Wednesday, October 10, 2012

Judge Dredd Block Wars Kickstarter update

With 50 hours remaining, JDMG- Block War Kickstarter passes Stretch Goal 15, at 70k!!! Wonder what Stretch Goal 16 will be???



If, in the last hours of this Kickstarter project, we can count on your support to $70,000, we will add three Heroes of Mega-City One; Judge Giant, Fergee and a Judge from the Space Corps. The first two have been instrumental in literally saving the city, while the unknown judge from the Space Corps keeps a constant, vigilant eye out for threats beyond the Earth.


Rookie and Street Judge level pledges will each receive a choice of one of these fine Heroes. Wally Squad, Council of Judges, Sector Chief and Chief Judge levels will automatically receive all three!




Tuesday, October 9, 2012

Review - Judge Dredd Miniature Game

With the Judge Dredd Miniature Game Kickstarter coming down to the last 3 days, I have decided to do an initial review of the FREE miniature rulebook.

Judge Dredd

The rules are quite simple, consisting of 4 pages for the basic rules. It's a d10 based system instead of the d6 system that most miniature games use. I like that the game includes a campaign system similar to that of Necromunda, but with 25 levels of advancement for heroes! It's not as a robust of system as Necromunda, but it's close, I wish there were underdog rules, instead of having forces be equal cred values. I do like the minion rules, simple, survive 5 games, and they become heroes.

Characteristics are pretty simple: 
Move: Simple movement in inches.
Agility: Used for dodging shooting attacks and also for jumping gaps.
Shoot: This is the shooting and throwing skill modifier
Melee: Melee skill modifier
Melee Dice: Number of dice that you roll in melee combat.
Will: This is the mental toughness, for resisting arrest checks, psychic powers and other will related checks.
Armour: Ranging from 0 to as high as +7 for Heavy Holocaust Suits this value is added to the d10 armour roll, minus Armour Piercing, if the total is greater than 10, the armour saves. Pretty simple
Hits: Pretty simple, these are effectively hit points, most models have one, Judge Dredd, being a Level 20 Merc, has 22 points!! A Fattie has 6 hits, which is a lot for a minion.


Play switches from Player to Player, One side moving all of their models, then the other.Actions in the basic game are also simple. 2 actions per turn for each figure. A figure must use both actions before moving to the next model. Actions are as follows, Move, Shoot, Melee (including a Move & Attack action), or Special.

Shooting is interesting, because Rate of Fire is figured in with the Shooting Dice on the weapon so a Zip Gun has 3d Shooting dice, and Damage 1, with a 0 AP (3d/1/0). Lawgivers that Judges use are the most versatile weapon, as they should be, with a selection of 7 different rounds, Standard (2d/2/-1), Armor Piercing (1d/1/-4), Gas(1d/1/- explosive 2/gas), Heatseeker(1d/1/-1 ignores cover), Hi Explosive(1d/3/-2 explosive 1), Incendiary(1d/1/0 flames), Rubber Ricochet(1d/1/0 weak, but 5d/1/0 inside a building. This variety completely encompasses Judge Dredd.

The variety of forces continues the trend, by representing the extensive universe of Judge Dredd, from Robots to Mutants & Zombies from the Cursed Earth. Forces can also draw on Mercs (though, for the Justice Department, these are mostly forces also drawn from the Justice department, just not Street Judges.

Other Force Lists in JDMG, include, Street Gang, Mobsters, Ape Gang, Fattie Stampede, Cursed Earth Desperadoes, Sky Surfer Gangs, The Lone Vigilante, The Angel Gang, Cheif Judge Caligula's Personal Retinue, Zombie Horde, and Renegade Robots. (Additional forces are available in the Block Wars expansion.)

Heroes in JDMG gain Talents, these really make the game feel like Judge Dredd. An example of a Judge Dredd feeling talent, would be the Bike Wheelie...This,  judge only,  talent lets the Judge ride down perps while pulling a wheelie for defense. The bike does 3 dmg but also grants the Judge a +2 armour bonus. These talents are very much like feats in OGL games, many having prerequisites.

I'm really looking forward to playing this game, with it's talent system, psi powers, and overall Judge Dredd-iness, the game really captures the atmosphere of the world of Mega-City One. The best part is you can check it out for FREE, read through the rules, see if it's something you want to play, if it is, maybe jump in and support the Kickstarter, Some sweet Block Wars vehicles up for the next Stretch Goal of $66,666, 4 grand and 3 days to go.

Note: I haven't had a chance to play the system, so this is an overview of the rules, the feel of the rules, based upon 2 decades of experience with wargames. 

