Blurb From the Booth-What LFR/PFS do wrong vs what Shadowrun/Old School/Numenera/DnD Encounters do right

            All right, let’s gear up for some edition war goodness!  Time to draw some lines in the sand!  And…..I got nothing….  Ok, let’s talk about what I see going right and wrong in the adventures I play.

I love DnD( yes even you 4e, even you), Pathfinder, Shadowrun, DCC, Numenera, and all the others.  Heck, when I see a kickstarter, I have to try NOT to give it money if it’s an RPG.  But, I’m seeing a bit more rail roading lately(maybe I’m paying more attention), especially in living games, and I think that’s a problem.  Not a giant one, but one to keep in mind.

Now, I’ve talked before how I love the living game model.  I do love the community that living games build.  But, lately I’ve seen them being very linier.  That’s not “bad” as the Lord of the Rings is a fantastic story, but completely linier.  But I feel that limiting the choices a player has limits their agency and therefore engagement in a RPG.  The door swings booth ways though.  If you give the players a swimming pool of options, they drown.  And, in a four hour con slot of a game, having the entire world of Pathfinder to play in won’t get much done.

What’s got me thinking is how adventures are laid out and what is put up front for the GM.  I’m bad a preparing for my games, so I end up reading my adventures about an hour before show time.  But, what I’ve seen is mostly a standard layout.

Act 1-intro

Act 2-get to a place (box text)

Act 3-Kill x of y guys

Act 4-Trap/dungeon

Act 5-Kill z of y guys

Act 6-Three minute wrap up of an adventure so you get your certificates and the GM gets a drink before doing it again.

Now the above isn’t bad.  It’s an adventure that with some extra from the GM will be fun.  However, I’m seeing this repeated a lot.  And that’s where it’s not as much fun.  I see LFR and PFS as having been the guiltiest of this.  Then again, these are two of the most prolific groups out there.  And I still love these guys!

What’s been making me more happy lately is Shadowrun, old school gaming, Numenera, and the current season of DnD encounters.  What’s the difference between these? Let me describe their typical adventure setup.

Act 1-introduction

Act 2- location A

Act 3- location B

Act 4- location C

Act 5- location D

Act 6- Summary of events, usually done in five minutes so your GM can get a drink and do this again.

The difference is how the information is presented.  All adventures have box text.  All adventures have monsters.  However, by giving me the information as a location with stuff there, it’s less “we’re all gonna die/have to fight monsters”, and more “here is a world, go play in it”.  As a GM, the emphasis is less on combat as the only way to fix stuff and more on making the PC do their own things.  Combat is always “fun”(relatively speaking), but if I get more freedom/descriptions as a GM to allow the world to “live” I can consciously and subconsciously give that as freedom/choice to my players.

 

Now I know living games have to have a similar structure/adventure across all the games that get played.  Hence, the whole “Living” thing.  But I think trust has to come into the game somewhere (along with some behind the scene rules.)  Shadowrun right now is the front runner for my favorite RPG for its living game.  The game is less rules tied down, and it gives a ton of trust out to its GMs.  However, the system does have its rules.  If you steal a tank, you can’t keep it.  Nor can you really sell it.  That would break the game.  And the game/system basically tells you to tell your PCs that.  While that does break the forth wall a bit, so does the episodic nature of the game.  And that’s ok.  Players want to have fun, see the world for a bit, but really don’t want to say there!  Don’t believe me?  Even the most hard core DnD Player will want a shower after a while and they don’t

 

There is a drawback to location vs encounter description.  Locations with lots of information require preparation.  I as a GM have to read the location, know what in-game mechanics are required, and be able to rattle off my own box text to describe what happens.  I also have to have a better knowledge of the rules then if they are just given to me.  Encounters can be written really easily for beginner GMs as you front load the chapter with rules to make life easier.  That’s again not bad and even great for someone who needs to learn how to GM, but if you older in the tooth like me, then maybe the location with descriptions is a better model.  Also, it will make me prep more ahead of time!

