Ring Side Report: RPG Review of Sunfall RPG testplay

Product– Sunfall Testplay

System– Archmage Press

Producer– Paizo  

Price– FREE -here  https://www.kickstarter.com/projects/archmagepress/sunfall

TL; DR– A solid introduction 100%

Basics- THE AGE HAS ENDED!  Sunfall is a solo RPG, much like a choose-your-own-adventure.  It’s set in an Aztec setting, and you awake with no memory of what has happened, but you must attempt to save humanity.  Let’s look at the basics.

Basic mechanics and stats: This is a 2d6 system.  You have three stats: might, agility, and will.  These give you a +2 to +6 on the 2d6.  Then you compare.  You succeed, go to one page.  Fail?  Go to another.  Simple and sweet.

Player resources: Players have three major resources: health(hit points), stamina, and spirit.  Health is hitpoints.  It works exactly like in any other RPG.  Stamina and spirit are used when you do actions.  Stamina for physical and spirit for mental/magic.  You have none, and you either can’t act and have to take a breather round in combat, or other bad things happen.

Combat: Combat is also simple.  Each round, the creature you are fighting does something.  It can follow a round-by-round script or roll a die at random to select an action from a list.  You can then choose to parry(harder) or evade(easier), but if you evade, you don’t get to attack back!  When you attack, you choose an action and spend stamina or spirit.  You then roll 2d6, add the might or will attribute, and then see if you hit.  If you hit, you roll the dice for the weapon or spell, and then damage happens.  If you are hit, you subtract your armor from the damage.

Talents- As you play, you will possibly earn talents.  Think of these like feats.  You gain abilities that let you be extra cool.

Ok, now the breakdown

Mechanics or Crunch: This is a choose-your-own-adventure book with dice.  That’s the good and bad.  If you have that, then this can’t be for you.  The bad is that the combat is pretty simple.  It’s you rolling to defend, and you roll to attack. It’s simple.  You can’t do the crazy stuff you can do in Pathfinder, as the GM doesn’t exist here.  But you do get to play Pathfinder without a GM.  The mechanics are simple but fun.  I liked the choose-your-own-adventure books when I was a kid, and I didn’t know they had those with dice until I was in my 30s (I grew up in a small town!).  So, the simple mechanics only make me like this more. 5/5

Theme or Fluff– Do you like Aztecs and their mythology?  I do.  I crave new settings.  Old school DnD is fun.  Fantasy Europe for the 100th time is not bad, but if you promise me four whole books of settings where you have crazy stuff I’ve NEVER seen before, you have my complete attention.  I will admit my ignorance about how awesome the Aztec world was.  I’m looking forward to this book to not only entertain me with the story, but draw me into a whole history and mythology I know nothing about!  5/5

Execution: Ok, this is a choose-your-own-adventure book, so I am looking for exactly ONE thing: hyperlinking!  And it had it!  The book can’t have art on every page, but you won’t read this book page by page.  It’s got enough to tell a story when it needs to.  But I’m just glad I can choose an option, click, and BAM!  I’m there!  Solid work.  5/5


Summary– The simple summary is to go check out the Kickstarter.  It’s free.  Honestly, after that, the next question is “do you like choose-your-own-adventure books?”   If not, then maybe stay away.  Both the author and I completely understand that this book can’t be for everyone.  I love sushi, and not everyone likes that.  But if you have even a hint of love for the days when those books dominated middle school, as they did mine, or if you love or want to learn about Aztec mythology, then you need to check this out.  And the final cost for all four books, digital, will be $68.  That’s honestly not bad for four books.  You can get them all fancy and leather-bound, but I’m a digital kid.  So, I will go digital and use as many hyperlinks as I can!   100%

Ring Side Report: RPG Review of Pathfinder Society Scenario #6-05: Silver Bark, Golden Blades

Product– Pathfinder Society Scenario #6-05: Silver Bark, Golden Blades

System– Pathfinder 2nd Ed

Producer– Paizo  

Price– $8.99 -here  https://store.paizo.com/pfs-scenario-6-05/ 

TL; DR– A lot here that players won’t see! 100%

Basics- What’s up with the forest?  In this PFS adventure, the players enter a forest that normally isn’t a problem, but no one can leave now.  Why is that?

