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Showing posts with label Boardgame into RPG. Show all posts
Showing posts with label Boardgame into RPG. Show all posts

Friday, 2 August 2024

Hordes & Haven

Road to Haven
is a campaign for
Zombicide Chronicles: The Roleplaying Game, which is based upon the collaborative board game, Zombicide: 2nd Edition. Published by CoolMiniOrNot and Guillotine Games, this introduces a new mode of play for the roleplaying game—‘Campaign Mode’. This introduces the concept of missions connected by a one or more plots and by recurring NPS—‘Non-Player Survivors’. In the case of Road to Haven, the number of missions is short, just ten, and the plots are not complex. Ultimately, what Road to Haven does is provide a continuing motivation for the Survivors—as the Player Characters are called in Zombicide Chronicles—to do more than roam the city in search of food and supplies to scavenge. The main plot concerns the location of a secret military base called ‘Haven 3’, which might be located somewhere in the city. If the Survivors can deduce its location, they can hopefully find it, open it up, and once inside determine if is safe from the zombie hordes outside. That truly would be a haven! However, discovering this information will not be easy. A secret military base is secret for a reason and even before the apocalypse, very few people knew of its existence. Of course, since the apocalypse and the rise of the corpse cortège, even fewer people know! Can the Survivors get lucky and find the one person surviving who does know? This is not the only problem that the Survivor will have to deal with in their quest for answers. There is also something causing the zombies to mutate weirdly and if it spreads, it is going to make life for everyone still alive in the city—let alone anywhere else—a whole lot harder. Plus, there are other Survivors, and Survivors being Survivors, they often come with their issues, some of them left over from before the apocalypse.

The Road to Haven: Campaign Book actually does a bit more than just present a campaign. It introduces a total of eight new Survivor Archetypes. Of these, four are ready to play, meaning that the players can pick from these or those from the core rulebook and that they also serve as replacement Survivors or NPS. These four are the School Teacher, the Mortician, the Surfer, and the Firefighter. The other four are first encountered as NPS in the course of the campaign and once the scenarios where they first appear have been resolved, they are ‘unlocked’ and can be played as Survivors. These four are the Conspiracy Theorist, the Urban Climber Girl, the Social Worker, and the Exotic Dancer. The other thing aspect about the campaign that is ‘unlockable’ is knowledge about the Zombies. Early on in the campaign, the Survivors will discover a dossier of notes about the zombies called, ‘Anatomical Guide to Zombies’. This depicts the various types of zombies and their potential weak points. As a Shelter Action carried out between missions, a Survivor can attempt a new training action, ‘Compile the Anatomical Guide’. This requires a Survivor to consider the zombies fought by the group in the previous mission. His player then rolls an Education Check and for every success, the Survivor identifies a ‘weakness point’ in particular type of zombies. Once all of the weakness points have been identified, the Survivors can replace ordinary dice with Mastery dice they attack that type of zombie.

The campaign will also have the Survivors facing off against some nasty zombified monsters in addition to those found in Zombicide Chronicles: The Roleplaying Game. They include several twisted animals and a zombie centipede that splits apart! Many of the new zombie threats are connected to the campaign’s secondary plot about the
mutant zombies. In addition, the campaign can also be modified by ‘Campaign Events’. These can be used by the Game Master to modify individual missions with seemingly random events. Some are helpful, such as an unexpected cargo drop by a military aeroplane, or weird, such as an eclipse, but others are also tied to the main plot of the campaign itself. All of them are optional, but a lot of them are fun—the idea of fighting zombie hordes in the middle of an eclipse is never going to be less than memorable.

The campaign opens with a standard Supply Run-style mission. When the Survivors rescue an NPS called ‘Tinfoil’, he tells them about a secret he has discovered—a radio broadcast! This, he thinks, is coming from a secret bunker and if it is still intact, it means it will have supplies and it will be safe. However, he does not know where it is, and since there is no Internet anymore, there is no easy way of finding out! Confirming the existence of the bunker and determining its location form the main strand of the campaign. It will take the Survivors to various locations across the city, including a library, the old city zoo, and an ‘exotic’ nightclub… In the process, the Survivors will also encounter some oddly mutated and much deadlier zombies. The question is, is there something affecting the zombies and twisting them into much nastier versions? Of course there is, and investigating this forms the basis of the second of the three plot strands in Road to Haven. Both this and the third strand are much, much shorter than the campaign’s main plot to find the hidden bunker. When the Survivors do find the hidden bunker, they will also discover secrets so dangerous that they could destroy the world and the campaign with it...

All ten missions in Road to Haven are presented in the same format. This begins with an introduction and a detailed description of the locations, a set of floorplans, details of the events that will be triggered during the mission, and descriptions of the adversaries and NPS who will be encountered during the mission. Objectives are also outlined and what happens next is discussed in the in the aftermath. The event descriptions can be quite detailed, but it does feel slightly out of order to have them after the location descriptions rather than before.

