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Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Monday, December 8, 2025

New Release - Fight On! 17 (OSR-Overview)


Fight On! #17 (recent release) delivers exactly what longtime OSR fans crave: a massive, creativity-packed issue overflowing with fresh classes, monsters, adventures, tables, and setting material. Calithena kicks things off with a thoughtful breakdown of Reptile Men and Samurai design, a great peek into how broad-stroke class concepts can be shaped for old-school play. From there, the issue launches into a rich mix of articles, including martial options, grimoire lore, and a flavorful Knight & Knaves scenario, all packed with gameable ideas.

One of the standout features is James Maliszewski’s Eshkom District, a full hexcrawl dripping with atmospheric detail—settlements on the brink, strange wilderness threats, and classic exploration hooks that practically beg to be dropped into a campaign. Philipp H.’s Under Samora: Al’Murtok’s Refuge adds a compelling dungeon expansion full of memorable rooms, clever items, and encounters that feel straight out of the best early megadungeon traditions. Grodog’s deep dive into the myth and evolution of the Thoul is another highlight, blending RPG archaeology with a fresh monster variant ready for the table.

The middle and later portions of the issue serve up a treasure trove of random tables, adventures, setting snippets, and RPG wisdom. Attronarch shares practical advice for running online games (mt bladder won't last 3 hours without a break, but otherwise good advice ;). Bill Webb covers techniques for large groups (I've experienced Bill running large groups - he's spot on with his advice). The Tables for Fables section delivers a joyous variety of tavern events, strange books, and situational prompts ideal for improvisational refereeing. Fiction, lore pieces, and tributes—such as Michael Mornard’s heartfelt memories of Dave Sutherland—add depth and warmth to the issue.

Rounding things out are adventures like Demonweb Savanna and the Rose Bush Hedge Maze, along with the wargaming-focused Chainmail/Sarissa content and a wonderfully quirky Random RPG Name Generator that captures Fight On!’s playful spirit. Taken as a whole, Issue 17 is a vibrant celebration of the OSR’s do-it-yourself heart—packed with material you can run tonight, mine for ideas, or simply enjoy as a love letter to the hobby’s roots.

At $4.99 in PDF, Fight On! #17 is a treasure trove of OSR goodness.

Join The Tavern on December 17th @ 8PM ET, as Jim, Bad Mike, and Tenkar will be joined by Ignatious Umlaut to discuss Fight On! #17  and more!

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Sunday, December 24, 2023

Finally Got to Look at the D&D Terrain Case

I'm enjoying Christmas at the family farm, which is a long (almost exactly 12 hours) drive from where I live & work. That's too long of a drive for me so I tend to break it down into two 6 hour drive times. On my way up I managed to stop by an Ollies and pick up a copy of the D&D terrain case and the creature case. I had actually seen these for sale a a game store for $65, online for a bit under $20, and I paid $2.75....

I mention the prices not as a humble-brag, which would be applicable since I am a Midwesterner and it's common for us to say what price we paid for something as a casual part of conversation. I mention it know because I wanted to see how much value I felt there was in this product.

I'm going to only cover the Terrain Case because that's what I have in-hand and I'm not putting on pants, going outside, and digging through the truck to find the other case amongst the Christmas presents I have to unload later. Yes, I'm lazy....deal with it.

I'm probably going to be a bit petty about this "review" because if Hasbro (and that one game store) wanted me to pay $65, it better be a damned fine product.

The box has a hefty weight to it and my first issue was trying to actually open the thing. The outer wrap is glued pretty well and I had to flip it a few times to find a weakness I could rip off. While I had a knife I was loathe to use it because I didn't want to scratch the case.

Case is pretty enough, but I really don't care for the thick rope handle. It seems out of place aesthetically and the case isn't so heavy it has to have a handle. Now if I had a small issue opening the outer wrap I'm damned if I can get this actual case opened easily. Seriously? Do I need to look up a effing unboxing video to figure it out? 

Ok, now I feel stupid, but it actually opened easily, just not the way I was trying to open it. The sides of the case have a small V cutout at the top/front and between these cutouts and the stupid rope handle make sit seem obvious that the internal box slides out of an external box. No....the top of the case is magnetic and it flips open, revealing a forest path scene on the inside of the lid and a removable tray set on top of a larger tray/open-sided box. The inside box has two paper-wrapped tile sets and the smaller removable tray has a big red ribbon sticking out of it. Pulling up the ribbon lets you remove the folded map board and an actual folder containing five pages of static clings.


Ok the clings are pretty cool and the maps/tiles are both wet & dry erasable marker capable.  There are really only two map designs: generic grassland & generic stone. That's it.

Honestly I'm not impressed. Don't get me wrong, it's a pretty case, but $65.....no. Now if I paid $65 to Hasbro I'd get a digital DMG, but I don't want/need a digital DMG. Not knocking the game, but if I played it and was looking for terrain that means I'm the DM and I would already have the fricken DMG. Even if I didn't have a digital copy if that had value to me then I'd have already bought the thing. Adding something I don't want/need that costs the company nothing does not magically add $30 of value to a physical product.

Now I like the clings. I will use the clings, BUT.....I really wish they had provided a handful (five maybe) of empty cling backing sheets because once I remove a cling from the sheet, it's not going back on perfectly. Trying to fiddle with this in-game will prove to be an exercise in frustration. Now going ahead and peeling off all of the on-item cling and throwing it away gives me a lot more wiggle-room to replace items. Instead of spending money on producing a rope handle or and art insert I'll not use, give me something useful.

Speaking of useful, only two map designs? Really? Between the tiles and the foldable map that's four surfaces. If they had switched out the designs on the tiles then I could have used them with the foldable. A marsh map, rubble, rocky/hilly, cart path, creek, river, generic water......anything would have greatly increased the value of this terrain product.

