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Showing posts with label Dragon Age. Show all posts
Showing posts with label Dragon Age. Show all posts

Saturday, 12 December 2015

Fantasy comes of AGE

Although it has a handful of supplements, the Dragon Age – Dark Fantasy Roleplaying line has been very quiet since the release of Dragon Age – Dark Fantasy Roleplaying Set 2: For Characters Level 6 to 10 and Dragon Age – Dark Fantasy Roleplaying Set 3: For Characters Level 11 to 20—and the subsequent release of the Dragon Age Roleplaying Game Core Rulebook. Green Ronin Publishing’s RPG—based on Dragon Age: Origins, the computer game from Bioware, proved to be a light, fast, and relatively uncomplicated fantasy RPG. Notably though, its AGE System or Adventure Gaming System (AGE) System mechanics provided for elegantly cinematic play; first for combat and spellcasting, but then for roleplaying, interaction, and exploration. When Dragon Age – Dark Fantasy Roleplaying Set 1: For Characters Level 1 to 5 was published in 2009, it was the best basic fantasy RPG available.

In 2015, Green Ronin Publishing released the Fantasy AGE Basic Rulebook. Designed to support Titansgrave: The Ashes of Valkana, the setting supplement based on the online video series created by Wil Wheaton, the Fantasy AGE Basic Rulebook is derived from material first presented Dragon Age – Dark Fantasy Roleplaying, benefiting from its development, but shorn of its setting material and some relatively minor changes. For example, several of the abilities—or character attributes—have been renamed and redesigned and the magic system has been redesigned to be easier to use. It remains a Class and Level RPG designed to handle generic fantasy, the players taking the roles of Dwarves, Elves, Gnomes, Halflings, Half-Orcs, and Humans as they progress from Level One to Level Twenty as Mages, Rogues, and Warriors.

At the core of each character in Fantasy AGE are eight abilities—Accuracy, Communication, Constitution, Dexterity, Fighting, Intelligence, Perception, Strength, and Willpower. Each attribute is rated between -2 and 4, with 1 being the average. They will have ability focuses, areas of expertise such as Accuracy (Black Powder), Communication (Gambling), Intelligence (Divination Acana), Perception (Searching), and so on that add a bonus to appropriate rolls. Characters can also know Weapon Groups, Talents, and Specialisations. The first, like Bows and Heavy Blades, are types of weapons that a character is trained in; the second are areas of natural aptitude and training, such as Armour Training, Contacts, Pole Weapon Style, and Thievery; whilst the third indicate how a character develops, for example, a Mage might become an Arcane Scholar or Sword Mage, a Rogue an Assassin or Swashbuckler, and a Warrior a Berserker or Mage Hunter.

Once a player has decided upon a concept for his character, dice are rolled to determine his abilities, the benefits gained from his choice of race, and his background. The latter is a new addition to AGE that determines a character’s social background and grants an associated Focus, for example Dexterity (Calligraphy) or Intelligence (Writing) for the Scribe background. Lastly, a player’s choice of Class determines his primary role in the game, but within each Class there is some room for customisation. For example, at Level One, the Mage must choose two Magic Talents and four spells. One Mage might take the Divination Arcana Talent and the Healing Arcana Talent along with associated spells and term himself a priest in the classic Dungeons & Dragons style rather than a wizard, whereas another Mage might call himself a shadow mage after taking the Power Arcana Talent and the Shadow Arcana Talent and their associated spells. A Rogue can choose between the Contacts, Scouting, or Thievery Talents. The first means that he knows people and is probably a good communicator, the second that he is good at travelling and surveilling the wilderness, and the third that he is good at burglary. A Warrior primarily knows more Weapon Groups than either of the two other classes, his choice determining how he fights. So a Warrior who knows the Heavy Blades Weapon Group and the Two-Hander Style fights differently to one who knows the Bows Weapon Group and the Archery Style Talent. As a character progresses, his player can make further choices in terms of Focuses, Talents, and Specialisations to customise his character with each Talent and Specialisation consisting of three degrees—Novice, Journeyman, and Master.

Our sample character is the Human Rogue, Grick. He is charismatic and persuasive, but also a capable liar. Whilst he makes friends easily, Grick is prepared to defend himself with either blades or his pistol. His player sees Grick as having a strong sense of bravado and eventually will support this by taking the Duellist Specialisation.

Grick
Race: Human
Social Class: Upper
Class: Rogue Level: 1
Accuracy 3
Communication 3 (Communication, Deception)
Constitution 0
Dexterity 3 (Riding)
Fighting 3
Intelligence 1
Perception 2
Strength 2
Willpower 2
Speed 13 Health 31
Class Powers: Pinpoint Attack, Rogue’s Amour
Weapon Groups: Black Powder, Brawling, Light Blades, Staves
Talents: Contacts (Novice)
Equipment: Leather Armour, Daggers, Flintlock

Mechanically, Fantasy AGE uses the same basic mechanics as Dragon Age – Dark Fantasy Roleplaying, known as the AGE System or Adventure Gaming System (AGE) System. This requires the use of just six-sided dice, both to handle actions as well as damage. To undertake an action, a player rolls three six-sided dice to beat a target, the average being eleven. To the roll a player also adds the appropriate Ability and if one applies, a +2 bonus for any Focus. For example, Grick has been challenged to a horse race and has to make a jump over a stone wall. The GM sets the target to twelve. Grick’s player rolls the dice and gets a result of 5, 4, and 2, for a total of 11—just not quite enough for Grick to succeed and persuade his horse to make the jump. Fortunately, with the addition of the appropriate Ability and Focus—Dexterity and Dexterity (Riding)—so +3 for Dexterity and +2 for Dexterity (Riding), the total is actually 16 and Grick makes the jump with ease.

Now of the three six-sided dice, one is a different colour to the other two. This is called the Stunt Die. Typically, it acts as an effect die, measuring how well a character does or how quickly an action takes, but in the basic rules, particularly in combat, the Stunt Die does much, much more. Whenever a player rolls doubles on two of the three six-sided dice and succeeds, he gets a number of points equal to the result of the Stunt Die to spend on Stunts, like Rapid Reload, Pierce Armour, or Dual Strike in melee or missile combat and Powerful Casting, Magic Shield, and Lethal Spell when casting spells in combat.

For example, Grick has spent a delightful night in the company of the wrong woman and her husband has come home and not only caught them in the act, but also drawn his sword. The husband attacks, but Grick dodges the sword swing (in rules terms, the husband misses), giving him the leeway to scramble across the room and find and draw his sword, just in time to parry another blow from the husband. Now it is Grick’s turn! His player rolls 3, 4, and then 4 on the Stunt Die. Adding in his Fighting Ability, Grick succeeds and having rolled doubles, has four points to spend on Stunts from the Stunt Die. Now Grick has no desire to really hurt the husband and wants to get away rather than fight. So he spends two Stunt Points to take Skirmish twice—Skirmish is the only Stunt that can be bought more than once—to drive the husband back out of the room with a flurry of attacks and with the GM’s permission, the remaining two to shut the door in the husband’s face and shove a chair under the handle. This will not hold him for long, but it might be enough time for Grick to escape!

In addition to providing Stunts for combat and magic, the Fantasy AGE Basic Rulebook provides Stunts for roleplaying, interaction, and exploration. Originally appearing in Dragon Age – Dark Fantasy Roleplaying Set 2: For Characters Level 6 to 10, these Stunts enable players to do amazing things outside of combat as well as in and it means that characters whose proficiencies are not combat related have a chance to shine. They include Efficient Search, The Upper hand, and Resources At Hand as Exploration Stunts and Bon Mot, And Another Thing, and Flirt as Roleplaying Stunts. A player is free to use whatever Stunt he feels is appropriate for the action, but if he wants a specific effect, a player could come to an agreement with the GM and then spend the Stunt Points as agreed.

Magic in the Fantasy AGE Basic Rulebook is equally as straightforward. Arcana Talents are required to learn and cast spells from specific schools, a Mage gaining new Talents and Specialisations and degrees in each as he gains levels. At its heart, it is a relatively simple set of rules with a Mage expending Magic Points and making a standard roll to cast a spell. If there is an issue with the magic system in the Fantasy AGE Basic Rulebook, it is that there is just four spells per school, but then this is just the basic book. If there is an omission with the magic rules it is that the Fantasy AGE Basic Rulebook lacks the guidelines for selecting which Arcana Talents and thus which spells to create particular types of caster—as was suggested in Dragon Age – Dark Fantasy Roleplaying Set 1: For Characters Level 1 to 5.

The Fantasy AGE Basic Rulebook accords the Game Master with advice aplenty, covering his job, adjudicating the rules, creating an adventure, running the game, styles of play—both for the Game Master and the players, and more. It is good advice—advice that nicely ends with a list of ‘dos’ and ‘don’ts’ that is clear, simple, and to the point. The Game Master is also given some fifteen adversaries and monsters, many of which have their favoured Stunts of those already listed, but others have their own Stunts. For example, a Giant can Slam his opponents into the ground whilst the Medusa can catch her opponents with the Poisonous Snakes Stunt and the Petrifying Gaze Stunt. From the Dragon and the Goblin to the Orc and the Walking Dead, this is a classic mix of fantasy monsters and it is a good mix of fantasy monsters. On one level though, just fifteen is not enough monsters, but this is the Fantasy AGE Basic Rulebook and so if Green Ronin Publishing was to release the Fantasy AGE Basic Bestiary, then it would hardly be a surprise.