In terms of setting, the city in Road to Haven can be a generic city as in the core rulebook for Zombicide Chronicles: The Roleplaying Game or it can be set in the city of the Game Master’s choice. With its preponderance of guns, it is not as easy to adapt to anywhere outside of the USA.

Physically, Road to Haven is big, bold, and in your face. It is heavily illustrated with lots and lots of cartoon style artwork, decent maps and floorplans, and fully painted shots of the city. The book is well written and easy to read.

As a campaign, Road to Haven is short and uncomplicated, the latter meaning that it is relatively easy to run for the Game Master and the former that it can played through in as little as ten sessions (though it will probably take a few more). As the first campaign for Zombicide Chronicles: The Roleplaying Game, it completely suits the big, bold cartoon world of the roleplaying game and the board game it is based on.

Friday, 19 July 2024

[Free RPG Day 2024] Death Out of the Stars

Now in its seventeenth year, Free RPG Day for 2024 took place on Saturday, June 22nd. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

—oOo—

Death Out of the Stars
is a scenario for Plague Bearer: Dark Fantasy Roleplaying. This is the fantasy version of Zombicide Chronicles: The Roleplaying Game. Published by CoolMiniOrNot and Guillotine Games, Plague Bearer: Dark Fantasy Roleplaying is the roleplaying adaptation of Zombicide: Black Plague, the medieval adaptation of the board game of Zombicide, 2nd Edition, which of course, is given its own roleplaying game with Zombicide Chronicles: The Roleplaying Game. The scenario is short, playable in a single session, and can be played using the Plague Bearer Quickstart Rules, which also has the six pre-generated adventurers needed to play. Death Out of the Stars can also be run as a sequel to ‘Blood and Wine’, the scenario in the Plague Bearer Quickstart Rules or simply be inserted into the Game Master’s campaign.

Death Out of the Stars begins en media res. The Player Characters—or Survivors—are on the run, being chased by a large horde of the undead, their only route forward being to cross a wooden bridge to Nahum Island. Fortunately, the wood of the bridge is rotten and collapses under the weight of the charging corpses, dashing them onto the rocks below. Unfortunately, the wood of the bridge is rotten and collapses under the weight of the charging corpses, trapping the Survivors on the island. The island is heavily wooded and with its steep cliffs and rocky shores, would be to be ideal holdout against the cadaver cavalcade which has arisen elsewhere in Wulfsburg. Unfortunately, the island too seems bereft of the living, although its undead strangely bloodless when compared to those of the mainland—grey of pallor as if drained of colour and wasting away to dust. Similarly, buildings are rapidly deteriorating and collapsing into piles of dust. Consequently, it looks like Nahum Island is not the refuge that the Player Characters might have hoped that it would be. They must face more zombies—even if they are different to the ones across the water—and discover what is happening on Nahum Island before making their escape, ideally after having dealt with the problem.

Horror fans may well recognise the reference in the scenario’s title and Death Out of the Stars certainly has a Lovecraftian feel to it. If one half of the scenario is the cosmic horror of H.P. Lovecraft, the other half is the corruptive influence of Warhammer Fantasy Roleplay, as if a lump of Warpstone had fallen from the sky. This gives the scenario an unsurprisingly grim tone, far less cartoonish than that of Zombicide Chronicles: The Roleplaying Game. Still, as befits a scenario set within a Zombicide setting, there is still scope for bloody—or in this case, dusty—action.

Physically, Death Out of the Stars is very well presented. The scenario is decently written and both the artwork and the maps are excellent.

Death Out of the Stars is a weird and creepy scenario in between the blasts of sword swinging, mace bashing action as the Survivors hold back the members of the cadaver cavalcade and try and work out what is going on on Nahum Island. It is a pleasing shift of tone from the often-cartoonish style of Zombicide Chronicles: The Roleplaying Game and is a solid addition to any Plague Bearer: Dark Fantasy Roleplaying campaign.

Friday, 12 May 2023

Friday Filler: Critical: Foundation – Season 1

It is the year 2035. The digital age has been surpassed by the nanotechnology age and the USA is already colonising and terraforming Mars. On Earth, huge multinationals have extended their reach and power so it is also the Age of Corpocracy. Europe has regressed into totalitarianism and protectionism, Asia remains in lockdown after the Third Pandemic, South America dominates global banking via cryptocurrency investment, and there is war in Africa. As the power of the corporations has grown, the power of nation states has dwindled, leaving often unable to deal with emergent threats. This is where Icarus steps in. Sanctioned by numerous states and given freedom of movement and legal authority beyond local governments, Icarus fields highly effective agents from the diverse backgrounds. They have to be the best and they cannot fail, because some day they have to be ready to save humanity.

