Ring Side Report- RPG Review of Synthicide Preview

Product– Synthicide

System– Synthicide

Producer– Will Power Games

Price– Prekickstarter Preview!  Check http://www.synthiciderpg.com/ for more information

TL; DR– Firefly, Terminator, Mad Max and Mutant Chronicles combined with sleek RPG mechanics 93%

 

synthicide

 

Basics– Man has explored the cosmos, fallen into war, and crashed back into barbarism.  Now, the Tharnaxis Church (a cult of synthetic humanoids) rules the worlds relegating humans to second class citizens.  How will you survive in a galaxy that doesn’t care for you?

 

Mechanics or Crunch– Let’s walk through the different aspects of this system as there is, alternating, a ton and not much to cover:

 

Base Mechanics– This game uses a single 10-sided dice for everything.  Want to shoot a guy?  Roll d10+Combat+bonuses (Combat is its own statistic in this game).  Seduce a robot? d10+Influence+bonuses.  This is either verses a pre determined value such as a armor value or verses a Action Difficulty (think a threshold or a DC) for both cases.  Also, your statistics do not have some value you need to determine: a Combat 1 is a +1 bonus to combat rolls, and an Influence 4 is +4 to influence rolls.  Unlike Pathfinder/D&D, I don’t have to do simple math to determine what my bonus is.  It’s quick and clean with no little fiddly bits added on, just the way I like it.

 

Combat-Combat is interesting as it’s point based.  You get a number of points based on your half your Speed score + 3 (divided down).  Your first attack costs 1 point, your next cost 2, and your third costs 3.  Moves are 1, while defending is 2.  It’s easy, but allows for a player to gamble on what they want to do.  Don’t want a defense bonus for the round?  Make that second attack.  Want a bonus to your rolls that round?  Spend 2 actions to get a bonus.  It’s different from the D&D/Pathfinder move/attack/swift mechanic, and I enjoy the flexibility it provides.  Also, as you move around on the battle field, some weapons allow for quick attacks (think attacks of opportunity from D&D/Pathfinder), but only some weapons.  You can’t quick attack with a claymore, but a dagger works just fine.  This is another interesting nod to reality I liked.

 

Damage-Above I mention that basics are d10+ability+bonuses.  If that roll hits, damage is the same d10 roll+combat+weapon damage.  I like that how well you hit also determines how well you damage the target.  You don’t reroll the d10, you just keep the same d10 roll from before.  I’ve complained before about how a d20 roll of 17 and a d20 roll of 10 can equally hit the AC 10 orc for the same damage of d8.  This system gets past that problem by factoring damage and attack at the same time.  WELL DONE!

 

Character Generation and Leveling Up-Characters are created by selecting human, mutants, part robot, or all robot providing some base statistics.  From there you choose an aspect that adds statistics onto the base stats to make your custom character and use point buy to get traits to further specialize your character.  It feels like any other point buy with one key difference.  Point buy will always win for specialization for character generation, but will lose to simpler systems in the time required.  However, Synthicide will hopefully roll out of the gate with a character generator.  The NPC one works great, but the preview did not come with player character side.  Characters earn experience points called trait points (TP).  Your character levels up when you have four gross TP not net TP meaning you have a running total of how much you have earned and a total you currently have.  You can constantly be spending TP to refine your character, but still moving toward leveling up.

 

Psychic Powers- Synthicide is an RPG that wants to stay rooted in science fiction without crossing over into fantasy like Shadowrun does.  To add “magic” to the system, the game adds psychic powers.  They are well done, and something you may be able to buy based on the physical body you have (complete machine people can’t use psychic powers).  For the most part, these powers are either limited to a number of times per day based on your influence ability or are free to use as much as you want.  Also, something I really enjoy, some powers can be super charged for extra effects that cause you to take damage.  I love cast-till-you-pass-out systems!

 

Drama-In addition to current almost standard ideas of giving players some chips to cash in for rolls and rerolls based on storytelling and role-play, this game also adds a drama system.  Drama is a number that is added to and subtracted from as the game progresses by player rolls and actions.  When the dam breaks, the drama score gives the GM a guide line on how to add interesting elements to the game on the fly.  It’s a fun, optional system that can help a GM better add to his/her world by integrating more of the players actions as well as dice rolls.

 

Summary- Synthicide isn’t perfect, but for the most part it’s well done.  A bit more explanation as well as a few more examples like a full combat example and some tables will really help the system.  However, this is a kickstarer preview.  If this is where the game is starting, then they are well on their way to an excellent product!  It got sleek combat and general mechanics.  The rules flow easily, and in general, everything is just set up to be user friendly.  Nothing feels bloated.  I’d like a bit more, but what’s here is ready for show time. 4.75/5

 

Theme or Fluff- This was a pre-kickstarter preview of the RPG, so I didn’t expect much.  But, I was surprised.  The game has a very fleshed-out world (Or should I say worlds?).  Even the Game Master section of the rules tells you to emphasize how little the world likes the characters.  The one sentence explanation of the story is Man went to the stars, made mutants and went to war with mutants, crashed into the near Stone Age while artificial intelligence took over the galaxy relegating humans/mutants to second class citizens. I get the feeling from this game of a recipe made from equal parts Firefly, Terminator, Mad Max and Mutant Chronicles.  Honestly, that’s a fun place to be if you want a post-apocalyptic space opera with elements of racism and the struggle to survive.  It can use more, but the version I have didn’t have any pictures, so more art will really help this one blossom. 4.5/5

 

Execution– I received a PDF of the game.  I usually harp a lot on spaces and art, but I’m putting that aside as this is a preview.  What is part of the PDF is the basic system, and honestly it’s done.  The thing I have in my hands would be something you could easily get on Drive Thru RPG for cheap.  That’s an excellent place for a kickstarter to be.  It just needs to be cleaned up a bit by adding art, more white space, and some tables.  Tables would really help some of this product by giving short summaries of what the different traits do.  That’s my major complaint so far is summaries and short tables would help things.  But what is explained and laid out well are the base mechanics and such.  That was a present surprise in an over hundred page PDF.  However, what also came with the preview package were the tools to make non-playable characters.  This RPG doesn’t have a monster manual, and while I want one, it does come with some tools to make characters on the fly with a computer.  That right there is awesome as it comes lock, stock, and barrel with a character generator and slightly ironic as now I’m building machine enemies on my laptop.  Overall, a well done RPG that’s ready to roll for it’s kickstarter debut. 4.75/5