 

Basically, the more “freedom” you give me as a GM the more “real” world will be for the PCs.  Keep that in mind when you play and run your next living games.  Have fun!

Daily Punch 1-13-14 Inspire Competence for Bards in 13th Age

Been playing some 13th Age lately, time for some ideas to come out.

 

Inspire Competence  Bard Talent

Up to a number of times equal to your charisma per scene when one our you allies attempts to use a skill check, you may apply one of your backgrounds to that roll that is appropriate.  This requires no action, but requires you to be able to be heard or seen by the target.

 

Thoughts?

Ring Side Report- Board Game Review of Eldritch Horror

Game-Eldritch Horror

Producer-Fantasy Flight

Price– $60

Set-up/Play/Clean-up- 3 Hours

TL;DR-An awesome addition to the FF Cthulhu line 92.5%

 

Basics–  The world is under attack!  Creatures from beyond are striking out at our world and bringing the apocalypse with them.  Based on the works of H. P. Lovecraft, each player takes the role of an investigator traveling the globe trying to close portals to other worlds, foil fiendish evil plots, and fighting monsters beyond mortal ken.  This game is a world spanning epic sequel to Arkham Horror.

 

Mechanics-  The game move somewhat quickly.  Each turn, character get two action that among other things can be moving, resting, shopping, or trading.  After that each character encounters events, monsters, or clues on their location.  Each location has its own special deck of cards strengthening then theme of the encounter there.  Finally, a card indicating what events happen next turn is read from the mythos deck.  When the mythos deck runs out, the world is doomed!  To resolve shopping, combat, or encounters, characters start by checking their sheet and look for the appropriate icons to find the number of dice to roll.  After the roll, 5’s and 6’s count as successes.  For most encounters, one success is needed, but for monsters, you’re successes inflict damage as well as prevent damage to yourself.  Monsters also have an additional roll where you must see if your character goes insane from the shear mental trauma of the beyond.  The game moves very quickly as the basic conflict resolution is fast, and the rules a pretty intuitive.  The game does flatten out some of the dice numbers from Arkham Horror, so that was a shock.  I did think some item prices were somewhat high, but all and all the game was fun and that came a lot from the mechanics involved.  4.5/5

 

Theme- The theme of cosmic horror comes out pretty well.  Each monster has a deck of events/quests you have to solve to prevent the end of the world.  If enough bad things happen, the ancient one awakens and then there is another event to deal with on the back of the ancient one.  This deck specific for each ancient evil really does make the game that much more focused.  The general mythos deck that makes bad things happen/timer is a little to general, but all and all I really did feel like I was working against one specific cosmic horror.  The monsters are a bit of a mix.  Monsters are still random, which isn’t bad, but it does mean you will fight stuff that by the Lovecraft mythos really doesn’t belong when you are fighting a different ancient evil.  That does take away from a bit of the focus.  However, I did that some monsters are special.  We had a zombie that became the special zombie hoard.  That little touch made the game that much more memorable.  The same goes for the mix of encounter cards you get.  Instead of a focused game against one cosmic being, you get a bit of a mix.  However, it’s not bad, just not the game I hoped for. 4/5

 

Instructions- The instructions are well written.  I had no questions on how to play.  I did have some minor questions regarding specific in game events, but POOF FAQ up before I even opened the box.  High quality too.  I hate when a FAQ doesn’t look like it belongs with the game.  Also, the instructions are ONLINE in pdf BEFORE the game was released! 5/5

 

Execution- This is Fantasy Flight, so instant 5/5  The parts of the game are amazing.

 

Summary- This game wasn’t the exact game I wanted, but it is close enough.  Arkham Horror had a bit of a focus problem.  This game fixes a lot of that but not completely.  I did have a great time and can’t wait to play again.  I want cosmic specific encounters across the board (mythos deck, region encounter decks etc), but I know that would have made this game that much more expensive and would have required about five times as many parts.  I’ve liked what I saw and can easily recommend this to anyone who’s looking for a world spanning Lovecraft adventure.  92.5%

Daily Punch 1-10-14 Explosive Hands Spell in DnD Next

Been reading some fantasy lately and I think any wizard worth his salt should know this spell.

