesso valore per pagare una versione POD (Print On Demand) su DriveThruRPG.
Continuate a seguirci per essere informati su giochi indie come iHunt!
Magwa’s Magic Item Compendium and magic items. For a role player, magic items are what shoes are for women. Objects of desire, coveted trophies, lucky finds, black hole of every gold coin obtained with blood and sweat. The Knights of Vasteel are well aware of this, having created two valuable Kickstarter projects by creating decks where each card represented a magical item illustrated with skill. Now, however, they have decided to focus on something more ambitious: take the objects described in their first deck and turn them into a hardcover book.Ladies and gentlemen, here you are Magwa’s Magic Item Compendium hardcover.
It’s not a simple copy and paste
To make Magwa’s Magic Item Compendium hardcover they not only just copied their previous idea and binded it to take money from compulsive collectors like me. There was only the image in the deck, with the back of the card deliberately left blank to write on. Now instead the items have been given a description, mechanics for D&D5e to make them not only ideas, but realities.
Furthermore, the book was not designed as a simple list of items to drool over. Let’s see what else it contains.
Concreteness! What do I find in Magwa’s Magic Item Compendium?
The book contains at least 130 unique magical items accompanied by illustration, history and mechanics for D&D5e. There are also new monsters, short stories and hundreds of common items.
The items have been divided into ten chapters based on a common thread that unites them from the point of view of a hypothetical setting in the world of Vasteel. Every chapter delves into their history with images and ideas.
On the project page there is a lot of material to view, so I absolutely recommend a tour just to admire the illustrations. Moreover it’s possible to download a free sample chapter.
There is a great variety in items and mechanics, the illustrations are very beautiful, worthy of a tome on the subject in the library of some mage tower. The thematic subdivision allows you to concentrate similar items in a few pages to facilitate the characterization work of the dungeon master. The layout is clear, simple, pleasant and highlights the quality of the artists.
Free images for everyone!
To promote Magwa’s Magic Item Compendium hardcover the Knights of Vasteel have created an interesting promotion. Those who share the link to the kickstarter campaign with the hashtag #MagwaRocks will receive free images for the app! What? Is there an app? Yup! There is a free app to digitally view the items. Although there are items that can be viewed for free, the packages have a cost. Through this offer instead you will receive a code to be able to have a pack for free (instead of paying $ 4.99) and, by doing it seven times in seven different days, you can receive all seven packages!
Unfortunately Magwa’s Magic Item Compendium is not for free
It would have been too good, wouldn’t it? The PDF version of the Magwa’s Magic Item Compendium hardcover costs $20, physical version $40 and both can be purchased for $50. With $80, you get also the two decks of the previous projects, described in this link.
Stretch goals at the moment don’t seem so easy to reach. They add more illustrations but do not increase the content, which is already made and ready. The shipping cost is not included and must be taken into account because it has its weight if you want to receive the package outside the United States.
Keep following us to increase your collection of fantastic magical items like those of Magwa’s Magic Item Compendium hardcover !
There are some scenes that are rarely seen, if ever, in fantasy roleplaying games. One of them is an adventurer who refuses the offer of new spells or new magical items. As the effect that dice have on many of us, so even spells and power-ups arouse an irresistible appetite in adventurers and their players that never seems to end. Just to help you never miss new effects and new trinkets Sign of the Dragon has created for all of us Vault of Magic and Vault of Magic II for D&D5e.
No Dice Unrolled has already reviewed other Sign of the Dragon products: the adventure La Seconda Alba Nera (just in Italian and created by Marco Bertini only) and the sourcebook Acererak’s Guide to Lichdom. Also in this case the material was sent to us free of charge by the authors for evaluation purposes.
Two manuals, two languages, two editions
These are two digital manuals, which can be purchased on DriveThruRPG, 22 pages the first and 40 pages the second, which provide new magical elements for D&D5e. The first Vault of Magic gives knowledge about 54 new magical items and 16 spells, while the second volume allows access to 72 magical items, 22 spells, 4 NPCs and 2 new backgrounds.
First work is published in English and Italian, with slight differences between the two versions. The English one is more updated than the Italian one. In fact, receiving the Platinum Best Seller award, the authors published an updated and correct 1.2 version as a thank you. As for Vault of Magic II, it is currently only in English. Since the latter was born as a completion of the first, no further publications of the series are foreseen.
Art and layout
From a graphic and page layout point of view, these manuals are also of remarkable quality. Thanks to the Community Content Agreement that allows those who publish on the Dungeon Masters Guild to use material under copyright of the Wizard of the Coast, the two Vault of Magic seem official manuals from the visual point of view.
The layout is excellent and allows a quick and relaxed reading, the abundant presence of images revives the pages, facilitates navigation and it’s always a pleasant interlude for the eyes, especially full-page illustrations. The only flaw is the variety of style and rendering of the images of magical items, some of which are not particularly visually related to the name of the object. It is an understandable lack, since images collected from an archive of old publications have been used for new and original ideas.
Vault of Magic: well, but it could have been done better
The first part of Vault of Magic is dedicated to magical items. It is not the result of a particular work of imagination or originality. It is a good list of many rather classic objects made available to the reader. On the other hand after so many editions of D&D and its clones every possible magical equipment has already been presented over and over again. But in the end in the campaigns you need practical objects, not eccentric, therefore the list provided is still an excellent aid to lengthen the options to the Dungeon Master.
The second part is dedicated to the new spells. I have not yet had the opportunity to test them on the field therefore I cannot give opinions on their degree of balance in the system. They are mostly themed on light and shadow, on necromancy and on nature. Here too I would have liked a little more originality, even if there are nice ideas here and there.
In principle Vault of Magic is a good job, but ordinary. I would have liked a greater search for the fantastic and the original, not an easy job. For example it would have been interesting if they had created magical items with effects related to the spells of the manual. It would have given a sense of bond and made some items more different from the ordinary. It is certainly a good product, but it left me with the feeling that more could have been done. Did it happen with the second volume?
Vault of Magic II: a remarkable step forward
The second work starts with excellent premises: the contents are greater and more diverse. As for magical items, my requests seem to have been heeded. Reading names and descriptions I had much less the feeling of “already seen and heard” and I perceived more the inventiveness and the desire to make something more fantastic and less canonical.
Also as regards the spells I appreciated this new manual more. Not only do they range more in typologies, but also the effects and narrative possibilities that are created are more interesting and less obvious. Maybe here and there I found spells a little too powerful for the assigned level or effects. But this is a very personal judgment and each dungeon master probably has his own idea of spell calibration. Then everyone is free to modify the material in order to use it in the best way possible in their campaigns.
The magic “From bread to frogs”, winner of a competition and therefore included in the list, deserves special mention. Not only it has a good longevity as the caster grows, but also an evocative charm from the name to the effect. It turns out that its creator is one of the other publishers of No Dice Unrolled, Andy.
The additional contents of the second volume
The next section satisfies even more the need for originality and personalization that I was asking for. In fact, tables are provided to give an extra touch, a peculiar feature to a magical item, with 8 suggestions for each type of object. There are few pages in the whole manual, but they certainly embellish it and can be used with pleasure and ease.
Some magic-themed backgrounds and NPCs close Vault of Magic II. Useful and well-made ideas and possibilities to strengthen the perception and presence of magic in a campaign.
A magic crescendo
The promises to expand the magical possibilities in D&D5e have been kept by both Vault of Magic manuals. In my opinion, the second has something more. The first is more classic, but it does not mean that it does not have interesting contents, many game possibilities and an adequate price.
Vault of Magic PDF is in fact sold at around € 3, while the second volume around € 5.5. The difference in cost is proportional to the differences in quantity and, in part, also in quality.
Hardly in your D&D5e campaigns you will not find dozens of moments in which these two volumes will be useful, therefore if you want a little injection of magic at the game table, you can get many ideas with little price.
If you liked this Vault of Magic review, keep following us to learn more D&D5e material!
I was a very satisfied backer of Nibiru, a sci-fi rpg of lost memories, which I have already talked about in my previous article. A few weeks ago, while we were preparing to publish the news of the future publication of Dishonored RPG, I read with pleasure that the Dishonored project at Modiphius was in the hands of Federico Sohns. The author of Nibiru. So I decided to contact Federico Sohns to offer him a written interview on both games and indies in general. Here is the result of our chat.
What ignited you the spark that gave birth to Nibiru? How long did it take you to write the first full version?
I wanted to make a game about memories, and at the same time I wanted to design an experience that took advantage of the medium’s strengths. I think one of those strengths is how character-driven TTRPGs are, and how often players will willingly step outside of the gaming space to develop their characters. With this I mean… they’ll draw, they’ll write pages upon pages of background, they’ll even go and write stories about them! However, I’ve not known many games that actually encourage and empower those types of players. The MEMOs system is simply that: a basic mechanic that gives an in-game effect to whatever you come up with. Revelations (the other big Memory-tied mechanic I wrote) serves to expand that creative space, rewarding you for writing in rhyme, drawing, telling longer story arcs, etc.
The mechanics didn’t really take long. Maybe a couple of weeks? The bulk of the work was worldbuilding; there’s a lot of stuff that goes into it, a lot of which didn’t even make the book because it’s more “dry” content that is there to support what you see on the surface. Plus, a big chunk of the more structural part of the material was developed alongside Joaquin G. De La Cruz, our astrophysics advisor, given the emphasys placed on getting some of the science right! It took on-and-off, about a year and a half.
Nibiru, despite being an indie, as you defined it yourself, has a very high level of quality [so beautiful images!]. How hard was it to get such a result? How satisfied are you with it? Did you expect that you would get the support of over 500 backers?
It took money, long shifts and 7 day workweeks, and working two jobs at the same time. Which is one of the reasons why (despite many indies vastly outperforming big companies when it comes to art direction chops and aesthetic vision), you don’t see indie games aiming for AAA production values. It took about three years or so to save up and make enough to pay for the art, as well as the editing and the consultancy on topics like mental health and physics, at decent rates. Regarding satisfaction, I think I’m half and half on it. On the one hand, I’m happy with the final product and the reception, and having been able to pair a fair wage, but on the other hand, I wouldn’t recommend other people go through the same for their games.
Large companies get away with putting out big, pseudo-coffe-table books (while charging pennies for them), because they pay freelancers breadcrumbs, which makes it nigh impossible for indies and marginalized folk to reach those competitive standards. I expected to at least fund, but it was nice that we got a healthy margin over that target. It helped make the book all the more striking.
Will other publications follow on Nibiru? What kind?
I’d like to release something more for Nibiru, probably a story book to run a longer game with, paired with new locales and advice for the more “traditionalist” players out there. Nibiru is pretty free form, which means that folk used to a much more structured approach could use help integrating to that sort of gameplay. At the same time, three years is a long time (in my opinion) to dwell within a single world, as complex as it might be. I’ve been working on a fantasy setting as of late, so I’ll be prioritizing creating new stuff. Ideally, I’d like to have the means to dedicate myself to this new setting while expanding Nibiru on the side.
Given the quality of your works, Federico Sohns, how did your passion for role-playing games come about? And your most exciting experiences lived thanks to it?
I started playing RPGs when I was 15 or so, with WHFRP (WarHammer Fantasy RolePlaying) 1st ed. I think that like many designers, I had that “instant realization” upon first playing; the one that’s like “woah, this RPG thing has so much potential for storytelling”. If I’d have to speak about quality though, I’d say that has probably little to do with RPGs and everything to do with engaging with a wide range of artistic mediums (both my parents are musicians), and creating and studying art within those mediums.
As for exciting experiences, well, those are probably linked to the people I met through games. I think independently of how great an individual moment can be, those stem from playing with cool folk, and meeting nice people is what I cherish the most from my time playing RPGs.
Which role-playing games do you prefer and which have inspired you the most?