IMNSHO the D&D Terrain Case is not worth the MSR of $65. It is too much style over substance and I think it isn't worth $20. Actually it is worth $20, but probably not to one person. I think any GM can get good use out of the clings and as far as the maps or tiles....pick one. I think I'd prefer the folding map, but I could totally see assembling the tiles and pre-drawing my map on it and then number & break it back up. As you play you only have to lay down the tiles as you need them. It really depends on your particular style. If I was running a con game I might like the tiles, already loaded with clings (obviously where appropriate) that lets me save time trying to draw things out during the limited convention game time.

Pro (ok personal experience) tip: If you're running multiple games (I'm specifically thinking multiple games at once as a head GM), but this will work for one game at a time as well, you can go to a fabric store and purchase clear vinyl "fabric" of various thickness/gauge material. It's normally 3-6' wide and sold by running foot. You can cut that up into smaller bits and draw your map out as individual rooms/halls, essentially creating your own clings! When you have multiple tables going at once you can easily lay one piece of vinyl over another and trace out a copy so all the table GMs have the same map layout all prepped in advanced.




Lastly....Merry Christmas everyone. I hope you all get to enjoy the holiday with friends and loved ones.

Sunday, April 2, 2023

I Saw the D&D Movie So You Don't Have to! (Mostly Spoiler-Free Post)

 

I Saw the D&D Movie So You Don't Have to! (Mostly Spoiler-Free Post)
Ok, kind of kidding with the title. I did see the movie Friday at the 1st "regular" showing my local theater had, but I had an afternoon date and it was the best movie time that worked with both our schedules.

I mention the date thing because she is not a gamer and had pretty much no clue about anything RPG related, so I was able to get her completely different perspective on the film.

It is important to note that this isn't so much of a review because I don't want to spoil things, but assume there will be at least one important spoiler that you may actually want to hear....I think it is important to hear, because I think this alone makes it worth seeing the film:

If, like me, you saw pretty much all of the previews and teasers, you already know the rough storyline. No....no you don't. The movie I saw was NOT the story that was presented in the teasers and trailers.

This is HUGE....at least to me. I am sooooo tired of already knowing what's going to happen when I sit down for a film. I mean it can still be a good time, but films hardly surprise you unless they go out of their way to do so. I can think of a couple of examples, but one is a big spoiler (the most recent Red Dawn flick) so I'll mention the Southpark: Bigger, Longer & Uncut movie. When the boys went hard R singing a few minutes in it was like a refreshing slap in the face if all you were used to was the TV show.....to me that was a great surprise.

Anyway, there was some good humor, plenty of Easter Eggs that didn't get in the way of the film (so no biggie for those that didn't recognize them) and I'll admit when the BBG fight went down I was going all Gamer and thought the PCs were going to zig...and they zagged. Did not see it coming at all and while I thought my idea was gamer-creative, I think it'd have been lost on the non-gamers in the audience and probably not a good cinematic/storytelling way for the PCs to win.

The only thing I didn't really like about the film is it just felt like there was a bit of name-dropping that might not have really added much, but my date didn't really notice because to her one name was just as good as another.

Honestly though, I think it has been the best D&D movie to date, which might not be saying much. It was enjoyable and I'll get it when it comes on Blu-Ray for sure. I would recommend seeing it, even if you bring a non-gamer. I'm hoping that they'll release a tie-in adventure or even a campaign (for all I know they've already done this) because there is plenty of main-storyline adjacent stuff to work with.....

Monday, February 13, 2023

Review - The Kakondo (DCC RPG Creature)



I don't do a large number of reviews at The Tavern. I feel there are others that specialize in doing such and do a much better job than I do at it. Still, there are times I do a review, usually because something about the release impresses me or stands out. In the case of The Kakondo, a creature for the DCC RPG (but easily converted to the OSR system of your choice - I plan to convert this to Continual Light) what stands out is the personal perspective of the author.

The Kakondo is a legendary creature that the author, Ashraf Braden of Uganda, recalls from the days of his schooling. While there is some awkwardness in Ashraf's writing, it is authentic, and I have no complaints. You get a page of descriptive text and a page of DCC RPG stats, abilities, and a new weapon detailed. As I said above, I already have plans to convert this to the system of my choice.

The Kakando is priced at a buck, which I think is fairly priced for what you get. What you give with your purchase, I think, is even more valuable - you empower a young man to share more of his local legends and history. I eagerly await future releases and wish to thank Bob Brinkman for bringing this young man to my attention.

All Sanctum Media proceeds from this product go directly to the writer, Ashraf Braden. Ashraf is an aspiring game designer and author living near Kampala in Uganda.

In the areas around Kampala, it is not uncommon for workers to make as little as $2/day. By purchasing this product, you are contributing to Ashraf’s ability to be able to continue to write and design games by allowing him the financial breathing room to do so. 

 

The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. 

DTRPGAmazon, and Humble Bundle are affiliate programs that support The Tavern.  You can catch the daily Tavern Chat cast on AnchorYouTube or wherever you listen to your podcast collection. - Tenkar 

Tuesday, February 1, 2022

Giantlands - Reviewish - Book 1, Part 1 - Damn It Tenkar, Where Are the Rules?

To be honest, I did not purchase Giantlands with high hopes. At $130 plus shipping my expectations were severely muted. That being said, I can honestly say, the editing is, by far, better than any of the peeks we've had of various TSR3 products that have not been released yet. Surely, not a high bar to meet, but one that has been met and exceeded.

Now, on to the cover of Volume 1 of Three Booklets, Spirits Guide. Yes, I know that looks awkward, but there it is. 

Giantlands: Science Fantasy Roleplaying Game Playable with Pen, Paper, Dice & Masks

Maybe it's just me, but we never played with masks back in the day OR today (but occasionally we did play with hand puppets, like the Rocky & Bullwinkle Game from TSR). This makes it seem like masks are expected to be used as part of gameplay. It should be noted that masks are NOT included in the box, but pencils are, as well as dice and some tokens.