 

Explosive Hands

4th Level Evocation

Casting Time: 1 action

Range: touch

Duration: Instantaneous

           While not the most powerful spell, this spell is the most utilitarian in a wizards arsenal; this spell may be cast when your hands are bound, and you can only whisper.  The spell does 4d6 force damage to anything that is currently touching your hands.

At higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increase by 1d6 for each level above 4th.

Daily Punch 1-9-14 Guarding Character in Numenera

I loved what I saw when I played Numenera,  but I want to play a bodyguard.  How about a verb for that…

Protects Others

 

You protect others.  This may come from a desire to serve someone who you admire or simple from getting paid.  You’ve spend years perfecting your craft.  You walk into a room and make sure that if things get rough, you, and your charge, may be the only ones who walk out.

Connection: Select at least one other PC.  That character(s) are the ones you are sworn to protect.

Additional Equipment: Gain the Ward esotery or a shield.

Minor Effect Suggestions: You apply your shield to the defense of another after this action

Major effect Suggestions:  You completely obscure another target at immediate distance and they may not be target by any effect.

Tier 1: Defense (2 Speed point)- When a character at immediate distence is attacked, you may reduce the difficulty of that characters defense roll by one, limit once per turn..  Action.

Tier 2: Take one for the Team- You may take half the amount of damages a character at immediate distance.  Only the initial armor is applied to this damage, limit once per turn.. Enabler.

Tier 3: Out of the way! – You may spend your points to decrease the difficulty of other character defense rolls, limit once per turn. Enabler.

Tier 4: Get Down! (3 Speed Points) – When another character is attacked and they are at short distance, you may move up to that character and apply any other effects you choose, limit once per turn.  Action.

Tier 5: Fast Healing- When you restore points, you roll d10’s instead of d6’s. Enabler.

Tier 6:  Scars as armor- When you take damage as part of reducing the damage for another character, apply your Edge to that damage before you reduce your stats. Enabler.

Ring Side Report-Review of the Numenera RPG

Product- Numenera RPG

 

Producer- Monte Cook Games

Price- Base book is $40 with a player specific book costing less

TL;DR-GO BUY THIS NOW 100%

 

Basics- WELCOME TO THE WORLD OF TOMORROW!  Numenera takes place 1 BILLION years in the future.  The world has risen and fallen eight times before and you now live in the ninth world.  Previous worlds have been galaxy spanning empires or inter dimensional kingdoms.  Besides the fiction of this world, this RPG also debuts the novel Cypher System.  The Cypher System is an extremely simplified system where only players roll the dice.  This one book represents a completely new paradigm in RPGs.

 

Mechanics- Let’s break the mechanics of the book down into the system, the characters, experience points, ranges, and items.  Read ahead, but know that its 5/5

System- The system is a d20 based system, except it’s not the standard d20 system from 3.x.  In this system, every NPC or task has a level.  When a player character wants to perform a task, the character must roll three times the tasks level to succeed.  When a character fights something/someone, the PC must roll three times the things level to succeeded on an attack or defense.  The same goes for any checks such as climb or seduce.  What makes this interesting, is the game master NEVER rolls dice when it come so the story.  Players have all the controls.  Which leads me to characters…..

