Saturday, September 8, 2012

Kickstarter Watch - Dreadball

Had oral surgery yesterday, so I'm not completely up for a full post...

However, Mantic games (the break off company competing with Games Workshop) has a cool new Bloodbowl style game called...

Photo: Good morrrrning Sports Fans!

Looks pretty interesting....

Check out the Kickstarter

Thursday, September 6, 2012

Kickstarter Watch - Numenera (updated)

Monte Cook's new RPG Numenera is set to take the highest financed Kickstarter from Traveller 5.

With 10 days remaining will it overtake the $294k mark set by Traveller 5? As I write this it is at:


2,666
backers
$259,297
pledged of $20,000 goal

10
days to go


I think it will top $300k very soon.

Edit 9/11/2012 BOOM! It's over 300k  with 5 days remaining it's at $317k....

I really want to jump in on at the $50 level and get the ELEVEN PDFs...WOW! Course for $10 more you get the actual book and eleven PDFs...but just $20 would get the Player's Guide and the GM's guide...


Wednesday, September 5, 2012

Reviews - Iron Kingdoms RPG (Character Creation)

So, since I got Iron Kingdoms  last week, I've been delving farther and farther into it, I just completed the first character for it, An Iosan Cutthroat Mage Hunter. 

Character creation is simple, no dice, nothing random about it. It consists of 5 steps.

1. Choose Character's Race.
2. Choose an Archetype
3. Choose 2 careers
4. Increase Stats
5. Finishing Touches

Step 1: Race
Race affects everything, from maximum stats, access to archetype, access to specific careers, and each race has additional characteristics. For example, only an Iosan may become a Mage Hunter, while a Dwarf gains a connection to his clan, and the load bearing ability, while Ogrun have huge stature allowing them to wield two handed weapons in 1 hand at a -2 penalty, but an Ogrun using a pair of Caspian Battleblades or Mauls is just so cool.  Race is basically the most important choice.

Having already decided that Kae Im'dee was going to be a Mage Hunter, this left me with no real choice as far as race selection. Iosan's believe that human arcanists are responsible for the loss of the majority of their gods due to the effect of their magics. Mage Hunter is an Iosan only Career. Kae was Iosan. Cool thing about Iosans is that they actually get to select an extra ability from their careers. I noted down the starting values for an Iosan:
PHY:5 (spd:6, str:4)
AGL:3 (prw:4, poi:4)
INT:4 (arc:-, per:3)
Two languages Shyr, and another
Additional ability (Parry ability from Mage Hunter is what I ended up choosing.)

Step 2: Archetypes
Four archetypes consist of Gifted, Mighty, Skilled and Intellectual. Each archetype has its own list of specific feats, most of which are only available via the archetype. Gifted is a required choice for six of the careers, the magical careers, Arcane Mechanik, Arcanist, Gun Mage, Priest, Sorcerer, and Warcaster. Some careers are only available as a starting career, The Aristocrat, Iron Fang*, Sorcerer, Stormblade*, Trencher*, and Warcaster (*these additionally are restricted in their additional career choices.)

For Kae, I decided on the Mighty archetype, because I chose the Vendetta ability, allowing her to increase her chances of getting in an killing her intended prey, as quickly and efficiently as possible. 

Step 3: Careers
You choose two careers, each career determines what Starting abilities and skills, spells and assets you receive.

Making a Mage Hunter NPC, I decided to make her deadly, and combined Cutthroat with Mage Hunter. Cutthroat giving her the starting abilities of Anatomical Precision, Backstab & Prowl, plus the following skills Hand Weapon, Thrown Weapon, Intimidation, Sneak, and Streetwise. This combined with Arcane Assassin and Iron Will abilities, and Hand Weapon, Crossbow, Climbing, Jumping, Sneak and Tracking. I need to figure out if the two skill 1 skills stack to become a skill 2 or are lost. (Edit, after more extensive reading, yes, overlapping starting skills start at level 2, this makes her a brutal mage hunter, able to sneak in and engage those pesky human mages with nasty efficiency.)

Step 4: Increase Stats
Each character gains 3 ability increases for their stating character. Then fill out the Life Spiral (a nifty little way to track damage, more on this in the combat review.

