Tuesday, September 7, 2010

Advanced Feats: Secrets of the Alchemist

Advanced Feats: Secrets of the Alchemist (PDF)
by
Sigfried Trent
Published by Open Design


Disclaimer: The copy used for this review was provided by the folks at Open Design.


One of my favorite things about niche products is that they delve into the minutia of a subject, and do so in an enjoyable fashion while also being economical. And it is in this spirit of what I enjoy that Secrets of the Alchemist — the first in a new PDF series from Open Design that looks into the new classes for the Pathfinder Roleplaying Game — does not let down.


Within Sigfried Trent's first solo-offering, not only are we presented a slew of new feats, 30-in-all, but we are also offered a look at the small details of what an alchemist is, with respect to the Pathfinder Roleplaying Game. What can they do, what makes them special, and various builds focusing on the different kinds of alchemists that a player character can be. Is an alchemist simply just a brewery of potions? A drinker of draughts? An exploder of things that need to go 'splodie?


Yeah, I typed 'splodie. I'm from the Pacific Northwest, and I have caused things to 'splode once or twice, and enjoyed it every time. Sue me.


For a 12-page PDF, Secrets of the Alchemist covers a lot of ground, including the 30 feats mentioned above, 3 alchemist build suggestions with a brief leveling outline, and an examination of what it is to be an alchemist. Clear, concise, and economical; Not only does this describe Sigfried Trent's work within, but it also accurately describes these offering from Open Design.


Buy yours today, for $3.95 (PDF).

Saturday, June 26, 2010

The Kobold Guide to Game Design. vol. III: Tools & Techniques

The Kobold Guide to Game Design. vol. III: Tools & Techniques (PDF or Print)
by
Wolfgang Baur, Monte Cook, Ed Greenwood, Rob Heinsoo, and Colin McComb
Published by Open Design

Disclaimer: The copy used for this review was provided by the folks at Open Design.


Volume Three of the Kobold Guide to Game Design is use for folks behind the screen, or keyboard, with respect to game design and development. Whether you're an old hand at running a game, or new, the seasoned advice from veterans like Wolfgang Baur, Monte Cook, Ed Greenwood, Rob Heinsoo, and Colin McComb could help improve your game.

Over the course of this guide the reader is walked through a myriad of aspects of creative game design, aspects that can be applied to the traditional tabletop part of the hobby or the contemporary games for computers. Also, this guide covers whether you're designing an adventure, a campaign, or a whole new mechanic or system. There's also advice for plotting, locations, and, of course, the ephemeral game balance.

Awash with luminaries and masters of game design, The Kobold Guide series lends advice to nascent game developers, yet the information presented is just as useful to veterans. When most think of the folks whom they'd like to ask these questions of, these are some of the names that often top those lists. There are few folks in the world today who design and develop games professionally, yet these are some of those more well-known names with articles on some of the very topics we wish to hear about.

In the end, The Kobold Guide to Game Design may help your game, may help your design and development, but that's up to you. Sure, I could use all sorts of overblown hyperbole and make all sorts of promise with "cans" and "wills," but that'd be a disservice to you and the folks at Open Design. Whatever you do with the concepts and ideas presented within, volume three of this guide has the capability to help you behind the screen, or the keyboard.

Buy yours today, either in PDF ($14.95) or Print ($18.95)

Sunday, April 11, 2010

Conflict Roleplaying Rulebook

Conflict Roleplaying Rulebook
by
Mark M. Scott
Published by Conflict Books

Disclaimer: The copy used for this review was provided through Atomic Array in conjunction with Episode 042.

Every style of gameplay has its purpose and those who enjoy it, just as there is a platform and form factor for every gamer to enjoy. Whether you are a die-hard simulationist, an emotive role-player, a number cruncher or somewhere, everywhere, in-between and beyond those definitions. If there's a game, then there are gamers who play it.

So diverse are the options, so known are the flavors that we gamers even have our touchstones, be they labels, stereotypes, or common jokes and anecdotes. One such anecdote, that I'm sure we're all familiar with is the common place, "My player character can beat your player character" moments.

When you look at the tropes of roleplaying games it is commonly an activity where it is the player characters against some obstacle, foe, threat, or challenge setup by the person on the other side of a screen. However, from time to time, there are those moments where folks sometimes wanna compete with one and other. Be it for fun, be it for pride, or be it just because you wanna smash their toy, player-versus-player happens.

Now, thanks to Conflict Books, we've a set of rules to help folks play through these sort of encounters in a fun and enjoyable way.

