“The Colonia Revolutionary War is over. The Barony’s colonial administrators are dead, and the remains of its Expeditionary Army are scattered. A new and hopeful Republic rises. But the peace is uneasy, Colonia’s industry stands idle, and the mysteries of the revolution hang heavily in the air. Now, at the world-renowned Helios Grand Hotel, a meeting of Colonia’s most powerful players has been set. Here they will find their place in a new order — whether through negotiation, subterfuge, or force of arms. But it will take more than words or even weapons to win the game. Knowledge is power.”
Whether you prefer cracking puzzles or would rather be wheeling and dealing to shift the balance of power, there’s a little something for everyone in The Helios Conspiracy megagame/escape room experience from Liveware Lab!
Continue reading The Helios Conspiracy
At the end of 2018, The Gauntlet released “Dark 2”, the December issue of their zine Codex. Within that volume was a game by Jesse Ross called Trophy. Trophy was based on Cthulhu Dark by Graham Walmsley, adapted with the dice mechanic from Blades in the Dark. But listing out a series of games which were hacked down the road into Trophy doesn’t give the game quite enough credit. Trophy is, like the best games coming out of the OSR, a reflection and deconstruction of the dungeoneering/ adventuring trope. In Trophy, the adventurers are treasure hunters, following in the footsteps of so many games that came before. In Trophy Dark they are doomed, and their doom comes through a sequence of narrative steps, or rings. In Trophy Gold they are bound by their own debts, and must keep going deeper until they can pay what they owe.
Continue reading The Independents: Trophy
Math wizards, monkeymongers, and lawyers with swords—the citizenry of the Crystal Spheres come in all shapes and sizes. Last year Aaron dove into the deep end of a fever dream and reviewed Troika, “a science-fantasy RPG in which players travel by eldritch portal, non-euclidean labyrinth, and golden-sailed barge between the uncountable crystal spheres strung delicately across the hump-backed sky.” Troika has long held the title of one of the strangest and most flavor-drenched pieces of RPG media around: with the amount of esoteric lore attached to each character, item, and spell, you might as well be playing Dark Souls on acid. Can the world handle another dose of uncut whimsy? What more could you even want from the Other World’s Favorite RPG?
Continue reading The Independents: Troika: Permian Nations
Capitalism, ho! All the so-called fame and glory go to the adventurers, heading out into the wilderness to fight the monsters threatening the town. That’s not the life for the likes of you and me, though. After all, what happens to all that gold they loot from the monsters’ lairs? They have to spend it on more gear to fight more monsters, and someone ends up with that gold in their pocket for good. Might as well be us! So let’s put our shiniest inventory on display, hire some hawkers, and make a profit off of the local heroes . . . and if they never come back, well, they won’t exactly be asking for a refund, now will they? This is Bargain Quest, a game of adventure and capitalism from Designer Jonathan Ying, Artist Victoria Ying, and publisher Renegade Game Studios!
Continue reading Unplugged Vault: Bargain Quest
“Hitting close to home” is not necessarily a goal of most game design. When meditating on the dominance of D&D, one could logically conclude that being as far away from home as possible is what people are into these days, even when that particular brand of fantasy is getting a bit creaky. It’s striking, then, that a game about disenfranchised gig economy workers would make such a big splash on DriveThruRPG, already in the top 10% of all products on the site after only a month. I should mention, though, that this is a game about disenfranchised gig economy workers hunting monsters. The game of course is #iHunt, and its writing and agenda are backed up with a thoughtful and rather complex adaptation of the Fate system. Written by Olivia Hill and Filamena Young, #iHunt takes place in the dark future that is modern society…and very few serial numbers are filed off.
Continue reading #iHunt Review
Sometimes it’s not about slaying monsters, or resource acquisition, or worker placement, or even building railroad lines. Sometimes a board game is about relaxing with friends and loved ones, taking it easy and having a good time doing something as simple as watching the flowers grow. I’m working through the list of board games I came across and snagged copies of at PAX Unplugged 2019, and I decided something like that would be just the thing to start. Place tiles, build a beautiful array of twisting vines, and watch the flower (pieces) bloom with Trellis, a game of zen and blossoms designed by Teale Fristoe, illustrated by Vikki Chu, and published by Breaking Games!
Continue reading The Unplugged Vault: Trellis
As I’ve wandered into the Indie Frontiers this past year, I’ve heard tales of a fabled place where indie RPG designers gather from across the land: Big Bad Con. This yearly tabletop and LARP convention is hosted in Walnut Creek, CA, a short seven hour drive from my home in Los Angeles. I had never been to an RPG convention before, but this was too good an opportunity to miss. I left LA with a backpack full of dice and a mission—a mission to interview as many up-and-coming indie RPG designers as I could find.
Today’s interviewees: Taylor LaBresh, Suzanne Schenewerk, Justin Ford, Adam Vass, Sidney Icarus, and Charles Simon.
Continue reading Indie Frontiers #3: Big Bad Blitz Part 2
Pick a card, any card, any card at all . . . and it’ll tell you what kind of story you’re in and what your characters can do. Despite walking around a convention with Unplugged in the name, there were a fair number of plugged-in offerings. It could actually be called one of the motifs of the convention: games crossing the border between physical and digital games (going both ways), digital enhancements to traditional games, and games that blend the two from the foundation up. Among the latter is Weave: Storytelling Redefined, a game that’s half tarot, half roleplay, and all story.
Continue reading Unplugged Independents: Weave: Storytelling Redefined
Exploration has been baked into humanity from our earliest history. It has inspired epic journeys, discoveries and legends that have shaped us. So, of course it would seem natural that our wanderlust and thirst for the unknown would lead us deep into the reaches of space. However, with that discovery has always come an immediate complication: who owns what’s newly discovered. It wouldn’t be humanity without quarreling over it, and with an entire sector of recently settled space, you better believe that there is room to move that petty bickering to a (literally) astronomical scale, and with Mongoose’s newest splatbook, Traveller: Behind the Claw, there is material for a resourceful GM to build for years.
Continue reading Traveller: Behind the Claw Review
The real trouble with edition changes, once you get past the nit-picking, is the missed experiences. Different editions of a game can offer very unique things to their players, but die-hard fans of the older variety miss out on the active ecosystem of the current edition, while newer players miss out on the playstyle of older dungeon delving that they might very well love. Stepping in to bridge the gap is Five Torches Deep from Jessica and Ben Dutter and Sigil Stone Publishing, a “streamlined adventure game combining the best mechanics and principles of 5e, the OSR, and modern game design.” So how bright does FTD shine? Let’s go chapter by chapter to find out!
Continue reading The Independents: Five Torches Deep