What the Fantasy AGE Basic Rulebook makes clear in its discussion on campaigns is that it is not designed to run Green Ronin Publishing’s first campaign setting, Freeport: City of Adventure, at least not without some extra effort upon the part of the Game Master. Now this is shame, since the AGE System of the Fantasy AGE Basic Rulebook would be perfect for the freewheeling action of the pirate city and its designer did touch upon the possibility in Kobold Quarterly #13. Fortunately, Green Ronin Publishing plans to release the Freeport AGE Companion following its successful Freeport: The City of Adventure for the Pathfinder RPG Kickstarter campaign.

In addition to the advice on campaign and world building what the Fantasy AGE Basic Rulebook instead gives us ‘Adventure in Highfalls Swale’, an isolated valley setting dominated geographically by its high waterfalls and central lake, but historically by the fall of the sorceress Dunmara and island tower at the hands of a crusade. It is supported by ‘Choosing Night’, a scenario for beginning characters who will celebrate their passage into adulthood by camping in the shadow of Dunmara’s Tower. Of course this year’s ‘Choosing Night’ is unlikely to go as quietly as in previous years. The scenario essentially sets up a number of threats and thus a campaign, and whilst decently done, the  ‘Adventure in Highfalls Swale’ setting feels somewhat vanilla. Much like the low number of monsters given earlier, this should not necessarily be held against the Fantasy AGE Basic Rulebook. After all, both adventure and setting are decent and they are designed to showcase what Fantasy AGE can do without being too daunting for either the Game Master or player coming to the AGE System for the first time.

Physically, the Fantasy AGE Basic Rulebook is a well written book and well presented in terms of art, although the map provided for the adventure is a little small. The fact that this is a generic fantasy RPG means that Green Ronin Publishing can plunder its back catalogue of full colour artwork covers, especially from the Mythic Vistas line of d20 System supplements.

When Dragon Age – Dark Fantasy Roleplaying Set 1: For Characters Level 1 to 5 was published in 2009, it not only presented a setting based on a popular computer game, it also presented a simple, playable set of rules that enabled a group to play straightforward fantasy with cinematic action. For the then Dragon Die and Stunt Points mechanics proved to be both elegant and easy—and above all, fun. In the form of the Stunt Die and Stunt Points, the Fantasy AGE Basic Rulebook retains these same elements with nary a change to the core design except to make character progression and the acquisition of Focuses, Talents, and Specialisations just that little freer and easier. This is supported with solidly useful advice for the Game Master to make the Fantasy AGE Basic Rulebook an accessible introduction to one the most cinematic and most fun systems on the market.

Saturday, 4 February 2012

A Kobold's Score

As Kobold Quarterly #20 attains its score, its coverage of Dungeons & Dragons – and its primary variants, continues to maintain a high standard with its mix of articles, advice, and scenarios. As with Kobold Quarterly #19, this latest issue from Open Design continues to move away from its previously self-avowed tag line – “The Switzerland of the Edition Wars” – with more coverage for Paizo Publishing’s Pathfinder Roleplaying Game than Wizards of the Coast’s Dungeons & Dragons, Fourth Edition. This is not to say that Dungeons & Dragons, Fourth Edition receives less coverage than in the previous issue, but the Pathfinder Roleplaying Game definitely gets the most space. In addition there are articles for the Adventure Game Engine, the mechanics that power the Dragon Age – Dark Fantasy Roleplaying from Green Ronin Publishing.

So if being neutral is not what Kobold Quarterly #20 is all about, what then, does it have as its theme? Again, the clue is in the tag line: “A Strong Bow and a Full Quiver,” for its theme is all about archers and archery, arrows and quivers, hunters and the hunted. Kicking off this theme is John E. Ling, Jr.’s “The Elven Archer: For Some Heroes, the Arrow Strikes Swift and True” which provides a Racial Class for the player who wants to play a character akin to Legolas. The Class is essentially a variant of the Ranger Class, but a pleasing touch is that it includes notes on how to adapt the Class to other races, roles, and missile weapons, as well as how the Class fits into the publisher’s Midgard Campaign Setting with a discussion of the Arbonesse Exiles and Daughters of Perun.

Thus “Arrows of the Arbonesse” by Jarrod CamirĂ© can be seen as a companion piece, describing as it does the deadly and varied arrows of the Elves known as the Arbonesse Exiles. Again for use with the Pathfinder Roleplaying Game, it offers arrows that splash acid on a target, that release an obscuring fog, that leave a trail of razor wire, and need to be fired in pairs to create the anchoring points for the equivalent of the Web spell they release. The theme continues with Christopher Bodan’s “Fey Hunters & Shadow Hounds: Hunting PCs in the Margreve and the Shadow Plane,” which delves into the dangers of the hunt in the Old Margreve Forest in Open Design’s Midgard Campaign Setting. The region itself is described in more detail in the supplement, Tales from the Old Margreve, but this article looks at one particular aspect – how the Shadow Fey use the forest to hunt their prey. Their prey being the player characters… Discussed are the shadow fey’s tactics, devices, and servants, the latter possibly being the heroes’ fate if they fail to escape the shadow fey’s predations. It is perhaps not as punchy as the previous articles in the theme, but instead provides a greater depth.

Nicholas L. Milasich adds a mucky element to the art of Alchemy in the Pathfinder Roleplaying Game with “Derro Ooze Magic: New Discoveries and Archetypes for Alchemists.” It introduces the Ooze School of magic, a variant of the Transmutation school, the most notable features of which includes the ability to turn your arm into a slimy pseudopod and attack with its acidic touch and even temporarily transform into an Ooze! Similar abilities are available to the Sorcerer who selects the Ooze Bloodline, whilst adherents of the Ooze School who can take an Ooze familiar! Naturally, the article includes a list of oozy spells, but it is also much more than its mechanics as there is plenty of detail to be found here that can be added to a game, whether for player characters or NPCs.

A regular contributor to Kobold Quarterly, for this issue Mario Podeschi offers “Servants from Beyond: Lesser Planar Allies that are Ready to Summon,” a quartet of servants that the heroes could summon to their aid by casting the lesser planar ally and lesser planar binding spells. All four come with motivations as well as their stats and a list of negotiation mechanics that help bring them alive. The best of the four is Kaliskaria, an ambitious Fire Mephit whose jealousy and arrogance will surely try the patience of anyone who summons her. More obviously dangerous creatures are on show in Jack Graham’s “Night Terrors: Four Creatures to Truly Terrify.” They include the Chrysalis of the Changeling Moth, which charms groups of humanoids to care for it to the detriment of their own well-being and the haggard Pishtaco, a form of undead that butchers the living for their body fat and are reputed to be Alchemists or Gunslingers. Each of the four threats comes with a corresponding adventure hook and should present an interesting challenge to the heroes. Both articles are for the Pathfinder Roleplaying Game.

Of a similar nature is “Small Spirits: 5 Nature Spirits for Any Campaign” by Matthew J. Hanson, which is written for both the Pathfinder Roleplaying Game and Dungeons & Dragons, Fourth Edition. Each of the five is powerful force of nature within a localised area and whilst capable of granting a boon will not always do so readily. Each comes with an adventure hook or two that the GM can develop. My favourite of these is the “String of Grandfathers,” a necklace of teeth from a lost tribe’s shaman that will offer the wearer the toothy advice of the ages if he can win the shamans’ approval.

Christina Stiles makes two contributions to Kobold Quarterly #20. First, she authors the issue’s single scenario, “Captured in the Cartways.” Designed for use with fifth level characters for the Pathfinder Roleplaying Game, it is an entertaining side trek adventure set in the tunnels under the Free City of Zobeck that sees the adventurers captured and given a small task before they can progress with their current task. Quite literally a mucky adventure, it throws the adventurers into the murk of the city’s underworld politics as well as providing a set of NPCs that can be added to a GM’s campaign. Written to support the release of Open Design’s Streets of Zobeck, to get the fullest use out of the scenario a GM will need access to the recently published Zobeck Gazetteer and the Pathfinder Roleplaying Game Bestiary 1. For her second contribution to this issue, Christine is interviewed as part of the magazine’s regular “Kobold Diplomacy” feature. This is a thought-provoking article because the interviewee has been involved in various aspects of the industry that are rarely considered by the gaming public at large. As an editor myself, it was interesting to read her thoughts on the process.

Although the idea of old heroes coming out of retirement to perform one last deed is not new – it certainly gets used in books and movies aplenty – it is rare that such a narrative device gets used in roleplaying. Stefen Styrsky remedies this with “Putting the Band Back Together Again” for the Pathfinder Roleplaying Game, supporting it with examples and a full set of age related Feats. This has everything bar the plots specific to the GM’s campaign, but it could spur a great campaign and be a chance to bring back old, retired player characters that could revisit the sites of their former victories. (As an aside, an existing example of how this could be done would be with B2, Keep on the Borderlands followed by Return to Keep on the Borderlands).