This is the set-up for Critical: Foundation – Season 1, a roleplaying game which looks like a board game, is designed to introduce roleplaying to the board game playing hobby, and plays like a ‘filler’ game, intended to be played in between or before longer games. It looks like a board game because it uses a lot of cards as reference, much like Warhammer Fantasy Roleplay, Third Edition—but very much without any of the complexities. As an introductory roleplaying game, it uses simple mechanics, introduces the rules and concepts in a step-by-step fashion to make learning easy, and it uses a familiar set-up. This is near-future Spy-Fi action, with a team of specialists working together to investigate mysteries and deal with threats, but Spy-Fi action as a television series—and that leads into the ‘filler’ game format. Critical: Foundation is designed to be played in episodic fashion, the box including a total of nine episodes each with an estimated playing time of thirty minutes. Thus, a game of Critical: Foundation is designed to be played over several sessions rather than one, and with the physical nature of its components, around the table rather than online. From a roleplaying viewpoint, Critical: Foundation is like the equivalent of a starter set, complete with rules, four pre-generated Player Characters, dice, rules, and an adventure, all designed to introduce the setting and rules of a roleplaying game. Except that Critical: Foundation is a complete roleplaying game designed to showcase the roleplaying experience rather than a particular game or setting.

Published by Gigamic and available via Hachette Games, Critical: Foundation – Season 1 is designed to be played by between two and five players, aged fourteen or more, one of whom is the Game Master. Although there are suggestions as to how to adjust if there are fewer players, the roleplaying game really works best with a Game Master and four players. Its board game like design means that it has plenty of components. For the Game Master, there is the Game Master’s Screen, the What is a Roleplaying Game? sheet, a Synopsis Booklet for Season 1, nine Episodes, thirty-four Episode cards, eight NPC cards, ten Clue cards, eight Wound card, fifteen Status cards, plus thirty-two 32 Narrative tokens, five Clue tokens, and two six-sided dice. For the players there are four Character cards, eight Background cards, 19 Equipment cards, four Hero tokens, one eight-sided and four twelve-sided dice, a dry-erase marker, and for Name cards. The What is a Roleplaying Game? Sheet provides a brief explanation of roleplaying, whilst the Synopsis Booklet for Season 1 gives an overview of all nine episodes of the first season, some background to the setting, and the epilogue to the season. The Episode cards are used to illustrate scenes and locations within each Episode; the NPC cards detail the other members of the season’s cats the Player Characters will encounter; and the Narrative Tokens to track everything from the passage of time and escape attempts to equipment use and NPC health points. Clue tokens and Clue cards are used to reveal further information during play.

For the Game Master, the highlight of all of these components is the Game Master’s Screen. Although quite low as Game Master’s Screens go, it is very sturdy affair, with all of the rules on the inside for easy reference. It also has handy little pockets to slide NPC cards into so that the Game Master can see the details for the NPC whilst her players can the picture of the NPC on the other side.

The dice consist of a mix of six-, eight, and twelve-sided dice. The six-sided dice are black and marked with various keyed to the NPCs, and are used by the Game Master. Both the white eight- and twelve-sided dice are white and numbered differently. Both are average dice rather than being marked with the full range of numbers as standard polyhedral dice. For the twelve-sided die, this also includes a zero and an ‘×’, the latter indicating a critical failure when rolled.

The four Character cards are double-sided, male on one side, female on the other. They consist of an Analyst, Coder, Scientist, and Military. Each has a quality and a flaw, four—Dexterity, Mental, Physical, and Social, a quick description, and a quote. Each is fully illustrated. One attribute is marked in red to indicate that is a Character’s specialisation. Unlike any other roleplaying game, the attributes do not have an associated value, although they do have linked skills. So the Physical attribute covers Athletics, Combat, and Stealth, whilst Mental covers Knowledge, Investigation, and Perception. The Background cards further define the Characters, there being two per Character. For the Analyst there is Profiler and Private Detective, for the Coder, Hacker and Programmer, for the Scientist, Researcher and Forensic Physician, and for the Military, Mercenary and Special Forces. The Equipment cards include a short range of arms and armour, plus various pieces of technical gear like a Medical Drone or Holo Tablet.

Character creation in Critical: Foundation – Season 1 is fast and easy. Each player selects a Character and chooses which side of the card he wants to use, then chooses one of the two Backgrounds for the Character, plus the associated equipment. He uses the dry-erase marker to write his Character’s name on a Name card, and that is it.

Mechanically, Critical: Foundation – Season 1 is also fast and easy. To have his Character undertake an action, a player rolls the twelve-sided die to get a result equal to or more than a Difficulty Level. The Difficulty Level ranges from one for Easy to six or more for Impossible. The bonus from the die ranges from zero to three, and further bonuses can from a Character’s Specialism for an Attribute, if appropriate, his Background, and the Equipment he is using, for a maximum of three. A Critical Success is achieved if the roll is double the Difficulty Level, which doubles the outcome of the action, but if the ‘×’ is rolled, the attempt is a Critical Failure. This also applies if any player rolls an ‘×’ on a group check in which everyone rolls. When a Critical Failure is rolled, the group earns a Hero Token, up to a maximum of four. Hero Tokens are expended to add the eight-sided die to a roll. Some items of Equipment also allow a reroll of a check.