Inspiration for Nibiru has come from basically everywhere except other RPGs. There are small bits and bobs, mostly when it comes to writing style, that you might see in the New World of Darkness games. There’s some FATE school of design similes too. But overall, the game has been much more influenced by music, books and visual mediums. The Blame! manga series from Tsutomu Nihei was a big inspiration when it comes to scale and vision of the world.
A lot of the narratives of colonialism come from my own personal experience (I’m from Argentina, so that’s a big topic back home in school), and a lot of it also comes from music (Splendor and Misery from Clipping is a great example, and an influence I forgot to mention in the book!). The Expanse is a big one, as well as the usual suspects, like Philip K Dick, Asimov, Larry Niven, etc. are also part of it. I think one of the problems with new ideas in mainstream RPGs is that a lot of inspiration comes from within the medium, which is largely dominated by D&D, and that sort of creative feedback loop results in a retread of the same imperialist, war-driven narratives baked into every layer of mainstream RPG design.
What other indie games would Federico Sohns recommend trying?
100% try #iHunt. It’s a game about millenials hunting monsters in the gig economy through this UBER-like app, and it plays with a lot of great thematic parallels that refer to the economic woes of our era. The prose is *chef kiss* and it was written by Nibiru’s editor, Olivia Hill, so fans of Nibiru will probably find a lot to like in it.
I’d also recommend Dialect, by Thorny Games, since it’s probably at the top when it comes to indie games I played last year. It’s a game about language, how it develops and ultimately dies out, and should be a pretty great experience for folk who maybe come from more mainstream games, wanting to delve into a vastly different but approachable indie game.
If you haven’t tried them yet, I’d also recommend some classics like Dread and Ten Candles, which are bang-on on how mechanics should drive the main themes and ideas of the game.
Coincidentally, in these years a game called Le Notti di Nibiru has been published in Italy. Have you heard of it?
I have! Though I can’t say I’m familiar with the game’s theme and content, sadly.
You has been moving from creating a game in total freedom to coordinating the creation of a game with a very precise lore, guiding the team that developed the Dishonored RPG. Is it something easier or more difficult? In what spirit do you approach?
The two experiences couldn’t be more different from one another. I think that while creating your own game is much more complex and requires a lot more hard work, it’s vastly more fulfilling and enriching. In a way, it’s a bit like the difference between being a composer and an interpreter. Some people will prefer one to the other. Nibiru is an original setting with tailor-made mechanics, while Dishonored is an existing IP using a proprietary system. For the latter, there’s far less agency across the board to do what you will from a conceptual point of view. It mostly comes down to communication, interpretation, and having a clear idea of what other people’s vision is – and to clearly establish what is it that you can bring to the table with your input.
Thanks for the interview, Federico Sohns! We can’t wait to try your next works.
Keep following us to be updated on Federico Sohns projects after this interview!
I state that we have received the material relating to Monster Families free of charge from the creator La Louve 3D ror evaluation purposes and we have written a review to show it in its entirety.
We talked a few days ago about this Kickstarter project that includes miniatures and STL files depicting groups of monsters of the same type but of different sizes. In short, like families.
What has come to us?
Unfortunately for us, given the results, we have not received the entire Monster Families collection. Only some samples have been sent to us. To be precise, a large dragon, a large elusive panther, a large treant, a tentacle of branches and two small mushroom warriors.
Each of them had two versions, one printed with FDM technology and one with SLA technology. The first technique is the most economic one, but also the least precise since it takes place by depositing overlapping layers of resin which merge and join the contact; it has the advantage of being less polluting thanks to the use of natural substances, but the creation process is more noisy. SLA technology instead transforms the hard plastic liquid resin into a tank, ensuring greater precision in the details; the process is quieter, but the required materials are more expensive and toxic.
By the same admission of the creators, the copies obtained with the FDM method turned out less well than expected. This is because it is a method that needs more time and attention in calibration to obtain a certain result. It is understandable that having to quickly print and ship these samples from Canada to Italy, the calibration time was short. Certainly, with greater attention it is possible to obtain better results than those we received, which are already good.
The only examples of FDM technology are between the two dragons and the other miniatures. These are the darker ones. The monographic images and videos were made on models with SLA technology, which however proved to be of higher quality.
Our impressions
We are very positively impressed with the Monster Families miniatures in various ways.
They are truly beautiful designs, each with its own qualities. We appreciated the captivating pose of the elusive panther as the nice ugliness of the mushroom warriors. The level of detail is high, with surprising results in some places, such as the dragon’s neck and head, if you think that they are home replicable miniatures.
Another plus point is robustness. The miniatures are stable, thick, have no parts that are easy to break or delicate to grasp. Obviously the subjects helped, being very different from slender humanoid figures who wield slender rapiers and bows that risk breaking just by looking at them. Nevertheless honor to the merit.
Is time to adopt the Monster Families?
Obviously it is a very personal evaluation of the usefulness that these families can have in the life of each of us and therefore we cannot decide for you if they are worth the buying. We can tell you that the prices are in line with other offers, and that, as we have shown you, if you decide to have them printed for you, they are of excellent quality. The care of the shipment was excellent.
Yes, also this time in the editorial office we will fight to distribute them!
if you kiled our review of Monster Families keep following us to be updated about other projects from La Louve 3d!
The time has finally come to start the Kickstarter campaign. How do you feel? You are ready?
Long the way, but great the goal! And on the other hand, we were conceived ready …
Did you expect such a warm welcome?
Day after day countless rogues are coming to our hideout from the four corners of the Kingdom, to join the banners of the Gallows Company! We can only rejoice … soon we will have the numbers not only to tempt the Kickstarter but also to oust the Catozzi scions from the throne room and conquer the left-boot nation!
When very often it is difficult to find new ideas for settings and games, Brancalonia is the demonstration that a good idea is always a winner. How did the spark ignite?
The foolish and buffoonish spirit has always animated us … the real question is how it happened that nobody before us has ever thought of doing such an obvious thing (of course apart from Kata Kumbas and some other historical title)? We are always imitating the American fantasy, what the British, the Northern Europeans, the Germans do … No one has focused on the tradition of Italian fantasy, one of the richest, oldest, most composite and deepest ever! You tell me: how come nobody else got the spark before?
While showing itself as a buffoonish work, already in the initial news there is a large number of references to many literary and cinematographic works. Was the creation of the text long and fraught with obstacles?
Indeed it is so: in Brancalonia many different souls coexist; from the “cultured” fantasy of Italian origin to the plebeian film of the 70s, from regional folklore to the immense local fairy tale tradition. Irony and citations, but also war and misery, tragic and comic, sacred and profane. Without forgetting that there are many contemporary literary components merged into the project; the tales of Zappa e Spada, the novel of Ignoranza Eroica, quotations from the works of Guerri, Calvino, Pederiali, De Feo and many others … If all these contributions fill us with quintals of exceptional material, the real challenge is to merge all together to have a worthy and coherent game world … after all we are here to play role-playing, not to make literary criticism!
Should we all be ready the first few days of the campaign to get early birds? Will there be discounts for the swiftest?
There are no discounts, but exclusive gifts for the fastest!
Will the Stretch Goals be just adventures and pages added to the manual or have your minds also thought of tangible rewards such as dice, bags and other trinkets?
Our fervent mind never turns away from the trinkets: in the rascal saddlebag you will see that there will be every treasure!
What did you have the most fun in thinking about Brancalonia and which instead harassed your brains to turn it into a game?
Building the world, its characters, its stories and adventures is the funniest part, and perhaps the easiest for many of us; Acheron Books teems with writers and storytellers. Many of us are also game authors or players, but the main vocation of all of us is certainly linked to plots, world-building, storytelling, intrigues, quotes, level design and twists. More complex, but certainly stimulating, the phase in which all these aspects are brought into the game system, to create the perfect adaptation for the 5th Edition. Perhaps the most difficult and boring question is marketing; we are all creatives, artists, storytellers and authors, and having to manage the most practical aspects of these projects (I speak for myself) is the thing I like least!
Will you not dare to avoid the task of writing new volumes in the near future which will follow the first book of Brancalonia?
It would certainly not be a problem: Brancalonia lends itself to a thousand expansions, a thousand insights, a thousand thousand ideas and found … of course, the key point is to see how the campaign for the Basic Manual will go … everything will depend on it … one thing, however, we are certain: we will always remain in the bad peninsula and in the surrounding seas and islands. We are not interested in delving into other kingdoms other than reverse Italy of Brancalonia.
How much do you laugh playing Brancalonia with a group of fans?
If we weren’t having fun first, we wouldn’t be here. Brancalonia is exactly the project we have been dreaming of for years!
Keep following us to be constantly updated on Brancalonia!
Deck of Heroes is a very simple project with a specific purpose. Provide a deck of pregenerated first level characters for D&D5e. Of course, not everyone needs to have two dozen prêt-à-porter adventurers. But to those who need it, this is an offer to be taken seriously. The author, Adrian Sanjuan, is on his first project, but he shows clear ideas as a crowdfunding veteran. The funding threshold is a bit high, but we must not be discouraged if we want to make the project a reality. Is it the deck for you? Let’s find out!
Flip the card and play!
The conditions of use are simple: do you want to set up a session on the fly to make D&D known to interested friends? Is there an adventure to try and you need heroes on the fly to start playing without wasting time? Are you already late in preparing a one-shot for an event and you have no time to generate characters?
These are all examples in which a bunch of pregenerated characters would be very convenient.
But how is this Deck of Heroes made?
These are tarot-sized cards, 70mm by 120mm, 320 gsm. On one side there is an illustration and a quote from the character to give an idea of the characterization, on the back all the basic information and statistics are clearly printed with the addition of a distinctive feature that can stimulate interpretation and storytelling. On the bottom there are the figures of the necessary dice to keep them close at hand.
Not only statistics!
It is a very nice idea to slide a bunch of illustrations in your hands and choose who you will play in the following hours. If you need to advance the characters or transport them in a real campaign for each card there is the official character sheet in digital format.
In addition, there are six double-sided cards in the deck with the list of cantrips of all the six basic classes that cast spells at the first level on one side and the spells of the first level on the other. Moreover there are two cards that summarize D&D5e main terms and rules.
The choice on which races and classes to insert in the deck was decided based on statistics on what is most commonly played (we took a cue to talk about it a short time ago in one of our post) and, for legal issues, the choice was limited to races, classes and spells included in the SRD5 (the Open Game Lycense).
How much is a Deck of Heroes?
Pledges are simple. The digital version costs £ 10 (around € 12) and it is expected to be delivered by the end of the year. A physical copy instead costs £ 15 (about € 18) and would be expected (at least) for June 2021. Any strech goals would unlock a greater number of cards. Shipping costs are excluded but cheap: £ 5 (around € 6) for the European Union and £ 8 (around € 10) for the rest of the world.
Keep following us to be updated about Deck of Heroes!
Norse grimoire is a product that No Dice Unrolled has always followed closely since the time of its announcement in late 2019. It is a supplement for D&D5e produced by Mana Project Studio (the creators of the award-winning Journey to Ragnarok). It will be used to integrate the Norse ritual magic in the latest edition of D&D.
We liked the idea so much that we realized about a month agoan interview with one of the authors, kind enough to even grant us some exclusive images. Then a waiting time began, a path of approach to the birth of Norse Grimoire. The Facebook page of Mana Project Studio accompanied this time with the recurring publication of runes, in a sort of spiritual journey towards the discovery of new secrets and new meanings. When will they be revealed?
We have a date for Norse Grimoire!
Now we can finally give a date. The 20-day Kickstarter campaign will officially begin on Thursday 5 March 2020. Knowing the quality of the products published so far by the guys from Mana Project Studio, we are sure that it will achieve considerable success. For this reason we advise all those who, like us, are shivering to have the manual in their hands, to mark the date because if there will be Early Birds they could last very little.
Most likely in the campaign it will also be possible to order Journey to Ragnarok, of which Norse Grimoire stands as perfect environmental integration. Maybe other works will be offered together in a discounted bundle.