Kobold Quarterly #20’s single article for the Adventure Game Engine is Randall K. Hurlburt’s self-explanatory “AGE of Specialization: Five New Character Options.” This presents five new Specialisations, one for the Warrior class, one for the Mage class, and three for the Rogue class. These become available once a character in Adventure Game Engine reach sixth level – as detailed in Dragon Age – Dark Age Roleplaying Set 2: For Characters Level 6 to 10, with the selection here providing some alternatives to the limited number given in that set. The number assigned to the Rogue class is indicative of the class’ flexibility, with the inclusion of the Marksman Talent covering for an odd omission in the rules given in the box.

“The Bardic Arts” by Aaron Infante-Levy is the first of the issue’s few articles written solely for Dungeons & Dragons, Fourth Edition. It provides a set of new Class features that expand obvious features of the class, whether that is its use of magic with “Cantrip Study;” interaction with “Carousing,” “Etiquette,” “Seduction,” and so on; and study with “Polyglot” and “Student of Human Nature.” Over the course of a Bardic character’s career he gets to choose four of these and they nicely add non-combat aspect to the Class and the game. This is followed by the second article, Jerry LeNeave’s “Unearthed Ancestry: Racial Utility Powers for Gnomes, Tieflings, and Minotaurs” which provides five new Utility Powers for these three species that do add more flavour to them in play.

The last article for Dungeons & Dragons, Fourth Edition is actually for the Adventure Game Engine and Pathfinder Roleplaying Game as well. “Make Haste! How to Design an Adventure with Time Pressure” by Ron Lundeen is really a generic article that provides a simple set of mechanics handling adventures that are a race against time. It is well explained and its mechanics are so light that it would work with many other RPGs too.

Rounding out Kobold Quarterly #20 is perhaps the issue’s oddest article, “Fish of Legend: Magical Seafood for Fighters & Wizards Alike” by Crystal Frasier. The idea is that in a world of magic that fish can provide more than the mundane – dyes, food, medicine, cosmetics, leather, and so on. This adds magical elements to fish and gives them innate abilities and secondary abilities to anyone who consumes or uses them. For example, the abaia has the knack of creating small rainstorms, but when eaten, renders a person impervious to dehydration and able to drip water from his skin for a day. In addition, it can be used as a material component doubles the duration of the control water and control weather spells. As the article explains, this is a means of recreating magical items in a different form, and a clever one it is too. Its contents should be used sparingly, but there is detail enough to add flavour and feel to a game.

For his regular Game Theories column, Monte Cook offers “The Power of the Game Master,” an exploration of the “GM as God,” the “GM as a Player,” and how this affects the group. All told its conclusions might be obvious to anyone with an interest in some of the theory behind roleplaying, but this is a well thought out piece. Of the other regular columns, Skip Williams answers questions about disease and poisons in “Ask theKobold,” Jeff Grubb explores “The Ruins of Arbonesse” in the “Free City of Zobeck” column, plus there are the usual cartoons and book review column.

Physically, Kobold Quarterly #20 is an improvement over Kobold Quarterly #19. It feels far less rushed, the art is more appropriate, and there are fewer editorial problems. The issue also feels as it has much more in the way of content. Similarly, the inclusion of more content, even if only a slight increase, for Dungeons & Dragons, Fourth Edition makes the issue feel more balanced. Anyone who wants to play a character akin to Legolas will get a lot out of the issue, but equally, the article on Ooze magic begs to be added to a campaign (now can I persuade my GM to me play a Kobold Sorcerer with the Ooze Bloodline?). There is material aplenty in Kobold Quarterly #20 that can be added to a campaign, with the detail galore present that add flavour and feel.

Sunday, 13 November 2011

At the 19th Kobold

Regular as clockwork, along comes another issue of Kobold Quarterly from Open Design, the only games magazine to support Dungeons & Dragons – and its primary variants – or any more than the one RPG and make it to the shelves at your friendly, local gaming store. As with previous issues, Kobold Quarterly #19 provides support for Dungeons & Dragons style RPGs, particularly Paizo Publishing’s Pathfinder Roleplaying Game and Wizards of the Coast’s Dungeons & Dragons, Fourth Edition as well as of Dragon Age – Dark Fantasy Roleplaying from Green Ronin Publishing; and as with previous issues, Kobold Quarterly #19 comes with a theme or two. This time around, those themes are death, magic, and a trip to the East along with various other articles and regular columns.

It should be made clear upfront that the focus upon the games that the magazine normally covers shifts with Kobold Quarterly #19. There is just the one articles for Dungeons & Dragons, Fourth Edition in this issue, the rest primarily being for Pathfinder Roleplaying Game. This is not to say that the articles written for one system will not be of use for the other, but the DM or GM will have to provide the mechanics.

The issue’s death theme gets off to a decidedly clean start with Marc Radle’s “The White Necromancer: To Understand Life One Must Also Understand Death.” Written for Pathfinder Roleplaying Game, this explores characters that though fascinated with the dead, instead honour them and aid the living. The White Necromancer is an arcane spellcaster with a limited spellbook, but with the ability to heal and as his studies of the undead advance, knowledge of some of the abilities of the undead, including Ghost Walk. This is a nice twist upon the Necromancer concept, allowing a character to interact with the undead without turning to the dark side.

More deathly characters for Pathfinder Roleplaying Game are discussed in “Archetypes of Death: For a More Badass Barbarian, Druid, Monk, or Summoner” by Phillip Larwood. The three Archetypes are the Deathrager, a Barbarian whose link to the spirit world is so strong that he can stave off death and eventually, even fight on after death; the Grave Druid, a Druid that protects graveyards and wards against the undead; the Master of Worms, a Monk that uses the abilities of the undead to fight them; and the Zombie Master, a Summoner that summons a zombie or skeleton, and then is able to evolve it to his own design. Of the four, the last again feels the least interesting, but the first three feel well thought out and will make nice additions to campaigns with a darker tone to them.

With “Bottled Hubris: New Discoveries and Archetypes for Alchemists,” Jerall Toi gives new options for the Alchemist Class in Pathfinder Roleplaying Game. Using options available in the Advanced Player’s Guide and Ultimate Magic, this delves into the issue’s magic theme by giving deeper areas of study for the alchemist and new ways of playing the Class. The new Discoveries range from hardening the Alchemist’s mind to the influence of Outsiders and his skeleton with spikes against melee weapons to enhancing the intimidation effect of his intelligence and enhancing a familiar or other animal companion with another Discovery. The three new Archetypes are the Calligraphist, able to conjure creatures and weapons from his ink drawings; the Evolutionist specialises in the enhancement of his animal companion; and the Specialist, which takes up the study of singular areas of knowledge, such as the stars and planes beyond, plants, or the transmutation of metal. Of these Archetypes, the Calligraphist is likely to be the most attractive to play, whereas the Specialist as presented feels a little undeveloped.

The magic theme continues with what is potentially a divisive discussion of the magic shop in the Pathfinder Roleplaying Game. “Magic Shops, What's In Store: How to Turn a DM Nightmare into a Tool for Better Games” by Christina Stiles and Spike Y. Jones explores how and why the magic shop might exist in a Dungeons & Dragons style world, the divisive aspect being that some GMs feel that allowing players to purchase magic items for their characters detracts from the wondrous nature of magic and the sense of achievement in gaining such items during their adventures. The arguments are well realised and the article is supported by several sample magic shops, the most entertaining being “The Bargain Bin” and its accompanying list of items that are magical, but far from perfect (Scroll of Faecal Storm? Euw!).

The last entry following the issue’s magic theme is “The Gordian Knot” by Mario Podeschi. Again for the Pathfinder Roleplaying Game, this is winning entry in the magazine’s the Relics of Power competition. It is an artefact created from the very tapestry of the planes that protects the owner against detection and scrying. In either case, the owner has to work the threads of the Knot to activate its abilities. This is great artefact for any campaign that involves high level magical scrying and intrigue.

“Welcome to the Dragon Empires” is the first of two articles that take the reader out East to Tian Xia in the world of Golarion, the home setting for the Pathfinder Roleplaying Game. Written by James Jacobs, this is a quick introduction to the region of Golarion that will be detailed further in the forthcoming Dragon Empires Gazetteer and Dragon Empires Primer supplements as well as the current Pathfinder Roleplaying Game Adventure Path, Jade Regent.The piece is really a list of the setting’s key points, since it lacks the space to go into any detail. That said, it is a preview and the setting does look interesting.

More detail though, is to be found in the companion article, “LĂ u Kiritsu: Golarion’s Lord Of Absolute Obedience.” Written by Richard Pett – one of my favourite writers for the Pathfinder Roleplaying Game – it describes Tian Xia’s greatest archdevil as well as the strictures that his adherents must obey absolutely. There is plenty of flavour in this article, not just in how he is worshipped, but also in the magical objects particular to LĂ u Kiritsu’s worship that constrain and admonish those that they are used on. The author also provides some nice advice as to how LĂ u Kiritsu can be used in a game and a trio of good adventure seeds.