Combat is likewise kept simple. Initiative is handled through simple Perception checks and when a Character acts, he can do one action and use one piece of equipment. There are just four combat actions—Attack, Help, Take Cover, and Find a Weakness. NPC actions are determined by rolling the Game Master dice and referring to the card for each NPC. A Character can suffer a maximum of two wounds. Any damage after that and the Character suffers an ongoing penalty indicated by a Status Card, the most common of which is ‘Exhausted’, which leaves the Character unable to act until the next scene. Whilst Wounds can be healed, the effects of Status Cards typically need time to heal.

The Episodes are four-page leaflets and start with an episode zer0—the equivalent of a pre-credits scene
—before running through to the finale in episode eight. Each includes a Set-up guide, an Episode Synopsis, and then an Introduction followed by two or three scenes and an epilogue. Throughout icons are used to indicate which sections are narrative, involve action, investigation, or roleplay, or require a dice roll by the players or the Game Master. There are also notes running alongside the scenes which give the Game Master pointers on how to portray various NPCs and describe various situations, the latter primarily drawing from action movies. Preparation requires the Game Master to study an episode and make sure that she has all of the cards and tokens ready. Some of the scenes are more complex than others, primarily the action or chase scenes, and these will require more preparation than others. So preparation can take anywhere between five minutes and twenty minutes depending upon the complexity of the scene. Set-up and take down is easy, the latter made easier because the game includes envelopes that each player can store his Character’s cards in.

As a roleplaying game, Critical: Foundation – Season 1 is simple and straightforward and easy to grasp. For the experienced player and the experienced Game Master, it is really easy to pick up and play. The experienced player can start with the simplest of explanations and start play with almost no preparation, whilst the experienced Game Master really only needs to learn the rules, ready an episode, and then run the game directly from the really great Game Master’s Screen, it is that simple and straightforward. For the player and Game Master who have not played a roleplaying game before, Critical: Foundation – Season 1 does its very best to present a direct and accessible roleplaying game. This shows not only in the simplicity of the mechanics, but also the easy-to-grasp televisual, action-orientated style of its story and the fantastic presentation in terms of the NPCs and the Episode cards which help the players visualise the antagonists and other members of the cast, the various locations, and clues. (Further play aids, including music and maps, are available from the publisher’s website. More content has also been promised.)

One aspect missing from Critical: Foundation as a roleplaying game is the scope for the Player Characters to learn and grow from their experiences. In part, that is due to the simplicity of both the Player Character design and the mechanics, but if Critical: Foundation is viewed as something akin to the traditional starter set for a roleplaying game, this is not always an aspect covered anyway. More potentially problematic is the directed, quite tightly scripted nature of the episodes, which do not give the players and their characters a lot of freedom in what they are expected to do. For the experienced roleplayer, this can feel constraining, less so for anyone newer to the hobby, though they may find it so should they return to Critical: Foundation after trying other roleplaying games. That said, Critical: Foundation is designed to be the equivalent of a television action series so a certain degree of scripting is to be expected.

Critical: Foundation – Season 1 could be played as a traditional roleplaying game starter set and the episodes all in one go. However, that would be to miss the episodic nature of the design, which although runs counter to today’s prevailing practice of having all episodes of a television series released at once and everyone binging on them, leaves room for anticipation and a sense of mystery from one episode to the next. The episodic nature also means that each session is focused and never outstays its welcome. Beyond the limits of Critical: Foundation – Season 1 core box, there is advice on using the contents again to create other episodes, though again, the more experienced Game Master will find that easier than the one that Critical: Foundation – Season 1 is actually aimed at.

Physically, Critical: Foundation – Season 1 is very well presented. The quality of the components are uniformly excellent, the artwork as good as any modern board game, and the writing decent too. Still, the standout piece is the Game Master’s Screen.

Although there is nothing to prevent either from enjoying playing through it, Critical: Foundation – Season 1 is possibly a bit too light a roleplaying game for the experienced player or Game Master. The campaign and design of the game does not quite support the introduction for the players as much as the Game Master and it is likely that players new to roleplaying may need more of a hand or preparation than is given here. However, once they get started there is plenty keep them involved, but not overwhelm in terms of rules or mechanics. A more experienced Game Master will have no issue with easing her players into the play and roleplay of Critical: Foundation – Season 1, and that is probably how starting to play will best work.

Critical: Foundation – Season 1 is clever idea, one executed to give what is actually an introductory roleplaying game not just much more of a visual appeal, but also a physical, tangible presence that the players can hold and inspect. Hopefully there will be expansions because there is plenty of story to be told and because roleplaying in the short sharp bursts of drama and action provided by Critical: Foundation – Season 1 deserves future seasons rather than cancellation.

—oOo—


Hachette Games will be at UK Games Expo
from Friday 2nd to Sunday 4th, 2023.

Sunday, 27 March 2022

Cartoon Corpse Cracking Action!