Another hope is to find interesting stretch goals and add-ons. Honestly, it is not easy to imagine what they can be, given the historical nature of the work. In any case, the idea of some thematic physical reward attracts us a lot; dice, runes, various accessories … Everything is welcome!
keep following us to be updated about Norse Grimoire and other projects from Mana Project Studio!
Pride of Giants is one of the strangest Kickstarter projects I’ve read. Not so much for the contents of the game, which has the overestimated goal of making you play everything you want simply and completely. Rather because the presentation and the proposed offer are peculiar to say the least. Could this also be the reason why it is currently struggling to reach the funding threshold? However, I am stubborn so I wanted to understand a little more about this game and the project.
All the eyes to me!
Look at the picture. The subtitle of the project page says
A fantasy TTRPG where you can play anything in this art but the flowers, the sky, and the ground.
Pride of Giants is described as a fantasy d20 roleplaying game that allows you to play how you want and what you want. It is said that it has simple and flexible rules that focus on mechanical effects and get to the point with the least amount of complications possible. Everyone can choose, based on how many optional rules to apply, to make it more complex or simpler according to their preferences.
The game currently has 808 skills and 31 playable races. So far the author says he has dedicated about 3000 hours in a year and a half (on average more than 5 hours a day) and that he would like to double the number of skills and more than double the number of the races. But he can’t do that without the financial support of the campaign and without a community of players who can give feedback.
What does Pride of Giants offer?
Here the situation is complicated because I did not understand the offer very well. A paper manual does not exist and probably never will be. Core rules are already online on Pride of Giants site, to which the author already refers in the description of the project to deepen and prove what he created.
So what are pledges for? Essentially an apology for funding and engaging players who are passionate about the game. You can have the wallpaper, you can join the mailing list to get some preview material to playtest, you can get the T-shirt or the poster. But will the PDF of the rules be available? No! It is a stretch goal to unlock, otherwise you can read it from the site while wearing the shirt paying to be a playtester.
I invite interested and curious people to go and see the details of the offer and presentation directly on the project page.
I told you it was strange.
Keep following us to see if we will find a project stranger than Pride of Giants!
We are in the last days of the campaign for a Kickstarter project devoted to reviving a classic literary and role-playing topos: the haunted house. We are taalking about The Haunting of Eliuska Manor, adventure for Sagaborn and D&D5e, which has already reached the funding threshold. So there is only one question left for all of us: will we open that door?
Who is behind?
Behind the door? Still do not know. Behind the project there is Michael Bielaczyc, twenty years of honored career in the world of roleplaying games with contributions to historical brands such as Dragonlance and Castlemourn. It is on its twelfth project, mostly adventures related to the D20 System, between D&D, Pathfinder and Sagaborn. Together with him his friend Dane Clark Collins, fantasy and sci-fi writer. Together in 2012 they founded Lone Wanderer Entertainment, with which they spread the Sagaborn system. It is a simplified version of the D20 System that aims to focus more on narration and spectacular actions, reducing the consultation of manuals and the consequences of a heavier regulatory body.
What is known about The Haunting of Eliuska Manor?
There is not much information about the adventure, which, in line with what it promises, maintains a thick aura of mystery. We know this is an adventure for 4-6 level 4-6 adventurers. The characters will be sent to investigate the mysteries of Eliuska Manor after a previous group has not returned. The setting is not specified. Mysteries, threats and horrors are promised. We have no certain information except a huge spoiler: a very unfriendly 9 feet tall fear demon.
The Kickstarter offer
The adventure is provided for D&D5e and Sagaborn, You can choose between the digital format ($ 10 – € 10) of both systems, the physical softcover copy ($ 22 – € 21) of one system plus digital files of both, or a hardcover version with some artistic extras (40 € – 37 €). There is also a pledge (40 $ – 37 €) to take home the adventure and the basic Sagaborn manual, both with a soft cover.
keep following us to be updated to other D&D5e adventures like The Haunting of Eliuska Manor!
The Elephant and Macaw Banner RPG Kickstarter campaign is about to ending soon. It’s a fantasy rpg set in Brasil in the 1576. It is taken from the series of stories of the same name, as we have already explained in our previous article. After the interview with the author, thanks to the concession of the draft of the future manual, we went into this simple but full of charm game.
For those who will not arrive until the end of the article, I already reveal my opinion: I was very pleasantly impressed by the lightness of the system combined with the freshness and beauty of the setting. I sincerely hope that the project will go through.
Let’s analyze the manual chapter by chapter!
Chapter I : player’s guide
We begin with a simple premise: with dedication and effort, one can learn anything in this life. That’s what I’ve told thousands of students over the past few years, and it’s something I believe very strongly. Therefore, this game does not use attributes that define physical and mental characteristics as natural abilities. Natural ability does not exist. Those who want more physical strength should exercise. Those who would like to acquire more knowledge need to read and study.
Similarly, this game does not develop characters through pre-defined classes. I have had four different careers over the course my life so far, and do not believe that it is the career that defines the person, but rather the acquired skills that define what a person can accomplish. So we work here with a system of learning skills. The more investment in a skill, the more proficiency the person acquires. It is a simple concept, which I believe to be a more faithful model of real life. We control our own development. We start life as a blank book, and we must write our story in it.
I wanted to start with the author’s premise, Christopher Kastensmidt, which makes the idea of how this game works and how the characters are conceived very well.
The Elephant and Macaw Banner RPG has no attributes or classes. There are many, many skills to choose from, each of which has three mastery levels. Each level of mastery corresponds to a greater bonus. There is nothing else mechanically. For each test, 3d6 is rolled and the skill bonus and any situational modifiers decided by the narrator are added. There are only 4 difficulties, each with a predetermined number.
This is a very simple system and although I haven’t tried it on the game table yet, it doesn’t seem simplistic. The skills are many, the fight has the right number of rules without being heavy and each character can learn and become what he wants.
To complete the creation of our alter ego there is only more the choice of some characteristics, brush strokes that have an impact only on interpretation and relationships. Having bought some equipment, you are ready to play.
There are some details that I really liked. One of them is the possibility of increasing your endurance (the famous hit points) thanks to the learning of the mastery level 3 of some skills. A very intelligent synergy, just as equally intelligent is the impossibility, left with little resistance, to fully use the skill levels.
Supernatural powers
The chronicles of the Society of Jesus tell of countless miracles performed by the first Jesuits in Brazil. Native Tupinambás swore by the power of their shamans. The babalawos of the Yoruba followed Ifá and the wisdom of Orunmila to practise their divinations. For those who want a touch of magic in their game, we offer here a system of supernatural powers based on the writings of the 16th-century chroniclers and the traditions of the Tupinambás and Yoruba.
A game set in a magical country like Brazil could not fail to have a supernatural component. The game masterfully draws three strands perfectly inserted in the context of the time and makes them play with the same simplicity that permeates the entire work. You acquire a main skill that allows you to learn, like everything else, the powers related to it. The use of these is managed through a simple expenditure of Energy Points.
The first strand is Faith. A Christianity with significant effects on reality. Protection from evil, prophecies, healings, blessings. Invocations of help to God that go as far as obtaining real miracles.
The second possibility is the Breath, the connection between breathing, air and spirits. There are positive powers of care and protection, opposed to negative powers of affliction and harm. The study of the ones excludes the others. Common to everyone are the neutral powers, with a truly shamanic flavor. Spiritual journeys, control of nature and even magic.
The last strand is Ifà, the study of the teachings of Orunmila, the divinity of prophecy in the Yoruba religion, typical of West Africa and imported into the Americas with the slave trade. There are powers similar to others of care, protection and harm, but also nuances of manipulation of minds and spirits.
Since each of these paths must be pursued body and soul, only one path of the three can be undertaken and for all three the same rule applies. Those who learn these powers must renounce the use of weapons forever. Access to healing in all paths is very practical for the game. It allows you to avoid having to choose between the need to have a character who cares and the preferences of each in choosing their own path.
Sixty slender pages, well written, simple and full of examples. Many options with very few limitations to be able to carve out a custom-made character. An excellent premise for those who want to dive quickly into a balanced but not technical game and live a great story
Chapter II: Brazil of 1576
This chapter, before reading it, represented a fundamental junction for me. If I had to play in a land and time so far away and without having read the stories from which The Elephant and Macaw Banner RPG was taken, could I have obtained the right information? On the one hand I wanted an exhaustive and detailed chapter, on the other hand, however, something practical and pleasant to read.
I would have hoped for a dozen more pages, but the ones available are remarkable. There is a lot of information, each page is full of ideas, in the right mix of lists, hints and insights. You can find a long list of Brazilian indigenous peoples, complete with a territorial map. Moreover there is a map of Africa with the main Portuguese strongholds and areas of origin of the deported Africans. Attention is also paid to linguistic origins.
Then we talk about Brazil, the Portuguese settlements, their organization, education, clergy. There are units of measurement with the names of the time and modern equivalents. The methods of movement, the animals, the productions are described.
There are certainly the bases to have an initial hook for your campaign or to manage one not particularly linked to the historical reality. As I said, I would have liked a little more information. In the appendices, however, there is a precious chronology from 1500 to 1650 focused on Brazilian events but with hints to the rest of the world to better integrate the game period. Truly a valuable aid.
Chapter III: guide for the mediator
In this game the dungeon master/narrator is called the mediator. Almost anticipating my concerns about the previous chapter, assistance is immediately provided to create an immersive setting with a list of sources to consult and the possibility of taking advantage of further adventures (in addition to that of the manual) by downloading them from the website of The Elephant and Macaw Banner RPG.
In addition to general advice on mastering, very practical information is provided such as travel distances, poisons and diseases, trade, service costs and a rather extensive price list. I would have liked some more localized information, for example on diseases and poisons, but there is already a lot of material.
There are further explanations about combat, advice on how to apply modifiers and optional rules. Few pages, also in this case very dense, but intuitive and easy to be assimilated.
The manual is not huge and so far the reading has been fast, touching almost all the key points of the game, yet many pages still remain… why?
A suitable bestiary for Elephant and Macaw Banner
The answer to my question is simple: because, rightly, it has given way to a nice list of monsters. Not only that, also an introductory section that explains the entries well. One of the main flaws of the games with a single volume is that in order to keep a lot of information, the space dedicated to monsters is sacrificed. Fortunately, this doesn’t happen in The Elephant and Macaw Banner RPG.
There are many monsters, many animals, fascinating and exotic names for creatures that finally differ from the classic fantasy to help throw yourself into a real new world. The more I read the more I wanted to start a campaign right away … if only I had the time!
The chapter concludes with the inevitable part on magical items. Much less than that on creatures. Rightly and, I believe, also intentionally, because the game is more focused on monsters and human abilities than on powerful magical objects or legendary artifacts. But those who are present perfectly enhance the atmosphere of this strange new fantastic landscape.
Chapter IV: the introductory adventure
In other games I have given less importance to the evaluation of the introductory adventure, such as in Age of Ambition. Even the introductory adventure denotes simplicity and intelligence like the rest of the manual. It is not a linear story but a small sandbox. In this way players are free to manage times and places; various locations are the perfect pretext for giving small samples of Brazil and The Elephant and Macaw Banner RPG. There are precise and well-made maps, very different situations that can be managed with multiple approaches, secondary missions that can flavor everything or be cut if you just want to present the game in a session of a few hours. The mystery behind the adventure is interesting and engaging. The fact that, having finished reading it, I would have much preferred not knowing anything and playing it is an excellent sign.
Chapter V: appendices
As previously mentioned, the appendices contain references to deepen the setting and a precious chronology of those years. There are pre-generated characters and all the tables and lists in the manual to be consulted more easily or to be printed, for example, to create a mediator screen.
But the real heart of the appendices is another and I did not expect it. The whole first part is dedicated to the use of The Elephant and Macaw Banner RPG in schools, with advices on how to prepare it so that it is not only for entertainment but also for educational purposes. It lasts several very interesting pages, compact and full of suggestions and passion, which end with a separate bibliography on the subject.