 

Summary– I like what I see here.  This RPG went up to kickstarter, but was pulled to be refined.  I didn’t get a chance to read the original RPG, but if that lead to what I see now, that was an excellent idea!  What I read through is an easy to read, run, and play RPG set in an interesting galaxy.  It’s not done as it has now art and needs a few minor improvements to really make this one a grand slam.  But, when those are added to the final PDF/book, I think this will be a phenomenal RPG.  It doesn’t bog down the world and mechanics with unimportant garbage just like the mission statement of the company said they wanted to do.  This is one to keep your eyes on! 93%

Ring Side Report- RPG Review of Shadow, Sword & Spell books, PART 2

 

Last week I reviewed Shadow, Sword & Spell: Basics, Expert, and Threats. Here-https://throatpunchgames.com/2015/01/19/ring-side-report-rpg-review-of-shadow-sword-spell-books/  This week let’s dig deeper by looking at Player, Gamemaster, and an adventure The Stew.

51qCoqzVw+L._SY344_BO1,204,203,200_

Product– Shadow, Sword & Spell: Player

System– 12*

Producer– Rogue Games

Price– ~$5.25 here http://rpg.drivethrustuff.com/product/127666/Shadow-Sword–Spell-Player?term=shadow%2C+sword+%26+spell%3A

TL; DR– Hard to follow the last book, but still well done.  93%

 

Basics– You know what players want? Lots more options!  This is another splat book in the same vain as Shadow, Sword & Spell: Expert.  It covers a ton of new additions to the system from rules about honor and reputation to new options for martial arts.  The biggest change in this book is the change from human-centric to now introducing the full gambit of new races.

 

Mechanics or Crunch– I really like this one for its mechanical additions to the system.  The 12* system really expands itself nicely into all the new subsystems, skills, and mechanics.  I also enjoy the addition of templates for quicker character generation.  The system is pretty easy to build characters, but the templates really do add a nice touch to the system.  Well done! 5/5

 

Theme or Fluff- S,S&S:Player adds a ton into the system, but this book doesn’t add as much to the story.  S,S&S:Expert added the world to the game.  S,S&S:Player does have story for all its elements, but it’s less than the last supplement.  Not bad, but it’s hard to keep up with a whole world. 4/5

 

Execution– S,S&S:Player shows that Rogue Games has grown as a company.  It’s still the smaller book style with nice spacing, but now with better art!  The production quality on this one is much nicer than the previous books.  Well done!  5/5

 

Summary– This book is a good book, but the victim of how good S,S&S:Expert was.  The production quality is better, but there are fewer stories in this one than Expert.  However, if you’re a player and your GM has made his/her own world, then Player have some amazing options for you!  Also for less than a Happy Meal, this is well worth it.  93%

 

Want more Shadow, Sword & Spell?  Here you go!

41kKmRyeTAL._SY344_BO1,204,203,200_

Product– Shadow, Sword & Spell: Gamemaster

System– 12*

Producer– Rogue Games

Price– ~$5.25 here http://rpg.drivethrustuff.com/product/133788/Shadow-Sword–Spell-Gamemaster?term=shadow%2C+sword

TL; DR– Lots of different topics in one book including the dreaded psionics.  97%

 

Basics– Well, your players got some options in S, S&S: Player, why not you, the GM?  S, S &S: Gamemaster give the GM more options for his/her games.  This book also introduces the controversial psionics to the game.  However, most of this book is more rules options that you don’t have to figure out on the fly.

 

Mechanics or Crunch– After working my way through the entire S,S&S/12* system, it’s fast becoming one of my favorite systems.  12* is really well done, and expands nicely by adding new skills to accommodate new options.  Psionics operate just like magic except you have a pool of points you spend from.  DONE!  The book also expands on the rules for running kingdoms and domains, adds ship combat, and provides new multiverse rules.  All the rules all work well and give some really nice rules that a GM can use and not have to devise on the fly.  5/5

 

Theme or Fluff- The book has rules on how cities work, but I would have really liked if the book revisited the different cities from S,S&S:Basics and Expert to provide some examples on how those cities should work.  That’s not bad, but now I have the numbers to describe what they are and revisiting would help a bit.  What this book will be really remembered as this is the multiverse and psionics book.  What’s here is full of different descriptive options on how the multiverse could works.  And then the book goes crazy by describing deep math physics in chapter to demonstrate the multiverse.  As a PhD, I loved this!  You might not enjoy this as much.  But, if you want some options to throw at your PC’s from the quilted universe model to old school 1st ed. DnD, here you go!  As for psionics, I was a little surprised to see this here and not in S,S&S: Player.  The authors describe why this is here since the addition of mental magic makes games a pain, but it does stick out a bit.  It is described well and given some nice story elements, but it is a bit off in this book.  4.5/5

 

Execution–   Just like in S,S&S: Player, the art budget really helped this book.  It still has the small book style with nice font and good layout.  But, focused art and even asides for math really made me enjoy reading this book. 5/5

 

Summary– I really liked this book.  It’s up there with S,S&S: Expert on how happy it makes me.  The 12* system really shows its versatility by easily just adding a whole new class mechanic here without any real growing pains.  The city system is well done and reminds me of city stat blocks from Pathfinder.  The multiverse has a section for discussing how real multiverse could work with included simplified math!  That warms my heart! 97%

 

And the last S,S&S book I have- THE STEW!

Product– Shadow, Sword & Spell: The Stew

System– 12*

Producer– Rogue Games

Price– ~$5.25 here http://rpg.drivethrustuff.com/product/84047/The-Stew

TL; DR– A few errors in a pretty nice, standard pulp story.  87%

 

Basics– Looking for adventure?  The Stew is an adventure for the 12* system where the players wander into the town of Flatrock as mercenaries for a wizard.  In town, the players learn about a rash of disappearances.  Will the players protect their charge and find what’s happening is Flatrock?