The rise of the dead and the zombie outbreak has been visited again and again in board games and roleplaying games that the concept has become a cliché and the question has to be asked with each new game, “What makes this zombie game different?” such that a playing group will pick it up and play it. So the question is, “What makes
Zombicide Chronicles different?” As the name suggests it is based on the boardgame of the same name, Zombicide, in which the players control the fate of the ‘Survivors’ as the zombies rise up, infect their town, and they fight back, becoming ‘Hunters’, taking the violence to the corpse cortège… This is no Deadof Winter or The Walking Dead where every day is a desperate battle for survival—and that is even before the survivors encounter any zombies! Instead, Zombicide is a game in which the players ‘team up, gear up, level up, take ’em down’ and batter, slash, hack, and shoot the members of the cadaver cavalcade and it is this sensibility which is brought to Zombicide Chronicles: The Roleplaying Game.

Zombicide Chronicles: The Roleplaying Game is published by CoolMiniOrNot and Guillotine Games as part of the successful Kickstarter campaign for Zombicide: 2nd Edition. It is designed as both a standalone roleplaying game set in the Zombicide universe and a roleplaying game which is compatible with Zombicide, 2nd Edition, so that the cards and the dice and more can be used with the roleplaying game. This compatibility does lead to some oddities with regard to terminology if the players have experience with other roleplaying games. If they are coming to the roleplaying game after playing the board game, then this is not an issue. If however, they have not, then a little adjustment might be required.

A Survivor in Zombicide Chronicles: The Roleplaying Game is defined by his Skills, Attributes, and Proficiencies, and through the combination of Attributes and Proficiencies, his Actions. Skills are actually special abilities, which work under particular situations, for example, ‘Born Leader’ enables a player to give another player an extra Support Action in combat or ‘Beak-in’, which enables a player to get past standard locked doors or windows without any noise or specialist equipment. There are three Attributes—Muscle, Brains, and Grit, and Proficiencies—Athletics, Attitude, Background, Combat, Perception, and Survival—are categories in which a Survivor can specialise. Attributes and Proficiencies are rated between one and three and laid out on a grid with Attributes along the top and the Proficiencies listed down the side. In play, the Proficiencies are cross-referenced with the Attributes to give an Action, for example, cross-reference the Background Proficiency with the Brains Attribute to get the Education Action or the Perception Proficiency with the Grit Attribute for the Scout Action. It is Actions that might be seen as skills in other roleplaying games.

To create a Survivor, a player first selects an Archetype. There are twelve of these, each with a favoured Proficiency, Attribute, and four starting Skills. They include a BMXRider, a Hacker and Boxer, Bus Driver, Resourceful Foreman, Postwomen, and more…There is, of course, a boxed set of miniatures for the twelve archetypes, which would enable the player-created Survivors to be used in conjunction with the board game. All come with a name, a quote, and a suggestion as to why a player might pick that archetype. The player selects four starting Skills and four favoured Actions (these are underlined on the sheet), and assigns ratings of one, two, and three to his Survivor’s Attributes. He sets two Proficiencies at three, three at two, and one at one. The Survivor also has some gear—a readied weapon, a holstered weapon, and the contents of a backpack.

Alternatively, a player can instead create a Survivor from scratch, ignoring the Archetype step, though they are fun. This would free a player to choose all four of his Survivor’s favoured Proficiency, Attribute, and four starting Skills. A set of tables provides options for the Survivor’s Prologue—when he first heard of the outbreak, firsts aw a zombie, his first Zombicide, and more. The process is quick and easy, and defines the Survivor in broad strokes.

Stanley Redfield
Occupation: Reformed Burglar
Level 0
Habit: Rolls a cigarette, but never lights it. Had to give up for health reasons.
Looks: Unshaven, shifty, and balding
Hit Points: 4
Stress: 6

SKILLS
Break-in, Is That All You Got?, Precision, Mindfulness

ACTIONS – Muscle 3 Brains 2 Grit 1
Athletics 2 Stunt Sneak Endure
Attitude 1 Appeal Convince Hearten
Background 2 Security Education Contacts
Combat 2 Fight Shoot Cool
Perception 3 Spot Evaluate Scout
Survival 3 Scavenge Tinker Heal

GEAR
Pistol, crowbar

When did I first hear about the outbreak?
My brother-in-law died and I heard he came back from the dead…

When did I first experience the outbreak?
My neighbour’s dog wouldn’t shut up, and when I went to investigate, the crotchety old witch nearly ripped my damned arm off…

When was my first Zombicide?
I helped clean up the neighbourhood. Not like the cops were coming…

What happened to your significant others?
I ain’t heard from my son. I sure hope I can find him and he is okay.

What did I take with me?
My cell phone. Need to find a charger for it though…

What did I leave behind?
My favourite book, Angels & Demons

How did I meet the other survivors?
Yeah, one or two were friends.

