Ring Side Report-RPG Review of Guns and Gears

Product-Guns and Gears

Originally posted at www.throatpunchgames.com, a new idea every day! 

Product-Guns and Gears

System- Pathfinder 2nd Ed

Producer– Paizo

Price– $14.99 here https://paizo.com/products/btq029xk?Pathfinder-Guns-Gears

TL; DR– Solid new Pathfinder toys and toy based characters! 95%

Basics–  BRING THE BOOM!  Guns and Gears brings solid steampunk and introductory industrialization to the Pathfinder setting with new technology and themes, two new classes, a new race, and countless new character options and items. 

Mechanics or Crunch– Paizo knows their system the best and they bring the best new materials for their toys.  The new classes are fun parts of an ever expanding world. The Inventor is the steampunk inventor you may be searching for, with no magical background or ties like the alchemist. The Gunslinger brings pure boom to any encounter.  The new race the Automaton is an interesting, but well supported addition to the world of Golarion.  There is just a TON of materials with all kinds of new toys such as new guns, tools, and magic items that can help turn the tide of battle.  My only complaints are that the Gunslinger feels a bit under-powered.  It is an absolute crit machine, but guns can fall flat if a character spends a day hitting but not critting. That said, what Paizo has here is a FANTASTIC addition to the crunch of Pathfinder.  4.75/5

Theme or Fluff–  Guns and Gears is not a small book and there is just an absolute TON of new stuff here.  Now in a tool book you would think its just item lists, and there is that, but there is also a bunch of fluff to bring the new stuff into the old game.  Pathfinder 1st ed is about 10 years ago in the world of Golarion, so this helps advance the world as the fantasy world gets a bit more pre-industrial.  All that said, one thing sticks out and this may just be a me-problem: automatons.  I always hate new races in old parts of the world as if we just magically found them in the same places we were.  That and they feel out of place and honestly more like a warforged in PF2.  Not a game breaker, but something I don’t think I would have wanted in my game.  Another nitpick is there are no new spells here, and I feel that’s a reasonable, but somewhat annoying choice.  If you want some gun spells, look elsewhere.  The writers wanted to focus more on mechanics and less on magic, so while I might want some spells, it’s ok they are not here. 4.5/5

Execution–  It’s Paizo- they know solid book production.  Good layout, art, font, hyperlinking, and all the pieces I expect from a AAA RPG company.  It’s a 50 buck book, but as an evil millennial, I mostly like PDFs, so the 14 bucks for a digital file is extremely worth it.  5/5

Summary-I honestly love Pathfinder 2nd Ed.  It’s all the pieces of 4th, 3rd, and 5th Edition DnD I want.  And differentiating itself from DnD by moving to a more steampunk and pre-industrial culture will help it grow by further making its own path.  Guns and Gears is a solid step in that direction with amazing classes, items, and class options.  The missteps I see are maybe more opinion; even if they are not my favorite things, they are done well.  If you want less magic and more mechanics mayhem in your Pathfinder 2nd Ed, you need this book now! 95%

Ring Side Report-RPG Review of Doors to Darkness

Originally posted at www.throatpunchgames.com, a new idea every day! 

Product-Doors to Darkness

System- Call of Cthulhu, 7th Ed.

Producer– Chaosium

Price– $17.48 here https://www.drivethrurpg.com/product/199593/Doors-to-Darkness

TL; DR-Decent intro with some basic Call of Cthulhu adventures. 90%

Basics–  What’s in the basement?  Doors to Darkness is a collection of five simple adventures that beginner keepers can bring to the table to introduce Call of Cthulhu to their friends and get new players involved on both sides of the GM screen.

Mechanics or Crunch– What’s here is good, but I would like a bit more.  The crunch of the adventures (monsters, skill checks, basics of play) are all done well.  My one major criticism is there is not a lot of extra information to help newer keepers/game masters learn the ropes.  I would like a bit more GM box text to help a new game master run the game.  Since the players and the GM are most likely new, that would really help everyone learn exactly what they are doing.  Solid work but this book needs a bit more basics explained to the GM. 4/5

Theme or Fluff–  This book has some solid stories that may be a bit disjointed.  There are five stories that range from snake cults to undead horrors.  Nothing is bad and these are excellent introduction stories, but none of these are really connected.  It leads to a bit of a random experience that can end up being kind of a monster of the week.  Not bad, but do not expect a long running campaign, but a more introductory experience. 4.5/5

Execution–  Here is where Chaosium excels.  Chaosium makes amazing digital props and electronic resources for their adventure.  Solid layout, digital links, and good text make for an easy to read experience.  The book of notes is also an amazing piece that really helps me as a keeper draw in my players.  And there are several premade characters that any player could pick up and start playing right away.  Fantastic execution Chaosium! 5/5

Summary– Overall, this is a solid effort to help new players get into Call of Cthulhu.  For about 18 bucks you get five adventures with decent plot, solid tools and great handouts to draw new and old players in.  New keepers will have a bit of trouble as this could use a bit more tools to help newer ones with the rules.  But if you want to start Call of Cthulhu and need a good starting point, this is a great place to begin.  90%