 

Characters- Players make characters in less than five minutes. That is a promise.  Every character is an adjective noun who verbs.  Noun is the classes which are fighter, rouge, or wizard/cleric.  The book uses specialized names, but those are the basics.  Each class has several levels with powers that each character can select.  Adjective is a onetime bonus to your character that gives you abilities and describes your character.  The verb is an interesting mix of the noun and adjective.  The verb gives both character options at character creation as well as powers the character will give at each level.  For the characters stats, there are only three numbers that represent a bit of the character.  Character has a speed, might, and intelligence.  Speed represents the dexterity of the character.  Might represents raw physical power.  And, intelligence represents mental abilities.  Now we can put some of the level in perspective.  When a character decides to do something, he/she can tell the GM that they have an appropriate skill.  This lowers the difficulty of the check by one level.  The character may also be specialized in the same skill so the check can go down a second level.  After this, the character can spend points from their pools to further reduce the level of the check.  The system puts limits based on character level on how many points a character can spend for a single check to reduce the difficulty level.  In addition, character’s have a number of “free” points to spend that they get based on their level/class for each check or to activate powers.  When your character takes damage, you lose points from any pool you choice.  As each pool reaches zero, you take penalty levels to all your attempts, and eventually die.  To heal, the character rest and gain points back, but each rest takes longer until you must rest for the night.  All and all this system makes the game EXTREALY fast and user friendly.  Very few debates erupt over tiny rules.  And that right there makes this game phenomenal.  But what about randomness…

 

Experience-Experience in this game is an interesting thing.  Characters get cards for experience (exp).  The cards can be saved or spent as needed.  Characters can spend them to gain levels, skill, focused skills for less experience, or on rerolls.  Rerolls are the by far the cheapest for one exp.  In addition, the game allows other players to spend exp for your character leading to a very team based atmosphere.  Experience is given out rather leanly, but the GM can sweeten the pot by inciting trouble upon the players.  Whenever the GM wants to, he/she can ask a player or all players if X can happen.  This could be a problem in town, rain falling when they are tracking monsters in the hills, or anything else.  If the players are ok with this, they get extra exp card(s).  If not, the players must pay off the experience they would have gained.  These are called intrusion and they make the game very interesting as well as targeting what trouble to PCs get engaged with.  As in any RPG, the GM does have extreme control of the game/story, this part give a bit more to the GM while allowing the players a bit of reward/control of what is happening.  It reminds me a bit of the FATE system.

 

Ranges/Movement- As I get older, I’ve become less enamored with fiddling with the tiny minutia of games.  Don’t get me wrong if YOU started a campaign and asked me to track every arrow and copper piece weight, it might be fun, but lately I like the purity of just theater of the mind and hand waving away smaller details.  Numenera embraces this entirely.  There are three ranges for most things: immediate, short, and long.  Immediate is toe to toe.  Short is less than 15m, and long is up to 30m.  After that, each distance is specified.  You can move immediate distances for free, short on a turn, and long if you make a check.  DONE!

 

Items- This game takes place in the future where a lot has happened.  Thus the items of the world are basically magic.  Some bend reality, some warp time, and some turn funny colors.  Items take four very broad types: mundane, oddities, cyphers, and artifacts.  Mundane items are your basic objects like swords, armor, and spoons.  Oddities are interesting little techno bits.  This can range from a ball that says swear words in a Cthulhu’s language to a flat rectangle that shows a 3D picture of a place from long ago.  They are not game changing, but it’s the dust of eight worlds.  Cyphers are where we get into the real meat and potatoes of the far, flung future.  Cyphers are random objects with levels that provide amazing in game effects.  These range from a bomb that drops other bombs, a bracelet the projects your image and sound, to a box that records your thoughts for others.  Cyphers do NOT play nice together and having too many can be dangerous….  Cyphers also are one time use.  While the future is amazing, they don’t build them like they used to….  Artifacts are the real deal.  Artifacts are the magic items of this setting.  They are permanent objects with immense power that do impressive stuff.