Mechanically, Zombicide Chronicles: The Roleplaying Game is simple. A player cross-references a Proficiency with an Attribute to give an Action, the combination of values for the Proficiency and the Attribute give the number of dice to be rolled for the Action. This generates a base dice pool which ranges in size from two to six dice, but to this can be added bonus dice for a Favoured Action, equipment, and the difficulty of the situation, which can increase or reduce the number of dice to be rolled. This can increase the number of dice up to a total of twelve, and any dice after the first six, are rolled as Master dice. Zombicide Chronicles: The Roleplaying Game has its own dice. These are six-sided dice, marked with a Zombie Head on the one face and a Molotov Cocktail on the six face, but ordinary six-sided dice can be used instead just as easily. The basic dice should be all one colour, whilst the Master dice another. When rolled, results of the Molotov Cocktail count as Successes. Only one success is required for an Action to succeed, but multiple Successes rolled improve the outcome. If a Zombie Head is rolled on a Mastery Dice, then the player can reroll it once. If there are more Zombie Heads than Molotov Cocktails (or ones versus sixes), then Trouble can ensue, such as a weapon being dropped or friendly fire in combat!
For example, Stanley Redfield is out scouting downtown and discovers a pharmacist which has only been partially looted. There are zombies moving around and he wants to break in without alerting them. His player selects the Security Action, which effectively means he is cross-referencing his Muscle of three with his Background Proficiency of two. This gives him a base dice pool of five dice, but since Security is a favoured Action, this adds one Bonus Die. The use of his crowbar also adds another Bonus Die. Which means altogether, Stanley’s player is rolling six dice and one Mastery die.
Combat uses the same mechanics, with only one success needed to hit and weapons inflicting a fixed amount of damage. Combat consists of ‘Opening Shots’ of ranged combat, followed by proper Combat Rounds of melee combat. Zombies are attacked in speed order, from the slowest to the fastest, unless the Survivor takes the Aim move. Damage needs to be enough to kill a zombie in one go, or not at all, and some of the zombies, like the Abomination, can withstand more damage than most weapons can inflict. In this instance, the Survivors need to master their weapons with the right Skills. Zombies attack and automatically do damage in the Combat Rounds with the Game Master not needing to roll. Armour provides protection, but can be damaged. Another option is that the Survivors can take the Evade move.

One advantage a Survivor has in combat is that he can inflict Stress on himself in return for turning a failed roll into a Success. Whether this is possible depends on the weapon and its Accuracy value, and the number rolled on the dice. For example, the fire axe has an accuracy of four plus. If the player rolls just numbers on the dice rather than Zombie Heads or Molotov Cocktails, he can check the numbers, and if any of them are four or five, he can take a point of Stress to turn it into a Success. Stress though is a finite resource and there is a limit to how often a player can use it. Once his limit is reached, a Survivor will need to find a way of relieving his Stress.

All weapons have an Accuracy value like this. The ranged weapons in Zombicide Chronicles are the generic pistol, shotgun, and so on, but the melee weapons are more individual—baseball bat, chainsaw, katana, kukri, and more. They all have their own cards in the board game which can be incorporated into Zombicide Chronicles: The Roleplaying Game.

As play progresses and a Survivor rolls Successes, he accrues Adrenalin. This is tracked and as it rises, he can use more and more of his Skills (or special abilities). Adrenalin is also gained for achieving objectives. The Skills are rated either Basic, Advanced, Master, and Ultimate. At the beginning of a Mission, a Survivor can use just his Basic Skills, meaning that he gets better and better as the Mission proceeds.

Zombicide Chronicles: The Roleplaying Game is played in two phases—the Shelter Phase and the Mission Phase. The Shelter Phase is when the Survivors plan and prepare the situation in their current shelter and nearby, including checking for supplies (if they have insufficient supplies, the Survivors will suffer Conditions in the Mission Phase), gathering rumours, making things, studying or training, and creating and defending a shelter. The Mission Phase is when the Survivors go out and perform the mission itself. Various types of missions are discussed, including going on a supply run, exploring, making a rescue run, and more. This is combined with the ‘World of Zombicide’, which describes the various districts and locations of an archetypal city and takes up the last third of the Zombicide Chronicles: The Roleplaying Game. Although there is no actual scenario in the roleplaying game, the ‘World of Zombicide’ has plenty of ideas and NPCs for the Game Master to use.

In terms of zombies, Zombicide Chronicles: The Roleplaying Game has its own ‘Zombipedia’. There are four base types of zombie—Walker, Fattie, Runner, and Abomination, and these are typically organised in play into hordes which the Survivors will need to take down. The Game Master can customise these though to add variation, and several mutated and animal zombie types are also included. There is good advice for the Game Master on running the game, including suggestions on how to set the right tone for her players, though this is a horror game after all.

Physically, Zombicide Chronicles: The Roleplaying Game is big, bold, and in your face. It is heavily illustrated with lots and lots of cartoon style artwork, decent maps and floorplans, and fully painted panoramas of the city. The book is well written and easy to read.

There are any number of zombie-themed roleplaying games, but with its simple mechanics and cartoon zombie action, Zombicide Chronicles: The Roleplaying Game is easy to pick up and easy to play. The compatibility between Zombicide Chronicles: The Roleplaying Game and the Zombicide: 2nd Edition board game means that there is plenty of potential for cross play between the two. So, the various equipment cards and map tiles from Zombicide: 2nd Edition could be used with Zombicide Chronicles: The Roleplaying Game to play out the action of the Mission Phase, but equally, the Survivors created using the Zombicide Chronicles: The Roleplaying Game could be used to play through the content in Zombicide: 2nd Edition. However, given that potential for cross compatibility, there is no advice on how to do that, which is an odd admission since the roleplaying game was funded as part of the Kickstarter for the board game.