For Kae I chose Phy, Spd & Poi as I want her to be able to hit and run, while surviving a bit of damage. 

Step 5: Finishing Touches
For my Cutthroat Mage Hunter, she received 150gold crowns (75 from cutthroat and 75 from mage hunter), but no actual gear, giving me the freedom to pick and choose gear. She ended up with a Repeating Crossbow (50 bolts and 2 spare magazines), Assassin's Blade, Kopis, Armored Coat, and a spyglass, plus some military rations, and a healing salve. Leaving her with 48 gc to grease palms and locate those ruinous human arcanists... Finalize the character sheet, by referencing the abilities, filling out skills, weapons, armor, defense armor and initiative values

The character creation experience was easy, required little page turning in reality and the lack of rolls means you don't have to worry when someone makes  a character at home...there's no way to cheat except with math and that's easily solved with a calculator. There's even a sidebar for experienced players being allowed to tweak the existing careers, to get something a little different. Perhaps your Pirate was the ship's surgeon, remove intimidate and substitute medic. Perhaps starting with a few extra XP to begin with (this is good for great backstories), since the game uses minor increases every few XP gained, it's not like creating a 2nd level character, more like a 1.25 level character.

Thoroughly enjoyable experience. Epic! Now if I can figure out how to work Aspects into the game....

Tuesday, September 4, 2012

Reviews - Abandoned Arts Archetypes (druid)

Another set of Abandoned Arts archetypes products rolling through, Barbarian, Druid, Ranger and Witch

Disclaimer: This is a review of a complimentary review copy of the product.

This is the review of the druid archetypes, it follows the formatting of the previous products. Four pages, a quick blurb of what an archetype is, 2 1/2 pages of actual product, followed by 1 page of the OGL. Cost $.99. 

This is one of the best I've seen so far.  It presents 3 very good archetypes: The Earthspeaker, the Faerie Thrall, and the Greenmind. 

The Earthspeaker: I really like the feel of this archetype, it replaces wild empathy, woodland stride, trackless step and wild shape with 3 alternate abilities. 

"The stoic circle of druids known as the earthspeakers take the concept of communing with nature to an extraordinary extreme, developing supernatural means of communicating – in a very literal way – with the earth itself."

Ask the Stone allows the Earthspeaker to, well, speak to earth, stone, crystals, etc, it's a really simple ability with limitless roleplay possibilities, especially for a savvy GM that can totally get into the character of simple stone.  Walk the world gives the druid the ability to move across dangerous mountain terrain faster, and tracklessly. Finally, Move the Earth is a special Charisma based check to produce different earth based effects, from spike stones to move Earth. very interesting ability.

The Faerie Thrall is an oft overlooked archetype for druids.
"While most druids enjoy a friendly relationship with many faerie creatures, some druids pledge their efforts (or submit their wills) as much to the furthering of ancient fey agendas as to the laws of nature or the cycles of the seasons."

This archetype consists of 4 abilities, though I'm not sure if the 20th level ability is supposed to replace an existing capstone or not as it seems like it merely adds a fairly minor ability modify memory, which has unlimited uses, making it a true capstone. The first thing a Faerie thrall must do, is choose whetehr to be part of the seelie or unseelie, which grants +4 saves versus non 'selected' magics, your court can affect you easier... The classic tropes of the pixie arrow and faerie dust appear as the Magic Darts (should have been faerie dust darts...) consisting of a charm monster ability, toned down by limited useage (1/2 druid level per day). Overall its a fun variant I plan to put to use as an NPC. The 9th level ability consists of taking  the fey's attributes, gaining the Fey Creature temple....with a very limited duration.

THE GREENMIND 
An ascetic and sage kind of druid, the greenmind pursues divine illumination and spiritual balance through a meditative process that brings him ever closer to the unknowable enlightenment of all things green and growing.
Oh this is a good one, simple and satisfying, giving up scimitar and all armors, this variant druid makes a lot of sense, gaining the ability to resist many spell-like abilities as a plant, and then to clothe themselves with the armor of the forest (up to +7 to AC), so not too shabby. The final ability lets the druid to take on the form of certain types of plant life.

Great addition to the game
A Solid 19 of 20! Critical Strike confirmed. Well worth 99 cents!