Ring Side Report-RPG Review of Pathfinder Society Intro: Year of Shattered Sanctuaries

Product– Pathfinder Society Intro: Year of Shattered Sanctuaries

System- Pathfinder 2nd Ed

Producer– Paizo

Price– $5.99 here https://paizo.com/products/btq027s9/reviews&page=2?Pathfinder-Society-Intro-Year-of-Shattered-Sanctuaries#tabs

TL; DR-A simple and solid adventure 86%

Basics–  YOU ARE NEEDED PATHFINDERS!  This is an intro scenario for new pathfinders and players of all ages.  From a mushroom man trying to sort letters to uncovering a simple mystery can you, a new agent, help the Society in a time of need?

Mechanics or Crunch– This is a simple adventure that gets players rolling dice fairly quickly, but has a slightly slow start.  It’s not a super risk taking adventure like the 2-01 intro, but it does introduce many society elements and grander plots.  After learning about different adventures around the world, the game is a series of battles. Good for intro fun with some basic elements.  It’s not crazy-advanced crunch, but it’s solid fun for new players.  4.5/5

Theme or Fluff–  Much like the crunch, the adventure doesn’t take risks, has a slow start, but is a decent intro to the world of Pathfinder society.  Reading letters at the start is a bit slow, but it does introduce the wider world quickly.  The fights are fun if a little standard for 1st level.  This isn’t an adventure to push the envelope, but it also doesn’t aim to be.  4/5

Execution–  Paizo knows adventures, but they are also the most pricey.  I like this one.  It has a solid layout, pictures, and design, but it’s also an adventure that will only take about three hours, even with an uninitiated adventuring party.  It’s a bit expensive considering what other comparably priced adventures do.  Not bad, but short. 4.5/5

Summary– The first adventure of a season is always a contentious adventure.  Push the envelope too much and people get a bit lost as new players.  Don’t do enough and you end up with just four smaller adventures showing off factions.  This strikes a decent balance, but in doing so it doesn’t take risks in terms of scope or being adventurous.  It’s also a Paizo product and they put out well done, if expensive adventures.  It works well, though it is a bit simple.  86%

Ring Side Report-Board Game Review of Frog Logs

Product-Frog Logs

Product-Frog Logs

Producer– Guildmaster Games

Price-$29 on kickstarter soon!

Set-up/Play/Clean-up– 10 minutes

Type- Dexterity

Depth-light

TL; DR– Keep the fun running fast! 90%

Basics- Let’s get stacking!  In Frog Logs each player stacks a bent frog card on top of a log and another frog.  If your frog stays upright, then you score!  If it falls or knocks others off, then you don’t score that round.  First to six points or be out of frogs wins!

Mechanics–   This is just pure dexterity based fun. It’s a fast game of stacking the frogs to get the most points.  Simply a joy.  5/5

Theme-I like this game, but if you are looking for Gloomhaven levels of story, then you are out of luck.  That said, it’s funny frogs jumping on each other and a log.  For what it is, it’s solid. 4.5/5

Instructions–  The print and play simple rules are fun and quick enough to get playing in shorter time than it takes to cut the cards.  That said, the rules on the kickstarter do a better job of explaining exact car placement and finer rules points.  But keep in mind, this is not a game where your friends argue over small details for hours in deep minutiae. Stack the frog and win the points.  I think the rules in the box will do a much better job than the one page print and play files. 4.5/5

Execution– The game is put together well!  The print and play is a fantastic version that get you playing in 10 minutes with print time.  The physical version looks amazing and portable.  That said, the price might be a bit high.  The game is from Australia so prices and shipping will always be a bit higher.  4/5

Summary–  Frog Logs was part of a quick design challenge, and honestly that doesn’t show.  It feels like a solid, well designed dexterity game that doesn’t over stay its welcome.  It will not be the weekend killer game that you play 72 hours straight in one epic game session, but if you are at the bar with the buds and you want to play a simple game, this is it.  Or, if you and your friends finish a game before the other group of friends at the game night, this is an absolutely amazing filler game between the longer games to keep the fun rolling.  The price is a bit high, but not out of the realm of other similar games.  Honestly, if you have the extra cash, this would be a fine, quick game to add to your collection.  90%

Ring Side Report-RPG Review of Colonel Bull’s Body

Product– Colonel Bull’s Body

System- Any system but fits well with Savage Worlds/Deadlands

Producer– Dragonlaird Gaming

Price– $7.99 here https://www.drivethrurpg.com/product/376305/Colonel-Bulls-Body?affiliate_id=658618 

TL; DR-A great intro to Deadlands. 98%

Basics–  THE DEAD WALK!  A friend of yours has died, but now some see horrors off in the distance.  You don’t care either way as getting his body back for burial nets you a massive pay day.  Can you find his body and get your money?