If on the one hand I would have liked a few more pages of description of Brazil in 1576, on the other hand I would not even take away one page from these appendices. It is nice to think of the gift that the author wants to give everyone by using many pages to insist on the link between roleplaying and pedagogy and how to make it better.
Art and layout of Elephant and Macaw Banner
The layout is classic, two columns of spacious and legible text with equally bright and easy to consult tables. Character sheets are simple and equally well laid out. The use of different colors for the different parts of the manual helps navigation.
Art is another strong point. The images are many and very beautiful. Not only stylistically and technically, but also in the ability to be homogeneous with what is described. Landscapes and environments with bright colors, costal cities full of light and hope, jungles denses of mysteries and living and exotic monsters. I would have loved to have more monster illustrations in the bestiary.
Elephant and Macaw Banner : a pleasant surprise
I wrote with pleasure the introductory article on The Elephant and Macaw Banner RPG, intrigued by the particular story of its author and by the different atmosphere that was breathed in its setting. When it was time to evaluate the material sent to me, I was hoping to find a good product in order to write a positive article. But I thought that I would catalog it within me in the long line of nice games but that I would hardly find time to play.
Instead I underestimated it and I really want to try it!The Elephant and Macaw Banner RPG is a simple and smart game, created to focus on varied and colorful stories in a new fantasy landscape full of surprises. It requires little preparation to be able to play, but it offers ideas and a culture behind it that can be deepened much and with much pleasure.
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First of all, I received Musicians of Ravensburg for free for evaluation purposes. A few days ago we talked about this Kickstarter project in an article that accurately described the product and offer of Darkraven Games. Now instead we will give you a more precise idea of the contents thanks to the material granted exclusively to No Dice Unrolled.
An empire of sounds
Just to do a quick review, Musicians of Ravensburgis a collection of music to be used as a background for your role-playing sessions (or any other activity that needs ambient background music).
The offer proposed by Darkraven Games is truly wide. We are talking about 16 hours of sounds and music, to which, depending on the chosen pledge, 8 hours of Cthulhu and Fantasy Orc Zombie Assault (two other projects by Darkraven Games) and 26 hours of Vivat Imperium (a collection of 50 locations relating to a hypothetical imperial city) can be added. In this sense Musicians of Ravensburg stands as an expansion of the Vivat Imperium project, adding 9 other locations. Finally, the highest pledge level comes up with 18 projects and a total of more than 100 hours of reproducible background music.
For the purpose of this review, we will focus on both the Musicians of Ravensburg clips, collected in a video on the project’s Kickstarter page, and on other examples taken from collections sent to us by Darkraven Games.
A delicate variable
Playing a soundtrack during role-playing sessions is a very personal choice of each master, which derives from a whole series of tastes and conditions.
This review starts from my preferences. In my opinion, a good soundtrack must:
Be easy to prepare and with a quick reference archive.
Have audio files of a duration that does not have to be managed every few minutes nor be perceived too repetitive if set in a continuous loop.
Listen to a constant volume that can be heard without annoying.
Have enough variety and versatility to be used in almost any situation so as not to go from engaging musical moments to complete silence.
Let’s see specifically how the product has proven itself!
What do the Musicians of Ravensburg play?
Let’s start from the heart of the offer, that is Musicians of Ravensburg. In the video below there are 8 minutes of preview offering 9 different music. There are music taken from previous products (Lady Farlane, The Baggamuffins, The Wild Geese) and a whole new strand, The Troubadours of Duke Wencilvas. The latter group of music is made with lutes, Celtic harps and other instruments appropriate to the setting. The songs are then offered in different contexts: noble feasts, taverns, banquets, fairs. Each context corresponds to a different background. You can judge for yourself through the video.
Personally, I was very impressed. The audio quality is excellent, the timbre of the instruments performs very well and the backgrounds are credible and appropriate. If you want to find a defect every now and then you hear some repeated noise and in some situations the background raises the tone a little and risks disturbing a little. But in reality you cannot expect 45 minutes of completely different sounds. Furthermore, the tracks in which the volume of the background noise is more heterogeneous are all related to chaotic and festive locations; in them the interpretation of the characters should lead to raise the tone. In practice, the defect becomes an advantage.
My advice is to listen with headphones and eyes closed. By eliminating the sounds “of our world” and experiencing suggestions, the effect sought by Musicians of Ravensburg is perfectly centered. If, even in the midst of concentration, you can think of sitting at the counter of an inn, you can be sure that the effect during a session is assured, especially if supported by hardware up to par.
From a qualitative point of view, one cannot but compliment. There is quality, there are excellent songs and a lot of realism. Unfortunately there are only 9 locations, quite varied but just up to a certain point. Is the offer worth the price? In my opinion, yes, but let’s consider another aspect.
Expanding the horizon of Darkraven Games
Sometimes a good sound is underestimated. Films without an immersive soundtrack and sound design would go nowhere. Role-playing is certainly not a movie, but music can be very important. I think of kitchens with dishes still in the sink or associations that have bare rooms, certainly the place where to play does not facilitate identification. Or on the contrary I think of the gaming rooms, with dedicated tables, special furniture, when everything is perfect except the silence or the wrong sounds in the background.
In this perspective, a good sound sector can make the difference. Of course, 9 locations are not enough. It should be considered a greater expense, but Darkraven Games offers a library of sounds, settings and music of respect.
You may prefer to invest in 5 manuals to play the subclass of the alternative variant race or try 5 different games and systems per year. Or, especially when you have a beautiful campaign of a game that fully satisfies, you can invest in making each session even more suggestive.
It is a personal choice dictated, as I said before, by many factors. To help understand how valid the choice to privilege the sound aspect can be, here are some examples taken from old projects by Darkraven Games, always available in various pledges. They are 15 seconds long samples with the fade out effect.
Rain from inside a house
Accampamento nella foresta
Bazaar of a big city
Battleship
Haunted castle
Camp in a swamp full of frogs
In the city near a large fountain
Banquet
These are just a few simple examples from a library of immense possibilities. The setting files last from 15 to 45 minutes. Then there are different sounds, which require more attention to be used, but which are worth mentioning.
The wizard casts a spell
The potion explodes
Troll killed by a sword
Musicians of Ravensburg: a harmonious offer
In conclusion? Compared to the parameters that I had given myself, Musicians of Ravensburg and in general the whole portion of the library sent to me by Darkraven Games have passed the test brilliantly. The audio quality in production and recording is excellent and the volume management is wise. The duration of the tracks and the variety of songs and situations makes the product very long-lived.
Obviously the more you spend the more it is worth it, so you need to evaluate well what you need and how and how much you can take advantage of the investment. Never as in this case the judgment is subjective. My advice is not to underestimate the value of music in sessions. After that, if you intend to invest in it, the Darkraven Games offer is certainly one of the best on the market.
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Roleplaying games allow us to give space to our imagination, to nourish it and to give wonderful stories and experiences to memory. There are games for every era and every style, with fantasy to be the master, led by Dungeons & Dragons. But despite this capillary coverage, there are still gaps, shaded areas, which would deserve to be expanded and enriched. This is precisely the purpose of the latest Nord Games project.The Ultimate Guide to Alchemy, Crafting & Enchantingfor D&D5e wants to be a handbook (not only!) that elaborate on three essential themes of the fantasy genre. We are obviously talking about alchemy, crafting magical objects and enchanting common objects.
How this Ultimate Guide will fit in D&D5e?
Don’t hide. I saw you. You, who have been playing barbarian halforcs for ten years but who actually dream of creating destructive compounds behind a sea of alembics. I know you used to have Nicolas Flamel’s poster in your room as a kid. And you, that when you create a weapon in a video game, you only think of how fantastic it would be to be able to do it in the next downtime in D&D5e. And I see you too, yes, even if you casted improved invisibility on yourself. Staffs, scarabs and swords are not enough for you. You who want to make magical any object that begins with S: slippers, syringes, soup tureens and even sausages.
The Ultimate Guide to Alchemy, Crafting & Enchanting per D&D5e fills some gaps that many had noticed. A fascinating art such as alchemy has been relegated to a few objects which, rising in level, lose power and charm. The creation of objects restricted by rules and numbers too tight for the wonderful fantasy of the players. And finally a world depleted of that touch of more hidden, potterian magic, which makes even the most mediocre of objects beautifully dangerous and interesting. This manual aims to change this. Let’s see how.
The formula of abundance and renewal
The Ultimate Guide to Alchemy, Crafting & Enchanting per D&D5e introduces a new mechanic for the creation of compounds and magical items, implementing it with hundreds of new illustrations and giving it readability and freshness with the combination of thematic decks.
In the manual we can find a separate chapter for each of the three disciplines we have talked about, which offer a total of 12 specializations. A section follows with over 200 magical objects of all kinds and purposes, complete with color illustrations. These items can also be purchased in the form of decks of cards, to be precise four decks of cards divided into:
arms and armors
rods, staffs and wands
rings and wundrous items
potions, poultices and powdres
It should be remembered that 200 is the minimum number. Many more could be listed, maybe not all supernumeraries will end up in decks or Nord Games will create other decks. It all depends on how the funding campaign continues.
The manual also introduces the crafting Associations, which guarantee the characters some benefits and advantages, due to the considerable influence of the association. But be careful, because behavior and attitude can affect an individual’s position within any association and those who do not follow the rules may have considerable resources turned against them. Although The Ultimate Guide to Alchemy, Crafting & Enchanting for D & D5e is written primarily from this perspective, alternatives to the association system are also provided, in case you prefer simpler and leaner systems.
A real drawback the absence of previews. Although some designs embellish the Kickstarter page, we have no idea how the manual and decks and their layout and art will be made.
The path of the kings of the Nord …
The Kickstarter project is going very well. It was funded in 3 hours, has nearly 2,500 supporters, and forecasts speak of potential funding of nearly $ 200,000. But after all Nord Games is not new to this kind of results. In its last 5 projects, excluding the current one, it has exceeded 12,000 total backers. Really a great result that projects a halo of confidence on the quality of the current campaign .
…and their Kickstarter road to Ultimate Guide for D&D5e!
But waiting to learn how to turn stones into gold, you have to deal with the costs and offers of this project.
The manual costs $20 in PDF and $40 in a physical version with hard cover, $50 for both versions. Each deck has a price of $15. Pledges provide combined solutions. All prices are to be understood without shipping costs and the estimated delivery date is set for April 2021.
The stretch goals so far include only hooks for the various associations and the twelve specializations. According to the forecasts, two new interesting sections of the book will probably be unlocked, that is, living outside associations and the black market of objects and raw materials.
The offer ends with a rich list of physical add-ons, from which you can select splendid dice, pens, master’s screens and more. All these accessories are made (at least in part) in a wonderful handmade wood.
I am not (yet) well versed in alchemy, but I have the distinct feeling that Nord Games is transforming a good idea into a great product!
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Age of Ambition is a role-playing game currently being funded on Kickstarter and produced by Tab Creations LLC. In the last month I have spoken about it both in the announcement article and through an interview with the author. Now I finally have the opportunity to analyze it more deeply and make it better known to you too. This preview is mainly based on the material in the free, downloadable quickstart.
The big picture behind Age of Ambition
Before analyzing Age of Ambition in detail, let’s recap what has already been said. It is a RPG set in a world undergoing transformation. The canons of the classic fantasy must give way to the future, magic must deal with the arrival of technology, the social system must withstand the impact of dissent and the riots of the population. In this scenario, the playing characters place themselves as agents of change, personalities capable of shaping the world in which they live. Will they be able to change things? And will they get what they set for themselves? Will they bear the consequences of their actions? These are some of the questions that could represent the push to undertake an Age of Ambition campaign.
What is the world to change?