 

Mechanics or Crunch– This is a fairly simple adventure.  It’s a town full of people to talk to, a tower the wizard in interested, and the cause of the disappearances.  The adventure doesn’t add any major mechanics, but uses the basic mechanics to great effect.  Players get to face off against  everything from social encounters to magic nicely rounding off all the mechanics of the system.  You won’t spend all your time in magic duals or social combat, but everybody will get a chance to shine.  4.5/5

 

Theme or Fluff- This is a simple adventure.  Players are trying to understand what’s going on and keep their charge safe.  It’s not Lord of the Rings epic, but it does have good points that keep the storey going.  Honestly, a party that works well together and doesn’t mess around will have this whole adventure done in four hours.  That’s not bad for a one shot adventure.  There is a reveal that you might see somewhat coming, but that’s not handled poorly either.  Also, I do like how the different chapters of the book are named based on different types of dinner courses. 4.5/5

 

Execution–   The Stew works well, but has a few problems that hurt things.  Some of the NPCs don’t have all their stats.  Some characters don’t have stats that let them use the weapons they are carrying.  However, all the named characters get nice pictures that you can show your players.  Overall, the adventure works, but some elements are not as clean as I would hope.  Also, this adventure is priced as much as the core book.  That’s a bit steep for an adventure that is relatively short.  But, that’s not a major complaint as the total price is still less than a Big Mac. 4/5

 

Summary– Rogue Games has put out some quality, and this is no exception.  It’s a bit short and a bit pricy compared to the other books.  But, what you do get is a fun mystery for the players to solve, some psychological terror, and a nice dose of combat and social deduction.  It’s not at A Game of Thrones level of storytelling, but it is well thought out.  If you want a good intro adventure for your players, this is a great place to start.  87%

Ring Side Report- RPG Review of Shadow, Sword & Spell books

 

Time for a three part review!  Shadow, Sword & Spell-Basic, Expert, and Threats!

 

Product– Shadow, Sword & Spell: Basic

System– 12*

Producer– Rogue Games

Price– ~$5.25 here http://rpg.drivethrustuff.com/product/83073/Shadow-Sword–Spell-Basic

TL; DR– All the stuff I love in an RPG 94%

 

Basics– How about some good, old fashion pulp fantasy!  Shadow, Sword & Spell is an old school RPG with some new mechanics and a serious side of Conan.  It’s a simple system, but simple in a smart way.  It’s also human focused.  Let’s look at the first book, and possibly the only book, you need to run the system-Basic.

 

Mechanics or Crunch– This game doesn’t have a ton of moving parts, but let’s look at the different things presented here:

Base Mechanic- This system used a 2d12-based, roll-under system for all tasks.  Basically, for any given task you determine an attribute from your character (like brawn for swinging a sword) and a skill (melee for the sword) and add those two numbers together.  That’s the number you need to roll under on two twelve sided dice.  All tests are resolved this way.  Its quick, it’s easy, and I’ve just taught you the entire system in 30 seconds.

Degrees of Success– From above, you need to roll under a target number.  BUT, what I really like about this system is the degrees of success really matters.  In your standard DnD Game, hitting the orc with a 10 on the d20 really doesn’t change how dead the orc is compared to a rolling a 15.  However, in this game, you count how far under the number you needed to roll.  If your opponent wants to dodge the attack, he/she/it rolls under its quickness and dodge scores, and counts the degrees of success (if any).  The target’s successes are subtracted from your successes, and if you still have hits, you hit the target and that number of net hit is multiplied by the weapon damage of your weapon.  This system uses NO other dice.  Thus, a hard hit is one where you are way below your own target number and they completely flub their defense roll.  It’s interesting, almost as if you run the race against yourself.  I like that a really good roll has a really good result.  This works for everything from sword fights to battles of wits with the king.

Magic-It wouldn’t be fantasy if it didn’t have magic.  And it wouldn’t be pulp if magic didn’t cost you something!  In Shadow, Sword & Spell, all magic will cost you some vitality (hit points), and some will cost you sanity.  Just like before, it’s all roll under your proficiency with a spell, compare your successes to their successes, and do an effect.  Unlike before, that magic system here is cast till you pass out.  You cast a spell, you lose some life.  Keep going, and you might kill yourself!  I love that in a magic system!  The magic is broadly divided into two different categories: common spells and alchemy.  Common spells are the magic you know and love that will rain fire or heal your friend.  Alchemy is your potion brewing, elixirs, and poisons.

Hooks and Story Currency-Lately I’ve been on a kick of giving some narrative control to my players.  I love ideas like hero points and inspiration from the big two.  Most 3rd party RPGs are adding this in as well.  This RPG is no different.  In this game you get hooks.  Hooks are one line descriptors that describe your character.  This can be “I will never let an innocent suffer” to “if it doesn’t pay, I don’t play“.  They don’t need to be noble or even nice, but they do tell the GM what you will do with your character.  When you follow these hooks you get action points.  Action points let your character cheat:  raise your target number for your roll, become proficient in a skill, or whatever you might dream up.  It’s pretty simple, and doesn’t need much explanation, but this does make me happy to see this added to another system.

Vitality-Vitality is your hit points.  What’s interesting about this is that as you lose vitality, you also gain negatives.  I’ve taken a few hits in my day, and as I take a hit, I wear down.  Lose a percentage of your vitality; you gain a -1 to all tests.  Lose more vitality, and you gain more penalties to all your target numbers.  “More than none, ready to run” isn’t realistic, and I appreciate the gradual reduction in your abilities when you get hurt.