Monday, September 3, 2012

Reviews - Abandoned Arts Archetypes (Barbarian)

Another set of Abandoned Arts archetypes products rolling through, Barbarian, Druid, Ranger and Witch (same classes as the non-archetype products thus far, which is a bummer because my favorite classes for Pathfinder are Alchemist, Inquisitor and Oracle, but if abandoned arts can make as high of quality add-ons for those classes as they've made for these others I look forward to reading them.)

Disclaimer: This is a review of a complimentary review copy of the product.

First up is the Barbarian, which follows the formatting of the previous products. Four pages, a quick blurb of what an archetype is, 2 1/2 pages of actual product, followed by 1 page of the OGL.

There are three Barbarian archetypes presented, The Madman, the Reaver, and the Viking Marauder.


The Madman is an great idea, that fills a space I didn't even realize was missing.

"Some barbarians are inspired not by bloodlust or simple savagery, but by madness or dire occult powers. Such madmen are less martially inclined, but no less dangerous for their insane and unpredictable rage and their strange, supernatural powers."


The barbarian swaps 1/2 the additional rage rounds for access to a domain power. At 11th in lieu of greater rage, the madman gains a wisdom damaging attack.The End is Near is a very interesting capstone power, causing the barbarian to summon allies every round as their prayers to the outer powers hear their call, culminating in gate.

The Reaver is another good archetype, combining brutal sneak attacks and intimidation.

"The reaver is a death-obsessed berserker with a keen understanding of both death and fear. Favoring intimidating weapons and guerilla-style tactics, these terrible barbarians spread terror wherever they tread."

Giving up half their  additional rage rounds and damage reduction 1,2,3, & 4, for sneak attack dice.  Finally they can sneak attack those suffering from being shaken, frightened or panicked.

The Viking Marauder 

"In harsh northern climes, clans of seafaring marauders often band together to form raiding parties in order to survive. Though fearsome and sometimes barbarous, these brothers-in-arms are not without a sense of honor."

Not a big fan of this archetype. It's a very specialized archetype, with a real-world name. The viking marauder is a an interesting concept, Seafaring Scourge, is a skill bonus for sailor, survival, swim skills and a bonus movement for the marauder's vessel in lieu of fast movement. Raiding Party is a teamwork based ability. Marauder's Sails is another interesting concept, causing intimidation with the vessel itself due to the the marauder's fearsome reputation. The 14th level ability is extremely under-powered, being a +4 bonus to fear based will saves. At 14th level, it should be immunity to fear.

16 of 20, mainly for the concept of the madman, this one concept can easily be taken to other classes.





Saturday, September 1, 2012

RPG News you can Peruse - City of Heroes

Well it is with a heavy nostalgic heart that I bring some sad MMORPG news. City of Heroes will cease to be before the end of the year, so if you want to strap on your cape one last time before it's gone you better do it soon. I think their freeplay model was flawed, I know when I logged on for free play that it was effectively so limited I didn't even want to try. Other free-to-play models have worked, and worked well, when they work they bring in additional players for the paying players to group with, without a community to support it, a game will fail. I played CoH for 3 years, when I trimmed the fat of paying games, City of Heroes was the one game I kept up, until I had to stop payment on all games due to the rough economic times. (AKA, losing my job several times in 3 years).

http://na.cityofheroes.com/en/news/news_archive/thank_you.php

Farewell Paragon City, your memory shall live on.

Reviews: Iron Kingdoms RPG

Oh man, my preview copy the Iron Kingdoms RPG arrived on my doorstep last night, So let the review begin. (Note: Today's review will be a quick glance review, looking at the very basics, as I need to read it to absorb the game...Continue watching as I will continue to review the product.)

I remember seeing the first Witchfire Trilogy, and being enthralled by a setting with guns and steamjacks. I was instantly hooked. I know a lot of people don't like guns in their fantasy gaming, but to me, it's about the setting, any rules can be used for any setting, yes, in  a Tolkien-esque generic fantasy setting, there's not really room for guns. But if the setting is designed around the inclusion of guns, by all means, let there be guns!