The issue comes with three generic articles. The first is Rick Hudson’s “Courting Adventure: Bringing the Royal Court to Life in Your Games,” an excellent description of the courtier and the offices that he could take at court along with some adventure hooks and the author’s inspirations. This would be useful for any game that takes place at court – not just one in a fantasy setting, whether that is a court that the player characters have to visit or hold themselves. The latter is a possibility for characters of higher levels, of course. The second is “10 Ways to Turn Dull Traps into High-Stakes Encounters” by Britian Oates, which discusses how to make traps in a GM’s game much more of a challenge. The last is Monte Cook’s “Balance-Free Bonuses (Or, Making the Elf More Elvish),” part of his regular Game Theories column. It explores how to give “little” benefits that expand racial abilities without resorting to the traditional “+1” effect. For example, whilst Elves never get dirty and can see half again as far as humans, they also possess mystical empathy/intuition that grants them occasional flashes of insight. Only though, when the DM wants impart some information, and not when a player wants it to work. It is a well thought out set of ideas and a referee should be inspired to add these to his game or create some of his own.

The two articles for Dragon Age – Dark Fantasy Roleplaying from Green Ronin Publishing are not actually for the Dragon Age setting, but rather for the age system. They are all about characters and backgrounds, both written to tie in with Open Design’s forthcoming Midgard Campaign Setting. The first of these is “Land of Horse and Bow: 6 Midgard Campaign Setting Backgrounds for AGE” by Simon English, which give Backgrounds suitable for characters originating from the Rothenian Plain, whether that is a Free Tribes Centaur, Windrunner Elf, Steppes Shaman, or Vidam Boyar. The sextet are pleasingly accompanied by a list of Arcane Lance variants such as Flame, Lightning, Wind, and Winter that are more likely to find their way in to Dragon Age before the Backgrounds, that is until the arrival of the Midgard Campaign Setting.

Just as the “Land of Horse and Bow” provides Backgrounds for one region, Josh Jarman’s “Scions of Terror: 4 New AGE Character Backgrounds for the Midgard Campaign Setting” gives Backgrounds for another, in this case, the Western Wastes. These Backgrounds have a harder edge to them, each necessary to survive the dangers of the Western Wastes, the grey desert created following a war of magic. What is interesting about both of these articles is seeing how they model elements particular to Dungeons & Dragons. In this case, races more commonly found in Dungeons & Dragons such as the Goblin with the Dust Goblin Dune Trader which scavenges the Western Wastes for artefacts and the Tiefling with the Tintagerian Hellborn.

The one article in Kobold Quarterly #19 for Dungeons & Dragons, Fourth Edition is Brian A Liberge’s “Bark at the Moon: Werewolf Themes for Your Character.” This explores the origins of lycanthropy and how to make the werewolf playable as a player character, moving it away from the ravenous beast into a more heroic role. As much as the author tries to add flavour to the various powers of this new character theme, it still feels all too mechanical and not up to the ideas presented in the main body of the article.

Similarly, this issue comes with a single adventure. As with recent issues, Matthew J. Hanson’s “Aneela, Human Cleric: Party of One” is a solo adventure. It is a quick affair, easy to play, and pits a young cleric against some undead, keeping it in theme with the issue’s deathly theme. Rounding out the issue is Kobold Quarterly’s usual book review column; Kobold Diplomacy column, this time interviewing the award-winning indie designer of Grey Ranks and Fiasco, Jason Morningstar; and Wolfgang Baur’s regular Free City of Zobeck end piece.

Physically, Kobold Quarterly #19 is disappointing. This is not to say that some of the artwork, including the cover, is excellent, but in places it feels ill suited. Further, the magazine needs editing in places, which was not the case with previous issues. Overall, the impression with Kobold Quarterly #19 is it has been rushed. It also feels as if there is less to this issue than previous ones, but that may be due to the fact that “Welcome to the Dragon Empires” is more of an enticement than something that can be added to a game.

There is much to like about this latest issue. Though some will decry its shift in emphasis away from Dungeons & Dragons, Fourth Edition to Pathfinder Roleplaying Game, this does mean that there is more room for the Dragon Age – Dark Fantasy Roleplaying articles, and the likelihood is that there will be more of them given the forthcoming publication of the Midgard Campaign Setting. Kobold Quarterly #19 contains an interesting selection of articles that each in their own way can be added to a game, with the plethora of strong options for the player outweighing the GM support.

Saturday, 27 August 2011

Kobold Comes of Age

Another three months and another issue of Kobold Quarterly reaches the shelves of your friendly local gaming store to provide the reader with more support for Dungeons & Dragons in the form of the Pathfinder Roleplaying Game and Dungeons & Dragons, Fourth Edition, as well as Open Design’s house setting of Midgard, best typified by the Free City of Zobeck. This issue – number eighteen – brings the magazine to its “Age of Majority” and in doing so, devotes itself to the themes familiar to players of both games, that of adventurers, flaws, dragons, and magic, supporting them with the usual mix of articles and columns as well as three whole scenarios.

Unfortunately, Kobold Quarterly #18 begins with some bad news. Its first article is the only one for use with the AGE System, the mechanics seen first in Green Ronin’s highly regarded Dragon Age: Dark Fantasy Roleplaying – Set 1: For Characters Level 1 to 5, and then more recently in Open Design’s Midgard Bestiary Volume 1. Fortunately, Steve Kenson’s “Gifts of the Gods: Divine Talents for the Adventure Gaming Engine RPG,” plugs a hole that opens up as soon as you move the AGE System into any setting that resembles a Dungeons & Dragons style campaign setting. Which is that it does not delineate between the divine and the arcane roles in the same way or as clearly as Dungeons & Dragons does, but by allowing the Divine Gift to be attached to each of the AGE System's three classes – Mage, Rogue, and Warrior – Kenson enables a player to create a scholar-priest, proselytizing preacher, or crusader type character. Taking the Divine Gift also allows a character access to miraculous abilities and divine stunts tied into the Domain of the god worshipped. Of course, the Domains of the Gods of Zobeck are listed. This is an excellent means by which divine characters can be added to an AGE System game without resorting to the less flexible option of adding a whole new Class.

The class options continue not for the AGE System, but for the Pathfinder Roleplaying Game. Ryan Costello, Jr. offers us “The Savant: Master All Trades as a Universal Hero,” a Class that writes down things that he sees and hears about as Knacks and Trades in a Notebook and then is able to recall them and bring them into play. The idea is one day he might see how a wizard casts Magic Missile or an Orc wield a double-headed axe, and then on another day he can do both or any of an array of abilities and powers that taking a single Class would not allow him to do. It presents a very flexible Class concept, though one that is not straightforward to play.

More straightforward is Tracy Hurley’s “Ecology of the Minotaur: Children of the Moon,” which describes the Minotaur for the Midgard Campaign Setting. It does a good job of mixing the race’s bloodlust and love of mazes whilst also making them an honourable people. Mike Welham and Adam Daigle provide another character option and add to the issue’s dragon theme with “The Dragon Hunter: Taking Down the Titans,” a ten-level Class focused entirely on taking down dragons, whilst “Beast Masters: Why Should Humanoids Have All the Fun?” by Marc Radle gives an alternative to the Leadership feat in the Pathfinder Roleplaying Game. With the Beast Leadership feat a character can take fauna as followers rather than fellow men, a useful expansion for Druid or Ranger characters.

More feats are added to the issue’s draconic and magic themes with David Schwartz’s “Into the Dragon’s Den: Lair Feats and Auras.” Written for both the Pathfinder Roleplaying Game and Dungeons & Dragons, Fourth Edition, it allows the GM to add spell effects to the lairs of his dragons. For example, with Inspiration [Lair], a Bronze Dragon would let its servants and visitors breathe in its aquatic environment, whilst a White Dragon might cast Fickle Flurries [Lair] to impede the movement of any intruders in its lair. This is a nice combination of colour with rules effect. Two further articles carry on the draconic theme. These include Adam W. Roy’s “Cavaliers of Flame and Fury,” which add two knightly orders to the Midgard Campaign Setting, one of which rides dragons; and Wolfgang Baur’s regular Free City of Zobeck column which also looks at dragons in the Midgard Campaign Setting.

The other magic article in the issue is Phillip Larwood’s “Synergistic Magic: Combining Spells for Twice the Power,” which does exactly what says on the tin and has the potential to add the most fun in the game. Again written for the Pathfinder Roleplaying Game, it allows a wizard to combine two of his spells or his spells with another wizard to get extra effects. For example, combining the Maze and Summon Monster V spells gets you Claw Maze which allows the caster to not only trap an opponent in a labyrinth, but subjects them to claw attacks from the walls of the maze too!

The flaw theme comes in three flavours. It gets very personal in Anthony W. Eichenlaub’s “Soul Broker,” which details a type of contract that once signed, lets a character borrow either rare or magical items in return a temporary portion of the character’s soul. Another option allows for a player character to actually offer these contracts instead of taking them, this it suggests as being a task favoured by Tieflings. Either way, the inclusion of this in a game gives it a diabolic tinge.

Situational flaws come with a discussion of “10 Reasons Why Your Characters Should Be in Jail” for both Dungeons & Dragons, Fourth Edition and the Pathfinder Roleplaying Game. Written by Russell Jones, it is really more of a generic fantasy piece that explores how to use these suggestions to create adventures rather than to punish the player characters. Philippe-Antoine Menard gives us the type of flaws that every player character wants in “The Heroic Flaw.” An actual generic article, players of other more progressive RPGs will be familiar with its concept of a player character having a personal flaw such as a Code of Honor, Vow, or Personality Quirk, and in return for bringing it into the game, the GM will reward the player with a point that can be used for a variety of effects. Familiarity should not breed contempt though, as this is good way to encourage roleplaying.