Monday, October 8, 2012

Monday Updates

So today I'll be updating some previous threads, for now,

Update#1
The Judge Dredd Miniatures Block War Kickstarter is approaching 60k, with 4 days remaining.

more updates to follow later this evening.

Update#2
DCCRPG Contest, 23 days remain for the DCCRPG design contest. Entries are due by  October 31st.

Saturday, October 6, 2012

Reviews - The Dungeon Alphabet (Goodman Games)



As I needed a quick review to do, without a lot of analysis of game rules and such (like I have to do with any of the Abandoned Arts Class Acts supplements), I decided to review The Dungeon Alphabet tonight.


The Dungeon Alphabet (Goodman Games)
System-less reference supplement.

Designing dungeons is as easy as A, B, C! The Dungeon Alphabet compiles twenty-six classic dungeon design elements in one place to assist the game master in creating subterranean challenges. A is for Altar, B is for Books, and C is for Caves: the Dungeon Alphabet has advice, hints, and randomized tables that bring new life to your adventures. Suitable for any rules system, the entries are accompanied by outstanding art from classic fantasy illustrators, with a foreword by noted game designer Zeb Cook. 

This is a great little supplement. Whether you're needing something fast, like a book title, or you're trying to design a classic feeling adventure, this is great reference. For example; You know you want the treasure to be hidden, so you open up to N for "No Stone left Unturned", and roll on the Hidden In/By table with a d20, rolling a 15 you determine the gem is hidden inside a fireplace, hidden under the ashes or stashed in the chimney.
This book gives lots of advice for making OSR more fun, and frankly, even newer systems can benefit from this. Actually with this book, you can make those newer games less sterile, and more fun, because, while there have been some amazing advances in the rules systems, some of the newer mods have lost it, which is why I really like DCCRPG so much lately.

The book features some amazing artwork which definitely invokes in my mind, the incredible worlds of the old school dungeons, with classic feeling artwork by Erol Otus, Jeff Easley, Jim Holloway & Jim Roslof, how can you NOT be inspired?

This is a hard-bound book, with a low $9.99 price tag. Or $7.99 for PDF at DrivethruRPG. It's fun, and filled with great tables, and advice.

Critical Hit! 20/20



Now, I remember seeing that a Dungeon Alphabet 2 is in the works also, that will be sweet.

Wednesday, October 3, 2012

Reviews - Judge Dredd RPG (Mongoose)

http://www.mongoosepublishing.com/media/catalog/product/cache/1/image/9df78eab33525d08d6e5fb8d27136e95/j/u/judge_dredd_cover.jpg


JUDGE DREDD RPG (Mongoose Publishing)

Mega-City One - a vast metropolis where each of 360 million citizens is a potential lawbreaker. Patrolling these mean streets are the judges, tough lawmen of the future, trained to keep the peace and equipped to take on the criminals of the 22nd Century. Toughest of them all is Judge Dredd, for he is the Law, and you'd better believe it creep!

Judge Dredd is a new setting for the Traveller roleplaying game, in which you take on the role of Mega-City One judges, patrolling the streets astride your Lawmaster bike, ready to defend the city's civilians against an array of foes.

Lavishly detailed as a full colour hardback, Judge Dredd will take your Traveller games to somewhere they have never been before!


JUDGE DREDD requires the use of the TRAVELLER Rulebook, conveniently available in Little Rulebook format for $20.

I must say, having run generic TRAVELLER several times now, I'm REALLY looking forward to running the Hot Dog Run scenario I'm prepping for JUDGE DREDD  I have seen the older Dredd editions, and this one is by far the Best I've seen so far.

Chapter 1: Character creation
Using the TRAVELLER style character creation starting at age 5 instead of 18, using full d66 for event tables. Term 1 is age 5-8, Term 2 is 9-12, Term 3 (age 13-16) is where the creation really starts getting interesting, this is where the character ends up with a Judge division, Psi, Tek, Med or Street Judge, culminating in the mandatory Hot Dog run. Each division has its own Mishap tables as well. Term 4 is the final term, culminating in Full Eagle Day. Fifteen years of training, put to the test on the actual streets of Mega-City 1, under the eye of a  Full Judge, who assesses whether the candidate has what it takes to be a Judge. This character creation makes a stronger starting character than the Traveller character, but that's good since most starting characters in Traveller wouldn't last long as a Judge.

Chapter 2: Skills & Special Techniques
This chapter lays out news skills and special techniques, which are like Feats in the OGL system. A very good additional system for bringing the life of  a Judge together. These special techniques make the Judges feel like they're a step above the rest of the populace, and provide lots of opportunities for for role-playing, and making each judge feel a bit more unique as most starting characters will have only 1 or 2 from 21 different techniques. Short but jam packed chapter.