Summary- This system is a combination of all the things I like to see in an RPG.  It’s got a combination of dice rolls that provide a more stable average for your rolls.  Its mechanics are simple enough to grasp in five minutes.  It’s got magic that doesn’t require a college degree to understand and explain.  It’s got player narrative control, cast till you pass out, and damage reducing your abilities.  And most importantly, its use of roll under target numbers is a well executed, general mechanics for all its tests.  This last point is the most important.  When I teach RPGs to new players, the vast number of different mechanics at play tends to be the most confusing.  Here, I can just say, “Roll under those numbers, and tell me how much lower you were.”  And it’s done!  That right there is the best part of this whole system.  The only thing I would like this game to talk about more is how to build fights fairly.  The book doesn’t go too in-depth on how to make a combat.  It discusses running a combat, but not how to set one up.  4.8/5

 

Theme or Fluff- For a third party pulp book, this book actually has a really well done amount of fluff!  I honestly wouldn’t have expected a whole world to play in to come from this book. The book has a lot of ground to cover from teaching the system, to giving all the math a GM will need to run this effectively, but the book actually invents its own world that you can use right out of the box.  Yes, the world is pretty much what you’d expect from Conan and Lovecraft fan boys.  But, I’m a Conan/Lovecraft fan boy, so I’m on board.  I did feel like there should have been some kind of divine magic as the arcane and the alchemical are good, but don’t explain some of the cult magic you’d read about in the old school pulp.  4.75/5

 

Execution-This is a really well done third-party product.  It’s not perfect.  I’d like a bit more guidance on how to set up fights for my players, and I’d like the art a bit more focused.  However, there is a decent amount of art for a small company.  It really breaks up the text well.  I never felt bored reading this book.  And the book even comes with an adventure.  For the price, this is well worth it for a complete system.  Also fun, the system books kind of look like pulp books.  They’re short books with some simpler covers.  That simplicity isn’t much but it really does tie things together. 4.5/5

 

Summary– This is a well done system.  The math behind everything from after dinner quips with the queen to killing all her guards is simple.  I like the race with myself mechanics.  The books are executed fairly well also.  It has LOTS of white space.  Look, I tend to get some flak for that.  I’m supposed to like reading RPGs if I LIKE RPGS.  But, I like when a book doesn’t make itself a chore to read.  And the sleeper hit of this whole package is the word that is discussed here.  If you want your own pulp world, the book helps you with that, but if you want an out of the box setting ready to roll, here you go!  All said and done, I’m really impressed with this game. 94%

 

How about some more Shadow, Sword & Spell?

 

Product– Shadow, Sword & Spell: Expert

System– 12*

Producer– Rogue Games

Price– ~$5.25 here http://rpg.drivethrustuff.com/product/89294/Shadow-Sword–Spell-Expert

TL; DR– A textbook splat book example! 97%

 

Basics– How about some more Shadow, Sword & Spell?  Now ON EXPERT MODE!  Expert is the truest definition of a splat book.  It’s just more of the stuff you want for your S, S&S game.  Expert adds rules for everything from managing a kingdom to making new monsters.  Expert also adds to the world and expands on the places you can conquer, explore, and control.

 

Mechanics or Crunch– This book is crunch-tastic.  Honestly most of the book is new subsystems to add to your game.  These are not mandatory subsystems, but they are ones your GM would have to custom build on the fly if, say, you wanted to tax your fiefdom and raise an army to go conquer your neighbors.  Now, these are all the d12 mechanics we know and love from Basic, but now you have a set in stone from the designer’s rules for how to do it.  Also, rules for monster generation are really useful. 5/5

 

Theme or Fluff- Expert is larger than Basic, and Basic has to explain how to play the game!  That said Expert explains the rest of the world and has maps.  I loved how Basic had a world to play in.  And now I love that Expert makes the world truly a world.  It even expands on all the fiddly bits of the world.  It’s not down to the level of favorite fish of a region to eat, but it’s done well enough and taken from the pulp sources that you could find that information.  For a book on adding subsystems to a game, there is a ton of new story to add to your games.  5/5

 

Execution– Expert is done extremely well, but it could use a bit more.  I’d like a few more examples with some example characters and groups to help me understand the subsystems it adds a bit more.  What’s here is good, but it needs a few read-through’s to get its point across.  Also, I am happy to see art and white space to break up texts, but as with basic, I would like a little more consistency in the art.  While in its execution Expert stumbles, Expert falls from perfection to extremely well done.  4.5/5

 

Summary– I really like this book.  Now just like the authors of Basic said, you don’t need this book.  But, you most likely will want this book.  No pulp game could be complete without a battlefield and a fiefdom to command!  Now you get nitty-gritty rules for that!  I’d like a few more examples and some more art, but overall, this is what a splat book should be.  97%

 

And more Shadow, Sword & Spell, but this time it’s the monster manual!

 

Product– Shadow, Sword & Spell: Threats

System– 12*

Producer– Rogue Games

Price– ~$5.25 here http://rpg.drivethrustuff.com/product/102515/Shadow-Sword–Spell-Threats

TL; DR– A well done monster manual 93%

 

Basics– Every good game needs a monster manual.  Sure, Basic had a small one, but here are a ton of different threats (see what I did there!) to throw at your players.

 

Mechanics or Crunch– It’s a bunch of monsters that all follow the rules set forth in Expert.  The abilities are all defined well and you will know how to make them.  I would kind of like a repeat of the rules from Expert on how to build a monster, but honestly that book’s cheap, so go buy that one! 4.75/5

 

Theme or Fluff- I like the monsters here.  They all feel pulpy, but they don’t get too much write up.  A common set up is one page for a picture and one page for stats and description.  Descriptions get the short side of that stick.  The description does give you something to work with, but I would have liked a bit more.  However, the book does describe a few new villainous organizations for you to throw at your players, so Threats does build on the story of the campaign setting. 4.5/5

 

Execution– Threats does have some problems, but overall it’s well done.  There are a few typos and other minor problems.  Also, just like Basic, no real advice is given for how to build a fight.  But that is par for any pulp fantasy RPG course.  Even with those minor complaints, I am really happy with one thing:  EVERY MONSTER GETS A PICTURE!  I hate having to describe each monster and then point at a general monster of that type.  The pictures are not perfect, but at the very least they’re in there!  4.75/5

 

Summary– Every good system needs a monster book.  And this is just a well done monster book.  My problems with this one are minor.  I’d like game specific art for each thing, but some are is better than no art.  Also, while other monster manuals teach you to build the monsters, Threats expect you to look at Expert to know those rules.  Those are not bad, but just know that going into this one.  Overall though, what’s here is well done and well worth your five bucks. 93%

Ring Side Report- RPG Review of Dues for the Dead

Ring Side Report- RPG Review of Dues for the Dead

Product– DDEX 1-04 Dues for the Dead

System– Dungeons and Dragons 5e

Producer– Wizards of the Coast

Price– FREE

TL; DR-An amazingly long dungeon crawl! 93 %

 

Basics– The dead walk, and that’s a problem for the priests of the dead.  Adventures are called to the Valhingen Graveyard to find the cause of these undead.  Will you answer the call?