The first two of the issue’s three scenarios are written for the Pathfinder Roleplaying Game. Matthew J. Hanson’s “Silus and the Red Dogs” is a solo adventure that comes with a ready-to-play character, a Halfling Thief, and in just forty paragraphs sees Silus attempt to escape his current life as a member of a street gang. This is enough to show how the basic combat rules work and tell a decent little story, though it would have been more interesting if Silus could have been allowed to make use of his Thieves Skills. It is followed by “The Exorcists,” a scenario that combines the themes of dragons, flawed characters, and magic. Written for four characters of first level by Tim and Eileen Conners, it begins with the adventurers waking up to find themselves having been resurrected by mistake and trapped in a monastery by a rampaging, possessed Gold Dragon! This is a single-session adventure that can either be run as a one-shot or the start of a new campaign, and is a clever, well thought out little affair.

The third scenario, by Jonathan Roberts, is for use with Dungeons & Dragons, Fourth Edition. Designed for a party of four characters of fifth level, “Who Watches the Watch Fires?” opens with the adventurers discovering not only the dead bodies of some border guards, but their watchtower still manned and foreign troops making their way beyond the border. Can the adventurers find out who now mans the watchtower and ensure that the fires are lit to warn of the impending invasion? This is an efficient, short adventure whose focus is primarily upon the Skill Test, which only serves to highlight one of the reasons why I dislike Dungeons & Dragons, Fourth Edition, that skills are a feature of the game, sort of a bonus to all that combat. (Open Design is to be commended for having Josh Jarman, author of the Midgard Bestiary, Volume 1, do a conversion of this scenario for the AGE System and make it available for download on its website).

Of the other articles, Paul Baalham’s “Elementary, My Dear Wizard: How to Build a Rock-Solid Mystery” works as well for other fantasy RPGs as much as it does for Dungeons & Dragons, Fourth Edition which it is written for. “Tools of War – Siege Weaponry” by Matt James is also for Dungeons & Dragons, Fourth Edition, adding these weapons of war to work with the rules given in Open Design’s Soldiers of Fortune supplement.

All of which of course, is supported by the usual selection of cartoons, advice columns, book reviews, and more. Amongst the assortment is “Battle Wizards & Sword Maidens: Essential Asian Movies for Gamers” by David Gross, which provides a nice introduction to the Wuxia genre.

If there is a downside to Kobold Quarterly #18, it is there are fewer articles for use with Dungeons & Dragons, Fourth Edition. That is subject of course, to Dungeons & Dragons, Fourth Edition being the game of your choice. Not so this reviewer, but it seems only fair that said reviewer point that out. That aide, this is another fine issue, the mix of articles achieves a pleasing balance and the inclusion of three scenarios makes the issue all the better.

Saturday, 13 August 2011

AGE'd Creature Feature


While we await the publication of Wolfgang Baur’s own campaign of Midgard into a full blown campaign setting, we continue to be fed little morsels of information about the setting, most notably about the Free City of Zobeck, through issues of Kobold Quarterly and other supplements. That changes a little with the publication of the Midgard Bestiary Volume 1, a collection of monsters for the setting that adds lots of little details and plenty of threats. What is significant about the supplement is that it not written for Open Design’s traditional choice of systems, Dungeons & Dragons, Fourth Edition and the Pathfinder Roleplaying Game, but for the AGE System or the Adventure Game Engine System. First seen in Green Ronin’s highly regarded Dragon Age: Dark Fantasy Roleplaying – Set 1: For Characters Level 1 to 5, the RPG based on the popular Dragon Age: Origins computer game, the AGE System is also the same system that will be used for the Midgard Campaign Setting. In presenting some fifty of the creatures, peoples, and threats to be found in Midgard, the Midgard Bestiary Volume 1 has to answer two questions. First how does it hold up as a monster collection for its intended setting; and second, will its contents be of any use for the GM who runs a Dragon Age: Dark Fantasy Roleplaying game?

The book is very cleanly presented. Each entry gets its own page with a paragraph or two of flavour text, two or three paragraphs or so of background, a full illustration, and a full stat box for the AGE System. The latter includes its Abilities and Focuses, Combat Ratings, Attacks, and Powers along with associated Stunts. The range of artwork is generally excellent, some of it in colour, some of it not, the worst of the pieces echoing a style found in Advanced Dungeons & Dragons thirty years ago and which feels at odds with the rest of the book.

The Midgard Bestiary Volume 1 reflects the setting’s mid-tech, low fantasy feel with its heavy use of both clockwork and the undead. Clockworks in Midgard are not mere devices, but sentient constructs, each often fused with the soul who gains a certain immortality within the mesh of gears and iron. Most of these, such as the Clockwork Myrmidon, Steam Forged, and Zobeck Legionnaire, are constructed in Zobeck and continue to serve the Free City to this day as its watch and soldiery, while the Clockwork Hound is a holdover from before the rebellion against House Stross. Similarly, many of the undead to be found in Midgard are equally as sentient, including the Ghost Knight of Morgau, Imperial Ghast, and the Bone Collective. All three serve the Ghoul Imperium in one fashion or another, the first two as part of its military, whilst the Bone Collective is actually a created swarm of mini-skeletons that ride ghouls or zombies and serve as the Imperium’s spies and assassins. These two elements come together in the Fellforged, a castoff clockwork automata whose device that normally house the soul of a volunteer has been occupied by a Wraith instead!

Away from the clockwork and the undead, the Midgard Bestiary Volume 1 gives a variety of creatures such as the cowardly fire elementals that hide in smoke, the Firegeists; Goblin Sharks, previously described in the Sunken Empires supplement for the Pathfinder Roleplaying Game; Kyprion Deckclearers, Minotaur sailors that specialise in boarding actions; and Merrow, cannibalistic river trolls. Nor is the sentience of the creatures in the Midgard Bestiary Volume 1 restricted to the clockwork and the undead with several examples of several intelligent species given. Examples include Neiheim Enchanters, the charming Gnome prestidigitators with diabolic secrets; Harem Assassins, courtesans with the ability to entertain and then take a life suddenly and swiftly; and the Kobold Slyblade, thuggish Kobolds who work as hired muscle and prefer to strike from ambush rather than directly and openly.

In keeping with the AGE System, every creature described in the Midgard Bestiary Volume 1 includes a list of its preferred Stunts, the special manoeuvres that give it an edge over its opponents. In the case of some entries, they rely entirely upon those given in Dragon Age: Dark Fantasy Roleplaying, an example of this being the Kobold Slyblade, with its preferred Stunts of Lightning Attack, Pierce Armour, and Skirmish. Others add new powers to this list of Stunts. A prime example of this is the Harem Assassin, whose preferred Stunts are Lightning Attack, Seize the Initiative, and Skirmish, but in addition can Backstab as per a Rogue, and also perform a Garrotte Strike with her necklace and deliver Poison, either by blade or in food.

If there are any issues with regard to the Midgard Bestiary Volume 1, they are born of the issue that have always plagued the setting. The lack of an overall background to which the reader has easy access without which he cannot place each of the entries in this volume in context, for example, the entry on the Imperial Ghast mentions the Imperium. Yet without access to other supplements the reader is left wondering about the nature of the Imperium, and perhaps a page or so of background would have been useful to that end and also as a taster to anyone coming to the Midgard Bestiary Volume 1 with an interest in it as an AGE System supplement rather than as supplement for the Midgard setting. Of course, this will change come the release of the Midgard Campaign Setting, but nevertheless, such a page would have served as a possible enticement.

So how to approach the Midgard Bestiary Volume 1? If coming to it as the GM for a Dragon Age: Dark Fantasy Roleplaying, then it will be of limited use. This will be mostly due to the flavour and nature of the monsters it describes, they being more fantastical and traditional in their origins, such as the Goblin (Shark), or have their origins routed in Dungeons & Dragons, such as the book’s various Ghouls and the Derro Fetal Servant and the Kobold Slyblade. Whilst the setting of Ferelden of Dragon Age: Dark Fantasy Roleplaying is dark – well, it is in the title, after all, that darkness is unique to the setting and very different to that found in Midgard, which is drawn from the “Mittel-European traditions” with their heavy focus on the undead. Also, Ferelden lacks the heavy use of clockwork seen in Midgard. Nevertheless, careful poking around the contents of the Midgard Bestiary Volume 1 will reveal several singular creatures that can be added to Ferelden without disrupting the feel. Typical of these are the Cave Dragon, the blind, ever-hungry, draconic creatures that sometimes work as mercenaries underground; the Death Butterfly Swarm, fey insects that feed on life energy; and Putrid Haunts, moss and detritus filled corpses of those that came to a sticky end in swamps.

For the Midgard devotee, many of these creatures will not be new, their having appeared before in previous supplements; but nevertheless, it is good to have them all in one place. Whether or not he wants the Midgard Bestiary Volume 1 will be purely down to his like or dislike of the AGE System. For anyone running a campaign using the AGE System, but not necessarily in either Midgard or Ferelden, the Midgard Bestiary Volume 1 represents an imaginative collection of monsters, each with a dark edge.