The world to change is called Trystell, a moon of a gas giant with a hostile sister moon that has already tried to colonize it once. It is the home of many cultures and many races, including humans, minotaurs, ogres and gnomes.
There are four main deities, some minor deities and a myriad of sects. To these gods are opposed the Ancients, considered the true creators of Trystell and revered only by the Blaugh’ocks, the invaders who came from the other moon.
Magic in this world is present as a measurable and manageable force of nature, according to precise arcane principles. Two forms of magic are known. Kalid magic, the oldest, which extracts energy from dangerous magical creatures called Kalid, whose parts of the body are preserved for future use. Then there is the lunar magic, introduced by the colonizers during the period of occupation by the other moon. It is based on the use of strange devices produced in foundries left by the colonizers.
Of many lands and nations, the quickstart describes four, moving from authoritarian kingdoms to seas infested with pirates and dragons. Up to here we have witnessed the brief description of a pleasant but classic fantasy world. So what boils in the pot that makes it different from everyone else?
Or maybe the world is already changing?
The question is: how are things going in Trystell? For those who live well it is a magnificent period: the evolution of technology and technology allows you to have more food, move faster, generate more energy. The discovery of the press, gunpowder, magnetism and many other wonders frame a magnificent and full of possibilities historical period. But perhaps the people disagree. More food means more children, but not necessarily more work. To survive, you often have to go to cities, where work is hellish and the crime and dirt of the emerging suburbs makes life very difficult. One solution is to seek new uncharted lands beyond known borders, but often it means meeting even worse dead.
This situation cannot last long. The medieval social order is collapsing, conflicts between social classes, between religious ideologies, between fanaticism and between nations are sparks that seem to presage an imminent fire. In that fire the rules of the future society will be shaped, like the borders of the new nations and it will be precisely in that fire that the lives and actions of the characters will shine.
The premises are good. Obviously a few pages cannot do justice to the entire work of world building carried out by the author. In my opinion, a good product is to be expected. Nothing surprising or epochal, but nonetheless a likely and varied basic setting. The spark of change and the idea of an era of transformation are instead beautiful premises, an original and interesting characterization that transforms Age of Ambition into something more captivating.
Saga Machine System: the engine of Age of Ambition
Let’s now briefly analyze the game engine, called the Saga Machine System. It has already been used for previous Tab Creations games, such as Shadow over Sol or Against the Dark Yogi, so it already has an important history behind it.
If usually the description of a game system occupies one or more chapters, with abundant use of paragraphs, columns and tables there will be a reason. Summarizing everything in a few lines is certainly not an easy task, but I will try to give you an idea.
First of all there is the presence, classic, of attributes, skills, specializations, fighting styles and schools of magic, traits and racial traits. Then there are the ambitions, which represent what the character hopes to achieve, a kind of objectives, which also function as a way to gain experience. In my opinion they are an excellent tool to focus a player’s energies towards a specific purpose, characterizing the character and, at the same time, they are an excellent tool for the narrator to understand what his player’s priorities and hopes are. Not for nothing are also present in the name of the game itself.
But let’s get to the real system. It is basically based on two mechanisms: actions and consequences.
It starts with Actions…
For Actions it is simple: base value + card to beat the target number. The value of the numeric cards is that indicated, the value of the figures is based on the character’s Fortune score and the Jokers represent a super critical failure. Very often more than one card is drawn for the mechanics of the Boon & Banes, obtained according to skills or situations. For each Boon you draw one more card and you can choose the best one, for each Bane draws one more card and discards the highest card of all When, through a Boon, cards of the same suit are drawn their values can be added together.
Each player and the master then have a hand of cards available. It represents the luck and the possibility of the characters to influence their fate. Discarding a card during an action gives you an advantage. By discarding it from the right seed, you can add up the value and thus obtain a huge advantage. Until a joker is drawn, however, the cards used by the hand do not replenish, because luck ends for everyone, even for the heroes.
…it continues with Consequences…
The other pillar of the Age of Ambition system are the Consequences, the mechanical effects caused by the actions. The consequences are conditions, altered statuses compared to normality, which usually provide Boons or Banes in Actions. They are of different types and have different durations. For example, Bloody, Wounded, Hidden or Stunned. All names that convey the classic altered states of role-playing games through a simple label system.
The system is not complicated at all. Simple does not mean simplistic, however. It is a light game engine, made to not constantly require consultation of the manual. The Boon & Banes method is simple to apply and master. Ambitions are a brilliant and very useful element and the Consequences allow you to quickly manage the evolution of the events in play and the effects they have on the characters. The use of the deck of cards is a pleasant alternative. Leaving cards in the hands of the players to choose when to assign themselves a bit of luck is a choice that in my opinion is consistent with the type of game and the idea of the role of the characters in Age of Ambition.
…and sometimes you end up in arms!
Combat uses action points and the possibility to choose between taking a fast turn (i.e. acting before the opponents, risking not having more action points to defend) or a slow turn (i.e. acting after the opponents, thus having an idea of how many points stock remained available). The damage is given by the number of the card and bringing the hit points to zero triggers the Consequence “Seriously Wounded” and, subsequently, “Dying”. Consequences can be of any type and invented from one second to the next. They serve to objectify the effects of the story not only on the characters, but on everything. There could be the “Ruined” Consequence on an object like “Grateful” on an entire population.
Then there are a whole list of rules, rather simple, for the management of combat actions, wounds and healing. The rules on magic are hinted at and are placed at roughly the same level of difficulty.
A direct and facilitated access to Age of Ambition
The quickstart ends with an introductory adventure and five pre-generated characters. Some things about magic and equipment related to the characters are explained a little better to allow you to enjoy an almost complete taste of the game.
The adventure itself is fairly trivial. I have to admit that, occupying half of the quickstart and having to serve as a business card for Age of Ambition, I would have tried to present in the game more hooks to the elements that make it different from the others. More politics, more revolution, more change in the air. Instead I felt like I was in a classic introduction of a classic fantasy setting. I am consoled by the fact that at least for me the quality of the introductory adventure is the characteristic that weighs less on the evaluation. Stories can be created, they even come out on their own sometimes during the game. A good system and a credible setting cannot be improvised and, on these two things, the preview I had gave me excellent hopes. I hope to confirm them in a future review!
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The Elephant & Macaw Banneris a series of fantastic tales born from the pen of Christopher Kastensmidt, winner of numerous international awards which, over time, has first become a book and then inspired a role-playing game, which is trying to make its way over the past few days on Kickstarter withan interesting project.
The author of the books…
Christopher Kastensmidt has a particular story. He traded a well-paid job in California with a penniless startup in southern Brazil called Southlogic Studios. He also swapped a nice house to sleep on the floor of a friend’s apartment. A decade later, Christopher became creative director and coordinator of Ubisoft Brazil. He worked on thirty published video games before exchanging corporate life for a writing career. He currently writes video games, animated series, literature, comics and role-playing games and teaches game design at UniRitter University. Christopher’s works have been published in dozens of languages; he has had the honor of being nominated for several awards, including the Nebula Award and the ENnies. Christopher founded the Hydra contest and co-founded the Fantastic Literature Odyssey, the largest convention in Brazil dedicated to fantastic fiction.
And the team behind the RpG The Elephant & Macaw Banner
Despite the great talent shown several times, Christopher is not alone in producing the game, but, indeed, he has been joined by a respectable team. In particular we can mention the editor, Lauren McManamon, that we recently told you about in our article on Trophy; another notable personality is the project manager / translator , Thomas McGrenery, which boasts numerous citations in the credits of many role-playing games and many translations from Portuguese to English.
Details on the books…
The Elephant and Macaw Banner is a fantasy series, published in Brazil by Devir Livraria. This series tells the adventures of the Dutchman Gerard Van Oost and the African warrior Oludara in the 16th century in Brazil, during the colonial period. The story speaks of the natives and colonizers and the many relationships and conflicts between them; you can also meet the countless enchanted beings of Brazilian folklore, ranging from the thin Saci-Pererê to huge and apparently invincible beasts, such as Boitatá and Capelobo.
The series’ first adventure was published in April 2010 in the American magazine Realms of Fantasy, one of the most important in the fantasy genre, as “The Fortuitous Meeting of Gerard van Oost and Oludara“. In July 2015, the first three short stories in the series were published as digital books, and the first book in the series rose to the top of Amazon’s lists worldwide, during a promotion in which it was free for a week.
The first story received the best story of the year award when published in the magazine Realms of Fantasy, chosem by readers in 2011. In the same year, he was a finalist for the Nebula prize, one of the greatest prizes in fantastic literature. In 2015, the book was nominated for the AGES award: book of the year, in the Special category.
…and on the game!
In March 2015, the “Melhores do Mundo” website released the news that a role-playing game from the series was in production. The mechanics were developed by the same creator of the original world, Kastensmidt. Now it has landed on Kickstarter to become an international reality.
The manual will in color, 224 pages in A4 format, soft cover. It will consist of a first part of the player’s guide (character creation, system, combat). This section of the manual has already been published in PDF in 2019 and won the “Judges’ Spotlight” award at ENnies. It is also downloadable for free. Then a second part of the manual will focus on describing Brazil in 1576; the third part will be a guide for the narrator (here called mediator), followed by an introductory adventure and appendices.
If you want a preview of how it will be visually paginated look this video.
Simplifying, the game’s theme deals with the journey of characters from one place to another in Brazil, to help local populations to fight folklore monsters or villains. For this reason The Elephant & Macaw Banner is also known as “The Brasilian Witcher “.
The system is not based on attributes but only on skills, which can be developed on three levels. The bonus of these skills, together with the equipment and other modifiers, adds up to the result of 3d6 to overcome a difficulty threshold, generally 12 or more. There are also special skills, related to the setting; they bring into play the Christian religion of the colonizers, Brazilian shamanism and African healing and divination techniques.
The Elephant & Macaw Banner on Kickstarter
PDF format is available at around € 12for those in financial difficulty, otherwise at € 18. The physical version, which also includes the PDF but not the shipping costs, instead costs 33 €. Higher pledges, starting at over € 200, include special rewards such as online sessions or personalized illustrations. Delivery is estimated around May 2020.
Keep following us to be updated on The Elephant and Macaw Banner RPG!
Tome of Beasts II Kickstarter campaign has passed halfway and it’s having a huge success. We decided to have a talk about the book and the process of creating rpg monsters with one of the authors, Wolfgang Baur.
Wolfgang Baur, “Kobold in Chief” for Kobold Press, has been writing, editing, and designing professionally since 1991. He was editor at Dragon magazine and an assistant at Dungeon magazine. His work appeared in many places, including the Al-Qadim setting for TSR and the Alternity science fiction RPG for Wizards of the Coast. During the d20 era, he contributed to Frostburn, The Book of Roguish Luck and the Age of Worms adventure path, among others. He was co-author of Iron Kingdoms: Five Fingers Port of Deceit, which won a silver ENnie in 2007. Ten years ago he started Open Design, which would later become Kobold Press. As publisher, Kobold Press won readers and accolades.
There are still several days to go until the end of the campaign and you are in an excellent position to try beating the record of supporters, perhaps breaking the 4500. Did you expect this success and in general an escalation of this kind in your latest projects?
Honestly, we always hope for a big success, and yet for this one we expected something more on the scale of the prior projects: Empire of the Ghouls or a bit bigger. Having done about 23 crowdfunded projects, I know some projects, especially sequels, are just naturally not as huge. However, D&D has grown tremendously since the first Tome of Beasts was released in 2016, so perhaps we should not be surprised! The Kobold Army has grown, and I am grateful to every one of the backers who has pledged support to the project.
Speaking of bestiaries, what do you most attribute the reason for your success? The skill in creating interesting creatures, the ability to balance and blend them in the system, the physical and graphic quality of the materials or something else?
