Ring Side Report: RPG Review of Undead Paradise

Product–  Undead Paradise

System– Undead Paradise

Producer– Akiva Villins

Price– coming soon! Here https://undeadparadise.com/ and   https://www.drivethrurpg.com/product/550749/undead-paradise-quickstart?affiliate_id=658618

TL; DR– A solid handbook for the recently deceased. 92%

Basics:  So… you’re dead, now what?  Undead Paradise is for the after.  After humanity fell and all areas were lost, what happens next?  Some undead get better!  They regain bits of themselves and begin to attempt to move forward. Not the mindless zombies, but now the inheritors of the lost earth.  What will you do?  Let’s break down the game.

Basics- Undead Paradise uses a simple 2d6 + bonus method to determine success and failure.  Basically, when you want to do anything, you roll 2d6 and add a skill bonus from your attributes and skills.  A 7 succeeds against a simple issue, but a 13 is the highest you can expect to encounter.  The biggest number you will normally add to a dice roll isa bout +5.

Advantage and disadvantage- Situations make life easier or harder.  This is represented by advantage and disadvantage.  For advantage, you roll 3d6 and take the best two dice.  For disadvantage, you roll 3d6 and take the lowest two dice.  When people help you in a task, you get advantage.

Memories and damage- In this game, as you awake, you remember things.  These are good and bad memories of what you were.  These are also your hit points, as each memory has three parts.  When you take mental or physical damage, you lose one of the three parts of that memory.  When you lose all your memory parts, you risk going feral.  Feral is kind of dead for the undead, as you basically go back to the mindless zombie.

Combat– Combat in this game is as simple as task resolution.  When combat happens, players get three action tokens.  An action takes a token.  But some more awesome actions take more.  When you use your token, they go to the GM.  When the GM uses theirs, it goes back to the player bank.  Players go first unless there is surprise. 

Ok, now to my thoughts

Mechanics or Crunch: This is a solid player guide, but I’d like a bit more crunch.  This book gets you making characters and ready to play.  My one criticism is you can play, but running is a bit beyond this one.  I wish I had more crunch to really understand the rules of this one, but it’s not bad.  It’s got enough to get you making and playing quickly. It’s also not a crunch-heavy game.  That’s not bad, but that is a key fact you need to know going in. 4.5/5

Theme or Fluff– This book doesn’t fully build out the world, but it gives you a solid start.  There is more here than you can see in this player guide.  That is not bad, but it’s a bit simplified.  That also leads to mysteries you can investigate.  The character art and class structure describe different events leading to your custom ghoul.  They describe everything from fungal infections to insect plagues.  I’m intrigued by how it all happened.  I want more, but this is a good intro to a fun zombie world.  4.75 /5

Execution: I like this book, but it makes a misstep.  The book reads easily, describes well, has amazing art, and a good walkthrough of how to play and make characters.  The one issue I have is no hyperlinks.  It’s short, so it won’t kill me to scan up and down the book, but hyperlinks would make life easier.  Aside from that, it’s a solid, well-put-together book.  4.5/5

Summary: This is a good book to get players playing fast.  It will not get your whole table playing fast, as this is just the player book. You will need more.  The game is a bit more roleplay than rollplay, so keep that in mind for your table.  DnD dungeon crawls are fun, but this is not the RPG for that.  The theme is fun. I want to know more about how the world fell apart.  That is a good hook, but I’d like a bit more to get me involved.  The book is well crafted, but give me a few hyperlinks to get me moving fast.  Aside from some minor issues, this is a solid RPG book.  If you want to play the zombies in the zombie apocalypse, check this one out. 92%

Daily Punch 9-18-26 Dead Man’s Hand Rapscallion power for Pirate Borg

My players LOVE drawing cards and seeing what happens. Lets do that for damage!

Dead Man’s Hand

When you deal damage, you may draw a card.
9+: Deal additional damage equal to the card number – 8. Jacks are 11, queen is 12, king is 13, and an ace is 14. If you draw a joker, deal all the damage to yourself!
If taken again: lower the card number needed to deal extra damage by 1.

Thoughts?

Ring Side Report: RPG Review of DCC RPG: Aereth Reborn #1: Dread Dawning

Product–  DCC RPG: Aereth Reborn #1: Dread Dawning

System– DCC RPG

Producer– Goodman Games

Price– $2.99 here https://www.drivethrurpg.com/product/577450/dcc-rpg-aereth-reborn-1-dread-dawning?affiliate_id=658618  

TL; DR– A good intro to the DCC RPG Organized play. 100%

Basics:  Off to be heroes!  But why are there wolves now?!  The heroes run from a faceless horde and right into an abandoned tower.  What horrors are in the tower?