 

Mechanics or Crunch– Mechanically, this game pretty much a by the book dungeon crawl.  It’s a fun romp that does have a lot of undead in it.  As a low level adventure, it’s got all the greatest hits you can expect.  Don’t expect a ton of new content, but get ready for a fun catacomb crawl.  4.5/5

 

Theme or Fluff-  You know what I want out of a four hour experience?  I want a crazy long dungeon crawl!  This adventure covers an extreme amount of ground.  Honestly, go big or go home!  There is also a ton of encounters and a ton of roleplay.  The players work with an acolyte who is a reluctant addition to the party.  She doesn’t steal the show, but she provides an awesome counterpoint to just having to kill wave after wave of monsters.  No one will be bored during this adventure.  5/5

 

Execution-Hay, it’s free!  That gives this some slack.  Usually I expect more pictures from a RPG product to break up the text, but for these free productions I’m ok.  The layout is ok, but I would like a bit more content spotlighted such as items, gold, and room highlights with either bold text or subsection on room descriptions.  That is a constant complaint I have for the current Adventure League adventure format, but again for free content, I’m pretty happy with what’s here.  Also, the adventure comes with two different maps: an awesome one of the whole catacombs and another of just the final encounter.  That helps groups that want to play up-close and tactile and for groups that want to play theater of the mind.  It’s got my constant complaints for layout, but all and all, it’s a good product.  4.5/5

 

Summary-I’m kind of biased on this one.  My favorite characters to play are clerics, and my favorite enemies to fight are undead.  Let’s write an adventure to me specifically!  Sure there are a few problems with layout like no art to break up text and honestly this is a by the book dungeon crawl, but this is a GOOD by the book dungeon crawl.  It’s large, has great roleplaying moments with your constant acolyte companion and “other” things that pop up over time, and build on the current story arc well.  I had a blast running it.  My players have always had a blast playing in it.  And now none of us can wait to see what’s next!  93%

Ring Side Report- RPG Review of PFS Scenario #6–06: Hall of the Flesh Eaters

pic2294953_md

Product– Pathfinder Society Scenario #6–06: Hall of the Flesh Eaters

System– Pathfinder

Producer– Paizo

Price– ~$ 4 here http://paizo.com/products/btpy9986?Pathfinder-Society-Scenario-6-06-Hall-of-the-Flesh-Eaters

TL; DR– A short dungeon crawl. 87%

 

Basics– Time to go to the Shackles!  Among the Gloomspires rests Sevenfingers’ treasure hoard.  A new finding by the Pathfinders will allow the explorers to find the proper shifting island where the hoard is buried.  Can the Pathfinders survive the island the treasure is hidden on and explore the dangerous depths of the cavern below it?

 

Theme or Fluff-This adventure was a fun one, but the fact that it was in the Shackles or dealing with pirates wasn’t a main focus.  It is more of a dungeon crawl.  But, the dungeon isn’t that large, so it’s hard to get going as you’re done before you almost start.  It’s fun, but you will have to add your own pirate focus to get the theme of a dungeon crawl for pirate treasure to come through.  Also, this is the first part of a few adventures on this island.  There is a record screeching halt in one area as the map basically give the equivalent of an invisible wall to hid the next adventure.  This will be filled in in later adventures, but I really don’t like having to tell my explorers not to explore! 4/5

 

Mechanics or Crunch– As I said in the theme, this is mostly a dungeon crawl.  Before the Dungeon is a short above ground section, but there is not much to do after an encounter happens up there.  In the dungeon there are some unique events and traps that make some of the later encounters more interesting.  The encounters that do happen are well balanced.  But, as a dungeon crawl, it’s pretty short and easy. 4.5/5

 

Execution-What is here is well done.  I like the spacing of the text, the maps, and the general layout.  I’ve written before that I would like more description in these encounter blocks, but that is a general issue I have with all the PFS documents. 4.5/5

 

Summary– This is a short, fun dungeon crawl.  It’s pretty linier, but that doesn’t make it bad.  If your players want to start some adventures in the Shackles, this isn’t a bad adventure to start a quest line off of.  I would have liked a bit more as it felt short, and a down to business party will get through this in less than two hours.  As a GM, it ran smooth, and my party had fun.  That’s the mark of a good adventure.  I don’t like invisible walls in an RPG, but I am curious what the next adventure will be. 87%

Ring Side Report- RPG Review of PFS Scenario #6-08: the Segang Expedition

Product– Pathfinder Society Scenario #6–08: The Segang Expedition

System– Pathfinder

Producer– Paizo

Price– ~$ 4 here http://paizo.com/products/btpy9a1w?Pathfinder-Society-Scenario-6-08-The-Segang-Expedition

TL; DR– A good mix of combat and roleplay. 90%

 

Basics-Time to hitch a ride!  Funds for the Pathfinder Society are low after the adventures in the Worldwound.  Now Pathfinders are working with new allies to find old archeological sites.  Can you find and explore a new site while working with and befriending some new patrons?