At first glance, the art looks above average to pretty damn good. Jeff Dee did some interior art, and the other artists did fine jobs overall.

We start with the description of the 5th Age. If you've played an RPG with a default setting before, you probably already know much of the script.

This is followed by the section The Fun of Roleplaying. If this is your first RPG, do read it. Also, my sympathies, as this should likely not be your first RPG. That applies to MOST RPGs. It's not a knock on Giantlands specifically, just a general note.

Definition of Terms comes next. At four pages, it does a decent job of defining terms used in RPGs in general and Giantlands in particular. 

Core Guidelines is the next page and really feels like it could have been included with The Fun of Roleplaying Section. Again, as a gamer, this section can likely be ignored by most.

The What Do You Need Section ("the following is a list of what is needed for a game of Giantlands") is where I find myself blinking and shaking my head. Spirits (players), Spirit Keeper (GM), Dice, Sigil Coins (tokens of a sort. Four are included in the box, but you could substitute coins), Pencil (the cover says "pen", but that's nitpicking), Paper, Imagination, Lusory Attitude (basically the ability to immerse yourself in the game - yeah, Gygaxian word) and lastly Masks and Costumes.

Now, let's pull that last piece out on its own.

Masks and Costumes

Masks are a way to help us stay safe while stepping even more out of our everyday selves and into other roles. Decorate your mask with Sigils, human or animal features, or anything else that makes you feel more like your character. Costumes of any kind also help us and others to imagine more deeply and suspend disbelief in the fantasy

Does the above paragraph make anyone else cringe? It certainly makes me cringe. Needless to say, no masks or costumes are included with Giantlands but they are included in the What Do You Need Section of the rulebook.

Now, I'm not saying that an RPG with masks and costumes can't work, but marketing such to old-school gamers is likely the wrong market to aim for.

But wait! There's more on Costumes and Masks a few pages later. 

Costume and mask creation is an important part of playing Giantlands.

We strongly and sincerely suggest you craft your own.

Playing dress-up is great fun, but it comes with game benefits too. The costume rules state that if you wear a mask, you may add +5 to each of your Ability scores. If you wear a full-body costume, you can add +10 to each Ability score.

I'm an adult. I don't play dress-up. 

But it seems as though Costumes and Masks are NOT required to play Giantlands, just highly beneficial with in-game bonuses that literally make no sense. 

"Hey, bring blue dice to my game table and I'll make sure you get +1 hit for the rest of the session" is not the way to design a game.

Damn, where was I?

Oh yes, the Play of the Game Section. This is another section that makes me scratch my head, specifically Step Three. Actually, everything from Step Three on. Fuckit, there's too much to type. Here's the page for review purposes only:

There is no sample adventure in the box (and I just confirmed that Volume 2, the Keepers Guide, lacks such). It appears that the assumption is that the Spirit Keeper will know how to design an adventure for Giantlands, but the rules thus far seem to be directed at players new to RPGs in general.

How do you NOT include a sample adventure for a totally new game system? Even a free one on the website would suffice. From what I can tell, the only download on the WFD website is for a Giantlands character sheet. At 2 bucks, BTW.

K, I'm burned out. 

Tomorrow Night on the Talking Crit LiveStream, we'll do a Giantlands Session Zero - Character Generation. At first glance, it doesn't seem all that balanced, but maybe that's where the "old school" aspect comes into the ruleset.


The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. DTRPGAmazon, and Humble Bundle are the affiliate programs that support 

The Tavern.  

You can catch the daily Tavern Chat podcast on AnchorYouTube
or wherever you listen to your podcast collection.



 



Tuesday, August 17, 2021

Caravan! Reviewish - A Boardgame/5e Hack That is Less than the Sum of It's Parts

"This RPG hex crawl/ board game hybrid is compatible with the 5E fantasy rule set—and can be adapted to other game systems with a little conversion."

What does the above sentence actually mean? 

Well, for one thing, Caravan! is NOT a hex crawl as any old-school gamer would describe it, as there are no decisions to be made about choosing a direction or a hex to explore. Instead, you roll 2d6 and go around the board, and land on a square hex.

Start: Play Starts at the Gull’s Nest hex. Your mercenaries now leave the town, guarding these precious resources as you bring them to foreign markets. Let the first mercenary roll 2d6 to move.

Below is a sample of said board (1/8th of the board to be exact).

So yeah, definitely not a hex crawl. Certainly, a board game that uses D&D 5e as its engine.

What about the conversion to other systems, like more classic editions of D&D and its clones?

Here's the issue - many of these "hexes" require skill checks. I simply don't see it converting well to a simpler ruleset without some heavy-handed finagling. 

Below are some possibilities if you "land" on the Port of Gull's Nest.
5.) Adventure! The Temple of Neptus (God of the Sea) asks characters to assist with the destruction of marine ghouls prowling the sedges by the old Fishery. Under the shadow of night, the party mercenaries encounter 2–5 (d4+1) marine ghouls. If defeated, the group gains experience points and a 2% chance to find a Magical Armament (see Appendix A).

6.) Huge Banana Cargo Load! “What are you going to do with all of these bananas?” Drop off Cargo before landing on or passing Gulls Nest a subsequent time (before the bananas rot) and gain 100 gold coins in banana sales! If a mercenary has Brewer’s Tools or Alchemist’s Tools, a DC 12 (using Intelligence as the ability) can turn a portion of the bananas into rum, tripling the reward to 300 gold coins.

Here is a sample of other squares hexes on the board:

Brutal Winds: Great winds blow the caravan apart! Make a DC 15 Group Check, using each member’s best ability from the following: Strength, Wisdom (Survival), or Intelligence (Nature). Failure causes the group to be knocked back d6 squares. 

Caves of Dor: d6 giant hyenas attack from 30’– 60’ away (d4 x 10’ + 20’). Upon defeat of these beasts, roll d100. 2% chance of a magical armament (see Appendix A) discovered in their bone-strewn lair.