Mechanics or Crunch: This is a short adventure with traps, exploration, and combat.  It’s fun, but I will say it’s not a killer.  I prefer more epic heroes and less killer game style, so this is a welcome change of pace.  But if you want smashmouth killer gaming, you will be a bit disappointed.    5/5

Theme or Fluff–  This is an intro adventure for a campaign.  You get pieces of information that will be followed up later.  You make friends, learn pieces, and get ready for the next puzzle piece to drop.  I like it because it uses lots of environmental storytelling to make the game work.  5/5

Execution: Hands down my favorite map in DCC RPG!  Why? DIFFERENT MAPS FOR PLAYERS AND GM!  I love the old-school DCC RPG artwork, but most adventures have ONE map with all the secrets labeled.  I can’t show that to the players!  That’s a map with stuff for me and a map with stuff for them.  DONE!  Perfect. The rest is good too.  It reads easily, the layout is good, and the price is right. 5/5

Summary: Time to be a hero!  This book sets up an adventure path I look forward to running, and my players look forward to playing.  It’s got con potential that will be fun, and I hope it follows all the other organized play I’ve seen and builds on it.  I can’t wait for what’s next based on what’s here. 100%

Daily Punch 9-11-26 Sword Sage class for DCC RPG

My favorite class is always the swordmage from DnD 4e( ya I know already). I want something like that back. So here it is for DCC RPG!

Sword Sage

Knights of spell and sword, sword sages walk a thin line between the martial and the magical.  They must dedicate their days to learning the crafts of war, and their nights to learning the arcane.

This class is a true sword and sorcery class.  The character will be excellent at directly combating enemies and dealing with warlocks encountered along the way.

Hit points: A sword sage gains 1d10 hit points each level.

Weapon and Armor training: A sword sage is trained in the use of these weapons: battleaxe, club, crossbow, dagger, dart, flail, handaxe, javelin, lance, longbow, long sword, mace, polearm, shortbow, short sword, sling, spear, staff, two-handed sword, and warhammer. Due to movement limitations of larger armor, a sword sage can not wear any armor that has more than a -5 check penalty.

Alignment: Sword sages can be any alignment, but they more often align with the lawful due to the decades of dedicated martial training they receive.  However, some complete their training among other chaotic races, which influences their alignments.

Attack Modifier and Shield Spell die: Unlike other classes, a spell sage do not use a static die for their attacks.  The sword sage rolls a deed die and adds this to their attack roll and damage roll.  This deed die is also applied exclusively to the spell shield.   When this character has multiple action dice, the deed die is applied to all attack and shield spells cast in the same combat round.

Caster Level: For all other spells, a sword sage caster level is equal to their level.

Magic: Magic is powerful and unpredictable.  The one constant is that a sword sage practices the shield spell daily until it is rote memorization.  All sword sages start with the shield spell at level 1.  For all other spells, a sword sage functions as a wizard for spells known, progression, and corruption.

Mighty Deed of Arms: Sword Sages have the mighty deed of arms ability as a warrior.  However, a sword sage can not use an ability higher than a five on any mighty deed or arms table.

Supernatural Patrons:  Sword Sages may choose to serve a master.  A sword sage can choose to take a patron if they find the spell invoke patron as a wizard of their level.  This will be one of the sword sage’s total spells, however.

Familiars: Sword sages can find friends along the way, and some of these can be animal familiars.  A sword sage can cast the spell find familiar to obtain such a partner. This will be one of the sword sage’s total spells, however.

Luck: A sword sage applies to rolls for corruption and mercurial magic. 

Languages: A sword sage knows one additional language for every point of Int modifier

LevelAttack (Deed Die/ Shield Spell die)Crit Die/TableAction DieNumber of Spells KnownMax LevelRefFortWill
1d2+11d6/III1d2031011
2d3+11d8/III1d2041011
3d4+11d10/III1d2051111
4d5+11d12/III1d2062122
5d6+11d16/III1d2072122
6d7+11d16/V1d20+1d1283222
7d8+11d20/V1d20+1d1493233
8d10+21d20/V1d20+1d16104233
9d10+31d24/V1d20+1d20114333
10d10+31d30/V1d20+1d20+1d12125344

THoughts?