Mechanics or Crunch: This is an extremely random adventure.  The major events are the same, but the pieces move around a lot.  Heck, there are two different maps for the final dungeon crawl.  And that’s impressive!  The mechanics are as balanced as they can be, but most players will need multiple players to see all the monsters, all the traps, and all the places that are in this one.  But that is not bad!  I really enjoyed the crunch of this one.  5/5

Theme or Fluff– The major story beats don’t change, but the pieces move well.  There are two completely different end maps and three different end bosses.  All of these have their own completely novel stories to play with and through.  That’s a ton of effort that most won’t see.  I love the pieces the writer added to this story to keep it fresh. 5/5

Execution: It’s a PFS adventure, and it’s one of the older ones.  It’s solid.  Good pictures, good layout, good execution.  5/5

Summary– As an oldtaku, old anime geek, I love the steps into the Lantern Lodge.  This adventure is no different.  You have an evil corrupting a village, and the forest itself steps up to stop it.  You got lots of new evils, lots of places, and lots of traps, as well as an overarching story that ties those all together.  This scenario is a solid few hours of PFS fun. 100%

Ring Side Report: RPG Review of Drakonym: Core Rulebook

Product– Drakonym: Core Rulebook  

System– Drakonym  

Producer– Crossed Paths Press  

Price– $27-here https://www.drivethrurpg.com/en/product/539841/drakonym-core-rulebook?affiliate_id=658618  

TL; DR– The game is interesting, but ensure you acquire all the supplementary books for full understanding! Rating: 78%

Basics- Let’s ride dragons! Drakonym is a long-awaited release from Crossed Paths Press. The core rules are relatively deep, so let’s break them down.

Base Mechanic– This game uses a d6-based mechanic. When you attempt a test, you gather dice equal to your relevant attributes, roll, and count the fives and sixes. A five counts as one success, while a six counts as two. You can have boons, where each boon allows a four to count as a success, and banes, which subtract a five for each bane. Boons and banes cancel each other out.

Shadow Dice and Hero Points- Both heroes and the GM (referred to as the Herald) can influence the rolls. Heroes accumulate hero points, which can be spent to add to a roll, reroll, or even change the narrative. The shadow die is a d12 that the Herald may ask a player to roll. This die can have various effects, such as doing nothing, ensuring a complete failure, or making success inevitable.

Combat– Combat in this game is straightforward. Heroes act first, followed by monsters, unless the heroes are surprised. Each hero has three action points per turn, with different actions costing varying amounts of action points. For example, a quick attack costs none, but subsequent quick attacks will cost more. Any unused action points accumulate. When you attack, you roll the appropriate dice based on the action and count successes as described above. Your level of success determines damage according to a tier system, where each tier has three points. Defense points can be spent to reduce damage to a lower tier or avoid an attack entirely.

Magic and Might– This system features two subsystems to facilitate player actions. Players can cast spells, each with varying mana costs, and can supercharge a spell with additional mana for extra effects. Players regain 2 mana each turn. Additionally, some classes use grit, which functions similarly to mana for physical actions. Both allow players to perform impressive feats of arcane skill or mighty deeds of strength.

Dragons- The game is called Drakonym because players get to command a dragon! You can direct your dragon to perform various actions, sharing both actions and hit points. You also have the opportunity to customize your dragon as you grow within the system.

Ok, now onto my thoughts.

Mechanics or Crunch: This system is simple but adds complexity that can be cumbersome. I enjoy d6 systems, and this game offers a fun approach to using six-sided dice for both combat and tests. However, I find that even the most common monsters have high hit points, such as 9 HP, which can drag out initial combat encounters. I appreciate the unified roll system, where all rolls—whether for skills or combat—use the same mechanic. However, having to reference different charts for damage calculations is somewhat inconvenient. Overall, it’s solid but raises some concerns regarding larger monsters. Rating: 4.25/5

Theme or Fluff– While I like the concepts presented, I think there’s a need for more depth. The world-building is limited to a few pages, and much of the context is provided in other books. If this is the only book you acquire, you may feel somewhat lost. Questions arise, like why you get a dragon and when you access some of the cool subclasses. The world story is present but covered too quickly, making the mechanics the primary focus and undermining the overall world-building. Rating: 4/5

