Ring Side Report- RPG review of Dagon-A Necromonicon Gamebook

Product– Dagon

System- Necronomicon Gamebook

Producer– Officina Meningi

Price– On kickstarter now!  https://www.kickstarter.com/projects/officinameningi/the-necronomicon-gamebook-trilogy-dagon-carcosa-and-kadath  

TL; DR– A solid implementation of a choose your adventure with combat. 85%

Basics–  Choose your own insanity!  Dagon is a necronomicon gamebook.  These are a series of choose-your-own-adventures where you get to choose an action AND, like other games such as fighting fantasy, you may roll a d6 to determine combat.  If you know the choose-your-own-adventure games from the 80s/90s you know the drill and may already be hooked!

Mechanics or Crunch– To determine if you will like this, ask yourself-”Do I like Choose-your own-adventure books with combat?”  If you said yes and you also like Lovecraft, then this is right up your alley.  This doesn’t reinvent the wheel of these games, but it doesn’t need to.  You just choose your action and maybe have combat.  It’s solid enough and fun.  It might not be the most inventive for the base mechanic, but there are some stats you choose at the beginning and you have a solid time playing. 4.5/5

Theme or Fluff–  Just like above, if you like Lovecraft and like choose your own adventures, then you will like this.  This isn’t new ground.  If you need some crazy new angle to Cthulhu, then you will not be happy.  What is novel to this type of book is the Dreamlands.  When you rest and when some crazy things happen, you have random visions that can make more crazy things happen as you drift off to another reality.  It might not be the newest concept, but it still does the old standard story of the Lovecraft mythos well.    4.5/5

Execution–  This is the most conflicted part of this book.  The art is good.  The flow is good.  The story is good and easily readable.  What isn’t great is the rules explanation and the hyperlinking.  You jump around in the book, but on a PDF there are no hyperlinks.  That’s bad in a basic RPG book, but worse in a book where I am going to have to repeatedly jump all over the place.  Also, the explanation of rules is a bit off.  Not mostly, but one very key thing is left out: dice.  The game says use a die.  Man, this is an rpg book aimed at nerds; it’s aimed at me with my Horrorclix Cthulhu staring back at me as I write this.  If you say die, I literally have no idea what you are talking about.  They mean D6.  That’s not horrible for the normal person, but me with with over 100GB of RPGs and over 1000 board games in my basement spent 20 minutes trying to understand if they meant d20 to my crazy almost non-euclidean dice I bought at a crazy gaming convention that most people can’t remember for some reason.  The things I am not happy with are not even close to stopping me from buying in, but it’s a small thing that escalates to larger things.  3.75/5

Summary– I like choose your own adventure games, I like simple combat in RPGs, and I like Lovecraft.  This is a fun way to get new people into Lovecraft, a fun way to get literature nerds into RPGs, and a fun way to get people gaming.  I like this product.  It isn’t the newest story you will see under the sun or in a terrible old book full of secrets.  But, like a classic hamburger from your amazing local diner, the classics are good and don’t need to be changed all the time.  What isn’t great are some things I need in this style of product in 2023: hyperlinks and a bit more rules discussion.  Tell me I need a d6 and give me a hyperlinked PDF, and I will love this thing nearly unconditionally.  I am the geek this is aimed for, and I am glad to have gotten this.  Check out the kickstarter now!  85%

Daily Punch 10-12-23 Collapse skeleton power for DCC RPG

Ok, looks like Im doing this! Time to make a skeleton PC. I want skeletons, vampires, and Zombies to popup and play! Thinking they will be like MCC mutants. What say you? Here is a skeleton power

Collapse
Type: ReactiveRange: N/ADuration: instantaneousSave: none
GeneralYou are struck with a blow and collapse to minimize the damage
Manifestationroll 1d4: (1) Teh blow knowcks you into a spray of bones (2) You collapse into a pile of musically tingeling bones with yoru skull on top. (3) Teh blow kocks out a support bone and you fall onto the attacker (4)You just fall flat onto your face and fall apart
1Failure, ability may not be used againt that day, take 1d4 damage
2-11Lost. Failure
12-13You fall down, must spend an action to stand up, and you reduce the damage you took by 1d6
14-17You fall down, must spend an action to stand up, and you reduce the damage you took by 1d8
18-19You fall down, must spend an action to stand up, and you reduce the damage you took by 1d10
20-23You fall down, must spend an action to stand up, and you reduce the damage you took by 1d12
24-27You fall down, don’t need an action to stand up, and you reduce the damage you took by 1d14
28-29You fall down, don’t need an action to stand up, and you reduce the damage you took by 1d16
30-31You fall down, don’t need an action to stand up, and you reduce the damage you took by 5d4
32+You fall down, but do not need an action to stand up, and you reduce the damage you take by 5d6

Thoughts?