Mechanics or Crunch– Solid work here for a fantasy cowboy game and fits well into a Deadlands game.  There is investigation, combat, and roleplaying in equal measure here so all three pillars of a good session are on display.  This is just good, well done crunch.  5/5

Theme or Fluff– More solid work here by Dragonlaird for their story.  My one, very slightly negative point is that it’s similar to a predictable Deadlands plot.  There is always some evil sorcerer guy off-screen doing a bad.  That’s why this feels like Deadlands, but it could be a bit too predictable for your hardcore Deadlands fan as not much comes out of left field.    4.75/5

Execution– Dragonlaird excels again with their making of a nearly flawless book.  Hyperlinks, layout, text size, scannability, art-everything is just on point.  My one issue is cost.  It’s 8 bucks.  Not horrible, but it’s that much for about one solid or two shorter four hour sessions.  But, you are getting what you pay for with this one. 4.9/5

Summary– I’ve always wanted to get deeper into the old west and while not a Deadlands product, it would lead you deeper into it.  It’s an interesting world, and it takes advantage of the Savage Worlds rule set.  Colonel Bull’s Body is an excellent intro adventure for both.  It’s got classic cowboy fantasy themes and solid mechanics.  Your older Deadlands fans might not get as much out of it, but for those looking for a good intro to the fantasy cowboy world or a solid session, this would be a great one to pull out for game night.  The price is a bit high, but you are getting what you pay for with this product in terms of art, design, and layout.  Another great product by Dragonlaird.  98%

Ring Side Report-RPG Review of SCP The Tabletop RPG

Product– SCP The Tabletop RPG

System- SCP The Tabletop RPG

Producer– 26 Letters Publishing

Price– $19.99 here https://www.drivethrurpg.com/product/334521/SCP-The-Tabletop-RPG?affiliate_id=658618

TL; DR-Secure this book! 96%

Basics–  Secure, Contain, Protect!  SCP is probably the internet’s best and worst kept secret.  The SCP is the largest collaborative storytelling project in the world, outside of the Lovecraft Mythos, and all of the Lovecraft Mythos fits into the SCP!  The SCP is a clandestine organization that is lawful neutral at best, doing horrible things in the name of saving as many as they can.  Players take the roles of SCP personnel, attempting to deal with the things that bump in the night and hopefully kill as few as they can along the way.  Let’s look at the pieces.

Breakdown-

Base mechanics-  Character generation is point buy, but you buy dice.  When you do anything you roll up to four dice.  From those four dice you take the maximum of two of them and add any skill ranks you have in the action.  If you hit the difficulty, you succeed!

Dice-This game uses everything from D8s to d20s.  When you buy dice, for every three D8s you buy, you can then buy 1d10.  This gives you an extra bonus.  For every two d10s you buy, you can buy a d12 and get an additional bonus.  You can build an absolute unit for strength but if you can’t do intelligence actions, you will have some major problems!  Remember your team when you build characters.

Exploding dice-If you roll the maximum result you get an extra dice that you roll and use.  You can get some truly powerful rolls when your D12 explodes into a d20!

The rest-The rest of the system breaks down like most other similar systems with lots of skills.  The skills are the bread and butter of this game as you focus your abilities to do awesome stuff.

Now the breakdown!

Mechanics or Crunch-This game feels like a fun remix of Savage Worlds.  The idea of different sized dice and the mix of multiple dice means you get more average results.  I love random dice, but sometimes you just get hosed by probability.  When you throw four d12 at a problem, the law of averages doesn’t bite you as hard as it can, most of the time.  It’s simple and easy to play.  This system’s only problem is there are a ton of skills.  The good of a ton of skills is you can truly build that character you have in mind.  The bad of a ton of skills is your awesome mountain man can be lost in the big city as overspecialization is fun but if you are not keyed into the adventure, it can lead you to be sidelined.  That’s the only real issue I have with the crunch here, so this is a solid system!.  4.5/5

Theme or Fluff– SCP, are you the good guys or the bad guys? YES!  The fluff here backs up the nature that the SCP are here to help, but maybe not here to help you in particular!  If you want to play a morally grey character, then this gives you the solid background to do it well.   5/5

Execution– PDF? Yes.  Hyperlinked?  Yes.  I like the layout, the text, and the makeup of the whole book.  There are pregens and an adventure to get you playing right away.  I really love how the character creation is set up with step by step instruction, even pointing to the areas on the character sheet.   My one minor problem is some of the set up.  The book divides itself based on the class of personnel.  Which isn’t bad, but it means you have to go to multiple places to see all the toys and equipment.  It’s not a major issue, but a small annoyance.  Otherwise, this is a solid book that shows how I want things done.  4.9/5

Summary– Let’s not be a bad guy, let’s not be a good guy, let’s be the one keeping everyone safe.  The SCP is a fun playground where horrible things are done to prevent something even worse.  That’s a fun setup and combined with solid mechanics and an amazing book this is well worth your money.  If you like Savage Worlds and want the best collaborative horror you can find on the internet in your game, this is a solid addition to game night. 96%