Tag Archives: Review

Doctors and Daleks Review

Gamers have long memories. In the early 2000s, the first iteration of the Open Gaming License was released by Wizards of the Coast, and accompanied by the ‘D20’ branding, which allowed many games to claim official compatibility with the Third Edition of Dungeons and Dragons. While this new era in licensing created some new and interesting games, it also created a lot of, well, garbage. This large quantity of garbage combined with Wizards handing out the ‘D20’ branding to essentially anyone combined to erode consumer confidence in the brand. Unfortunately, D&D was the biggest game in the industry at the time (much like it is now), so this, combined with some misplaced faith in the brand on the part of game stores and publishers, caused the ‘D20 bust’. Books didn’t sell, publishers and game shops went bankrupt, and Wizards…well, they published 3.5e and went on their merry way.

The point of recounting this is that the D20 bust is one of the root causes of distrust in the current crop of games developed using the D&D 5e ruleset. Because D&D is the largest, most successful RPG brand, it stands to reason that associating yourself with that brand is a way to make more money, regardless of the quality of your game, and regardless of whether or not your game aligns with the mechanics of D&D. It also doesn’t help that one of the recent high-profile games using the 5e ruleset, the Dark Souls RPG, was released in a pretty messy state, giving it no real chance to disprove the notion that D&D was a poor choice for emulating the ‘Soulslike’ video game genre (whether or not it could have otherwise is an open question).

It was in this environment that Cubicle 7 announced ‘Doctors and Daleks’, a Doctor Who role-playing game built on the 5e ruleset. The announcement was met with a fair amount of criticism, much of it baseless given that there wasn’t a game yet. The surface-level thinking, though, made sense. Doctor Who, especially the newer runs which started with Christopher Eccleston playing the Doctor, is a fantastical series about time travel, the history of the world, and a generally optimistic outlook on coexistence with life all over the universe. The Doctor has a code against killing, gadgets like the TARDIS and the Sonic Screwdriver have capabilities mostly defined by the scripts in that season, and the stories rapidly shift from small and intimate vignettes involving Vincent Van Gogh to apocalyptic, universe-ending plots where the Doctor faces off with the Master, or the Daleks, or the Cybermen. Dungeons and Dragons, on the other hand, is a game where the rules are roughly 90% predicated on killing things and taking their stuff. The mismatch observation is a fair one.

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Alchemistresses Advance Review

One of my favorite things about the RPG hobby is that there’s a game for everything. Games which aim for very specific genres, designed by fans of those specific genres, are often incredible showcases of creativity and windows into the love that the designers have for their subjects. Recently, I had a chance to look at one such game, a window into the Magical Girl genre of anime called Alchemistresses. Alchemistresses casts players as high schoolers who begin to discover their link to a former life as a Mistress of one of the Five Elements (though here Mistress, like Magical Girl, is a job description, not a gender). As your campaign progresses through a season of your show, you must balance slice-of-life high school antics with your past life and the villains you must now face. Right now, though, the designers are embarking on a different sort of campaign: Alchemistresses is funding on Kickstarter.

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Crowdfunding Carnival: June, 2022

Welcome to the Crowdfunding Carnival for the month of June in this two thousand and twenty secondth year! Not to worry, Aaron is fine – just lost on a bike somewhere in the continental US, definitely not my fault. While he’s away I’ve snuck in and nicked his top hat and baton and gone looking for some tabletop roleplaying game crowdfunding attractions that are worth your time and possibly your money. There are chaotic cafes, regency scandals, vibrant seas, divine tales, monster-collecting kids, meta games, and exigent exalts along with a few observations from my unusual perspective up on this stage. So, without further ado, on with the show!

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Solitaire Storytelling: Laser Beams Like So Many Stars

I am a huge fan of mechs and their amazing pilots. I love to watch their heroics on the news; I visit when pilots come to my town; I own multiple letterman jackets emblazoned with mech pilots’ insignias. I’m burdened with the dream of piloting and eclipsed by the fear that I will never be more than a spectator. I love that which is unfathomably above me, as they exchange Laser Beams Like So Many Stars.