 

Theme– I’ve spend a lot of time on the Cypher system above, but the theme is nothing to sneeze at.  A billion years is a long time, and it’s given Monte Cook and his writers a lot to play with.  Also, it allows ANYTHING to happen.  Since magic and technology are basically the same that far out (get ready for lots of people referencing the sufficient tech = magic quote), anything you can dream up is happening here.  This makes the world very fresh.  I like the standard sci-fi as much as anyone, but this one is every new.  Most modern sci-fi has a dark bend, this one doesn’t.  It’s got more of an exploratory tone, almost like a fantasy game.  Now don’t get me wrong.  Monsters still live in the hills and horrible things happen, but you are an explorer in this game.  You get to see (semi) new sights and experience a world that is literally only limited by your imagination.  I’m looking forward to some Lovecraft in this setting, but for right now, I love what I’ve seen. 5/5

 

Art- The art is this book is amazing.  It doesn’t have a consistent tone, and that’s good.  Since anything goes is the theme, the art is a consistent style (semi-realistic) but anything goes for what is drawn.  However you imagine your fighter looking, it’s something that goes in the theme and in the art.  For a critique of the art, I say it looks like is Apple made fantasy armor.  Things are sleek and well designed.  The horrible looks horrible, the heroic looks heroic, and the layout of it all looks great. 5/5

 

Execution- This book is well done from cover to cover.  There is lots of fluff to describe a part of the world for the GM to use in her/his games.  The chapters are not a pain to read.  The stuff you need up front is up front.  The rule of cool is written throughout this book (rule of cool is if it’s awesome your character can do it).  It displays a bit dark on my iPad, but overall I liked reading this book. 5/5

 

Summary– Numenera is a phenomenal product.  I have to say I am honestly impressed.  Monte Cook hit it out of the park.  I enjoyed running a game for my wife and brothers.  My brothers were amazed by the number of options they had.  I was impressed by how the game gave them these options by basically giving them so little to start with.  My wife loves the idea of the ninth world.  I love this game, but I am sad that there isn’t a living game.  I would love to be part of a living, continuing ninth world.  However, if I am ever somewhere, and a Numenera game is offered, I will happily hope in at a moment’s notice. Heck, it will take me that long to pound out a character and hope right in. 100%

Ring Side Report- Spyrium

Game-Spyrium

Producer-Asmodee

Price– $35

TL;DR– An amazing game with slight execution problems 85%

 

Basics– It’s time for some steampunk worker placement/terrain control.  A recently discovered element called Spyrium has been found to have amazing properties to power steam machines.  You take the role of a merchant in this steampunk setting vying for control of a Victorian empire.  Each turn you set out building/cards in a 3×3 grid.  Players take turns placing your workers between the available buildings, using that rounds special power, or moving to the second phase where you pick up your workers, use your own buildings, or use that rounds special power.  When you pick up a worker you can either get one money for each worker next to that card or buy that card paying extra money for each other work next to that card.  All cards have a point value for the end game.  The buildings you control allow you to get money, get extra workers, get more money at the start of each round, get Spyrium, change Spyrium to points, or get game changing effects like extra money or ignore a number of workers near a buildings for paying the buildings cost.  The special round powers give you options to get more workers, free money/points/Spyrium, or get an extra worker placement after you enter the worker pick up phase.  The game ends after the sixth round and then points are counted.  Person with the highest points has control of the empire and is the winner.

 

Mechanics-This is an excellent worker placement/terrain control game.  It’s not terrain control as Carcassonne is, but reading other players and the board can really influence if you buy a property, only use it to gain money, or use your workers to bleed your opponents dry!  The choice of when to move from worker placement to worker retrieval is an underused mechanic that really gives more choice to the players.  I really love what I saw when I played this game. 5/5

 

Theme- I wouldn’t say this is the best game for theme, as I didn’t feel like a Spyrium baron in this game.  But, I did feel like I was in this steampunk world.  I love the little components.  The little Spyrium random shapes are awesome.  The cards/boards have consistent art that is great.  A good effort when you look at it all together.  4.5/5

 

Instructions- I liked these instructions.  The mechanics are not simple, but the instructions do an excellent job of explaining the rules.  I did have some questions, but was able to find the rules on Board Game Geek.  Our question focused on if you build over a building that gave an effect like getting more workers, do you still get to keep those workers.  The answer is yes, but I felt the rules should have covered that.  4.5/5