Zombicide Chronicles: TheRoleplaying Game is a grim—but not dark—post apocalyptic roleplaying game with genre elements and a setting of the ‘World of Zombicide’ that will be familiar to most gamers. This does not stop it from delivering fast-paced, big, zombie-fueled tension and action.

Friday, 10 December 2021

[Free RPG Day 2021] Talisman Adventures – Quick Start Guide: Curse of the Rat Queen

Now in its fourteenth year, Free RPG Day in 2021, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 16th October. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Of course, in 2021, Free RPG Day took place after GenCon despite it also taking place later than its traditional start of August dates, but Reviews from R’lyeh was able to gain access to the titles released on the day due to a friendly local gaming shop and both Keith Mageau and David Salisbury of Fan Boy 3 in together sourcing and providing copies of the Free RPG Day 2020 titles. Reviews from R’lyeh would like to thank all three for their help.

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Talisman Adventures – Quick Start Guide: Curse of the Rat Queen is the introduction to the Talisman Adventures Fantasy Roleplaying Game. Published by Pegasus Press, this is actually the roleplaying adaptation of Talisman: The Magical Quest Game, the classic fantasy board game originally published by Games Workshop in 1983. Like the board game, the Talisman Adventures Fantasy Roleplaying Game and thus Talisman Adventures – Quick Start Guide: Curse of the Rat Queen takes place in the in the Realm, a land of deadly creatures and ancient dragons and wondrous magic and fell curses, born in ages past after the Great Wizard cleansed the land of its many threats. Yet the Great Wizard did not stay, leaving behind the Crown of Command, talismans of great power, and perturbed peoples. Without the presence of the Great Wizard, vile monsters and other evil servants of Oblivion have begun to regain their power across the Realm, and now it is up to Heroes to step up and make a name for themselves.

The Talisman Adventures – Quick Start Guide: Curse of the Rat Queen comes with everything necessary to play. This includes an explanation of the setting, the core mechanics—including combat and spellcasting, four pre-generated Player Characters, and a short three-act scenario. To play, each player, including the Game Master, will need four six-sided dice, one of which must be a different colour to the others. This die of a different is the Kismet Die. Each player will also need five or six tokens, whilst the Game Master will also need five or six of her own, but of a different colour. These represent tokens Fate—Light Fate for the Player Characters, but Dark Fate for the Game Master.

The Talisman Adventures – Quick Start Guide: Curse of the Rat Queen quickly leaps into an explanation of the mechanics—the 3D6 Adventures System—and how tests work. However, to understand how they work, both Game Master and her players need to know what makes up a Player Character. Each Player Character has two Attributes, Strength and Craft. The former represents a character’s physical capability, and has three Aspects—Brawn, Agility, and Mettle, whilst the latter represents a character’s mental capability, and also has three Aspects—Insight, Wits, and Resolve. For the pre-generated Player Characters provided with the Talisman Adventures – Quick Start Guide: Curse of the Rat Queen, both Attributes and Aspects range between one and five. A Player Character can also have Skills, for example, Decipher, Entertain, Melee, or Psychic, and some Skills can have Specialisations, such as Mystic for Spellcasting, Axe for Melee, or Forest for Survival.

When a Player Character wants to undertake an action, his player rolls three six-sided dice, one of which must be a different colour, and thus the Kismet die, hoping to beat a given Difficulty, for example, an Average Difficulty might be eleven. If the Player Character has an appropriate Skill, then an associated Attribute or Aspect can be added to the total. More than the one Attribute or Aspect can be associated with the Skill, for example, Entertain Skill is associated with Wits, Insight, and Agility. Obviously, Agility for physical performances such as dancing or juggling, Insight for singing and playing a musical instrument, and Wits for reciting a saga or performing in a play. Further, if the Player Character has a Focus for the Skill, the player receives a flat +2 bonus to the roll. The outcome of the roll generates a Degree of Success. If the combined result—including the dice roll plus appropriate Attribute, Aspect, and Focus—is equal to, or greater than the Difficulty, then that is a Standard Success. If doubles are rolled on any of the three dice, and the combined result is equal to, or greater than the Difficulty, then that is a Great Success. If triples are rolled on any of the three dice, and the combined result is equal to, or greater than the Difficulty, then that is an Extraordinary Success.

A result is less than the Difficulty, then the Player Character has failed. In combat this means that not only has the Player Character failed to strike his opponent, that opponent has struck back and inflicted full damage. A Standard Success means that the Player Character has succeeded in the Test, but at a cost or with a complication. This then, is a classic, ‘Yes, but…’ result. In combat, this means that a Player Character has managed to attack an opponent, but said opponent strikes back and inflicts half damage. A Great Success means that the Player Character has succeeded without any beneficial or detrimental effect. This is complete success. An Extraordinary Success means that the Player Character has succeeded and done so with great effect. In combat, that might be to inflict extra damage or another effect. This is a classic ‘Yes and…’ result.