 

Theme or Fluff-This is an interesting one.  It’s two separate missions.  Befriending one of two patrons while still finding what you want in an island Jungle.  As a dungeon crawl alone, it’s not that best one I’ve played.  As a pure roleplaying experience, it’s not complete either.  But this one combines the two well and really does have something for the combat monkey and the thespian in your groups.  It’s not perfect in either, but it does a good job balancing the fun. 4.5/5

 

Mechanics or Crunch– The adventure provides a new mechanic for how to befriend one of two wealthy backers.  My players constantly tried to keep finding ways to secretly befriend both.  You will have to think on your feet with this one.  The combats are quick, and the adventure does give some extra mechanics fun for allowing players to go hunting from a hunting lodge.  For its fights and non-combat encounters, it’s reasonably well done experience. 4.5/5

 

Execution– My main problem with this PFS scenario is the same problems I have with all of them.  Paizo only publishes PDF adventures for the society.  Paizo try to keep all the adventures a set length, but honestly, the PDFs could be infinite length providing all the rules I need to run the adventure from how the spells work to basic random dice rolls.  This adventure lists a bunch of different creatures, and I have to have the books to look them up.  Why not just give me the full stats?  It won’t hurt to expand a few extra pages and give me those stats, since I know more and more people are now running adventures as PDFs off tablets.  It’s just a pain to have to dig up all my books to get one stat for from one book and another stat from another book.  Otherwise, the text if sized fine, the art is good, and generally, I have what I need to run this adventure. 4.5/5

 

Summary– I liked this one.  A father and a son-in-law are off hunting and the players act as guards while still trying to be Pathfinders.  I can see repercussions from last year’s Pathfinder’s affecting the future, and I like it.  The adventure itself is fun, has roleplaying and combat well done, and fits neatly within the time frame for a PFS game.  I had a blast and so did my players.  Well worth running at your tables.  90%

 

Ring Side Report-Double RPG Review of Uber RPG! Uncharted Steampunk and Universal Airship Combat System

Product-Universal Airship Combat System

System– Uber RPG: Steampunk

Producer– Uber Goober Games

Price– ~$ 13 here http://rpg.drivethrustuff.com/product/101071/Universal-Airship-Combat-System-ber-RPG-Steampunk-sourcebook

TL; DR– Two books in one! 87%

 

Basics-Time to hit the sky!  Universal Airship Combat System is a book covering the rules for airship and mech combat in the Uber RPG system.  This book covers combat in the RPG as well as giving simple rules for a tabletop miniature system.

 

Theme or Fluff- Back to the fluff first reviews for the Uber system.  This book is not a theme book, but it gives enough options that you can fit any theme into it.  Uber RPG: Steampunk doesn’t have a default setting, so this book provides the mechanics to build whatever options you want into your own world.  One of the saving graces for theme in this book is how damage is dealt.  The system uses a 52 card deck to determine where shots hit and how it damages the ship.  That kind of story elements really marries theme with mechanics as you get a short snippet on how the attack happens and some mechanical details to.   As with the base Uber RPG: Steampunk, the book doesn’t do much give you a world, but provides the tools to build it.  The only problem with that is you, the GM and players, have to do much more heavy story lifting.  4/5

 

Mechanics or Crunch– While this book isn’t a theme book; it is an amazing book for its mechanics.  Much like Uber RPG: Steampunk, the base system is d6.  The system presented here is amazingly simple and quick.  Movement happens in ascending dexterity order.  Slower ships move, and faster ships can react.  Attacking happens simultaneously.  You add up all the attack power your ship has, and then subtract the defensive powers your target has, and roll six sided dice.  For each five rolled, draw a card from a deck of cards.  For each six, draw two.  The book has a chart detailing how the card damage and affects the ship as each suit and number focus on specific areas of the ship.  Done!  It’s a slick and quick system that makes combat not drag as some large scare combat systems do.  The book even provides mech combat if you want to climb into a steam powered mechanical walker.  And rules for mech vs. airship combat!  AND rules for a table top miniatures game!  Honestly, this book is jam packed with a quick, easy to use, fun to execute combat system. 5/5

 

Execution– Uber Goober is a small company, and small companies don’t have the art resources to make large scale book full to the brim with art.  This book has lots of pages with only text.  That kind of hurts the overall appeal as you have major textbook problem.  However, this book has more tables and lots of art to show what the authors meant for each type of ship and mech. It’s better than the original book, but still a bit flawed. 4/5

 

Summary-This is an easy to use, short book that give you multiple ways to integrate steamtech into your world.  This book isn’t the most reader friendly, but there is more art than the base book for the system.  If you like the quick combat style of Uber RPG: Steampunk, then this build upon that and give more flair to large scale combat.  Honestly, if Uber would add the random table of hit locations to the base Uber RPG: Steampunk I would love that system even more.  If you you’re looking for a good tabletop system to handle steampunk miniature combat or a way to integrate more steam machine combat in your Uber RPG: Steampunk game, this is a great book to add to your collection.  87%

 

And now another Uber RPG: Steampunk Product!

 

Product-Uncharted Steampunk

System– Uber RPG

Producer– Uber Goober Games

Price– ~$ 13 here http://rpg.drivethrustuff.com/product/102911/Uncharted-Steampunk-ber-RPG-Steampunk-sourcebook

TL; DR– Marry this with the base book, and it’s amazing. 83%

 

Basics-Need a world for your Uber RPG: Steampunk players to roam in?  This is a companion book to the base Uber RPG: Steampunk game.  This book provides a world to play in/destroy while still letting GM’s build their own world.

 

Theme or Fluff- Uber Uber Goober likes to let GMs build their own world.  This book, while a setting book, still let’s GMs build their own world.  How?  Well each part of the world gets a description in the three main Steampunk styles that Uber introduces at the start of their books: steam tech focused, rebelling against society, and fantasy steampunkHonestly, this has to be the best approach I’ve seen to getting the theme of your game out there.  The author basically says “Here are three different worlds and their themes to play with.  Choose one and go!” 5/5

 

Mechanics or Crunch– And here is where the book suffers.  The book discusses the survival skill and gives ideas for encounters, but this book doesn’t have many new mechanics in it.  What is here is good, but the books main purpose is to build the world for you, got give you new toys for that world.  It doesn’t add to many new enemies or options, but what is here is well fleshed out. 3.5/5

 

Execution-PICTURES!  This book has more pictures!  The pictures of the continents are well done.  However, much like Uber Goober’s other books, there are still a ton of pages with just black text on white page.  This book is, by definition, a geography/history textbook, and it suffers from many of the same problems old textbook do.  That makes this much less exciting to read.  A few more pictures of the peoples and scenes of different places would have really helped draw the reader in.  4/5

 