Sunday, 19 June 2011

Sunday, 1 May 2011

Villains Never Get Even


After a change of straplines with the last issue, Kobold Quarterly returns to its ever faithful, “The Switzerland of Edition Wars.” Which is a little odd, because this edition also happens to contain material for Green Ronin Publishing’s’ Dragon Age: Dark Fantasy Roleplaying, and that is yet to get involved in the fraternal squabble that is Dungeons & Dragons. Nevertheless, there are enough articles in this edition to satisfy devotees of Dungeons & Dragons, Fourth Edition and the Pathfinder Roleplaying Game alike. As to the theme behind this latest issue of Open Design's Kobold Quarterly, it is one of villains and villainy, and since villains never truly get even, it seems appropriate that the issue number is seventeen.

Getting under villainy’s hood begins with Michael Kortes’ “So We Meet Again!” Written for the Pathfinder Roleplaying Game, this gives optional extra powers called Adversary Abilities to both player characters and NPCs when they become sworn enemies, such as Ears to the Ground which grants a Diplomacy bonus when gathering information about your nemesis. Adversary Abilities are graded, so that initially only Returned Foe abilities can be gained, but after surviving subsequent encounters with each other, both will learn better ones, right up to Arch-Nemesis abilities. This is a neat idea that progressively gives an edge to the player characters whilst still making the villain more capable and more likely to survive a meeting with his foe. With “The Right Way to Do Wrong,” Brandon Hope switches scale in describing a nonet of cons and tricks that can be pulled by player character and NPC rogues alike. Although again written for the Pathfinder Roleplaying Game, the article is relatively light in terms of rules and mechanics, so they can be adapted to most games.

Stefen Styrsky’s “The Scourges of Vael Turog” describes the results of villainous efforts long in the past of Open Design’s forthcoming Midgard Campaign Setting. Derived from magical research the three diseases have mutated over the years, one being transmitted by handling magical items, another actually becoming a physical hazard and one last has gained a certain sentience. Although possible encounter groups are listed and a potential adventure detailed, what flavour the article has is lost under the mundanely mechanical rules of Dungeons & Dragons, Fourth Edition. Complementing all of this practice is “The Value of the Monster,” Monte Cook’s exploration of the monster and the villain in his regular Game Theories column, which nicely puts the meaning back in monster.

It is my heartfelt belief that every issue of Kobold Quarterly should include an adventure, so issue seventeen has given me no cause to grumble. “Ambush in Absalom” by Mark Moreland is an Official Pathfinder Society Quest, so is specifically designed for use as part of Paizo Publishing’s Pathfinder Society Organized Play campaign. This is a quick, and since it takes place in a sewer, a dirty affair that has the player characters attempting to locate a lost messenger who took a shortcut underground. Their instructions are that if they cannot find the messenger, they should at least find the message and deliver that. A mostly combat orientated affair for low level characters, this could be slipped into a game set in the Free City of Zobeck. Likewise, “The Black Goat,” the Zobeck tavern famed for its mundane magic show as fully described by Richard L. Smith II is located to a locale of the GM’s choice, along as the horror in the basement goes with it, of course.

From its title, it is clear that Matthew J. Hanson’s “Elf Needs Food Badly” has been inspired by one computer game at least, though with recipes as diverse as Candied Spider and Gnomesalt Taffy, it could just as easily been influenced by a more modern MMORPG. Anyway, this article for Dungeons & Dragons, Fourth Edition, describes fifteen magical foodstuffs and a Feat with which to cook them. When eaten during a rest, each provides a bonus to any Healing Surge plus an extra effect such as Poysenberry Pie’s poison resistance. This could be a fun addition to your Dungeons & Dragons, Fourth Edition, but tastes will vary. Candied Spider anyone…?

“Secrets of the Four Golden Gates” by David Adams provides support for the monk in Dungeons & Dragons, Fourth Edition with four new societies and their associated items. For example, adherents of the Path of the Singing Sparrows greatly value nature, and sparrows and songbirds in particular. Their bamboo flutes are capable of inflicting damage when played, and each day, will grant a listener extra Hit Points. The items are themselves well done and nicely supported with plenty of background.

For anyone with a penchant for pyrotechnics, Jonathan McAnulty offers up “Magical Squibs, Crackers, and Fireworks” for the Pathfinder Roleplaying Game. Often just as dangerous for the user as they are for the target, these offer something a little more than just bangs and bedazzlements. For example, a Blinding-Goblin Cracker explodes in a blinding flash, whilst the sparkles from a Guiding Rocket always drift to the North. Anyway, these can add pleasing bang to your game, and would be sure to fascinate any overly curious Halfling.

Completely ignoring the Edition Wars, Quinn Murphy’s “On the Streets and In the Books,” which details two new sets of rules for Dragon Age: Dark Fantasy Roleplaying, both of which come with their own Stunt Tables for when the players roll well. As the title suggests the second of these sets covers research, whilst the former handles chases and fights in chases. Both new rule sets are useful, but there is an imbalance between the two, the rules for chases being more detailed, but have fewer options on the Stunt Table, whilst the opposite is the case for the research rules. It is the concept behind the Stunt Tables in Dragon Age: Dark Fantasy Roleplaying that Jeff Tidball discusses in “Feats of Stunning Might and Brilliance,” looking at how they work and why they are fun before suggesting how concept might be applied to Dungeons & Dragons. As a bolt on feature this does not add much in the way of complexity to earlier iterations of the game, but to later versions that have Feats, it does and in part, would it actually being doing that existing aspects of the Dungeons & Dragons rules are meant to be doing already?

Tom Allman’s “Lackeys, Hirelings, and Henchmen” and “Group Concepts” by Mario Podeschi all but complement each other. Both are generic articles, although the latter is written for the Midgard Campaign Setting suggesting as it does ways, means, and reasons as to why the player characters come together. It gives several campaign frameworks under which they can do so, from all playing members of the same race or species, profession or organisation to being from the same family or on the same quest. Accompanying each framework is a number of examples particular to Midgard, though there is nothing to stop a DM adapting them to his campaign setting, each of which shows how a framework can give a campaign direction. Once a group concept and its particulars has been decided upon, the player characters are going to want some hired help and the DM some interesting NPCs, to which Allman’s “Lackeys, Hirelings, and Henchmen” provides a serviceable introduction. Plus, if the characters want a four legged friend, Skip Williams describes everything that you might want to know about owning a guard dog in “The Barking Kind of Party Animal” for column, “Ask the Kobold.”

“Getting Ahead” is about as bad a title you could get for an article devoted to the power of the severed head, but fortunately, there is a deliciously evil streak to relish in Ben McFarland’s article for the Pathfinder Roleplaying Game. The Craft Shrunken Head Feat is one that every tribal shaman or necromancer should consider taking. Lastly, should an adventure result in character death, then “It’s Not Supposed to End This Way” by Scott A. Murray describes six ways to avoid it, though not without consequences, which should be entertaining to play.

As we have come to expect, this issue of Kobold Quarterly is rounded out with its usual supporting features. There are the cartoons, the letters page, the book reviews, and the regular column that ends every issue, Free City of Zobeck. This is in addition to Monte Cook’s already mentioned theories about monsters, but there is also another interview with “If You're Having Fun,” this time with Jeff Tidball, author of supplements for RPGs as diverse as Ars Magica, All Flesh Must Be Eaten, and The Edge, and co-publisher of the excellent Things We Think About Games.

After the previous issue, Kobold Quarterly #17 is as a whole, not as interesting an edition. Understandably, Kobold Quarterly #16 had more of focus and more of a reason for that focus in the announcement about the Midgard Campaign Setting, but it also had more energy to it. This is not suggest that there is any one bad article in this issue or that it being an odd numbered issue that it is suffering from Star Trek movie curse, but rather as a whole this issue is not quite as satisfying. Nevertheless, the articles are themselves good, with “Getting Ahead,” “Group Concepts,” and “The Right Way to Do Wrong” all being excellent, making Kobold Quarterly #17 another solid issue.

Saturday, 29 January 2011

Sweet Kobold 16

Almost as soon as I review one issue of Kobold Quarterly, another one appears ready for me to read. Then again, I should be reading and reviewing them – and the host of other books to hand – a whole lot faster. Then again, that is by the by, because what you really want to know about is the latest issue of Kobold Quarterly #16. The most curious thing about this issue is the strap line, which reads “Digging Deathtraps All Winter” rather than the usual “The Switzerland of the Edition Wars.” Not curious because it means I have to find something else to make an aside about other than chocolate and cuckoo clocks, but rather because the last issue was the one with the traps theme. So if the theme of this issue is not traps, what is it? Well, in continuing to provide support for both Dungeons & Dragons, Fourth Edition and the Pathfinder Roleplaying Game, its theme is that of artifice and magic, in particular the artifice that is clockwork. In addition, this is the issue that announces Open Design’s forthcoming Midgard Campaign Setting, which was begun with the Zobeck Gazetteer, and Kobold Quarterly has been visiting again and again in its various issues. This provides the background for many of the magazine’s articles and serves to give the issue a more cohesive feel.

