Raid the dungeon. Take the treasure. Don’t get killed by the dragon. Backstab your buddies? This might sound like a standard Dungeons and Dragon campaign (maybe not the backstab your buddy part), but it is one way to summarize Clank!: A Deck Building Adventure by Renegade Game Studios. Rather than picking up a character sheet and some dice, Clank! instead operates as a combination of a deck building game (such as Ascension or the DC Comics card game) and a more standard board game.
Tag Archives: Opinion
Fate Horror Toolkit Review
Horror gaming has a long and storied history, starting as far back as 1981 with Call of Cthulhu. When Vampire: The Masquerade came out a decade later, new fans were drawn into RPGs by the appeal of a game that combined horror, violence, and romance. Both of these properties are still going strong, alongside other games that emphasize the supernatural (like Urban Shadows) or the Mythos (like Delta Green). When you combine the popularity of these games with the multitude of genres that use horror elements (Ravenloft or Warhammer in fantasy, Eclipse Phase in science fiction), it’s easy to see that horror is a big draw at the gaming table, even if it can be difficult to do right. Here to help, for one of the unlikeliest systems possible, is Evil Hat, with the Fate Horror Toolkit.
Mordenkainen’s Tome of Foes Review
Transcribed by Bigby, stolen by Shemeshka, dictated by Mordenkainen, and drawing from the many worlds of the multiverse, the Tome of Foes has arrived! Mordenkainen’s Tome of Foes is, of course, the latest supplement for Dungeons and Dragons 5th Edition, following in the footsteps of Volo’s Guide to Monsters and Xanathar’s Guide to Everything. It has lore, character options, and foes aplenty for us to check out, so let’s get started! I’ll be taking us through chapter by chapter, seeing what Mordenkainen has left for us to read, and comparing the final product to the various bits of Unearthed Arcana that got it started!
Adventure Log: Dungeons and Dragons, Part 4
The adventurers rested, either leaning against the altar with weapons in hand, or scrambling around the spare furnishings of the temple. The Shadows moved faster than Folk did, and they didn’t have much time until the ten of them that were released found the way up and out of the crypt. Ander and Jethro found glass bottles in the Undertaker’s apartment and filled them with water for their skins, setting the bottles and some of the silver they gathered from the Keep in front of Hugh, who performed a ceremony to bless the water. Holy water seemed to be a potent ally in the fight against what was to come. Clouds gathered over the temple, and the adventurers prepared for a fight. As the sky darkened, the adventurers scrambled to the squares of sunlight made by the overhead windows; shadows didn’t usually exist in daylight, and the adventurers needed all the help they could get. The Shadows ascended the crypt stairs in groups of two and three, met by eldritch blasts, sacred weapons, and holy water. Now, with time to prepare and adequate supplies, the adventurers drove back the Shadows with only a few wounds and a little strength sapped. Not yet ready to return to the crypt, Hrive went outside the walls to retrieve his mule, and the group foraged old abandoned gardens for food. Sleep came easier in the keep without gnolls to harry them, but the adventurers were still wary.
Continue reading Adventure Log: Dungeons and Dragons, Part 4
Level One Wonk Does RPG Theory: GNS
Theories are tools for understanding and explaining any number of different subjects. As role-playing games began to increase in subject matter breadth, there immediately followed an attempt to explain what different games do, and what games do best. Unsurprisingly, attempts to “explain” the range of games on the market were typically incomplete and sometimes dreadfully inaccurate. Despite this, some theories stuck around, usually because they were punchy and easy to remember, and were “close enough” to work as a shorthand. Today, the Level One Wonk is going to look a bit at game design theory, and use one of the most popular theories as a springboard to discussion about RPG Theory as a whole and what it’s trying to accomplish. As George Box once said, “All models are wrong, but some are useful.” That is the best way to understand many RPG Theories, including the GNS Model.
Masks: Secrets of A.E.G.I.S. Review
Marvel has S.H.I.E.L.D., DC has A.R.G.U.S., and Masks: A New Generation has A.E.G.I.S., the Advanced Expert Group for Intervention and Security. In Halcyon City and beyond, while superheroes are wearing flashy colors and punching their enemies through buildings it’s the agents of A.E.G.I.S. who fill in the gaps, clean up the messes, nip nascent threats in the bud, and keep an eye on everything in the name of protecting everyone. A.E.G.I.S. has always been a factor for the New Generation to consider, but we can now learn the Secrets of A.E.G.I.S. in the second Masks supplement from Magpie Games!
The Independents: Archives of the Sky
There are stories that require a different approach than the traditional party-based RPG. Epic stories, with scales vastly larger than just the four to six people in an adventuring party, have proven difficult in this format, though many have tried. A story-game approach can give the flexibility for telling big stories; that was one of the thoughts behind Ben Robbins’s games Kingdom and Microscope. Now, there is a new designer entering the space: Aaron Reed has created a story-game of epic science fiction stories, Archives of the Sky.
Kickstarter Wonk: May, 2018
Welcome to Kickstarter Wonk for May! There are tons of games out there, and as usual, it can be tough to narrow down to a reasonable number. This month I’m highlighting nine games and a tenth category, into which at least three of this month’s games fell. In thinking about this spread of projects, it made it clear to me that I needed to ask a very direct question: what makes a project stand out? What makes a game that can advance or expand the hobby? These ten games all provided a good answer to those questions, whether I’d choose to pick them up for my personal library or not.
Realms of Terrinoth Review
When Genesys was released late in 2017, it was a product with a lot of promise for fans of generic systems. As shown in our review, the core rulebook presented the Narrative Dice System from FFG’s earlier Star Wars games in a clear manner with a lot of solid design tools for aspiring hackers and designers. At the same time, the amount of supporting material in the core book was thin, especially when it came to pre-existing items and opponents. Realms of Terrinoth is the first supplement for Genesys, and gamers are expecting that this supplement and the ones that follow will fill the gaps in the core book. From my read, they won’t be disappointed. In addition to a comprehensive gazetteer of Terrinoth and other areas in the world of Mennara, Realms of Terrinoth includes all the necessary widgets to run a fantasy game in Genesys, whether you use the Runebound setting or create your own.
The Independents: Dragon Heresy
“King Krail of Torengar calls you to rid the border marches of Tanalor of fell beasts, unwholesome fae, and the remnants of the ancient dragon empire. Alongside friends and rivals, carve out your legend and your jarldom in the wild lands north of civilization, seeking fortune and glory worthy of skalds retelling.” So begins the Kickstarter pitch for Dragon Heresy, a Norse-inspired roleplaying game built on Dungeons and Dragons SRD5.1! Kickstarter Wonk put it on the Cannibal Halfling radar, now we get to explore it in depth with creator Douglas Cole. Grab a shield, get ready to grapple, and be prepared to fight with all your vigor as we see what this project has in store!