Desolate Canyons: Party is stranded here until an Intelligence (Nature) or Wisdom (Survival) DC 15 is rolled. Three fails brings an attacking harpy. 

Foreboding Mountains: Party is stranded here until an Intelligence (Nature) or Wisdom (Survival) DC 15 is rolled. Three failures bring d4 dire wolves. 2% chance of finding a magical armament (see Appendix A), lying on the altar of a hidden Elder Gods’ shrine.

Then, of course, there are the conversion notes for other systems:

Caravan! may be used with other rule sets and game systems, with a little bit of conversion. For example, let’s say we wanted to run Caravan! for the old-school B/X game system. Here are a few suggestions and changes:

Skills: Players must roll their ability score or less on a d20. See the following modifications:

  • If the DC is 10, give the player a -5 bonus on the d20 roll.
  • If the DC is 15, let the player roll with no bonus or penalty.
  • If the DC is 20, give the player a +5 penalty on the d20 roll.
  • If the DC is 25, give the player a +10 penalty to the d20 roll.
  • A roll of 20 is always successful and a roll of 1 always fails.

That's it. I guess it works, but the text refers to advantage/disadvantage, a concept foreign to many old-school gamers and not explained.

Would this work as a board game? I guess so, but as a DM I'd never allow my players to level up their PCs using what is essentially a board game. 

It likely could be run as a solo diversion, but its replayability would be minimal, and the price ($15) is beyond excessive in my opinion. Priced at 5 bucks, it could be an acceptable diversion for a night when you are missing some players and yet what remains of the group still wants to roll some "D&D Dice" and kill things and take their stuff. Just so long as it was understood that nothing that happened would actually carry over to the regular campaign, as this is, quite literally a board game. If the hexes were drawn as squares, one wouldn't even be able to make the illusionary claim it was a hex-crawl.

As a final note, there is this quote from page 4:

EXPANDING THE HEX CRAWL: There is no wandering off the board. Yes, this is a role-playing game, but if your players decide they want to explore the deepest reaches of the Jildaan Verge, discover the abominations slumbering deep in the Foreboding Mountains, or raid the Lighthouse Mage’s tower in Gull’s Nest, you can take note of this, perhaps incorporating these elements into your personal RPG campaign in the future; for the nonce, however, your players are engaged in a more-structured adventure. Think of board movement as an old school hex crawl, with pre-set encounters. (emphasis mine)

This is NOT how an old-school hex crawl is run, and one certainly does not roll 2d6 to determine your next random hex. It is, however, an attempt to hit some notes of old-school nostalgia, without actually including any old school in the mix.

I can't recommend Caravan! at its current pricing. Despite its claims otherwise, it is a board game masquerading as an RPG product, and it doesn't seem like it has a grasp of its own identity. I know I don't.

Aside from that, having playtesters and design staff writing reviews and glowing commentary is simply distasteful, and for that alone, I'd likely recommend folks avoid the product unless some honest playtests are posted by neutral parties. At 15 bucks, I expect those to be few and far between.

 The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. DTRPGAmazon, and Humble Bundle are affiliate programs that support The Tavern. 

You can catch the daily Tavern Chat podcast on AnchorYouTube or wherever you listen to your podcast collection. - Tenkar   



 

Sunday, April 25, 2021

I've Discovered my Spiritual Successor to Baldur's Gate

I've Discovered my Spiritual Successor to Baldur's Gate
Confession time: Like a lot of grown-ass men, I'm not a lot of fun when I'm not feeling well and Friday I got my 2nd Covid-19 shot. The side effects are there, I am cognizant of this, and I'll try not to be a whiny bitch this week.

That being said, I'm mildly annoyed with the community after my post a month ago about computer RPG games. Since this is largely an OSR community here at the Tavern I get it though.......this will make sense in a hot minute.

So I mentioned that I've bought Baldur's Gate a couple times now, most recently on Xbox One. I've played it for maybe an hour and I'll just say it: I think the Xbox port sucks major donkey dick. I think some of my veteran brothers know that "major donkey dick" is a quantifiable measurement. I was an idiot and bought this when it 1st came out and now at the price of $18 for BG1 & BG2......I'm not sure it's worthwhile at that price. Now maybe with a keyboard and mouse.....but with a controller? Nope.

Since I knew I was likely to be sick for a couple days I figured I'd hit up the Gamestop to see what I could find and I came across a copy of the "Definitive Edition" of Pathfinder Kingmaker. OK, so it isn't D&D, much less anything close to OSR, BUT it is a surprisingly good table-top RPG on a console. I'm really digging it and finding it so much more enjoyable than Baldur's Gate on the Xbox.

Now, of course the interface is not perfect. There are some occasional things, like group movement changing where I'm trying to figure out what button combo I accidentally pressed to change things. Overall though, it's freaking fantastic. I love, love, LOVE how you can basically create a bunch of hotkeys for each character. Want to use a spell, ability, or even have some equipment at your virtual fingertips....easy-peasy.

After five hours of gameplay....and by five I mean probably more like 25 since time freaking flies while gaming online.....I have lost count of the number of times I was thinking, "I wish these guys would use this engine on Baldur's Gate." Many times I forgot I was playing Pathfinder and the ruleset stuff wasn't as big of a deal. I don't know the Pathfinder rules and my experience in D&D 3.5 was limited, so the rules weren't really that big of a barrier for me.

Pathfinder Kingmaker Screenshot


Yes, I did have to spend much more time reading things to figure out ruleset stuff, but again this is where the interface shined. If I needed a bit of an info-dump it was usually a button click away.

Now I'm only in the beginning of the game with level 4 PCs. I know there is going to be some kingdom-building "stuff" in the game I may or may not like. I was thinking how much it'd suck if I didn't like this aspect of the game, but after looking at the in-game options I can have that stuff automated and concentrate on the adventuring aspects. Actually, there are a TON of options as far as gameplay goes, much more than just tweaking difficulty settings.