Some of it is experience; our developer Steve Winter and editor Meagan Maricle are both experts with a keen eye for monster design. And Steve has done a lot of D&D design and development at both TSR and Wizards of the Coast. Some of it is the ability to fill gaps in the official creature list, or do strange and wonderful flavors of monsters, like the alliumite or the beer golem or the darakhul. Our expansions to the feys, to desert creatures, and to demons and the undeads all make it easier to challenge players with something new. And finally, a lot of it is due to the playtesting we do. Creatures that go through actual play always wind up becoming more interesting (or get booted from the book!), and any issues of confusing descriptions or abilities can be fixed before the book is public.
What is the most difficult part of creating a creature entry? Or its habitat?
A good, resonant name can be surprisingly difficult. So can be the special ability, power, or reaction that makes the creature stand out in combat or in a roleplaying encounter, like the beholder’s anti-magic or a doppleganger’s shapeshifting or a mind flayer’s brain eating. All the elements need to reinforce each other: the mechanics should align with the flavor and look, the name should sound great, and the art must be compelling as well. Not easy! A single monster has multiple creative minds working on it, from design to development to art, and if all of them nail it, you *sometimes* get a classic monster.
Is DnD5e a good game to make monsters? How do you feel with the numerical component and their insertion in the system? Are the rules for creating monsters exhaustive or do you always need a little personal touch?
D&D 5th Edition is a great game to make monsters! Kobold Press is fortunate to have worked on three official D&D books – Hoard of the Dragon Queen, Rise of Tiamat, and Ghosts of Saltmarsh -so we are quite familiar with the intricacies of the numerical side of attacks and powers. The public rules for monster creation are a good start, but the Tome of Beasts series has always had a personal touch derived from our talented designers and from playtester reports. Over time, you develop a feel for the numbers and the strength of various standard abilities or defenses.
Let’s start with Tome of Beasts I, which monster gave you the idea of being the most appreciated by supporters based on their feedback? And which is your favorite?
I think either the void dragon (which sees a LOT of table time) or the swolbold (with that art by Bryan Syme!) are the fan favorite. One is completely high-level oriented, the other is a fun variant on the classic kobold, so I can see arguments favoring both of them. My own favorite from Tome of Beasts I is tough to choose! Probably the Moonlit King or the lunar devil, as tragic figures that have a role in the Courts of the Shadow Fey adventure. Although I’m also quite a fan of the Herald of Blood.
Moving on to a Tome of Beasts II question, which monster from the second book is your favorite?
It’s hard to pick one, because we have hundreds designed, and some monsters will inevitably be cut after playtest or for space. And a huge number (at least 50) are still to come from backers, who often propose the wildest, most interesting ideas! However, if I have to choose… Of the monsters revealed so far, the Otterfolk are the cutest and the Angelic Enforcer is the one I most want to add to an existing storyline. My favorite, though, is an arch-devil I will be designing later this month, based on lore from the Warlock: Eleven Hells supplement. I have story hooks and Legendary actions in my notes, and I cannot wait to start running numbers and brewing up the flavor elements.
How did the experience of the first volume change in creating the second? What are the main differences between the two?
We certainly learned a lot on the first volume, both about what monsters people loved (bearfolk! tougher monsters!) and what they felt was missing or not entirely on-target (various mechanical elements like exhaustion or innate casting). In addition, we learned a lot about bringing monsters to virtual tabletops (VTT) such as Roll20 or Fantasy Grounds, plus we learned a lot about how to produce the heavy-duty cardboard pawns. The Tome of Beasts II is tighter from start to finish because of those lessons, and I know will be full of new possibilities for every DM’s table. And of course, our artists have honed their craft as well; there’s some inspiring art in this new book.
Are there any monsters proposed by the backers that for some reason you have been forced to censor or vary?
No, that’s not an issue. Because we always get far more monster submissions than we could publish, the monsters that are either wildly inappropriate or that feature obscure text simply are not selected by the judges. Even the monsters that are selected go through development, playtest, and editing! For many designers, this is their first paid publication, but sometimes it is the first of many.
Can you already tell us if there will be a Tome of Beasts III? For players, monsters are like dice, the more the better!
The kobolds are very, very focused on getting Tome of Beasts II out the door this year, so a third volume seems like an impossible dream right now. Ask me again in 2023 and you might get a much more detailed answer! Or keep an eye on the Kobold Press blog, Twitter, or newsletter: we try to let everyone know when a rampaging horde of monsters arrives in our corner of the world.
Keep following us to be updated about Tome of Beasts II or other Kobold Press projects!
I state that I received Thre3Dee Tabletop material for free from the creators for evaluation purposes. The miniatures, in resin, arrived already printed with a Phrozen and they had to endure a long journey, which caused some details to be lost. But thanks to the quality of the packaging, most of the miniatures have arrived unscathed. I was unable to pass them one by one to remove dust or small residues given the very short time between the arrival of the package and the publication of the review.
Unchained Games has demonstrated an excellent organization by managing the printing and sending of the materialin minimum times and managing to get everything before the end of the Kickstarter campaign. My review starts from the assumption that, with the project files, it is possible to calmly print each of the over 55 miniatures of this very interesting project.
I begin to talk about what in the presentation of the project had convinced me the least: the miniatures of the humanoid figures. In fact they are the least interesting part, because if floors, walls and objects can be used in any circumstance, certain figures are situational. As we have explained several times, Unchained Games has launched Thre3Dee Tabletop as a preparatory campaign for their main project, Hidden Galaxy, a game that will be launched on Kickstarter in the near future. Therefore the miniatures refer to that setting and it is right that they are particular.
From a construction point of view they are well done, in classic but well balanced poses. From a very material point of view, those who have not chosen the pledge with these figures have no problems, those who have chosen the pledge with everything, however, find themselves with many files at a low price. Aren’t you interested in humanoid figures? Do not print them! Problem solved.
Thre3Dee Tabletop objects
The objects are already more important and present in the game maps of the RPG therefore my expectations were higher. I must say that I am very satisfied with almost all the material I have received. Honestly, I have seen much better chests, but everything else has struck me very positively. As you can see from the photos, the lectern, the altar and the barrels are realistic, cared for and well made. The proportions are not perfect, but, as I have already said, by paying for the project files, everyone then prints the size they prefer.
A special mention goes to the library, with the imp holding the books on the lower level and the blade of a hatchet planted on the side. Nice details that give a touch of experience and empathize with the viewer. It doesn’t look like a wizard’s bookshop bought at IKEA and seen again and again in millions of wizard’s towers. Finally, a praise to the mimic because I assure you that it is really beautiful and in the editorial office there will be a struggle to be the one who can take it home.
Floors and walls
Let’s start with a very important premise. In the time that elapsed between the printing of the elements and their sending to our editorial staff, Unchained Games has thought about an improvement of the floor and wall fixing system for Thre3Dee Tabletop. Therefore I will talk about what I received, going to explain after the changes to the system that have been invented in the meantime.
Overall, the evaluation is very positive. These are robust, well-designed and varied scenic elements, which are easy to assemble and which take up little space once stored. But above all they hook well. Any other quality would be irrelevant if the walls then fell with every sneeze, every roll of dice, every punch on the table for a critical failure. Instead the system works. The old one had hooks on the lower face of the elements to hold them together, together with load-bearing columns with grooves that allow the vertical elements to be hooked together.
In the photo they are highlighted with red and blue circles respectively. The new system instead provides the use of the grooves also horizontally. You can view it at this link. Although I have not tried it, based on the strength and ease of use of the grooves of the vertical elements, I can only be in favor of change. Personally I found it efficent and I had a lot of fun creating small rooms. Walls with spikes, shutters that really open, wooden walls, ruined stone walls, balustrades and windows… a lot of variety and a lot of choice, despite having only a part of everything you can receive!
General considerations on Thre3Dee Tabletop
Overall Thre3Dee Tabletop is really an excellent product offered at an advantageous price. The miniatures of the humanoid figures are excellent pieces, not particularly detailed, but in any case enrich an already very wide offer. The objects demonstrate attention to detail and versatility, considering that among them there are also a dice and a dice tower.
Floors and especially walls make the difference and raise the product to a higher level of value for money. The coupling system is practical, fast and intuitive. The yield is very stable but also fluid in disassembly. Finally, the variety of the elements proposed really impressed me. Floors with hatches that open, wooden doors that can be bolted, portals, cells, uneven floors. Everything can also be assembled on several floors.
3D printers are not yet widespread in our homes and this slows down a little the desire to purchase the .stl files. No printer, no miniatures. However, with the passage of time and lower prices, having projects in your hands that allow you to quickly build a multi-room, multi-story scenario is an added value. Not to mention that it will be possible to have the exact number of copies needed for each element based on taste and needs. Once you have a model, nothing prevents you from printing several copies! In short, in the future 3D printers will cost less, but it is not sure that you will find a quality offer around like this. And in the meantime, you just need to be enterprising: there are many shops that, by supplying the files, will print your miniatures; in short, a solution can always be found!
Continue to follow us to stay informed on miniatures and projects similar to Thre3Dee Tabletop!
Adûl, City of Goldis a DnD5e adventure for a 6-8 level adventurers. They have only one dayto explore the city ruins and discover their treasures, dangers and the story that led them to disrepair. The minimal threshold of the project has been largely reached and the possibility of obtaining the first stretch goal is getting nearer.
The architects of Adûl, City of Gold
Adûl, City of Gold is carried on by Menagerie Press, small US publishing house that mainly deals with graphic novels and material for famous role-playing games through the Open Game License. They are on their sixth kickstarter project, but they already have many more productions behind them.
A mysterious adventure…
The Kickstarter project page doesn’t say much. It is known that the premise of history is the discovery of a city map and a ritual to reach it. The city has long since been teleported to another plane due to an accident. All the rest is (rightly?) shrouded in mystery. The intention is not only to create an adventure but a book that is also an example of how to exploit the possibilities given by other worlds.
Art and carthography are under construction and therefore it is possible to admire only a couple of works by the artist who will take care of the cover, Andrea Alemanno, and an example of a page.
At least the Kickstarter offer is clearer !
€ 8 is the cost of both the PDF version and the POD (Print On Delivery) code. The Print On Delivery would be the possibility to be printed and sent the adventure from DriveThruRPG at the production cost. Discounted by one euro, at 15 €, the PDF + POD offer. Subsequent pledges include the possibility of obtaining previous works by Menagerie Press. The stretch goals declared so far are not many and are extensions of the adventure.
Keep following us for more information on Adûl, City of Gold and other adventures for DnD5e!
Speaking of miniatures, there are two great needs that, as a dungeon master, I’ve always wanted to satisfy. The first is the desire to have multiple sizes of the same type of creature, to vary the encounters and characterize the enemies. The second is to be able to play, at least once, the scene in which the adventurers easily massacre a poor creature only to discover that her huge angry mummy is nearby. Louve 3D is about to please me. They have recently opened a Kickstarter campaign called Monster Families. You understand what it is, right?
Monster Families and the circle of life
After all, every creature, from the most tender to the most frightening, has had parents. At least until a group of adventurers decide that no one single form of life is worth more than a handful of experience points.
Seriously, Monster Families is a project that offers miniatures of creatures in double format: two small versions and one, aesthetically very different, of more impressive dimensions and features. Parent and children. Younger and older brothers. Boss and minion. What you want. All models are 3D printable without supports with an FDM or SLA 3D printer. Every projects is with square and round bases.
Actual collections include: warrior mushrooms, treant, sapiens lizards, elusive panthers, dragons (the latter with two adults, a little one and a nest with eggs).
The authors show great passion in their work and have worked hard to make the miniatures expressive and with a good yield even with cheap printers.
Creators family
The authors are not a family … but almost. The young company La Louve 3D is in fact formed from the Canadian Cassandre Loiseau and her companion. They are on their first project therefore there are no comparisons with previous works, but they made up for it by providing many illustrations of the previews of their projects.
The family offer of… Monster Families!