 

Execution- Here is where things fall apart a bit.  I love the components like the rules and the cards, but I found it hard to keep the active workers separate from the inactive workers.  The other workers did too.  I felt these should have been a spot on the placer place cards that was set up to separate active vs. used workers.  Also, the main board has a spot to list the amount of money you get at the start of each round.  I wanted there to be a similar spot to list the number of workers you have at the start of each round.  In general, great parts in this game, but it needed a bit more. 3/5

 

Summary- I loved this game.  It’s a phenomenal game with intricate strategy.  The parts that are in the game are amazing and draw you into the game.  I want a bit more, but the game is playable out of the box.  If you love steampunk and worker placement games, then this buy is a no brainer.  Even if you don’t like steampunk, this game is definitely worth playing if it comes to the table. 85%

Daily Punch 1-7- Devil’s Tears Artifact for DnD and Pathfinder

Yesterday was demons tears for Pathfinder and DnD, today its fair play with Devils!

Devil’s Tears

Slot none; Aura varies with CR of devil it comes from transmutation; CL varies with CR of demon it comes from; Weight 1 oz per dose

DESCRIPTION

This small vile contains a some of the purest, clearest liquid in the multiverse.  The vile contains devil tears that have been freely given by a devil that is truly sorrowful for whatever transgression it performed.  All devil’s produce tears, but catching or finding the hidden tear is harder the older the devil grows.  Some tears are lost as they simple fall upon the ground and are washed away.  However, as a devil grows in power they realize that the tears represent a bit of lost mortality, thus making them more powerful as they become less mortal and more god.  A demon can be forced to produce tears with a Wish or Miracle spells, that first passes spell resistance, then a will save, and finally an opposed spell-craft check.

Use

If you look deeply into the vile, the vile will show you in the waters the nature of the sin the devil is sorrowful of.  If applied to a lower ranking devil, that demon is either instantly changed to its mortal form or destroyed forever if it never had a mortal form.  This destroys the tear forever.  To change a devil of the same level, you need two doses.  To change a devil of a higher level, you need 9 doses.  You may only change a devil to its mortal form/destroy it with a does of one level lower then it.

If a devil is destroyed by devil’s tears they may never be brought back into existence even with Wish or Miracle spells.

DESTRUCTION

Wish or Miracle will not destroy a dose of Devil’s tears.  However, if thrown on the ground or mixed into water, the tear can evaporate with the light of noon sun eclipse.

Daily Punch 1-6-13 Demons Tear’s

Well I’m back from vacation, what did I miss?  How about I get my butt bad to work and make you some stuff form my head!  First up, Pathfinder/DnD items I’ve been thinking about since reading the Adversary.

 

Demon’s Tears

Slot none; Aura varies with CR of demon it comes from transmutation; CL varies with CR of demon it comes from; Weight 1 oz per dose

DESCRIPTION

This small vile contains a some of the purest, clearest liquid in the multiverse.  The vile contains demon tears that have been freely given by a demon that is truly sorrowful for whatever transgression it performed.  Most demons do not ever produce a single dose of this in eternity, but as the demons grow older and some are reminded of their past and experience a moment of true regret.  All demon lords have a vile either from when they were lower ranking demons or when they arose to their station.  This vile is hidden deep away for fear it will be used against him/her/it.
Use

If you look deeply into the vile, the vile will show you in the waters the nature of the sin the demon is sorrowful of.  If applied to a lower ranking demon, that demon is either instantly changed to its mortal form or destroyed if it never had a mortal form.  This destroys the tear forever.  To change a demon of the same level, you need six doses.  To change a demon of a higher level, you need 36 doses. The power of six continues all the way up to the highest demon of the abyss needed 666 does each taken from a different lord of the abyss.

Demon tiers work across demon types.

DESTRUCTION

Wish or Miracle will not destroy a dose of Demon’s tears.  However, if thrown on the ground or mixed into water, the tear can evaporate with the light of a new moon.