The biggest is that you can have real-time combat and traditional turn-based, so you can be more like a "regular" computer game and a "regular" Pathfinder table-top game. Feel free to let the AI run the other PCs and concentrate on your one (main) guy. I haven't tried the AI option yet and try to control everything on my own, which takes up more time. One HUGE improvement over Baldur's Gate is that you can toggle on and off PC auto following, and you can tweak your party formation really easy.

One think I HATED with BG was pausing the game so I could direct each PC to take a specific action and then when you un-pause they do that one thing and then go all Leroy Jenkins on your ass. Ugh. This means I'm always having to pause and un-pause to keep my guys from running off stupid (even when I've tweaked the AI). While I can pause the Pathfinder Kingmaker game, when I do it's usually by accident. Since I'm playing turn-based those PCs move when I tell them to (in combat) and they will keep in formation when out of combat. Unlink the PC movement and I can put each PC where I want and *gasp* THEY STAY THERE!

Clearly I'm enjoying this game and I wanted to share this with the other patrons because....well because this is a game I would have normally passed on by and I'm willing to bet the average OSR-focused Tavern patron would as well. Honestly the biggest reason I picked it up was the fact that Deep Silver worked on it and I've liked every Deep Silver game I've played. Just consider this post a PSA of sorts. 





Monday, January 28, 2019

Guest Review - Role Gate (Play by Chat Platform)


I've failed as a player in Play by Post in the past. There just never seemed to be a platform that was a good fit and I think you need a strong GM to make it work well. I want to thank Valdus for directing me (and The Tavern's readers) to Role Gate. While it still has a few kinks to work out, I think the potential is damn near limitless.

Now, onward to our guest review - Tenkar

Here in New Orleans, I am a lonely gamer, living in a place where people live out their fantasies not on the tabletop but in the streets. In my 20+ years of searching for a satisfying online gaming environment, I came across a lot of hacks and snake oil merchants. Platforms like Fantasy Grounds sell you a product then string you along with an endless parade of modules and rules. I even went so far as starting my own play by post site which was quickly run completely amok.

Recent online resources have come into the picture. But both Roll20 and Discord, while great for most, tend to demand either a learning curve or sitting in a chatroom waiting for people to play what you want to play, let alone a willing game master.

But RoleGate looks different.

RoleGate.com is an RPG in-browser platform that offers a suite of rpg chat elements. Far more user-friendly than Discord or Roll20, RoleGate comes ready-made for some serious gaming. Running and syncing instantly from any platform (PC, phone or Pad) that has a browser, RoleGate allows players and GM's to chat, threading a dialogue with tabs for characters, game settings, and an index where the GM can divide their game into chapters, acts and scenes.

Yeah but let's face it, all online RPG aids, no matter play-by-post or virtual tabletop, come down to the dice roller right? RoleGate has a wealth of dice combination and options for easy macro codes to roll stats with a simple cut and paste. And more customizable dice are on the way.

So why not just log onto Discord? I did both. On Discord I set up my own room, invited a bunch a people and tried to set up bots for dice rollers, and quite frankly had trouble with the flow of dice macros and making a private room in the channel wasn't the easiest thing in the world. Go ahead call me an OSRIC-Idiot.

RoleGate had everything ready-made, it's all there without any restrictions even on my Basic account- which I upgraded to copper. RoleGate's fantasy economy works on tips given when someone writes or plays well, in the form of coins, the metal (from copper to platinum- sound familiar) corresponds with the tiers of subscription. These tiers correspond to a library of icons for use in chat. 

Schooled in 1980's loose-leaf character sheets or later on, the easy user interface of the classic Neverwinter Nights, I'm not big on the learning curve. RoleGate is an online RPG version of "plug in and play." The community is strong on Reddit and Discord, and if you're willing to GM you can run a game on just about anything. I am running a World of Dungeons campaign.

RoleGate.com is a great playing platform, a great base with many features coming in the future (members can use their coin to vote for suggested features). Whether you are a free basic member, copper or platinum, the platform offers the same gaming features. Think of these coins as just membership 'bling' and does not affect the gaming experience.

So for this lonely gamer, RoleGate.com may be my go-to virtual tabletop, when I'm not slaying paper-mache dragons in the streets of New Orleans.  - Valdus

The Tavern is always looking for reviews and guest posters from the community. 

Monday, October 22, 2018

Review - Dungeons & Dragons Art and Arcana: A Visual History

I know I posted about Dungeons and Dragons Art and Arcana: A Visual History before when I received my review copies, but it releases tomorrow and I wanted to put a short review together to remind folks who haven't yet snagged a copy. Remember, in this case, Amazon is your friend ;)

Dungeons & Dragons Art and Arcana: A Visual History has a suggested retail of $50 - on Amazon, it is available for $31.45

Dungeons & Dragons Art and Arcana: A Visual History - Special Edition, Boxed Book & Ephemera Set has a suggested retail of $125 - on Amazon, it is available for $76.27

Note - these are Amazon affiliate links. A small portion of your purchase price made via these links will go to support The Tavern. I Thank you.

I'm going to do this review picture by selected picture, as it IS an art book, and the art is what really makes this stand out.


Standard cover and special boxed set.


 Box cover of the Special Edition. It really is special and pops in person more than this photo shows.


 Cover of the Special Edition book.


A Paladin in Hell is one of my favorite pieces of art from any 1e book. Emirikol the Chaotic was also damn - and pretty much what my players thought "chaotic" meant ;)


 Dungeons & Dragons Viewmaster and a record release? I literally had no clue.


I love the classic ads.


I realize now that I never had the "orange spine" releases of the core AD&D 1e books. Otherwise, I'd have this complete collection.


I have some of these colored covers, but not many.


The AD&D 2e art was a huge change from 1e. Not going to say which I think was better, just remarking on the huge change in direction.


 Beholder by the Numbers. Edition numbers ;)


 Ah, the Forgotten Realms. The beginning of the end of Greyhawk. Nope, not bitter at all...