Summary– If this book and the core Uber RPG: Steampunk book were put together, they would add up to one amazing book.  This book has all the world building and steampunk theme any player could ask for.  The core book has sleek mechanics that make the game run well.  This book and the core both fill the gaps the other is missing.  On its own, this book is a good world book that gives the GM enough options to make the game they want happen in the world of their choosing.  What this book doesn’t have are many more mechanics and some more pictures to help set the stage and scenes.  All together, this is good foundation for GMs to build the world they want. 83%

Ring Side Report-RPG Review of Uber RPG: Steampunk

Product-Uber RPG: Steampunk

System– Uber RPG

Producer– Uber Goober Games

Price– ~$ 20 here http://rpg.drivethrustuff.com/product/100784/ber-RPG–Steampunk?site=&manufacturers_id=2798

TL; DR– A dense, but good, all purpose steampunk RPG. 82%

 

Basics-Have a steampunk idea in your head, but don’t have a way to execute it?  This is the RPG for you.  Uber RPG: Steampunk is a generic system designed to allow players and GMs to build the Steampunk world they want.  Let’s dig into the individual parts.

 

Theme or Fluff- Usually I look at the mechanics of a book first, but this RPG’s theme needs a bit of an introduction First.  Uber RPG: Steampunk is designed to be completely setting agnostic.  If you want superhero Steampunk, then you can make this game superhero Steampunk.  You want fantasy Steampunk, here you go.  Magic?  Same deal.  That’s great, but you now have to bring many more of your own ideas to the party.  The book does have examples of what kind of worlds you can build, but you’re the director on this one.  This level of freedom is a double edged sword as now a GM and the players have to do much more of the heavy lifting instead of letting the RPG come prebuilt and prepackaged with its own world.  The Steampunk is strong in this one as the author spends an incredible amount of time describing steampunk and the different forms of it.  That is an excellent introduction to anyone who isn’t sure what Steampunk is.  But, the saying “good at everything, master of nothing” kind of creeps in as so many different ideas a brought forth with only a little focus on each one.   4.25/5

 

Mechanics or Crunch– The system is a d6 based system.  It’s quick and painless when you know what you’re doing.  Let’s break down the different areas of the game.

Character Generation-Characters are made via a point buy system.  As with the theme, anything goes as long as you all agree with what you want in your world.  Several different examples of prebuilt characters are in the book, so you get a great idea of how to build a character.  Look at the examples as your character build can kill you if you do it wrong!  There is that much freedom here.  If you know what you want, you can build that person from the get go.  However, if you go in blind, you can make some serious mistakes that will end you in the first fight you get into.

 

Base Mechanic-This system is a d6 based system, but does not use the standard two numbers are good/one bad mechanic.  Fives are one success, six’s are two successes, and ones represent complications. Every roll is mostly independent of any other number with successes dictating how well you succeed at a task.  Dice pools are made in the standard attribute + skill ranks method common to d6 systems.  If you roll more ones than total successes a botch happens where the GM dictates your failure somehow.  This system is meant to speed up the game as the size of your dice pool can also dictate automatic successes.  The larger the pool, the mightier the task you are assumed to instantly succeed at.  I think that’s an awesome addition to the rules of any RPG.  You reward players for building in one direction, but don’t slow the game down having to make them roll the dice.

 

Powers-This game uses powers to determine your attacks and other actions.  Since the game doesn’t have one setting, Uber RPG: Steampunk gives you the ability to build whatever power you need ranging from magic missiles to Tesla coil ray guns.  Each power builds a Mighty Dice Pool which keeps powers balanced.  It’s easy to build lots of different powers quickly, and the balance also keeps things working like clockwork (Ha, Ha, Steampunk pun!) during combat.  Powers can also be pushed which means that you roll extra dice or do extra effects, but this comes at the cost of doing damage to yourself or reducing the Mighty Dice Pool of your weapon.  This represents over exerting yourself, running out of ammo for the gun, or causing some Steampunk device to go haywire.

 

Combat-Combat is quick and deadly!  Each turn players get to announce and perform an action in descending dexterity order.  Attacks use the Mighty Dice Pool determined earlier during character creation.  Some powers reduce the effectiveness of an attack, but aside from that, there is no set number to determine if an attack hits and how hard.  Characters do not have hit points.  Instead, characters have conditions ranging from stunned (out of combat for one turn) to dead.  After your attack with a power, you determine the number of success you got on your roll and compare that on a chart to the constitution of the target.  Some powers and abilities reduce the dice pool rolled, but beyond that there is no defense roll or armor class from the target.  It quick, clean, and very deadly!

 

Summary-This is well done universal system.  You get all the toys you could ask for, but you have to build them yourself.  Again, that’s heavy lifting for the GM as well as the players.  Combats quick, but you do give up some say in what happens as aside from some powers, you don’t get to determine how attack affect you.  This system works well if you invest time into it, but you do have to invest that time.  You can also see the LARP roots in this system keeping combat quick and focusing on the narrative on the encounter rather than the numbers of the encounter.  4.5/5

 

Execution– I like the system, but the book itself has a classic case of text book problem.  The book is incredibly full of information leading to several pages of text with few pictures.  The text is small, but you can easily resize on an iPad if you read the PDF.  I do like the quick summary of the game in the first few pages, but the sheer number of pages with text explaining everything in this book makes the book drag a bit.  The content is good, but more pictures and white space would really help this one.  3.5/5

 

Summary-If you want flexibility; this is the system for you.  The rules are well done to the point that anything anybody could want to make happen can happen.  The theme is light, but that’s a direct result of the book being open to anybody who wants to make their own Steampunk game.  The mechanics really reinforce that theme of open Steampunk design by focusing on balancing all the different things people could create.  I do like the balance presented in this game.  My only real concern with this game is it gets lost in its own open design and the density of material presented.  The art is good, but there just isn’t enough of it.  And, white space is your friend!  However, if you can get past the problem of getting too much in a book, and don’t mind completely building your own world and powers, this book is a well stocked tool box for building your own Steampunk world. 82%

Ring Side Report-Dungeon Master’s Guide

Product-Dungeon Master’s Guide

System– Dungeons and Dragons, 5th Edition

Producer– Wizards of the Coast

Price– ~$50 here http://www.amazon.com/Dungeon-Masters-Guide-Core-Rulebook/dp/0786965622/ref=sr_1_1?ie=UTF8&qid=1417382314&sr=8-1&keywords=dungeon+masters+guide

TL; DR– Bands all together, let’s rock! 98%

 

Basics– Let’s get ready to roll!  The Dungeon Master’s Guide is the final book of the core three for Dungeons and Dragons.  This book covers all the behind the Dungeon Master’s screen aspects of the game.  It is roughly broken into three sections: creating a world/universe, creating adventures, and the math of the game/how to run Dungeons and Dragons.