Gone is the "Us versus the GM" stance of some styles of play, as the Game Master is literally an arbiter of the rules and the point of conflict is now between individual players, or various combinations of groups and/or team of players.

Conflict Roleplaying Rulebook provides guidelines for a tactical style of play with the focus of players facing off against players in a direct competitive style of play. It ain't just a hack-n-slash, gut the dungeon and steal the fixtures kind of game, but a game of tactical combat between players and groups of players.

In a way, it's like chess, with a fantasy force of characters using their powers to help you win the day.

It uses a very familiar rules set for many gamers out there, as it is compatible with the Open Gaming License and Paizo's Pathfinder RPG, however Conflict adds a very new terms and concepts to the familiar game.

These concepts are designed so that folks know whether or not they've the right character for a match (such as Battlepoints), ones to combat metagaming (such as the style of Conflict Maps and things like the Passcards), various types of events (Matches), and features that support the style of play (such as the Laws and Team Feats).

All in all, Conflict Roleplaying Rulebook is an excellent resource for those who wish for a more competitive, tactical style of gaming while still using a familiar rules set. It brings to the table the ability for players to challenge one and other, directly, in a grand way, while still encouraging it to be a fun, worthwhile gaming experience for those involved.

If you'd like to pick-up Conflict, please go here.

Also, if you'd like to know other thoughts on the game, please look below.

Want to learn more about Conflict Roleplaying? Read on…


Saturday, March 6, 2010

Kagematsu

by
Danielle Lewon
based on a design by S.R. Knipe
Published by Cream Alien Games

Disclaimer: The copy used for this review was provided through Atomic Array in conjunction with Episode 041.

Kagematsu describes its self as a role-playing game of shame, honor, and love that takes place in a 16th Century village in Japan that is under a dire threat. Kagematsu is a ronin whose sojourn is, perhaps, interrupted by the villages need.

Will he stay and defend the village? Why?

In simplicity, Kagematsu is an example of small group improvisational theater and gender role reversal. It is a usage of "on the rails" gaming, but in a rather interesting and unique manner, with a focus on having a female control the male character of Kagematsu while male and female players portray the other female characters of the scenario.

While it is slightly heavy handed, as well as something that gamers could ignore if they so choose, I'd say that this role reversal is part of the unique draw of this game. Of course, that'd make sense, since it is a core design element and factor in the game.

Kagematsu is about interactive and cooperative storytelling, where the players help craft the story, the village and its folk, its threat, and even Kagematsu himself. Can the women of the village woo Kagematsu to stay and defend them from the Threat? Should they? Is it love? Is it something lesser?

While there are mechanics to the game's rules, they are quite light and very easy to learn. Perhaps the hardest part, for some, in playing Kagematsu will be the role-playing that is encouraged by the game, for it can be of a more dramatic and romantic nature than is common to various systems, even those with a focus on storytelling.

All in all, Kagematsu is a thought provoking role-playing game with an intriguing premise, an enjoyable depth, that are an example of how our hobby can be more than angst or greed, with respect to emotional breadth of play. While the game might not be for everyone, it certain could be if they tried.

Kagematsu can be purchased here.

Want to learn more about Kagematsu? Read ...

Atomic Array: Episode 041: Kagematsu

Sunday, January 24, 2010

A Free Copy of Kobold Quarterly #10

Fresh from the dexterous hands of a demure kobold is the news that the folks at Kobold Quarterly are giving away a copy of KQ #10, from now through January 31st.

If you head to the KQ Store and enter KQ10Free then you'll be able to download an awesome edition of one of the best gaming periodicals out there. I've had a subscription to this quarterly since it's inception and I've never had a reason to regret it, as it covers a lot of what I play today. Be it things that'd work with 4th Edition D&D, Open Design Projects, Pathfinder, or OGL, Kobold Quarterly fills my tabletop needs quite nicely.

So why don't you head over to Kobold Quarterly and checkout what they have to offer. Unless a free issue with the likes of Jason Bulmahn, Monte Cook, Ed Greenwood, and John Wick aren't your cup of tea...but, then again, if they aren't, it's not like you'd be reading my blog. Would you?

Friday, September 25, 2009

Fantasy just got Crafty

Fantasy Craft
by
Alex Flagg, Scott Gearin, Patrick Kapera

Published
by

Disclosure: Review copy provided via Atomic Array, carnival details follow the main body of this article.

