Wednesday, September 29, 2010

The Dresden Files RPG - Vol. 1; Your Story

The Dresden Files RPG - Vol. 1: Your Story (Print+PDF or PDF)
by
Leonard Balsera, Ryan Macklin, and Chad Underkoffler
Published by Evil Hat Productions

Disclaimer: Although product was offered for this review, I declined as I was a pre-order customer for both volumes one and two of The Dresden Files RPG. I'm a fan of Jim Butcher's, and his involvement was enough to entice my pre-order...what follows is a testament to that fanatical trust.

First things first, The Dresden Files RPG is based on the novel series of the same name, by Jim Butcher. If that was all I knew about the game, I'm fairly certain that it would be enough. Also, it uses the FATE RPG system, which is based on FUDGE. That's about all the detail that I'm going to go into the resolution mechanics of the game, as I'm sure there are other reviews out there that do a fine job of it and there are also the links that talk about the gaming systems. Instead, I'm going to talk about my favorite aspect of the game, outside of its setting and source material, which is the nature of its cooperative play and city designing.

Traditionally most of the campaign designing lays behind the screen, with the bulk of the non-player characters, locations, and other aspects of a campaign being decided upon by the person running the game. However, The Dresden Files RPG takes an interesting, as well as enjoyable, twist to this by turning many of the aspects of campaign design into a cooperative play dynamic.

Whether you're converting a city from the real world, or crafting one wholecraft from the minds on both sides of the screen, The Dresden Files RPG encourages a cooperative style of city creation with the use of a variety of city creation sheets that help the group work through the NPCs that make up the city, its locations, trials and tribulations, and all other aspects of the city that the campaign will take place in and around. Small township or large city, it's easy to turn it into a part of the Dresdenverse.

As most role-playing gamers know there is no real winning or losing to RPGs, but there are varying dynamics to the groups and how they approach gaming. Sometimes there is the versus dynamic, where it's one side of the screen versus the other. Other times there's Monte Haulism, with little challenge and lots of reward. Then there is the cooperative dynamic, with both sides of the screen working through the story and its challenges. There are many more dynamics, but its the cooperative dynamic that is encouraged by the designers of The Dresden Files RPG, sharing in the themes and threats, the faces of the city, its locations, and other details, high and low.

It's this cooperative dynamic that is a strong point of The Dresden Files RPG, an aspect that compliments the series whose name it bears. By having the folks on both sides of the screen work together toward a better story. It can allow for a richer environment as everyone talks about local folklore, haunts, and other details that add depth to any setting. Why do folks avoid the pond near the train tracks? What's wrong with that shake under the overpass? What is it about that Old Miller?

In the end The Dresden Files RPG's city creation not only encourages cooperation, but depth of knowledge about the locations and the people within them. It's through here that folks know who they can go to for information or help. What place has the best coffee, but that odd barista who knows too much. Are there lots of vampires? If so, what courts and where? What's the White Council's influence in the area? All of these questions, and more, are fleshed out during the start of a campaign and added to as time goes by. It helps tie the players closer to the campaign, yet adds more items to the toolset behind the screen. All in all, The Dresden Files RPG excellent addition to any bookshelf and gaming table.

Buy yours today, whether for $49.99 (Print+PDF) or $25.00 (PDF).

Want to learn more about The Dresden Files? Read on...

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...