Vincent Baker’s Dogs in the Vineyard occupies a strange place in TTRPG history. The game’s thematic content relating to Mormonism in the wild west was unusual in itself, and it was the reason the game ultimately was removed from circulation by Baker. Games disappear all the time, but because Vincent Baker was an acclaimed designer even before he created Apocalypse World, Dogs in the Vineyard has gained a certain level of mystique. Of course, we live in the age of the internet. If you really want to find a PDF of Dogs in the Vineyard, you can. But there’s a newer option that divorces the mechanics of Dogs in the Vineyard from its setting.
Continue reading DOGS ReviewCategory Archives: Editorial
Reviews, opinions, and whatever else strikes our fancy!
Rules-Lite Superhero RPGs Revisited: Part 3
Here are links to Part 1 and Part 2 in case you missed them. To open this part, I’d like to talk about hallmarks of the superhero RPG genre; there are some things I’ve noticed across all of these games that I think are worth highlighting.
Continue reading Rules-Lite Superhero RPGs Revisited: Part 3Rules-Lite Superhero RPGs Revisited: Part 2
Here’s a link to Part ,1 in case you missed it. I originally was going to just go straight into talking about the games, but I decided I’d quickly talk about some of my favorite superhero comics here. I’m doing this partially so that you, as a reader, can know what I care about in superhero comics, what I would want to see emulated in a game . . . but it’s mostly so I can create a cool visual motif for this article. You can skip this if you don’t care.
Continue reading Rules-Lite Superhero RPGs Revisited: Part 2Deathmatch Island Review
Back in 2020 I reviewed the newest edition of John Harper and Sean Nittner’s Agon. Agon is a fascinating game, taking the characters on an Odyssey-like journey of myth through a number of islands. Like Greek myth, though, the game has a strict structure and, barring a small chance of premature retirement, usually ends in the same way. It’s great for generating stories, but not what I’m typically looking for.
Deathmatch Island is based on Agon’s mechanics, but casts the strict structure differently. The structure of each island is because the characters are contestants in a game show, a twisted game show where physical challenges and loot boxes give way to a literal battle to the death. Survivors make their way from one island to another until they reach the end game with Production, the shadowy administrators of the whole thing, shaping the game based on how many social media followers each contestant gets. The last surviving contestant may win a big prize…or wake up on yet another island with a job offer they never could have imagined.
Continue reading Deathmatch Island ReviewRules-Lite Superhero RPGs Revisited: Part 1
About two months ago I wrote a piece here on rules-lite superhero games. In the piece I talked about a bunch of games, and at the end I made a list of the games that I found most essential.
I recommend reading these Revisited articles first and then circling back to my original piece, because everything I say here supersedes my opinions from the original piece. The important thing to note is that I didn’t actually read the rulebooks for almost all of the games I discussed; I read forums posts and reviews, listened to podcasts, read product descriptions, and studied other sources to get some kind of rough idea about each game.
In this four part series I’m going to go deeper and take a closer look at the handful of games that I said I most wanted to play last time, which is to say I’m going to read the rulebooks and make further observations about the games. I’m also going to look at a small handful of games that I didn’t mention last time, and look at the rulebooks for most of those as well.
Continue reading Rules-Lite Superhero RPGs Revisited: Part 1Spooktacular Adventure Writing: Part 2
Adventure Design
Before we get started, here’s a link to Part 1 in case you missed it. There is an idea that rules-lite games don’t require adventures and scenarios the way crunchier games do. I think this is an idea shared mostly by younger gamers, because modern games that use Powered by the Apocalypse designs generally encourage the GM to build things improvisationally with players.
Continue reading Spooktacular Adventure Writing: Part 2Spooktacular Adventure Writing: Part 1
This is a vague sequel to the Maid RPG post published here recently. Spooktacular is a retroclone of the 80s Ghostbusters role-playing game written by Ewen Cluney, who not only translated Maid RPG but also wrote an original game, Kagegami High, that mixes Maid RPG‘s mechanics with the ones found in Ghostbusters.