 

Mechanics or Crunch– Ya’ know what I HATE in a RPG designed for the Dungeon Master?  No random tables!  Yes, I know they are a crutch that bad GM’s use when they don’t prep for an adventure.  But, I don’t want to have to figure out what I’m doing every second of the game, and sometimes the players will want to do something and having a random answer will really help make their choices happen at a moment’s notice.  This book as random tables out the wazoo-from making a complete random dungeon to a random adventure and the encounters between!  Also, this book goes into great detail on how to make the adventures in a non-random thought out way.  From the math behind monsters to how to hand out items and treasure, the book does an excellent job at making your life as a DM as simple as it can explaining how to set up a game in a manner where it won’t crash and fail from problems on the DM’s side of the screen.  Also, found the missing monster by CR guide from the Monster Manual!  It’s good to see it here, but it would be better to see it also in the Monster Manual. 5/5

 

Theme or Fluff-This book is full of content and absent of any content in the right ways.  The book goes into how to make a game work as a story and how to fill that story with people to meet and to kill while providing the default multiverse a bit of background too.  From the geography of the multiverse to how a circle of elders works in a feudal village, the game explains how to design a world and a story.  It’s a little light on advice on how to handle players.  That’s an experience thing, but some more sage wisdom on how to handle different kinds of people is always appreciated my new RPG fans.  The book does point to a reading list of books on how to GM, so that does cover kind of what I was hoping this book would have for the newer GM’s out there.  Overall, it’s got great story and tips on how to build your own story!  4.75/5

 

Execution– Just like the other two DnD 5e books, this one is well done!  There are enough words per page to inform, but not enough to bore.  There are lots of pictures to make the reader think of ideas to throw at their players, and almost all of them are new!  I used to play “spot the old art” in my DnD books, but I only saw one reused piece of art in this book which makes me extremely happy (along with the random tables!).  And, the new art is awesome!  If you want to learn how to make a book great from a layout, art, and design sense, then it’s this and Paizo’s books. 5/5

 

Summary– Look, if you’re running DnD, you bought this on Black Friday like the rest of us.  It’s that simple.  WotC spread out the core three books, and if you’ve bought the first two, then you bought this one too. If you’re new to RPGs, then get this book as well as the Player’s Handbook and Monster Manual.  This book has an awesome layout, great story ideas, and some randomness to help you get your players into the action as quickly as possible.  If you love Dungeons and Dragons, you need this book.  If you want to learn how to run Dungeons and Dragons 5th edition, this is an awesome book that will give you all the tools you need to build the games you want and have a blast doing it.  This is a great capstone for the basic trinity of 5th edition DnD.  98%

Ring Side Report-Concert of Europe

Product-The Concert in Flames

System– Victoriana

Producer– Cubicle 7 Entertainment

Price– ~$20 here http://rpg.drivethrustuff.com/product/138588/Victoriana–The-Concert-in-Flames

TL; DR– Great adventure, but only for the GM. 87%

 

Basics-Can you stop Europe from burning?  An ancient evil is being awoken by a small group trying to upset the tentative balance of Europe and bend a fiend to their will while the fate of the Concert of Europe rides in the balance.  This book also provides GM with extremely detailed notes on the geopolitical standing of the Europe countries in 1856.

 

Mechanics or Crunch-This is NOT an option book, but that doesn’t make it a bad book.  This book adds some new mechanics like new races and a new country specific creature or enemy for each of the different regions discussed.  It’s good, but you should not expect some new options and creatures each page like a player’s option book or monster manual.  The countries do have great write ups describing the make-up of each country, so you can quickly create things like a group of upscale Russians if you need them at a moment’s notice.  The adventure has simple stat blocks for each enemy which will make running the adventure easy and quick.  What’s here is well done, but you cannot go into this one hoping for tons of new crunch.  4.5/5

 

Theme or Fluff- This is where the book truly excels.  Just like the base book, this book could almost be an excellent historical reference if you strip out the steampunk and magic elements.  Each country in 1850’s Europe gets an in-depth write-up.  The adventure itself has a ton of depth as well as a great story for your players to run amuck in.  The story has elements of government intrigue, magic, religion, and some trans-country train adventure.  It’s great steampunk fun. 5/5

.

Execution– While the fluff and crunch are great; the execution has a few problems.  There are some art to break up the text, but there are too many pages with just black text on grey background.  This is a classic case of textbook problem.  I do like some the way the book is divided.  But, the font is a bit too small.  And, there is just too much of it. This book also makes an inexcusable error for any fantasy book discussing geography.  There is NO detailed map of Europe!  Nor is there a map of the adventure train routs.  While the countries are basically the same as real world 1856, a better map would have really helped with adventure design and the adventure in the book.  I do like the pictures from the adventure as you get some nice hand drawn pictures of some of the major characters.  All together, this isn’t a badly executed book, but some flaws do hurt the overall presentation. 3.5/5

 

Summary– If you want to take your players across Victoriana Europe, then buying this book is a no brainer.  GM’s get all the information they need to make each European country feel distinct from one another with far more depth than there is in the base Victoriana book.  If you want crunch options, then this book isn’t for you.  The adventure in this book is a fun romp across Europe as the players try to keep the Concert of Europe from falling apart.  If that’s the kind of adventure you and your players want to play, this is a great adventure.  However, if you don’t want to control the fate of the world and just want to play a game in London, then this is one to pass.  There are some concerns I have with the execution, but those won’t prevent you from enjoying this book if you want some excellent write ups describing Europe.  If you want some cross European intrigue and a great adventure to start that controversy, go get this one. 87%