Chapter 3: The Justice Department
Every player not fully familiar with Judge Dredd should read this chapter, It would be basic information every cadet should know after having spent 15 years in the Academy. This chapter starts to bring the world of Mega-City 1 to life.

Chapter 4: I am the Law
Most people probably think playing a judge means executing wrong-doers immediately, however, playing Lawful Stupid in Judge Dredd is a good way to get yourself executed by another Judge. Often the perps will be captured alive, and have to be transported to a holding post for questioning and sentencing. A great portion of the chapter is dedicated to laying out the codes, section and what the sentencing is. (This would be a good handout for players to have, letting them flip through the codes to mete out justice.) Backup indicates what kind of help a Judge may call on when they're in over their head. Lastly the "Mega Rackets" are covered, this is the organized crime portion, and always a good opponent for a good group of Judges.

Chapter 5: Equipment
You got it, the chapter on the equipment, from the Lawgiver, the Lawmaster and Judge standard issue equipment, wonderful detail is presented here, with 3D CGI renderings of many weapons. One of the great things about Judge Dredd is 35 years of gadgets to give characters, challenging the characters which gadget to use to proceed in the game. Food, accommodations, illegal paraphernalia, etc is covered, a great book with plenty in it.


Chapter 6: Megways and Skedways
You can't get around MegaCity One without knowing the terms, From the Judge's Lane, to the Megway to an Eeziglide, this chapter covers it all, and the vehicles which travel on said 'ways.


Chapter 7: Mega-City One
Twenty Eight pages of coverage for Mega-City One and the rest of the Earth, from Cursed Earth, to East Meg One, Atlantis, and out to the Space Colonies. It covers recreation, sports and daily life. There's a section on tips for bringing th  mega-city to life, which unless you've lived in Hong Kong, New York or other mega city, you will have trouble imagining it at all. It has a couple of charts to help

Chapter 8: Thought Crimes
This is the Psionics chapter, which Psionics are a bit different than Traveller psions, but they operate under the same general rules.

Chapter 9: Crazies, Fatties, Muties and Perps
The monster book...From classic Dredd villains like Judge Death and the Angel Family to generic crazies, muties and perpetrators of crime. Plenty of charts help round it out, letting you make a plethora of baddies to challenge your Judges.

Chapter 10: Robots
With events such as the Robot Wars, and Walter the servant robot, it's bound to have robots, with a couple of Charts and Lots of Robot stat blocks.

Chapter 11: Mac's Database

A Timeline chapter. pretty straight forward, especially useful if you haven't read 30 years of Dredd.

Chapter 12: Sector 13
A Sample Sector for players to run in. It's not Dredd's sector. Population 1.5 million. With that many people to care for, there should be plenty for characters to do.With the following Blocks: Buzz Aldrin block, Jon Bon Jovi Block, Jimmy Gandolfini, and Bruce Springsteen block among others, interject it with an additional Justin Beiber Block that houses the worst scumbags in the sector and you've got a place to run.

Artwork:  This is a full color book, with lots of artwork from the comics, beautiful full  city panorama which make help bring the immensity of the city to mind.


Family Rating: Teen (The world of Mega-City 1 is a brutal place, with Block Wars, senseless violence due to boredom and various other wars, the players will have to make moral decisions about killing and violence in a non-fantasy setting, against humans, most often.)

Cost: $49.95 Print Version ($29.99 for PDF at Drive Thru RPG)

Value: If you're a role-player and you're a JUDGE DREDD fan this is a must have. It's gorgeous, well written and a classic, using TRAVELLER rules makes it simple to run.

Tuesday, October 2, 2012

Walking Dead Season 2

Oh Yeah, Season 2 of Walking Dead is on NetFlix....suhweeeeeet.

Really makes me want to run Zombie game since it IS October now...Wish I had a copy of Outbreak Undead, I got to play it at Gam3rCon 2011, and man that was very memorable. Walking Dead does a great job of bringing the dangers of the ZomPocalypse to the TV. Now I don't NEED Outbreak Undead to play a Zombie Game, but it is a good system, especially since you can create yourself on their website. I can run a good Zombie game in basically any system, I mean I've done it in both Paranoia, and Basic Traveller.

Your Zombie Survival Plan will FAIL!

I especially liked the Traveller scenario, because I made it plausible in a hard science manner, a Viral syndrone which causes the adrenal gland to switch on. Creating superior strength and speed, while making the victims exceptionally famished so the primal nature of the individual takes over, seeking sustenance.