Daily Punch 10-10-23 Wrestler’s Rally combat feat for Starfinder

TIME TO HEAR THE CROWD!

Wrestler’s Rally

Prerequisites: Improved Combat Maneuver (grapple)
Time to rally!

Benefit: When you have a target grabbed , you can spend a move action to rally yourself. You gain temporary hit points equal to half your level, rounded down, plus your Charisma modifier. You may gain this once per each enemy and these do not add to any other temporary hit points.

Thoughts?

Ring Side Report- RPG review of The Hidden Isle

Product– The Hidden Isle

System- The Hidden Isle

Producer– Causa Creations

Price– On kickstarter now!  https://www.kickstarter.com/projects/causacreations/the-hidden-isle  

TL; DR– Renaissance painting mixed with Vampire the Masquerade and Euchre!  93%

Basics–  CONSULT THE CARDS!  The Hidden Isle is a very rules light RPG where the heroes are agents of Dioscoria, a city, and are being sent on quests based on a seer’s visions.  The cards rule the day as they are both the dice and the random draw that helps develop the story the players are working through.  Let’s look at the basics.

Base mechanics- The Hidden Isle is very much a narrative game and the base mechanic builds on this.  Each character gets dealt two tarot cards at the start of the game.  When a character attempts an action, the character is deal more tarot cards based on the action and their Stats and the GM is dealt cards based on the difficulty.  The GM and the character then select a card and the higher card in the suite of the action determines who wins.  Simple and quick! 

Stats-  Each of the four major tarot suites is trump for each action a player wants to do.  Swords is for fighting and study, wands is for reckless action and magic, cups for stealth and healing, and pentacles for finesse and observation.  If you play a low value card in the right suit and the GM throws a high value card off suit, you win!  Each character has a level in each of these stats and this determines how many cards they are delt when a character does anything.  In addition, other characters can throw cards into the pool when you do an action.  These cards can change suit so you can be in the correct suit for the action or adding three to the value of a card the player played.  In addition, as you do things and get hurt, you take penalties to your stats and draw fewer cards when you do anything.

Ideals and Burdens and Vices and Virtues-  This is a VERY narrative game.  One way this is represented is ideals and burdens.  If you act up to an ideal, you draw fewer cards but gain a bonus to your card value.  If you give in to a burden, you gain additional cards.  In both cases you gain experience, which you will then use to build up additional abilities or increase stats later. Vices and Virtues also follow these rules but you do not gain experience.

Magic-Magic functions just like any other skill.  A player has ranks in a magical ability and then draws cards equal to the ranks in that ability.  How big and awesome the spell means more cards for the GM to draw to determine if the spell succeeds.

Abilities and classes-This is a very rules and crunch light system, but there are still special abilities each character gets based on their chosen class.  Each character gets two abilities at the start.  These range from simple spells like Whisper, which lets you whisper into a creature’s mind directly, to other spells that just straight up kill a few creatures and possibly cause you to get take damage after.

Adventures-  Adventures follow a pretty simple yet expandable outline.  Characters have downtime where their vices give them 1 harm, friendships change, and the characters can do different actions around Dioscoria.  Then the seer receives a vision as tarot cards are drawn.  Next the players have their adventure.  And finally the adventure wraps up.

Ok, thats the basics, let’s review!