 Dragonlance. Fun books. Excellent art. Shitty modules.


 I like this piece but don't recall it.


Collectors edition only.



Inside of above.


Lots of frameable posters in the Special Edition.

So, my final score? To (poorly) quote Nigel from Spinal Tap, "this goes to ELEVEN, and eleven is a larger number than ten."

Get it. Seriously.

Saturday, August 4, 2018

Guest Review - Adventurer Conqueror King System - An OSR title that refines the past to create a new standard in gaming!



I'm always open to pitches for guest posts. When Christopher Bishop approached me and told me he had a comprehensive review of ACKS written and ready to go, I was anxious to see it. Seriously, one of the best put together reviews of any product I've read in the OSR. Doesn't hurt that ACKS is probably my second favorite system in the OSR (Swords & Wizardry is my first love, but you knew that). Chris has a blog over at Rolling Bones. This review can also be read there in its original format - Tenkar 

The reviewer is writing this review using his own personally bought copy of the product

Adventurer Conqueror King System (or ACKS) came into existence back in 2011. It was right at the height of the OSR's first big boom, where most of the products went from PDF only affairs to offering more traditional dead tree format. While there have been literally well over a hundred different variations of old D&D rules, you would be deceiving yourself to think once you have seen one you have seen them all.

ACKS did not come on to my radar until much later through a Bundle of Holding offer. At the time I was playing 5E and Swords and Wizardry. Swords and Wizardry will always be near and dear to my heart, but I found myself wanting something with a little more teeth. Something that really took the old idea of character progression into something other than just more advanced murder hobo adventures. Sure as a DM I have control over the world my players are in and all the intricacies available therein. But having a mechanics system in place to handle the heavy lifting sure is nice.

I was looking through my DrivethruRPG library and what pops up but this package from Bundle of Holding I purchased a year and a half ago. I began skimming the product and was kind of shocked at what I was seeing. I had assumed (boy never a good thing to do) that it was another B/X clone. Not a bad thing mind you, but not exactly what I was looking for. What I found was something else.


Image by Ryan Browning ©Autarch LLC 2011-2018

Becoming an Adventurer

First of all, let's discuss or define what a B/X game looks like in comparison to more modern renditions of Dungeons and Dragons. B/X typically only took you to level 14. Levels 1-3 were the basic level of the game chiefly revolving around dungeon crawls. Levels 4-14 were focused on the exploration of wilderness environments, and once characters reached level 9, the idea of ruling a small domain with many servants or followers to assist you. Race and class were one in the same with only humans actually selecting a class type and the others being relegated to racially stereotypical pursuits.

Humans
ACKS keeps the same level scheme of 1-14 but changes several other aspects up quite a bit. First of all, ACKS provides many classes in the core book beyond the standard affair. Humans have the options of being Fighters, Mages, Clerics, Thieves, Assasins, Bards, Bladedancers (clerics that are slightly more functional at fighting and mobility at the cost of wearing certain armor types), and Explorers (rangers of a sort more focused on actual outdoor survival without the spell component).

Non-Humans
Nonhumans instead of being one singular class are divided up into different aspects of their society. Elves can choose from Elven Nightblades (think sorcerer/assassin) or Elven Spellsword (fighter/mage combo). Dwarves have Dwarven Vault guards (typical iconic dwarf), and Dwarven Craft priest (combine cleric and fighter together without the hefty restrictions of a paladin).

No halflings appear in this rulebook (though do not worry they do appear later in another product) and nonhumans do still get restricted on level gain, though this is less of an issue with ACKS leveling system ending at 14 for human classes.

Optimization in droves
ACKS utilizes a proficiency system. While this is not a new idea, the way it is utilized is both efficient and really changes ACKS from being just another retroclone restating the same tired ideas. Within ACKS, Proficiencies fall somewhere in between feats and skills. Couple this with the use of templates and you can really make a customized version of whatever class you decide on that further individualizes without having to make yet another class.

Proficiencies are unique to certain class types. There are of course shared proficiencies, but by and large, this is more within a template (something I will go into more detail about on the Players Companion review). This makes a sword and board fighter operate differently from say a 2 handed fighter. The Mercenary template for instance: you throw in 2 proficiencies, Combat reflexes and Manual of Arms and a customized equipment package flavored to the more iconic mercenary role and voila your fighter is instead a professional soldier for hire.


Image by Ryan Browning ©Autarch LLC 2011-2018

Magic by the numbers
Magic in ACKS will be both familiar and unique compared to other OSR systems. I realize that is a fairly vague statement. So in most d20 systems wizards have a pool of spells in their spellbook. ACKS is no different in this. Where the differences come in is how those spells are utilized. Normally arcane spellcasters are restricted to only using those spells they have memorized unless we are talking about 3.X era Sorcerers. The problem with Sorcerers is that not everyone wants a spellcaster that does not have to "pay" in the traditional sense for their power. What this did is set what some looked at as an unfair imbalance to the more traditional mindset of spellcasting based around Vancian rules.

ACKS, however, says any spell in your repertoire can be used provided you have the spell slot left to cast it.

This might seem like a minor change but in effect what it does is make the magic-user more flexible. Now the spellcaster can safely go into dungeons knowing that not only do they have offensive magic usable but also all those oft unused utility spells that could potentially make or break an encounter. I was skeptical at first until I saw this in practice. It worked very well and was in no way overpowering. The limitation of so many spells cast per day keeps it railed in while giving the benefit of far more utility.

ACKS has little touches inserted all over the place to individualize itself. The author encourages folks playing spellcasters to add little signatures that are aesthetic in name but really help to flavor their caster individually. The example that is given in the book is of a necromancer character that whenever he casts magic missile the magic manifests as a shard of a bone. It is a simple nonmechanical storytelling the device that still helps to further the idea of not relying on a hard mechanic to define your character.