Further, if a one is rolled on the Kismet Die, the Game Master gains one Dark Fate, whilst if a six is rolled, the Player Character gains one Light Fate. Rolling a one on the Kismet Die, can also trigger the Special Ability for an NPC or Enemy, whilst rolling a six can trigger a Player Character’s Special Ability. Light Fate points can be spent to add a bonus six-sided die to a Test, reroll a single die after a Test roll has been made, activate a Special Ability or an item’s Special Quality, and to avoid dying following a failed death test. The Game Master can spend Dark Fate to increase an Enemy, activate an Enemy’s Special Ability, activate effects in special areas, and activate an item’s curse effects. Both the Player Characters and the Game Master have a limited supply of their respective Fate, but more is generated throughout play.

Combat in Talisman Adventures is player facing, with each player making a Test with a Difficulty equal to the Threat of the Enemy faced by his Player Character. What this means is that the Player Characters act first and the Degrees of Success their players generate determine exactly how the Enemy react. So if an attack fails, the Opponent will attack, inflicting full damage or a Special Attack, whilst with a Success, the Player Character inflicts full damage, but suffers half damage from his Opponent in return. Only with a Great Success will full damage be inflicted without any comeback, whilst an Extraordinary Success does that and more. Numerous options are given for what that ‘more’ might be, depending whether the Player Character’s action is a Melee or Ranged Attack, a Psychic Attack, a Spell being cast, and so on… Once the Player Characters have acted, any Enemy who have not been engaged in combat, are free to act. In this case, any Player Character attacked must make a Defence Test, again against the Enemy’s Threat, and again, the Degree of Success determines the outcome, even to potentially stopping the attack and riposting with half damage on an Extraordinary Success.

Armour in Talisman Adventures is ablative, but can be repaired between encounters. However, armour always suffers a single permanent point of damage in combat which requires repair with a full set of tools. What this means is that the effectiveness of armour degrades over the course of an adventure, from encounter to encounter. When armour has been rendered useless in an encounter, any further damage is inflicted as Wounds. Successive Wounds also inflict increasing penalties to Tests and if a Player Characters suffers too many Wounds, his player must begin making Death Tests—or die!

The Talisman Adventures – Quick Start Guide: Curse of the Rat Queen comes with four pre-generated Player Characters. They include a brawny, axe-wielding Troll Warrior; an unarmed and unarmoured Dwarf Priest who can heal and bless, plus banish spirits; an Elf Scout, good with a bow and moving in the forest; and a Ghoul Assassin (!) who is incredibly sneaky and can even turn a dead Enemy temporarily against his former companions. In general, the Player Characters are clearly laid out and easy to read, though players should note that the Dwarf Priest has no armour and the Ghoul Assassin has the Soul Drinker Special Ability, but not the Psychic Assault Special Ability necessary to initiate a psychic attack.

The adventure, ‘Curse of the Rat Queen’, in the Talisman Adventures – Quick Start Guide: Curse of the Rat Queen runs to ten pages. A three-act affair, it sees the Player Characters travelling to the village of Jellico which requires their help. After the cliché of a barroom brawl to get the players used to the dice mechanics, the village elders summon the Player Characters and explain the problem besetting the village. It has been beset by a plague of rats, and naturally, the elders hired a Pied Piper and his tunes drew all of the rats out of the village. However, now they are returning, and the elders cannot not find the piper, so they want the Player Characters to find him, get their money back, and hopefully put an end to the rat menace. This will take them out of the village and into the surrounding wilderness to the Whispering Woods where the piper led the rats… Even if the start is a cliché, ‘Curse of the Rat Queen’ is a decent adventure, supported with good advice and optional content that the Game Master can add if she wants to. It adds a couple of rules of play along the way, so the Game Master will need to the adventure through thoroughly as part of the preparation. The adventure is not necessarily straightforward, but should be fun to play and adds several extra monsters which the Game Master could use to expand upon the adventure. Overall, a decent adventure which should provide two or so sessions’ worth of play.

Physically, the Talisman Adventures – Quick Start Guide: Curse of the Rat Queen is decently presented. The artwork varies a little in quality, but the writing is clear and easy to understand. The Game Master will need to conduct a careful read through as it does leap straight into the rules and there are extra rules explained later in the scenario. This does mean that The Talisman Adventures – Quick Start Guide: Curse of the Rat Queen is not quite suited to the novice Game Master as intended, but anyone with a little experience will pick the rules up fairly quickly. Also, the phrasing of the Degrees of Success feels slightly odd in that a Standard success is one with an element of failure. Adjust to that—and of course, the player facing mechanics which do make the Game Master’s task much easier, and Talisman Adventures serves up a mix of the traditional and the slightly lesser than traditional fantasy. Overall, the Talisman Adventures – Quick Start Guide: Curse of the Rat Queen is a solid introduction to Talisman Adventures combined with fairly simple mechanics and a fun adventure.