Execution: This book performs well technically, but I feel some pieces are missing. While actions are listed, they aren’t described thoroughly enough for clarity. I lack details on how character leveling works and why I receive a dragon. It feels reminiscent of many games where the character is presented as “the chosen one” with a flashy reward from the start. I would appreciate a bit more guidance on the rationale behind the game mechanics. There are additional books that may clarify these points, but on its own, I feel a bit muddled. Rating: 3.5/5


Summary– The core book for Drakonym serves as a decent player handbook, but relying solely on it may lead to confusion. You need more context to understand how to run and play the game effectively. The supplementary books provide important information, so it’s advisable to obtain those as well. While what is included is decent, it requires further development to offer a complete game experience. Overall Rating: 78%

Ring Side Report- RPG review of Scalemail Quickstart

Product– Scalemail Quickstart

System- Scalemail

Producer– Earl of Fife Games

Price– FREE here https://www.drivethrurpg.com/en/product/534210/scalemail-quickstart-guide?affiliate_id=658618 

TL; DR– Numenera and Final Fantasy had a 5e baby! 97%

Basics– Off to adventure!  Scalemail is a new RPG on kickstarter.  Let’s break it down and look at the pieces.

Base mechanic- Scalemail plays like most of your D20 spinoffs with one big difference.  You roll a d20 and try to hit a number called a DC.  But, instead of adding a static bonus, you roll a different die and either add or subtract from the d20.  The D20 is called a chance die and your other dice range from a d4 to a to d12.  These are your mod dice.  Each attribute you use has a modifier die which range from no dice to a d4, d6, d8, then a d12. If the attribute is negative, you subtract the die instead of adding it. 

Combat- Combat in Scalemail is very much in the vein of all D20 systems.  You roll the chance and mod dice with steps for surprise.  And then from high to low you go!  Each turn you get a major and a minor action.  Major is attacking and casting spells.  Minor is moving or opening doors.  Simple!  Where the hard Numenera comparison begins is with how contests are decided.  You attack?  Roll the dice.  You defend?  Roll the dice.  Both are against a static DC on the monster you are attacking or defending against.  Damage is equally as fast.  You beat the DC?  Do a heart of damage.  You beat by five?  Do two hearts of damage.  A goblin has 1 heart, and an orc might have two.  Most heroes have three.  Simple and fast.  You have more armor?  You get higher value dice to roll defence.  Simple and fast.

Magic-Magic works like Final Fantasy and 5e cantrips.  You have some spells where you can that you can keep casting forever.  These are simple spells that don’t do impressive things, but might ping a goblin off the rocks above you.  The more impressive spells might need mana.  Most spells don’t require more than one mana, and you might start with three.  You cast the spell, and if it succeeds, you spend mana when the effect happens.  Again, its a chance(d20) and modifier(attribute die) roll.

Ok, off to my thoughts.

Mechanics or Crunch– This game feels like a lot of the other games I’ve played.  But, I enjoyed those too.  This is a blending of the characters doing things of Numenera, the simple addition of 5e, and the mana based magic of Final Fantasy.  I love all those things, so I like what’s here! 5/5

Theme or Fluff–  The quickstart comes with a story, maps, and even multiple characters.  The Scalemail book doesn’t have massive lore drops in the main book.  It’s more focused on mechanics.  But the story has an interesting world to play in.  It’s not the most comprehensive world that can exist, but Its got some fluff to draw the characters into a story.  It’s characters are also interesting enough to make me want to know how those people came into existence.  Scalemail might not have a ton of worldbuilding in the quickstart guide, but I’m intrigued by what’s here. 4.5/5

Execution– It’s free.  That right there is enough reason to download.  But, it’s free with maps, multiple characters, and a book that gets you playing in about 10 minutes. is enough to make this a solid project.  Check this out!  And the kickstarter for the PDF alone is $15.  You might not get out of McDonald’s for that much. 5/5

Summary–  This is a fun product.  It’s got simple mechanics that play fast.  It’s got interesting, if generic, fantasy appeal.  It’s got amazing production for a free product, and the real product is much less than I’ve spent on takeout.  I want a bit more of the world, but this is a taste of what will be in final.  So, I think this is something you need to check out quick!  97%