Fantasy economy done right
One of the surprises and delights of Adventurer Conqueror King System is the extensive study of 4th-8th-century history that the authors have done. A great deal of analysis has gone on to properly represent from a socioeconomic point of view the very real financial and labor challenges living in that era would have produced. Your first introduction to this is the equipment section, in which equipment availability by market size, as well as pricing conventions based upon supply and demand. This is not done in a time-consuming fashion. Everything is lined up in easy to follow tables that very quickly let the Judge scan for the market type based on domain size. In a clear manner, this tells the Judge how to price objects, if they are available, and if not if it is possible to get the product in and how long it will take.

A lot of folks hear the word tables, and that turns them off thinking this is going to be a game where they have to nonstop consult table after table. I am here to tell you, the information is oriented in a fashion in which it's easy to find in a time of need without disrupting gameplay for long periods of time. Later when the rulebook begins discussing domain management and creation, the game offers meticulous detail about acreage, production of resources based on peasant morale, population, and natural sustainability. A desert offers different financial and logistical differences than an overgrown forested region. All of this is presented in a fashion that a Judge can find and use with ease.

Image and information presented ©Autarch LLC 2011-2018

This land is my land
It was always the intent of Dungeons and Dragons B/X era gaming to guide players from lowly dungeon delver to wilderness explorer, to notable and important heroic figure and eventually to ruler. While a system to do this has been included in just about every iteration of D&D since B/X days, only in the BECMI rendition is the concept actually given real depth in the core rules. Yes, supplements have been offered in one fashion or another, but a supplement makes it more of an optional thing than an actual feature or focus of the game.

ACKS chooses to instead really dial in this oft-neglected aspect of gaming. Sure your adventurers will dive into pits of despair. But around 3rd to 4th level they spread their wings and begin to focus on exploring the wilderness surrounding them. As tales of their heroics spread, so does their notoriety. The movers and shakers of the land begin to take notice, and with this also comes those who will seek the players out.

However, this is just where the fun begins. In order to create a stronghold or a domain, the players must first clear or "conquer" the surrounding hexes from their chosen build site. This is the only way they can hope to attract not just followers, but peasants and commerce to come to their domain. The costs in labor, time, pedigree of hireling required (engineers for instance) is laid out in digestible bits that neither overwhelm nor undersell the reader.

Once the project is complete and the domain established now the mechanics of actually running a realm come into play. With such an eye for historical accuracy and logical population disbursement (you won't find a town of 50,000 people in a medieval desert setting where it would have been impossible to sustain it) you can easily weight the requirements of maintaining and growing your kingdom.

Creation defined 
A lot of products shy away from the idea of letting players construct or build things. Specifically, most of this kind of detail did not become available until the 3.x era of gaming, and even then as an afterthought or option without the true details needed to fully convey this process. ACKS, however, does not shy from tackling this topic.

Complete rules are given for creating magic items, researching and creating new spells, building magical constructs, and necromantic minions and more. What is more interesting is that it also gives rules on how to infuse this into the domain aspect. A mage might have a few apprentices, which instead of just being fluff actually serve the purpose of advancing the mages personal goals and acquisition of power. This is done through harvesting ingredients, researching spells, writing scrolls or a myriad of other various functions. Your retainers, hirelings, and followers are more than mere torch wielders and trap finders.

This idea that a player can create items worthy of the magic item index is not new, but rarely has it been portrayed in the common sense fashion that it is in ACKS. Once again all of this is presented in an easy to follow fashion that is modular, use it or don't use it at your leisure. If you want the total ACKS experience use it, but if you just want it to be basic, the game runs fine without it.


Summary of my thoughts on ACKS
ACKS is not a retro-clone as much as it is a reinforcement of the B/X foundation, then a layered approach of adding complexity to this style of gameplay. All this is presented in a very modular format. Meaning you can easily remove this aspect if you dislike it as a gamemaster without breaking anything. I think that is important to folks who look for flexibility in a system. It can be as complex or as clean a B/X inspired game as you want it to be. The foundation has been refined to perfection so that other aspects of ACKS can sit comfortably atop it.

The core rulebook follows a very predictable pattern in how it presents information. Chapters roll into one another in a common sense placement. You can tell time and understanding of gaming has clearly helped the author to conceive a functional layout. Every chapter progresses on the groundwork of the chapter before it in a clear and concise pattern.

The author has constantly worked towards individualizing the product. Attack Throws or To hit numbers are neither the Thac0 system nor the ascending system as it is used in 3.x products. It falls right in the middle still following an ascending pattern and more common sense approach of simply needing to add the respective armor class to a base roll to figure out the number needed. Unarmored foes start as Armor Class 0, and armor increases positively from there.

The artwork is superb with gorgeous color cover art and amazing interior Black & White illustrations. The author's tone is easy to follow and even subject matter that would have put me to sleep in other games is presented in a fashion to keep the reader interested. Most of this is done by using constant examples to make the idea shown click.


Where can you buy it?
You can pick up Adventurer Conqueror King at RPGNOW or Drivethrurpg. Most of the products come in PDF form or you can Print on Demand the core rulebook. You can pick up the Softcover for $35.00 with PDF as well or $40.00 in Hardcover with the PDF. There is no price difference between buying the PoD version with or without the PDF currently so it is the best of both worlds!

Join me in 3 weeks for a review of the ACKS Players Companion. I plan to go through each one of the ACKS products as all of them offer a bevy of different options worth exploring even if you do not intend to run ACKS itself.
Until Next Time,
Keep rolling them bones
Chris

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Thursday, May 18, 2017

The Hero's Journey Gets Reviewed on ENWorld



Well well. The Hero's Journey got a nice, if short review over on ENWorld.
The Hero’s Journey is a neat rulebook with a clear layout, offering multiple optional rules for basically everything. What’s missing? Random encounter tables, adventure creation guidelines, and substantial GM advice. You could use the player-facing rules and the bestiary as is in conjunction with your favourite GM-facing procedures, or just steal your favourite bits and merge them with your own old-school frankengame.
It actually says nice things about THJ, but I think looking for adventure guidelines and substantial GM advice from a ruleset that will probably not be anyone's first foot in the OSR is repetitive. Now, of course I love me some random tables so...