All pledges other than the highest offer only the STL file and no physical rewards. On the other hand, for each miniature you have the choice between the square and the round base. With about €11 you receive the projects of the warrior and treant mushroom families. With about €40 you can get the files to print all the miniatures, plus bonuses and stretch goals. Finally with about €68 you get the physical version, printed in resin, of the collections listed above, while the stretch goals remain only digital.
Stretch goals unlock new monster families. Sphinxes in both formats are already unlocked. Foxes are the next target which, according to statistical forecasts, should be comfortably achieved.
Last but not least: for transparency La Louve 3D also offers the free download of a creature’s project.
Keep following us to stay updated on Monster Families and other miniatures projects!
A few days ago we gave you the news of an interesting Kickstarter project, Age of Ambition. Since we found many interesting ideas, we thought of asking for some more information in a written interview. Our interlocutor responds to the name of Thorin, author and designer of Age of Ambition.
How did the idea of writing Age of Ambition come to mind?
Age of Ambition started out years ago as a homebrew game world. It’s a favorite of mine and one I kept coming back to, time and time again. There’s been a lot of love put into it over the years.
The Saga Machine System has aroused a lot of curiosity in our readers. What are the strengths of the system applied to your game concept?
I think the Saga Machine system provides a nice balance between streamlining game play and providing clever character options. It also allows characters to grow in ways that reflect the changing times. Furthermore, we wanted a system that handles all levels of temporal power, from peasants to kings, and built the system with that in mind.
Ambitions are statements about what the character would like to do or get. Is it also a way to allow the master to understand the wishes of his players?
That’s correct. Ambitions are both a way for players to stay focused and a way for Game Masters to plan sessions based on what most interests the players.
Have you had any games or mechanisms that inspired you? The Ambition system reminds me of Burning Wheel Beliefs, for example.
I play a lot of different systems, so I take inspiration from all over. Ambitions, as you mentioned, are similar to Burning Wheel’s Beliefs or Chronicles of Darkness’ Aspirations. The fast-turn and slow-turn combat rounds are similar to Shadow of the Demon Lord’s turn structure. The Status system is somewhat similar to Warhammer Fantasy Roleplay’s. Boons and Banes are similar to Through the Breach’s fate modifiers.
Both in the kickstarter and in the quickstart there is mention of the creation of the character via lifepaths but there is no more information. Can you give us a preview explanation?
The character creation system walks you through your characters’ lifes from birth until they’re ready to begin the game, prompting you to make a few choices or flip on a few tables along the way. For example, you may flip a random birth fortune, choose a childhood event that shaped your past and then pick a career. Along the way, these choices or events give you skills or special abilities. In this way, the character that is generated begins with a full backstory, built in plot hooks and ties to the game world.
It is not easy to balance magic and technology in a single system and in a single setting, how was your experience?
When I started designing the game I expected this to be difficult. However, as my design progressed, this ended up being not as difficult as I at first imagined. I think the trick was to the make magic and technology complement each other. In a way, magic in Age of Ambition is a sort of technology.
You have divided the armor value by cutting and piercing damage and by damage from any other cause. Where does the choice come from?
Since Age of Ambition is set in a fantasy analog of the 1500’s-1600’s, we really wanted to embrace that era. It’s the era when armor really reached its height, and weapons grew bigger in order to penetrate full plate. Shields fell out of favor, and eventually firearms were able to penetrate armor. Dividing the armor value lets the system better reflect how fighting worked in that era.
The theme of change is always current and can be easily found in various circumstances. At the same time, it is often a sudden and not too long lasting event. Since evolution is the centerpiece of the game, does this make Age of Ambition a RPG suitable mainly for short or medium-term campaigns? There is doubt that with a long campaign you will lose the thrill created by the basic concepts of the game.
The game is suitable for all campaign lengths: short, medium and long. I think the trick to running a long campaign is giving the players freedom to change the world and then exploring the consequences of their actions. How does it help things? How does it go terribly wrong? What unexpected events happen?
Will other publications follow for Age of Ambition? What will they focus on?
Once it’s released, we plan to support Age of Ambition with a variety of adventures and other game supplements. Our stretch goals already include a book of player options, a bestiary and several adventures. Beyond those, I have outlines for an adventure path campaign book outlined, as well as gazetteer of locations and plot hooks.
Keep following us to learn more about Age of Ambition and to read other exclusive interviews!
Many role-playing games are performing well on Kickstarter. One of these isTrophy, an RPG focused on a group of treasure hunters who enter a forest that does not want them. The peculiarity of this project is that it offers two games in one. The funding threshold has already been crossed and doubled several times, so Trophy will be produced. Only one question remains: do I want a copy?
The production team
Trophy is proposed by The Gauntler Gaming Community, that has so far successfully produced on Kickstarter the first copy of a magazine and another role-playing game. It’s a gaming community which deals with producing six podcasts, publishing a magazine and organizing one convention per year, in addition to various other gaming commitments. Trophy appeared the first time right in the pages of their magazine, Codex. The game production team counts the author of the game, Jesse Ross, assisted by Lauren McManamon as editor; together they have already created another role playing game, Girl Underground. Together with them a group of over twenty people will contribute to the writing of locations, adventures and small parts of the game itself.
Trophy: two games in one
Trophy è diviso in due giochi separati ma correlati: Trophy Dark e Trophy Gold.Il primo è un horror psicologico, che narra i pericoli che i cacciatori devono affrontare per raggiungere il tesoro. Anche nel caso ci riescano, ciò che hanno vissuto e subito li avrà cambiati per sempre. E’ stato scritto per essere giocato in una sessione, rendendolo utile nelle fiere o come prequel o flashback dei personaggi di una campagna più estesa di un altro gioco, magari proprio del suo alter ego Trophy Gold.
Quest’ultimo invece è un classico gioco di esplorazione dungeon. Un modello Old School realizzato con meccaniche più moderne. In questo caso i cacciatori di tesori, pur non essendo condannati in partenza come nel gioco precedente, sono comunque disperati. La loro situazione finanziaria infatti non può prescindere dal ritrovamento del tesoro, perciò devono fallire o al ritorno li aspetterà la morte… o peggio.
Insieme a questi due manuali verrà prodotto anche un terzo libro, chiamato Trophy Loom. Si tratta di un compendio systemless di ambientazione per creare un oscuro mondo fantasy per Trophy Dark, Trohpy Gold o qualunque altro gioco di ruolo si voglia intraprendere.
All’interno dei due manuali dei giochi sarà possibile trovare molte avventure per entrare con maggior facilità nello stile e nell’ambiente del gioco. Per il momento invece sono state date pochissime informazioni sul sistema di gioco.
Ogni libro sarà in formato A4, in carta spessa di qualità, con interni a colori, rilegature di stoffa e segnalibri a nastro. Per farsi una maggiore idea dei contenuti è possibile scaricare una serie di file di anteprima.
Which trophy do we take home?
E’ possibile avere i tre manuali e tutti gli stretch goal in formato PDF a 30$ (circa 27€), dopodichè il prezzo sale in base a quanti manuali fisici si vogliono: un manuale cartaceo a 40$ (circa 36€), tutti e tre a 100$ (circa 90€) in una confezione di cartone a edizione limitata. Tutti questi valori senza considerare le spese di spedizione. Pledge maggiori prevedono l’aggiunta di altro materiale, anche acquistabile come add-on. Ci sono dadi di vario genere, carte riassuntive per la creazione del personaggio e segnalini per Trophy Gold. Va anche considerato che i costi di spedizione fuori dagli USA incidono non poco sul costo totale dei pledge fisici e, per certi versi, rendono molto allettante quello digitale per gli interessati.
Continuate a seguirci per avere altre informazioni su nuovi giochi di ruolo su Kickstarter come Trophy!
Beautiful adventures have two effects. First of all, they remain forever in the hearts and memories of the players. Secondly they make you want to play more. If a beautiful adventure leads to another, this explains why in less than a year the third adventure project of Laidback Dungeon Master has started. We are talking about Shotglass Adventures 3, the third collection of adventures for D&D5e and other OSR (Old School Rules) games.
A prolific and precise author
Behind these adventure packages there is Laidback Dungeon Master. A.k.a. Stephen Thompson, full-time writer and producer of GDR with a propensity also for the creation of graphics and layout. He has already made the two previous adventure collections via Kickstarter, Shotglass Adventures and Shotglass Adventures 2, and a collection of maps. All this in less than a year, demonstrating not only an excellent creative streak, but also a great organizational and managerial capacity.
Adventures of a certain level
As in the best of the editorial traditions of RPGs, each collection of adventures is designed for adventurers of a certain range of levels. If with the first two projects Laidback Dungeon Master has filled the lives and careers of adventurers from the first to the tenth level, now the time has come to devote himself to the eleventh to fifteenth levels.
Shotglass Adventures 3, subtitled Black Meridian Heart, is a collection of 10 adventures of various kinds written to offer flexibility and fun with limited preparation times. Each of them can be played as a standalone adventure lasting 2-3 sessions (7-10 hours of play) or as part of a campaign.
Shotglass Adventures 3 counts more than 100 pages, two times its predecessor. It presents:
A urban setting, Meridian’s End. Complete with pnc, factions, rumors, adventure seeds and color map
New rules, tables, backgrounds, encounters, adventure seeds for the entire region called Black Meridian
Automatic ruin generation tables
A revision of the Province of Verona, setting of the previous adventures collections
Rules for OSR conversion
…and more!
We want more informations!
The project page offers other very interesting informations, which deserve to receive a direct look. Among them we find an image that summarizes titles and synopsis of the adventures. Another shows a preview of the hand-drawn maps that will be offered with the project. The graphic trio closes with a series of examples of pages. Obviously it is not possible to guess the value and performance of an adventure before having read it and sometimes even that is not enough because the table is the real test. It must be granted that, being unable to disseminate the contents of his adventures, Laidback Dungeon Master provides us with previews of all that is allowed, however, giving way to have a clear idea of the quality of the project.
The project has already largely exceeded its target of funds to be collected, also unlocking interesting stretch goals.
The levels… for pledging
You can have Shotglass Adventures 3 in PDF for AU$25, going up to be able to have the POD codes (print on delivery, the possibility to have printed and delivered at home at manufacturing price through DriveThruRPG) and the digital maps in different formats for playing via virtual tabletop (i.e. virtual gaming platforms such as Roll20 or Fantasy Grounds). From the pledges of AU$60 and up, it is possible to have the previous two collections in PDF and POD.
Keep following us for more information on Shotglass Adventures 3 and other products for D & D5e!
Since the first time we got in touch with Unchained Games, creators of the Thre3Dee Tabletop project, we have felt a particular sympathy for them. As we already told you in our article, they are carrying out their project with contagious love and enthusiasm and have a very interesting long-term goal, a big project called Hidden Galaxy. This is why we thought of sharing a chat making this interview.
Can you introduce the Unchained Games team a little more in detail?
Of course, We have a small team, me (Saba) and Elena (located in Belgium) are the founders of the company, we are also working on the gameplay of our first game and recently started to create Thre3Dee tabletop! Then we have our Georgian part of the team, Nicholas Rein. He is our 3D character artist both for the game and Thre3Dee tabletop. We also have Sandro Sulakauri, who is our lead illustrator working together with Dea Kerauli and Beqa Chipchiuri, who is also the story writer for both Hidden Galaxy and Thre3Dee Tabletop. His stories are translated by Irina Galyautdinova from Russia!
How did you come up with making Thre3Dee Tabletop?
A couple of months ago, we had hit a serious obstacle and had to put our main project on hold. We didn’t want to lose any time, so we thought that a first Kickstarter experience would be beneficial for Hidden Galaxy. This was when we decided to turn our hobby into something more and came up with Thre3Dee Tabletop!
How long does it take on average to make a miniature? How many drafts do you make before considering the file finished?
[Nicholas] On average, it takes about 2-3 initial drafts to finalize the concept and shapes, then a couple of days to finish the model, depending on how much detail the model has.