The release date has been upped to September 19th

http://privateerpress.com/files/imagecache/1up/IKHeader_2.jpg

First glance: It's a gorgeous hard-cover book utilizing a partial gloss/flat cover with this above iconic image (the actual artwork on the right, not the logo) wrap-around. The book is over 350 pages, beautifully illustrated with new images, and reprints from the d20 version of the game and I assume the miniature games (Warmachine and Hordes) as well, artwork too good not to be reused. The inside cover is a full color image from the cover with no words, to let you view the amazing cover art that Néstor Ossandón created. I really enjoy looking at the architecture rising above the group. The layout of the book makes sense, and is easy to read. I enjoy the sidebar illustration, and the lamps gives you a color coding to let you know what section you're in without making it feel like it was designed for 8 year olds.

After the initial compulsory introductory pages, consisting of a quick blurb about the origins of Iron Kingdoms, and the "What is a Role-playing game?" section. Thereafter it dives right into ...

Chapter 1: History of Western Immoren
40 pages of History. History really makes a setting, without history you just have a boring setting with no basis, so 40 pages worth  provides plenty.

Chapter 2: Life in the Iron Kingdoms
52 pages about life in the Kingdoms, from coinage, to faith and churches. Each kingdoms gets a blurb about what life is generally like in the Iron Kingdoms and beyond, including Cryx, Ios and Rhul. Different human ethnicities are covered as well as the various races. Language, law, travel, and the overview of different types of magic are glossed over, as magic is fully covered in a later chapter.

Chapter 3: Character Creation
Here's where the the game alters course from its d20 roots. Utilizing an engine based upon the miniature games. I will get more into this later, but I really like the mix and match archetype/careers, they're doing. It makes a 3 tiered system; taking 4 archetypes (gifted, intellectual, mighty and skilled), and combining it with a choice of two careers (some of which have requirements - such as race, gifted arcehtype (for caster types), or may only be chosen as a starter career).  The Careers are as follows: Alchemist, Arcane Mechanic, Arcanist, Aristocrat, Bounty Hunter, Cutthroat, Duelist, Explorer, Fell Caller, Field Mechanik, Gun Mage, Highwayman, Investigator, Iron Fang, Knight, Mage Hunter, Man-at-Arms, Military Officer, Pirate, Priest, Rifleman, Soldier, Spy, Stormblade, Thief, Trencher, and Warcaster. So you can see from this vast array of careers, by choosing two at creation you can really create a plethora of concepts. Perhaps you wish to play an Alchemist/Soldier or a Pistoleer/Pirate, the choices while not endless are definitely expansive. All told, the character creation chapter which includes skills, feats, and the races, covers 90 pages of real estate, about 25% of the book. Each career has a related illustration, very nice.

Chapter 4: The Game \
The basic system, based upon the Warmachine rules is a 2d6 base system, add stat and skill modifiers, this makes it a system which uses a small pyramid curve, where small modifiers can mean a big difference in success. Combat, Movement, initiative, etc, are all covered, I will go into this more, later in the week.  The game section is all of 30 pages in length, making it a fairly simple system.

Chapter 5: Magic
While many different traditions of magic exist, the rules are crunched into 20 pages of material. Only two actual types exist, will weavers and focusers. 10 and a half pages are jam packed with short listed spells, many of which are drawn from the miniatures game.


Chapter 6: Gear, Mechnika and Alchemy
The meat of almost any game lies in the stuff, covering 50 pages, this chapter gives plenty of stuff for characters to play with.

Chapter 7: Steamjacks
Well in this chapter you can fully make out the miniature wargame in the system. Each steamjack has a damage grid which looks suspiciously like the one in the wargame. But, as the Steamjacks aren't player characters, I don't see that as a bad thing, it just makes them a special type of monster. I think the coolest part of this section is the exploded views of the different steamjacks!!

Chapter 8: Gamemastering
A short section on gamemastering.

Appendix A: Bestiary
A Sample Bestiary, containing 6 monsters, 5 plus human, the most dangerous monster of all. I like the stat blocks of the monsters and I like the lack of hit points int he game, using a small triskell like hit matrix called a life spiral. (more on that once I figure out how it works)

Appendix B: Gameplay tools (which I expect will be available for download after release)
These are a Steamjack sheet, a 2 page character sheet and a game master encounter sheet. Nicely done, graphically sound landscape sheets.

Appendix C: Templates
2 pages of templates, blast, wall, spray and 2 different sized wreck markers.

And finally a 6 page index