There's more to the above review which s linked here.

Did I mention that some of the commenters do not know what a homage is? Sigh.

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Wednesday, April 12, 2017

Another Video Review - This Time of the Swords & Wizardry Continual Light Playtest Rules


Yep, we have another Swords & Wizardry Light video review, although this time it is actually for the Continual Light "Alpha" or playtest rules.

Its a short video (about three and a half minutes) and you know you want to watch it :)

Seriously, huge thanks to Skinner Games for taking the time to check out the rules and make this video.


Sunday, February 12, 2017

Review - Hubris: a World of Visceral Adventure - Part 1 - Race & Class & Buyin' Ass



I've been sitting on a couple of releases from the end of 2016 / beginning of 2017 that I've intended to review but just haven't had the time to do more that a quick flip through - until this past week. Being sick and spending lots of time in bed is beneficial to those that like reading PDFs on their tablets. That me. I prefer reading on my tablet to the computer screen.

Anyhow, I dove into Hubris: A World of Visceral Adventure for the DCC RPG by +Mike Evans . I really didn't know what to expect. It bills itself as a Swords and Sorcery campaign setting but that is basically DCC RPG in a nutshell. What really could make that seem fresh?

Apparently, the "what" is a "who" and the "who" is Mike Evans.

Before I start. Minor quibble. The table of contents is not hyperlinked. At nearly 350 pages, a hyperlinked TOC would be helpful. Not a biggie

First, we get nine new classes / races for the DCC RPG (races are classes on DCC). They range from good but awkward to run (Mutant comes to mind) to "holy shit I want to play this right now" (Murder Machine) to "I want to convert this to Swords & Wizardry Light" (Avarian) and places in between (Alchemist, Blood Witch, Druid, Shadowdancer, Ekrask and Half Demon round out the list)

Alright, more about the Murder Machine. You know the Warforged for D&D? Now, imagine them done as psychotic killing machines derived from sentient creatures.

Got it? Well, most of them are totally converted and loyal to the Black Queen, but some go awry and have their original consciousness and personality (although severely damaged by the conversion process I expect) Yep, free will. Lollipops and wheellocks.

Oh, and Swiss-Army Hands: Swiss-Army Hand: A murder machine is built to
kill, and as such is outfitted with a hand that can rotate and become one of three weapons. At level one a player chooses three weapons from the following list: hand crossbow*, dagger, flail, hand axe, mace, short sword or wheellock pistol*

Listen, worth the price of admission for this racial class alone. I will do a S&W conversion at some point - as a monster entry, not a PC class. But man, I want to peek into Mike's head some more.

Lets bounce ahead to the optional rules. One in particular stands out to me - Weapon Damage by Class. I remember an article similar to this is a Dragon Magazine in the late 60's or lower 70's (by issue number) Of course, we were all into min-maxing back in my High School days, so we didn't think much of it but now as an adult and someone who has dabbled in system design? I like it.

Light, medium and heavy weapons, with fighter types getting the most of the damage potential and the squishy arcane casters getting the least. I would bump the thief up a notch with heavy weapons myself, but other than that I really like the list.

Oh, favorite table thus far?

That last line? When I worked the South Bronx in the late 90s we had a number that "Walked the Point" that fit into that category.

On that note...

I'll be back in a few days to delve into the Territories of Hubris. Random tables that scream sandbox. And more :)

From the blurb:
Hubris is a weird fantasy setting that  uses the awesome Dungeon Crawl Classics rules! 
In this book you will find 10 territories filled with tables and charts to generate interesting locations and encounters, new occupations, 4 new classes, 5 new playable races, 3 new spells, 4 new patrons, including 3 patrons spells for each, 11 new and terrible gods, 14 tables and charts for a GM to use to aid them in their game or create interesting/fun situations, two new adventures to kick off a campaign, and 51 new enemies (including enemies that are unique thanks to random generation).  Hubris is hackable!  Each territory can be used as the GM wills!  Need a desert, swamp, or frozen tundra for your game?  Use what's in Hubris! 
Campaign Summary 
Legend states that Hubris was created from the fetid corpse of a long-dead god. Hubris is a land of terrible creatures, grand inequality, strange and cruel gods, dangerous magic, opulent nobility, destitute commoners, people that have become corrupted and turned to savage beasts, constant wars, and worse.

The kingdoms are not kind or benevolent: In the Blighted Sands the Klind are slavers and openly practice sorcery, offering sacrifices to their depraved serpentine god, Set. Across the continent the Fairweather kingdom is governed by a corrupt and inbred royal family with the nobility following suit. Esenbar is ruled by a staunch xenophobic theocracy that tolerates little outside of their strict doctrine. The barbaric Ingvar of the Frozen Wastes wage vicious battles against the savage frost giants of The Crag, and care little about the goings on of the world; their life is cut from battle with an axe or sword. The Black Queen rules the citizens of the Floating Island of Terror from her throne of bones and dreams terrible machinations for Hubris. Shadowfall, built in the remains of the burrow of a gigantic worm, is ran by vampires and their thralls, and they welcome all who are devious, vicious and cunning.

There are no easily recognizable heroes in the world. You wander the wilderness or delve into ancient ruins: out of desperation, some crazed need for adventure, or for some bizarre belief that the world can actually be made a better place. Though civilization offers you security and comfort, you shirk those in the hopes of gaining riches and power. But when you die, no one will sing songs of your deeds. You will die a horribly bloody death at the hands of some twisted abomination or by the knife of an assassin sent by some fat, scheming noble.

Your epic tale will be forgotten in days as the dangerous world continues on without you and the apathetic masses stay complacent to dogmatic control of their government.

This is not a fairy tale or an epic ballad. This is a savage world. This is Hubris.

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