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Good Strong Hands Review

I have to admit, fantasy games come to the plate with two strikes for me. The ubiquity of Dungeons and Dragons, coupled with the large number of single-game players, means that fantasy games generally need to work twice as hard to do something interesting within the existing constraints of the genre. When I first read Good Strong Hands, I saw a game that leaned hard into a very broad, often repeated conceit: A great evil is corrupting the land and you, the heroes, must stop it. Couple this with light, fairly basic mechanics, and I didn’t really know if I was going to find anything interesting in this game.

Luckily, I was wrong. While Good Strong Hands is a rules-light game, and while it absolutely leans on a simplified view of good and evil, it takes this basic struggle and makes it the centerpiece of the game. The mechanics of the Void, Shadow and Corruption, force players to make tough decisions and place the voice of evil with the GM to play with as they wish. The game does want to see its players triumph, but the risk of falling to the Void is very real and a party will likely see at least one character lost to evil in a campaign.

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Cold Fires, Jedi Shadows, and Creativity: Why You Should Listen To Force Majeure

“Unforeseeable circumstances that prevent someone from fulfilling a contract.” That’s one of the legal definitions of force majeure, and I can think of a few examples. Getting discovered by a dark figure known as Tenth Brother might prevent you from fulfilling a work contract, or the ‘contract’ that is your prison sentence. An “irresistible compulsion or greater force” is another definition, and an offer you can’t refuse to retrieve an artifact from a strange wasteland certainly fits the bill. However, that second definition is also a pretty good description of the reasons Why You Should Listen to the podcast known as Force Majeure. You know how it goes: a long time ago, in a galaxy far, far away…

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Solitaire Storytelling: Sacred Forge

Everyone who is part of the story touches Destiny in some way. Even if they are not the heroes. Even if they are not even named in the pages. I am a master bladesmith, the keeper of the Sacred Forge. My blades are renowned for their strength, sharpness, and harmony.

A holy sword does not come from nowhere. It does not materialize from starlight and a wish. It is built through effort, honed through attention, and consecrated by a powerful heart. They will not name me in the story. But my blade will never be forgotten.

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Hillfolk Review

The early 2010s produced the indie darlings of today. While game design moves fast, systems like Fate and Powered by the Apocalypse still form the bedrock of what most gamers consider ‘indie’, even though they are relatively conservative extensions of traditional games like Dungeons and Dragons. There were other games that pushed further, though. In 2012, Robin D. Laws and Pelgrane Press campaigned a game called Hillfolk on Kickstarter. The Hillfolk campaign emphasized its Iron Age setting, even including a neat bit of interactivity in the campaign where backers could choose to back either the ‘Lion Clan’ or the ‘Wolf Clan’. The mechanics, though, were significantly more important and more interesting than the setting, as well as the most divisive feature of the game.

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Solitaire Storytelling: Princess With A Cursed Sword

A figure stands in an ancient ruin, bare feet on crumbling stone to make it easier to leap and climb. Her gown is far too fine, representing her dual heritage as the daughter of two kingdoms, bitter rivals only joined through her. Her sword, much too dark, hungers for legacy, fame, immortality via story and myth. 

At the princess’ coming of age ceremony, an uninvited guest gifted her with a sword, then vanished, laughing, into smoke. She cannot put it down until she finds the place it came from.

So she has come.

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Solitaire Storytelling: A Requiem for Horizon Prophecy Online: The Final Four

I’ve spent years adventuring through the mysterious, whimsical, dangerous lands of HORIZON PROPHECY ONLINE, a science fantasy MMORPG that peaked at about 161,000 concurrent players. The game always had a scope and reach too ambitious for its budget, but now, with daily player counts in the hundreds, the studio has announced that they’re shutting down HPO for good. With four hours to go before the servers are switched off, I decided to create a new toon and go through the starting area one last time, as a final farewell to the world I’ve given so much of my time.

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