I decided to write an original adventure for when I would eventually run Spooktacular for my players. This was a problem for me, because I live by the Mythbusters credo; if it’s worth doing, it’s worth overdoing.
Continue reading Spooktacular Adventure Writing: Part 1Black Sword Hack and the evolving OSR
The Old School Renaissance is a microcosm within the RPG world. Although many (including myself) refer to the OSR as a whole, cohesive thing, the reality is that the movement is more the result of at least half a dozen origins that random-walked into game preferences which, to an outsider, look similar. The broad preference towards the genre establishment of Dungeons and Dragons (or at least Appendix N, if not the system itself) bounds the definitions we work with; other retroclones and revivals like Cepheus and RuneQuest aren’t included, even if they too are ‘old school’. No, the main thing that all vectors of the OSR have in common is that they are trying to recreate the time when the roleplaying game was new. And when RPGs were new, either literally or in the eyes of the designer, the new thing that they first touched was (almost always) D&D.
All OSR games are aiming for either D&D as it was, D&D as it could be, or D&D as it was supposed to be. D&D as it was is simple; Old School Essentials is a straight-up retroclone and proves that ‘Basic D&D without shitty layout and shitty editing’ is a winning recipe. It’s the best known and best selling retroclone, but the retroclone camp of the OSR is arguably the oldest (to the degree that OSR is a label we can trace it back to OSRIC). D&D as it could be is where we start getting a lot of the distillations; the rules in early editions were such a mess you barely used any of them, so clearly one could write a game only using those few rules we could actually make work. This is where Into the Odd comes in, this is arguably where The Black Hack comes in, and, if rules were in any way supposed to be primary in the game, this might be where Mork Borg would come in. This example shows setting and tone are a different topic here than ‘game’. D&D as it was supposed to be is a tough one, and there aren’t many games that really aim for this mark. Whitehack is the one that comes to mind for me, taking the length and complexity of the original booklets and turning that into something much more flexible and consistent.
Continue reading Black Sword Hack and the evolving OSRMaid RPG and Her Sisters
Ryo Kamiya’s Maid RPG is many things; a comedy TTRPG, an anime game, the first Japanese RPG to be translated into English. It’s also one of the most divisive RPGs, but regardless, I don’t think any list of essential comedy, one-shot, and / or rules-lite games would be complete without Maid RPG. Allow me to tell you Maid RPG’s story; its history, its mechanics, and its reception, as well as the stories of a few other games that use the same system. But first, let’s address the fact that you probably already know of Maid RPG.
Continue reading Maid RPG and Her SistersDaggerheart Preview
Earlier this month, Darrington Press released the free playtest version of Daggerheart, their traditional fantasy RPG meant to go toe-to-toe with D&D. First with Pathfinder but now also with entries from MCDM and Kobold Press, we’re getting an awful lot of D&D-alikes, thanks to last year’s saga with the OGL. It’s now clear that a corporate game is a liability, so anyone making a livelihood in the gaming space is clearing out of the Halls of Hasbro. What makes Daggerheart, the entry from the Critical Role folks so special? I downloaded it for free, for one thing. In all seriousness Daggerheart is entering the public eye a little earlier than the MCDM RPG or Tales of the Valiant, both of which are currently fulfilling crowdfunding and doing any additional playtesting either contained to backers or within their own teams. The public playtest process is a great way to get a lot of feedback, and it’s worked well in the past; both 5e and the second edition of Pathfinder went through public playtesting.
It’s also caused some grief already. Darrington is somewhat in the crosshairs, between the moderate reception to their first game Candela Obscura and the relatively polarized fanbase that Critical Role has created by being the biggest voice in the room. Seems like a perfect time for someone like me to come in. I’m not the most impartial judge, given my growing disinterest in D&D or its cousins over the last five years, but I do understand what these games are trying to do. To that end, Daggerheart seems to have what it takes to grow a fanbase. It just needs to solve a few niggling issues with its own relationship to narrative mechanics first.
Continue reading Daggerheart Preview