The Midguard based articles begin with the first article, Henry Brooks’ “Ecology of the Gearforged.” We have seen a mechanically bodied player character race before, in the form of the Warforged from Dungeons & Dragons, Fourth Edition, but the Gearforged are different. Clockwork driven, each Gearforged possesses a soul which passed into it via a ritual from the elderly, the dying, the dedicated, and the convicted crook, which means that a player character can live on if he purchases the materials and undergoes the correct ritual to become a Gearforged. Gearforged are revered in Zobeck for their aid in defending the city, but there is nothing to stop a DM adding them to his own game. A nice touch is that this article is for both game systems, Dungeons & Dragons, Fourth Edition and the Pathfinder Roleplaying Game, potentially making it useful to every reader rather than dividing and disappointing them by being for one game rather than the other. As much as I am not all that much of a fan of Dungeons & Dragons, Fourth Edition, covering both games in one magazine is a clever, more inclusive move.

The second article is specifically set in the Midgard Campaign Setting, but again, its contents can be transplanted elsewhere. “Odalisques and Concubines: Courtesans of Zobeck” by Stefen Styrsky expands on a “Free City of Zobeck” column from an earlier issue of the magazine and gives rules and support for the Pathfinder Roleplaying Game. Apart from forcing me to look up the meaning of one of the words in the title because I had forgotten it – you can guess which one – this details an interesting variant of the Bard class complete with Conversation and Storytelling as alternative Perform skills, new spells that charm and entice the victim, and new magical items like the Pillow Book which collects salacious details about the high and mighty. Although written for the Midgard Campaign Setting, this class can easily be put into any game that primarily takes place in large towns and cities, or that has an Arabic feel. Although this type of character has been seen in other RPGs and settings, its potentially prurient nature has kept it out of Dungeons & Dragons since the appearance of the Houri character class back in White Dwarf #13. Of course, that was not an official character class, but this one is and is all the better for being tastefully done.

The third article written for the Midgard Campaign Setting is for Dungeons & Dragons, Fourth Edition, and is the shortest of the pieces for it. Russell Jones’ “The Royal Order of the Golden Fox” examines an ancient, but secretive organisation that dedicates itself to the hunt, sometimes of dangerous animals, but sometimes of more dangerous foe, such as murderers, necromancers, and so on. It is useful as potential patron, especially for Druids, Rangers, and similar classes. One reason to accept the invitation to join is the Order’s treasury of magical items that it rewards members for completing quests.

The clockwork theme begun in “Ecology of the Gearforged” is continued in “The Clockwork Adept: A Prestige Class of Mechanical Precision” by Jason Sonia. This details a new Arcane Prestige Class that is capable of commanding, crafting, and understanding clockwork mechanisms. This works very well with the earlier “Ecology of the Gearforged” and it would have nice this had been worked into the Midgard Campaign Setting as well. In “Clockwork Monsters,” David Adams continues the theme for Dungeons & Dragons, Fourth Edition with rules and guidelines adding clockwork and steam driven technologies to a trap or creature.

As to artifice, Michael Kortes’ “Dancing Brooms, Skittering Sconces: Animated Mayhem” provides an entertainingly obvious use for the animate objects spell in the Pathfinder Roleplaying Game – bringing to life the mundane contents of the room around you, just like Micky Mouse did in Disney’s Fantasia. More artifice comes with “Magic Items of Golarion,” though all of them complete and in working order. The twelve on show here all come from Paizo Publishing’s RPG Superstar Contest of 2010 and are inventive and clever. My favourite is the “Vessel of the Deep,” a squid shaped submarine that is stored as a bottle of ink, but others will enjoy the “Tankard of the Cheerful Duellist” and the “Goblin Skull Bomb.” Lastly, the dangers of artifice are explored in Scott A. Murray’s “Potion Miscibility” for Dungeons & Dragons, Fourth Edition, which looks at the potential perils and benefits of mix potions.

In what is a nice change, the issue comes with not one, but two short scenarios, both for the Pathfinder Roleplaying Game. Christina Styles’ “Beer Run! An Adventure in the Northlands” uses material from the forthcoming Frozen Empires supplement to present the scenario and has the heroes raiding a giant’s mead hall to get back two casks of ale, and not just any ale, but ale that heals! The other scenario is more demanding and will require some roleplaying and investigation upon the part of the players. By Willie Walsh, “The Curse of The Blue Titchyboo” begins with one of the characters having his pockets picked and the culprit appearing to have run into a school. Not just any school, but a school for turning out Tengu! This is a pleasing change of pace after “Beer Run!” with the characters trying to determine feathered friend from feathered foe.

Elsewhere, Jonathan McAnulty explores and expands upon “Places of Sanctuary” for the Pathfinder Roleplaying Game, while monsters for Dungeons & Dragons, Fourth Edition get a tune up in two articles. In Raymond D. Falgui’s “The Minion Academy: Making the Most of Your Minions” the mooks of the monster world get a last hurrah that will make player characters give them ever so slightly more consideration. When a minion dies – easy enough given that most possess a single Hit Point – it grants a one-shot combat ability to an ally, usually the minion’s lord and master. With “True Hit Locations: Monsters with Weak Spots and Tactical Combat” Matthew J. Hanson makes monsters more challenging with abilities and powers that can also be targeted by the heroes to negate them and weaken the creature.

As ever Kobold Quarterly#16 is rounded out with cartoons and comic strips, the Book Reviews column, a column of Ask the Kobold – this one devoted to illusions, and of course, Free City of Zobeck, the regular column that ends every issue, this time devoted to Zobeck’s armies. In addition Monte Cook tells you how he handled a really powerful magical item in “The Ring of Rule-Breaking” and in “If You're Having Fun” game designer Robin D. Laws is interviewed about his Gumshoe RPGs from Pelgrane Press; his guide to storytelling, Hamlet's Hit Points; and his Pathfinder fiction.

If truth be told, Kobold Quarterly #16 feels a much better issue than the last. There is much more of a focus to its themes and they are well served in all of the articles. There is more energy to the issue as well, partly due to the focus, but also to the fact that the Midgard Campaign Setting is announced and then supported to a greater length than has been the case in the past. I can only hope that this focus is maintained in future issues that will also further illuminate Open Design’s house campaign. The news that Green Ronin Publishing’s "age" or "adventure game engine" mechanics – used in the publisher’s Dragon Age – Dark Fantasy Roleplaying Set 1: For Characters Level 1 to 5 – has polled well with the patrons of the Midgard Campaign Setting, also signals the possibility that we will see more articles for that system in Kobold Quarterly. In the meantime, an excellent issue and Kobold Quarterly certainly deserves its sweet sixteen.

Wednesday, 29 December 2010

First Blood!

One of my favourite RPGs of late is Dragon Age: Dark Fantasy Roleplaying. This is Green Ronin Publishing's adaptation of BioWare's highly regarded Dragon Age: Origins computer RPG, the result being a light and fast playing game that focuses on high action and often dangerous situations and dark decisions whose outcomes are more often than not, shades of grey rather than straight black and white. Fortunately Dragon Age’s mechanics play fast and light, so they never get in the way of the players having to make these decisions. In fact, Dragon Age’s mechanics, what it calls the "age" or "adventure game engine" are so good that I wish that Green Ronin would adapt them for use with its hugely entertaining setting, Freeport: City of Adventure.

Coming as a black and white softback book, Dragon Age: Blood in Ferelden contains not just three full length adventures, but three detailed full length adventures. This in addition to the three detailed adventure outlines at the back of the book! The three adventures here are designed in turn for characters of Ranks One and Two, Ranks Three and Four, and Five and Six. They take the adventurers into Ferelden's hinterlands of the Korcari Wilds and Frostback Mountains before coming back to its sophisticated heart, the capital city of Denerim. The last scenario includes guidelines of how it can be used as a framework into which not just the first two adventures in this book, but also those in Dragon Age: Dark Fantasy Roleplaying, Set 1 and Dragon Age: GM's Kit can be inserted into the scenario to form a campaign that will take the heroes from their first through to their sixth Ranks. Just in time for the release of Dragon Age: Dark Fantasy Roleplaying, Set 2.

The first two scenarios send the adventurers off into the countryside on quests. In the opening scenario, “Amber Rage,” they find themselves attending a village fair in the Hinterlands when they and its inhabitants are beset by impossibly enraged Stalkers that have boiled out of the Kocari Wilds across the river. Worse, whatever caused the rage in the Stalkers is contagious and has infected some of the villagers, if not one or more of the player characters. Fortunately, a local wise woman thinks that she knows the cure, but unfortunately, the prime ingredient lies deep in the Kocari Wilds where the inhabitants rarely welcome strangers. Even worse, there is a double deadline. Either the infected succumb to the rage or the authorities move to stop it spreading!

The second, “Where Eagles Lair,” takes the adventurers up into the Frostback Mountains, home to the savage Avvarian hillmen, who much like the peoples of the Kocari Wilds, do not take kindly to strangers. Again they are after something, but this time a person, the missing daughter of a local nobleman, rather than a strange ingredient. Before they can find her, the heroes find themselves in an Avvarian camp just as it comes under siege. This is one of the scenario’s most memorable scenes, a real opportunity for the adventurers to be truly heroic in a scene very reminiscent of the Battle for Helms Deep from the film version of The Lord of the Rings: The Two Towers.