With the latest offering from the makers of Spycraft 2.0 the universe of the Open Gaming License just got a bit more empowered. Not only that, but Crafty Games sets the expectation for the line right on the back of the book, and I quote, "Your Dungeon, Your Dragon, Your Way."

As that back-cover maxim suggests, nay commands, Fantasy Craft is all about customization and, if you'll forgiven a further pun, crafting the best fantasy experience that fits the desires of those involved in a campaign, in front of or behind the screen. With 12 races, some made more varied by Species feats, and 12 base classes, it's easy to see how Fantasy Craft offers the ability for gamemasters and players to customize their experiences.

If you're the type of gamer that wants the crunchy skeleton to hang the meaty world upon, to have generic rules to power the fantasy world in which they play, then Fantasy Craft is definitely a good purpose for you. From cover to cover there is help for creating characters (player and non-player), evocative creations of magical milieu, and world building assistance for helping out the nascent person behind the screen and hone the sharpened edge of an expert.

In addition to the ability to use race specific feats to customize your character, Fantasy Craft also has variations on classes, too, with the base class, expert class, and master class feature. While players can stay within a base class for the whole of the PC's career, they can also option into the expert classes and, eventually, a master class. It's up to the players and their Game Master to decide where they want things to go and how.

While Fantasy Craft is based off of the OGL variant that Spycraft uses, it also tweaks things into what Crafty Games is calling Master Craft, a rules set that they will be using to power other settings and show between game-line compatibility, however they also have the Powered By license, which allows for folks to use the Fantasy Craft and Spycraft systems to power their own creations. Thus, the Open Gaming movement is quite obviously still alive, as we've seen with other companies, but also strong enough to power other innovative branches of the OGL family.

Overall, Fantasy Craft is an excellent addition to any bookshelf and is an excellent system for players and gamemasters who enjoy deep customization and variation of player characters and systems, as well as for those who seek a generic rules set to empower their own flavorful creations and worlds. I know that Fantasy Craft is an excellent addition to my own electronic bookshelf and, soon, to my hardcopy bookshelf, as well.

Want to learn more about Fantasy Craft? Read on...

Friday, July 31, 2009

Strike Force 7; now with RuneQuest or Savage Worlds

Strike Force 7 - Savaged! or (RuneQuest) Strike Force 7
by
Caias Ward and R. Hyrum Savage

Published
by

At the end of 2008 I did a review of Strike Force 7, which can be read here, which brings us today, where Strike Force 7 is being brought to us using RuneQuest and Savage Worlds systems, from Mongoose Press and Pinnacle Entertainment group, respectively.

While I could talk alot about the individual PDFs and their price points, I feel that it's better to talk about the most important aspect of this offering; Strike Force 7 is offered in three different systems. How cool is that?

Like a lot of folks, I'm use to getting setting material that is often tailored to one specific system or game, but as I've grown older, physically at least, I've grown to like having options. Sure, it can be nice when the background and setting of a game are all tied to a system, but, better still, having a game tied to the setting, yet flexible in what rules set is used, is pretty damn cool.

Fans can be fairly entrenched in a system, just as they can be staunch in their support of a particular designer or developer, and it can sometimes be a shame when those two facts can end up opposed to one and other. But, what if they didn't?

OtherWorld Creations has bypassed that possibility by adding additional systems of support for their Strike Force 7 offering, an adventure game that could easily be attached to common genre trope touchstones like G.I. Joe, The Man from U.N.C.L.E and S.H.I.E.L.D.. Superheroic armed service personnel fighting a global terrorist organization that is bent on world domination and freedom endangering activities.

Whether SF7 fans use the Spycraft variant of the OGL, PEG's Savage Worlds, or the latest version of RuneQuest, they will still have the flavor of Strike Force 7 and it's fight againstSkorpian in the system of choice for those around the table. How about that?

OWC has made an interesting choice, on that some might be noticing around the industry, where independent publishers are starting to support multiple systems, as opposed to uniting behind one system. Systemless, or perhaps system-ful, seems to be an excellent model for independent publishers to follow, right up there with some of the better aspects of the patronage model, in that it puts more options in the hands of customers, instead of restricting them.

The variants of Strike Force 7 can be found following the links above or by visiting RPGNow andDriveThruRPG; both PDF offerings are normally priced at $8.99, however, at the time of this posting, the Savage Worlds variant is selling for $6.99 and the RuneQuest version is at $8.49.

Want to learn more about Strike Force 7? Read on...

Uncle Bear: Impressions
allgeektout: Hiding in Plain Sight
Atomic Array: Free Mini-Mission

Drop by OtherWorld Creations today!