Mechanics or Crunch– This is a fun game, but it is extremely rules light.  This is a game for people who don’t need the crunch.  There is fun to be had here, but if you just want to roll a twenty sided die and smash an orc, this might not be for you.  If you want to weave a tale with your friends as the fates help you see threat, then this is the game for you.  There is some crunch, but even the base random mechanic is VERY story based as you literally draw fate cards and see what happens.  The characters have mechanics, but this is not a character toy based system.  Your abilities are cool, but not the standard DnD “gain a feat every three levels” or “spell every level” idea that some players may want.  It’s what can your mind do.  Not bad, but something you MUST keep in mind if you play this.  4.5/5

Theme or Fluff–  This is a Renaissance painting come to life.  The story is defending the mystical land of Dioscoria and the authors say it’s in the Renaissance.  Maybe it’s because I played too much Hades, but the art makes me think of Greece.  Then again all the Grecian art I can think of is Renaissance, so it tracks!  While the mechanics might drive a few away, the mechanics flow beautifully into the theme of the game.  It’s tarot and story, telling a tale.  The art in the book is good and even the just placeholder art in the free to play/pay what you want version is well done and tells the tale of a renaissance Mission Impossible group saving the day from visions seen in the cards.  5/5

Execution–  This will be amazing, but a few fixes are needed.  The pay what you want game has a solo game, all kinds of story toys, base mechanics, and even an adventure you can try out with your gaming group.  It’s layed out well and reads well.  The art and placeholder art is fantastic.  What isn’t fantastic is NO HYPERLINKS!  Fix that and this whole thing is easily a five out of five.  4.5/5

Summary– I like this RPG, but can’t recommend this universally.  If your group wants to try what other styles of RPGs are out there and see what kind of fun they can make up together, then this is an amazing product for them.  I also have a few friends who just want dungeon crawls and stabby stabby the goblins.  They don’t like narrative things, so for those groups I would not think this is the game they want.  If you are ok with more wishy washy rules and letting the GM have strong influence on determination of how things go and how hard they are, then you will be ok here.  If you need straight cut rules on what is and is not acceptable, then this isn’t your game.  Honestly, I love this one.  I like a bit more crunch in my RPGs, but a bit of the Vampire the Masquerade side of gaming is fun.  I also live in Michigan and my wife collects tarot cards, so Euchre is a mainstay and tarot is a fun addition to the RPG space.  My one nitpick is the lack of hyperlinks in the PDF, but this is based on a pay what you want copy that even the authors are putting out for a two bucks suggestion.  And it’s a steal for that!  I strongly suggest you check this out if more narrative RPGs are up your alley!  97%

Daily Punch Mental Punch spell for DCC RPG

Time to make a mental monk like the Ancient One… who wants a new class?

Mental Punch
Level: 1Range TouchDuration: instantaneousCasting time: 1 actionSave: none
GeneralYou focus your mental energy and use anchient hand motions to channel your power in to a concentrated punch
Manifestationroll 1d4: (1) The casters hand glow with blue light. (2) the casters eyes surge with white light and a halo. (3) The spot where the caster touches the target expodes with blue light. (3)the caster crackles with power during the spell.
CorruptionRoll 1d8: (1) the caster’s eyes glow black. (2) the caster’s skin gains a blue sheen. (3)caster’s fists become skeletal. (4) the caster shoots a blue light around themselve. (5) minor corruption; (7)major corruption. (8)greater corruption
MisfireRoll 1d3: (1) the caster’s power flows inward and they take 1d6 damage. (2) The target is healed for 1d6 damage. (3) Power flows out from the caster like a flood and all alies take 1d4 daage within 20 feet.
1Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint; (1-2) corruption; (3) patron taint (or corruption if no patron); (4+) misfire.
2-11Lost. Failure
12-13You punch in to the target and do 1d6 damage
14-17You punch in to the target and do 1d8 damage
18-19You punch in to the target and do 2d6 damage
20-23You punch in to the target and do 2d8 damage
24-27You punch in to the target and do 2d10 damage
28-29You punch in to the target and do 3d10 damage
30-31You punch in to the target and do 3d12 damage
32+You punch into the target and utterly obliterate the target from existence. It’s soul is rendered to pieces by this attack as well.

Daily Punch 10-4-23 Rally wrestler feat for Pathfinder 2nd Ed

Time to showboat!

Rally [one-action]Feat 4

Archetype
Archetype Wrestler
Prerequisites Wrestler Dedication
Requirements You have a creature grabbed or restrained.


When you have an enemy held, you can let out a cry and rally yourself. You gain additional temporary hit points equal to your charisma modifier. These last for up to 10 minutes and can be in addition to any additional temporary hit points you already have.

Thoughts?