Although both scenarios present interesting challenges and moral choices, they are each very different. Primarily in tone, “Amber Rage” being a much more grim affair than “Where Eagles Lair,” but what would you expect with a punning title like that? “Amber Rage” is also more straightforward, and in some ways more obvious than “Where Eagles Lair.” Then again, neither of these scenarios is wholly original, but the spin that their respective authors put on them shakes them up and makes them perfectly playable.

A change of pace comes with the third scenario, "A Fragile Web." Set in Denerim, Ferelden's capital, it opens with the adventurers coming across vile cultists about their work and in thwarting them, the heroes are brought to the attention of a well known noble. In thanks she offers to become their patron, which opens up all sorts of possibilities in terms of future adventures. To say more about this adventure would be to ruin it, but in contrast with the previous two, "A Fragile Web" is not only city based, but also emphasises more traditional investigative play and roleplaying. There are moments here that players who are more combative in their gaming style are unlikely to enjoy, which is why this scenario would work better as a campaign framework.

Rounding out Blood in Ferelden are three scenario seeds. Their situations include surviving a night time attack on an inn, investigating a series of robberies in Denerim, and escorting a priest on a pilgrimage, but all are quite detailed bar the statistics, meaning that these can easily be scaled to whatever Rank the heroes have achieved. All are at least a page long, and some are so good that I might steal them for my Legends of the Five Rings game.

Another aspect of Blood in Fereleden is that it adds more information about the setting. This can be as simple as new monsters or the very occasional magical artefact, but for the longer term there are details about the Kocari Wilds and their peoples, about the Frostback Mountains and the Avvarian Hillsmen, a recurring cult, and the city of Denerim. Of particular interest will be the section on the Avvarian Hillsmen and their religious beliefs as this is a given player option in the Dragon Age: Dark Fantasy Roleplaying, Set 1.

Physically, Dragon Age: Blood in Ferelden is up to the standards set by the line. The layout is easy on the eye; the art is decent – though you wonder if it would look better in full colour; and the maps never lack for character. In fact, the maps would not look out of place in any book for classic Warhammer Fantasy Roleplay, a game that both myself and the publishers of this book know well. If there is an issue with Blood in Ferelden as a book, it is that it feels rushed in paces, but is probably an issue with the editing rather the writing.

If a GM is to get the very utmost out of this supplement, then he needs to give it a complete read through. Were he not to do so, then he would come late to the campaign framework suggested by the third and last scenario, “A Fragile Web,” and thus waste some of the opportunities it suggests. Any group will get plenty of play out of the three scenarios in Blood in Ferelden and more out of them if the GM uses all of the contents -- including the adventure seeds -- of this book to create a campaign. All three scenarios are good with "Where Eagle's Lair" being the most entertaining. This then is another good book that any Dragon Age GM should want, and if it happens that a GM does not use them in his Dragon Age game, then its ideas are worth plundering.

Saturday, 6 November 2010

Screen Shot II

How do you like your GM Screen?

The GM Screen is a essentially a reference sheet, comprised of several card sheets that fold out and can be stood up to serve another purpose, that is, to hide the GM's notes and dice rolls. On the inside, the side facing the GM are listed all of the tables that the GM might want or need at a glance without the need to have to leaf quickly through the core rulebook. On the outside, facing the players, is either more tables for their benefit or representative artwork for the game itself. This is both the basic function and the basic format of the screen, neither of which has changed very little over the years. Beyond the basic format, much has changed though.

To begin with the general format has gone split, between portrait and landscape formats. The result of the landscape format is a lower screen, and if not a sturdier screen, than at least one that is less prone to being knocked over. Another change has been in the weight of card used to construct the screen. Exile Studios pioneered a new sturdier and durable screen when its printers took two covers from the Hollow Earth Expedition core rule book and literally turned them into the game's screen. This marked a change from the earlier and flimsier screens that had been done in too light a cardstock, and several publishers have followed suit.

Once you have decided upon your screen format, the next question is what you have put with it. Do you include a poster or poster map, such as Margaret Weis Productions included in its screens for the Serenity and BattleStar Galactica Roleplaying Games? Or a reference work like that included with Chessex Games' Sholari Reference Pack for SkyRealms of Jorune or the GM Resource Book for Pelgrane Press' Trail of Cthulhu? Or a scenario such as "A Restoration of Evil" for the Keeper's Screen for Call of Cthulhu from 2000 or the more recent “Descent into Darkness” from the Game Master’s Screen and Adventure for Alderac Entertainment’s Legends of the Five Rings Fourth Edition. In general, the heavier and sturdier the screen, the more likely it is that the screen will be sold unaccompanied, such as those published by Cubicle Seven Entertainment for the Starblazer Adventures: The Rock & Roll Space Opera Adventure Game and Doctor Who: Adventures in Time and Space RPGs.

So how do I like my GM Screen?

I like my Screen to come with something. Not a poster or poster map, but some form of reference material. Which is why I am fond of both the Sholari Reference Pack for SkyRealms of Jorune and the GM Resource Book for Pelgrane Press' Trail of Cthulhu. Nevertheless, I also like GM Screens when they come with a scenario, which is one reason why I like “Descent into Darkness” from the Game Master’s Screen and Adventure for Legends of the Five Rings Fourth Edition. For the same reason, I like “A Bann Too Many,” the scenario that comes in the Dragon Age Game Master's Kit for Green Ronin Publishing's Dragon Age – Dark Fantasy Roleplaying Set 1: For Characters Level 1 to 5, which is what I will be reviewing today.

The Game Master’s Screen is a three panel affair in landscape format, on heavy, glossy cardstock. The outside or players’ side of the Screen shows a small horde ready to attack the player characters. It is a serviceable illustration that hopefully should get the players in the mood. On the reverse side can be found everything that a GM should need including weapons and armour details, Ability Foci and tests, actions, combat, spell casting, and stunts. Perhaps the most interesting addition to the Game Master’s Screen is five pieces of advice for the GM. These are “Focus on the Characters,” “Provoke Tough Moral Choices,” “Paint the World with Five Senses,” “Be Flexible,” and “Be Exciting.” The advice is simple and obvious, but it always bears repeating and having it right in front of the GM’s eye line is as good a place to have it.

The adventure itself, “A Bann Too Many,” can be run as a sequel to “The Dalish Curse,” the scenario to be found in Dragon Age – Dark Fantasy Roleplaying Set 1: For Characters Level 1 to 5, the core boxed set for the RPG. Not a direct sequel, but rather as the characters’ intended destination when they had the adventure on the way as described in “The Dalish Curse,” designed as it is for first and second level characters. The destination in question is the village of Logerswold, located in the central Ferelden on the edge of the Brecilian Forest. Noted for its logging industry, of late the village and nearby forest have been beset by murderous bandits led by Waldric the Gore-Handed, disrupting both village life and village work. Logersworld’s leader, the little liked Bann Krole has driven some of the bandits off, but not to the satisfaction of the village’s Freeholders, who have elected a new Bann. It is the newly elected Bann Trumhall that has put out the call for aid in dealing with the outlaws, not yet possessing the means to hire his own men to put an end to Waldric the Gore-Handed’s reign of terror.

To be honest, “A Bann Too Many” is one more variation upon the theme of a village in peril. This is not to denigrate such a set up, as it is difficult in this day and age of come up with anything in gaming that is wholly new and original. What matters is how the author develops the story from that set up and what he does to make it interesting for both the GM and his players alike. What Jeff Tidball, the author of “A Bann Too Many” does is give advice, add depth, and provide options. Aiding this is the way in which the adventure is organised by encounter type – Exploration Encounter, Combat Encounter, Roleplaying Encounter, and so on. None of these encounter types adhere strictly to type, the author also discussing what might also happen in each encounter. Small details matter here, for example, a treasure hoard is discussed in terms of each item’s former owner rather than just monetary value.

Much of the author’s advice will be familiar to the experienced GM, but to be fair it is aimed at the novice GM, the one coming to the Dragon Age: Origins RPG from the computer game. Nevertheless, it is good advice and worth taking the time to read. The depth comes in the background and the staging, such that barely a single page of this thirty-two page booklet is wasted. The options come in the form of extra subplots that the GM can mix and match to add further depth to the scenario. There are three of these, some of which are more complex than others, and in the hands of the novice GM, running all three could overwhelm the scenario. The situation in the village is perhaps a little complex and the GM needs to read the scenario closely to understand what is going on and get this information across to his players. Of course, the situation in Logerswold being what it is, the heroes will have to brave the depths of the woods to face the enemy, and this is quite a hard fight for any group. Before then, there are opportunities for roleplaying and interaction with the inhabitants of the village, which should be used to encourage novice players while being enjoyed by more experienced players.

Overall, “A Bann Too Many” is an enjoyable adventure that deals with a more mundane danger rather than the darkspawn and the Blight that play such a major role in the setting. It presents an interesting take upon a clichĂ©d set up and adds a twist or two, but does need a little careful handling to get some of the complex relationships in the village across, but the level of detail given here is far from unwelcome.

For the GM of the Dragon Age: Origins RPG, the Dragon Age Game Master's Kit is probably going to be a given purchase. The good news is that he will not be disappointed. The adventure is solid and the screen useful.