[Saba & Elena] We have to work a lot on the bonus contents, but we really enjoy it. We’ve managed to finish each model in 4-8 hours, but they will require more time to be finished and optimized for printing.
Which 3D printer do you use? Do you have any advice or limitations to give to possible backers? And can the prints be made in any size?
We use the Phrozen Make and the Ender 3. Both are “low budget” printers who work quite well. Regarding the limitations, we are planning to optimize the models as good as possible for both printers. This way, we want to eliminate all possible flaws and print failures! If there will be any, then it will be well communicated in the instructions PDF. In theory, you should be able to print the models in any size, but we haven’t tested it yet. In case of scaling down, the only problem would be the loss of detail.
Which role-playing games do you prefer and which ones inspire you most?
We think that there are a lot of amazing games out there, both tabletop and video games. We don’t think it would be fair to name some as we could forget one that doesn’t deserves to be forgotten! But one has to be mentioned. It is a game that has build the fundaments of our love for gaming. Because of this game, we have loved and hated many other games. The game that we are talking about is the MMORPG called Runescape. Although we do not play it anymore since our game time entirely depends on which tabletop games our friends bring on game night, it still has a space in our hearts.
In the presentation video and in this interview you mention a project that slowly should become a Kickstarter. The name is Hidden Galaxy. What is it about?
We could write a whole book about Hidden Galaxy, but this time we will try to keep it short! The idea was born approximately two and a half years ago. Now it is a part of our life, and it has stolen our hearts! It is what brought this team together and what we are working on even when we are asleep!
It is an open world tabletop RPG for 1-4 players with currently three game modes! The game is set in a fantasy world with a strong backstory. The main purpose is to survive the undead army and try to understand the events that are happening, but as it is an open world game there are many different aspects and ways to play the game. If you would be interested, then you could check out our website. Here you can also find the first part of Hidden Galaxy’s lore. We will be slowly revealing more and more of this game after our current Kickstarter. Keep your eyes open because Hidden Galaxy will launch on Kickstarter in 2020!
There are very precise names that you have given to the miniatures. Are “The Soulless Ones” and “Creatures of Fire” related to Hidden Galaxy?
As you may have noticed, we’ve revealed the existence of an Easter egg for the Thre3dee tabletop Kickstarter campaign. As we are huge fans of Easter eggs in games, we are planning to have more for the Hidden Galaxy during its Kickstarter and, of course, also hidden in the game. This is why we can’t answer this question, Wink wink…
Choosing to give secret bonus content in more or less random moments instead of writing them immediately was a particular choice. Putting them all on the project page would have maybe attracted more people. Announcing them in this way makes the updates much more awaited and is, in my opinion, very nice. How did you come to this choice?
We were so overwhelmed on the launch day that we immediately fell in love with the Kickstarter community. So we thought about giving them as many things as we could. We now believe that this will be a thing for every Thre3dee Tabletop campaign. We strongly believe that Kickstarter is not a place to sell your product but a place to enhance it with the help of the backers. So far, the Bonus contents have brought great things to Thre3Dee tabletop. This would not have happened without the support of the backers.
How did you feel about your first Kickstarter experience? If you could go back, would you change anything in its management?
We would change a lot, that’s why we launched this project to learn from it and prepare for our big campaign. The things we would do differently are mostly technical and marketing related. We are going to work on engaging the backers more and try to give our backers an unforgettable Kickstarter experience! Overall we are thrilled with the results of this campaign. We want to thank all our backers for their support!
If you make other miniature projects in the future, will they be compatible and linkable to the current ones? Or are you planning expansions of this current Kickstarter?
This is a difficult question, We have already come up with ideas for Thre3dee Tabletop 2, but nothing is for sure yet only that we will be back next year with an even bigger campaign!
What are your future plans? Do you have a dream in the drawer regarding future publications?
Our dream is to become a known company, one that would make a difference. We do not want to be your mainstream company with mainstream Kickstarter projects. We have all been there and played the same style games over and over again, backed Kickstarter campaigns that felt the same way. So we want to change this! Two months ago we started to work full time on this company, and we hope that our work will be appreciated and most important that the people will harvest joy from our creations!
Keep following us to be updated on ThrE3Dee Tabletop and Unchained Games projects!
TheJon Hodgson Map Tiles 2Kickstarter campaign has just started, the second round of map tiles designed by the talented Jon Hodgson.
I have already reviewedvery positively the first project, therefore I can only have the best hopes for this second part. Production materials and methods are almost unchanged; the new designs also seem very intriguing and well designed.
Map Tiles 2 features 9 new sets of maps. You can get all digital files with £12 or physical sets starting from £ 16 (around € 19), including shipping costs. Everyone who chooses a physical pledge will also have the entire digital map package.
Currently the project has already been successful enough to receive a sum more than ten times greater than the minimum required. This also allowed to unlock all the stretch goals presented so far. They are additional tiles and specifically: Water, Moorland Ruin, Desert, Hillfort, Linking. Below you can get an idea of how they will be:
The first project sets are also available as an add-on. This could be a good opportunity to recover them and accumulate an excellent reserve of useful cards in every occasion.
Keep following us to stay updated on similar projects!
Roleplaying-related Kickstarter projects are continuing to emerge day after day and in times like these it’s difficult to be able to give everyone the right space so that everyone can calmly evaluate what to support. But we could not fail to present you an interesting Italian cartographic project:Ultra Detailed Maps for RPG Adventures. With still a few days before the end of the campaign there is room for everybody.
The home of good ideas
The project is created by Good Ideas…, Italian team with already 12 Kickstarter campaign done in its history. They define themselves as a group of creators, designers and dreamers who want to share ideas and have been active since the end of 2018. To look at their story in crowdfunding they have never had to deal with large numbers, but have always proposed original and interesting ideas. There is desire to create and love for details.
The good idea of today: maps!
The path of creators and designers who love roleplaying games sooner or later leads them to the possibility of creating maps. It is inevitable. What exactly do they want to do? Let’s start from their premise. Often players are faced with overly generic maps of a region, lacking in details and game ideas, or on the contrary you may have to deal with ultra-detailed maps, but for which there is no overview of the territory.
For this reason, Good Ideas… proposes the mapping of two different invented regions, each of which will be represented in 8 different maps. Each region will be fully represented by a general map, which will show some points of interest. Subsequently, this area will be divided into 3 zones, each subject to a more precise and detailed map with also cues for exploration. The set will be completed with 4 even more detailed maps of as many specific areas, particularly important or evocative places with a meticulous graphic description to allow an in-depth interaction.
The maps will be in high resolution (2048×1536) and full colors, with captions made with medieval style fonts. They can be received in digital format or as a physical reward on parchment colored paper. It is a Kickstarter make/100 project, therefore it can be made in a maximum of one hundred copies, each of which will be signed and numbered.
There are no official previews of what will be achieved but only example images to make it clear which type of style and realization the actual production will be based on.
The road to pledges
At the pledge level, the proposal for Ultra Detailed Maps for Fantasy RPG is quite simple. It takes €12 to receive the digital reward, then 16 maps in PDF format. For the physical version (without PDF files) the price rises to €29. The only other pledge is a special offer at €100 which offers both the physical and PDF versions, plus the digital edition of three previous projects, called IDEAS!, IDEAS! 2 e IDEAS! 3, with hooks and plots for fantasy adventures.
keep following us for information on Good Ideas projects … after Ultra Detailed Maps!
It is not known whether for the primordial setting or for anything else, but the success of Vast Kaviya is clear. The D&D5e setting created by the prolific mind of Mike Myler, protagonist of a 7-day mini Kickstarter campaign, was funded in 3 hours, exceeded 400% the funds requested and in the last two days will certainly still convince someone to take part in this project.
Long live to Mike!
Mike Myler is editor of EN5ider, freelance game designer e winner of ENnies. He is the author of several works of an excellent quality level. You can find more information about him and his production on his website, along with a lot of downloadable material. For Vast Kaviya he joined a party of 10 other collaborators, of whom on the project page you will find not only name and curriculum, but also the Challenge Rating.
If it’s called Vast Kaviya there is a reason
The name Vast Kaviya is not accidental. It is in fact a huge wild land, full of details and plot hooks for many campaigns. The manual describes 22 areas, 21 warlords with their own minion and political interactions. There are over 100 tables with statistics, as well as new races, archetypes, classes and options.
But the real difference between Vast Kaviya and the other big productions for D&D5e is instead the type of setting itself. It is in fact a primordial world, a land without gods, without economy, without a structured use of magic. It is a rough place, at its beginning, which must be fought and shaped and which has many peculiarities that make it unique and interesting.
Mike cites names like Conan the Barbarian, Xena Warrior Princess, Tarzan, Fafrhd, Khal Drogo, Thundarr, Red Sonja, Grognar, the Scorpion King, Beowulf, Kull the Conqueror, Fire and Ice as similar settings and heroes. Then, with a very simple and honest choice in my view, it makes available to potential supporters the analytical index of the content offered. A nice gesture to help understand if the product is of interest or not.
Hoping not to pay per square meter…
This project offers two manuals. The Campaign Setting has 322 pages, the Adventurer’s Handbook instead 122. The difference between the two is not very clear on the Kickstarter page, but we managed to understand that the second is more aimed at the player. Both are already made and ready. On the project page it is clearly written that as soon as Kickstarter gives the funds, that is about 15 days after the closure of the project, the manuals will be sent via email.
The total cost for the two PDFs is $25 (about €23) or alternatively they can be purchased respectively at the price of $15 (about €14) and $10 (about €9). If you both want a physical copy instead you will have to spend $65 (about €59). Honestly, they seem fair prices given the amount of content on offer.
If this material is not enough, additional add-ons (such as the master screen and maps) are also available.
Keep following us to stay informed about Vast Kaviya for D&D5e!
It was 2015 when Kobold Press gathered 2312 backers and $191.431 in order to create the Tome of Beasts, a bestiary with more than 400 new monsters for D&D5e. In these days there is an attempt to repeat the success and achieve the Tome of Beasts II. The project became reality in less than one hour. All that remains is to see how far it will go!
Kobolds knows how to do it
Kobold Press was born in 2006 under the name of Open Design. It went from crowdfunding to the publication of periodicals to become a small publishing house. Their magazine, Kobold Quarterly, has won more than one ENnies Award. On Kickstarter Tome of Beasts II is the latest of 16 projects, the most recent of which have always attracted thousands of supporters. It is therefore an expert production that knows both the mechanisms of Kickstarter and the world of role-playing games well.
What is it about?
Tome of Beasts II will be a bestiary with over 400 new monsters for D&D5e. But the offer doesn’t stop at a book full of monsters. In fact, the project wants to support the production of monster pawns, also in VTT version (Virtual TableTop, in particular for Roll20 and Fantasy Grounds), monsters’ lairs with maps and, as they say, much more! The previous Tome of Beasts was already accompanied by the Tome of Lairs, a collection of places, with maps and descriptions, designed to host the monsters of the other book. Also in this case there will be the Tome of Beasts II Lairs, with mini-adventures related to the dens of the monsters present in the book.
The pawns will be cardboard, the manuals will be made with hard cover. There is also a special limited edition (at the moment there are still thirty available) with quality materials and quality details. The special edition is surpassed by the handbound edition, even more expensive but also much more precious in each finish.
Kickstarter possibilities
The offer of Tome of Beasts II is very articulated: there are 16 possible pledges. This is because there are many elements to choose from among PDF and physical versions, pawns, VTT versions. My advice is to visit the project page and study the pledge table very clearly, with all the possible options. Stretch goals are solely dedicated to adding new monsters. On the other hand there was very little to add to all the possible rewards that have been proposed!
All pledges from $ 25 and up will also have the opportunity to propose their own monster to be included in the tome. An opportunity to give glory and visibility to an old creation or a nice idea. It is also possible to collaborate as a playtester or reviewer to help develop the book in the best way.
Keep following us to be informed about Tome of Beasts II and Kobold Press productions!