Tag Archives: Review

Blood on the Clocktower – Actual Play Review

“In the quiet village of Ravenswood Bluff, ‌a demon walks amongst you… During a hellish thunderstorm, on the stroke of midnight, there echoes a bone-chilling scream. The townsfolk rush to investigate and find the town storyteller murdered, their body impaled on the hands of the clocktower, blood dripping onto the cobblestones below. A Demon is on the loose, murdering by night and disguised in human form by day. Some have scraps of information. Others have abilities that fight the evil or protect the innocent. But the Demon and its evil minions are spreading lies to confuse and breed suspicion. Will the good townsfolk put the puzzle together in time to execute the true demon and save themselves? Or will evil overrun this once peaceful village?” In order to answer those questions, you’ll have to give the bluffing and deduction game known as Blood on the Clocktower a try!

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Indie Frontiers #2: Big Bad Blitz Part 1

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: JR Goldberg, Viditya Voleti, Riley Rethal, Dee Pennyway, and Kurt Potts.

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The Independents: Heroic Dark

“Your world will fall unless you risk it all. Are you ready to collaboratively design a world you must defend? Create powerful characters destined to fight the ever-present Darkness? Solve challenges, fight battles, and risk death and injury to save the realm? Heroic Dark is a build-your-own setting game about heroes defying the forces of darkness that threaten their world. The GM and players work together to tell a one-of-a-kind story about danger, sacrifice, and hopefully victory.” The odds are against you. The ending is uncertain. But if this opening pitch catches your eye, then you might find yourself one of those brave enough to fight the good fight in a setting of your own making with Heroic Dark!

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Æon gets an ‘A’ for Effort

Æon. Poor, sweet Æon. Or is it Trinity? Depends on who you’re asking and if Viacom is listening. This RPG was meant to be White Wolf’s epic space opera, but fell short financially and was cancelled much to the dismay of it’s small, but loyal fanbase. However, the death of Æon had larger reprocussions. As the first chapter in what became a planned trilogy, its inability to generate sales spelled doom for the other two games in the Æon Continuum. I had written a piece awhile back about Aberrant, the second game in the series, which was White Wolf’s swing at the superhero genre. They introduced us to an engrossing, but nihilistic story of superhumans doomed to be their own destroyers. In the time since writing that article, Amazon released The Boys, which is basically Aberrant the TV show. I had a friend text me, quite serious, asking if White Wolf was planning to go to court over it. They didn’t. He didn’t know it was a comic and White Wolf didn’t invent the grim superhero shtick. They didn’t invent the epic space opera either, but with Æon they gave it an earnest shot.

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Shadowrun Sixth World Review

Old games never die, they just get new editions. Some games take big design steps and then walk them back (D&D, WFRP), while others start forking out into multiple, concurrent editions (Traveller and RuneQuest). Others still just revise every concurrent edition, walking a tight balance between satisfying the fanboys and making the game accessible to those who couldn’t or wouldn’t buy it the last time around. No game is better suited to tell this perilous story than Shadowrun. Shadowrun was born in the late 80s around the same time as Cyberpunk, but took to that genre with its own twist, adding in magic and Tolkienesque “metahuman” races. Originally developed by FASA, the same design studio behind Battletech, Shadowrun has always had wargaming roots show through by virtue of its complexity and level of detail. This both gained it many fans as well as an intimidating reputation, especially when we’re talking about the first three editions of the game.

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Indie Frontiers #1: Developer Spotlight

Welcome to Indie Frontiers, the new article series spotlighting up-and-coming Indie RPG designers and their games. This is the place where we will explore the cutting-edge of game design; the place where we fearlessly read the most experimental RPG’s you can find! Join me on my Sisyphean quest to read all the games emerging on itch.io, and become a part of the Indie RPG revolution.

Today we will be looking at four designers: Jared Sinclair, Jay Dragon, Riley Hopkins, and Kienna Shaw. Let’s get started.

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Band of Blades Review

The Battle of Ettenmark was supposed to be the end of it. A great host of armies from the Eastern Kingdoms marching west, led by the divinely-blessed Chosen, to strike down the Cinder King and his undead host once and for all. Instead, it was a slaughter. Some of the Chosen were Broken in the previous conflcits, and no one was prepared for the horrors they’ve created for their new liege. Now the Legion is a mercenary band all on its own – except for a single Chosen who helped to pull it out of the fire. Command has decided that the company’s only hope is to march back east, making for Skydagger Keep. If it can be reached, the Legion might just be able to hold the undead back long enough for the Eastern Kingdoms to find some way to save humanity. But the Broken are in pursuit, and winter is closing in . . . it’s going to be a hard campaign for this Band of Blades from Off Guard Games and Evil Hat Productions!

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Warhammer Fantasy: Rough Nights and Hard Days Review

The year was 1987, and mad science was brewing in the offices of White Dwarf magazine. Warhammer Fantasy Roleplay developer Graeme Davis held, in one hand, a steaming vial containing the concentrated essence of hundreds of schemes, plot twists, and capers. In the other, he held the core rulebook for WFRP 1st Edition. With a cackle and a grin, he poured the vial over the rulebook, pulled an ominous lever on the wall and a bolt of lightning crashed through a skylight to give birth to his new creation.

…Or something like that. The details may have been different, but the end result was the adventure A Rough Night at the Three Feathers. Up to this point, roleplaying modules focused on a single plot thread – an evil wizard kidnaps a princess, the king sets the heroes a quest, a dragon terrorizes a town, etc. Graeme wanted to see if multiple plots in a single story could work as well as they did on film when translated to roleplaying games. Judging by audience reactions, he was on to something, as A Rough Night at the Three Feathers continues to be one of the best remembered rpg modules of all time.

With the release of WFRP 4th edition, Graeme and the rest of the development team decided to update the original Rough Night alongside two sequel stories he’d written in the decades since, and add two more adventures in the same vein for good measure. The end product is Rough Nights and Hard Daysthe subject of today’s review. Does the original hold up to modern rpg standards? And can this concept survive more than one game session? Let’s dive in and find out!

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Fate Accessibility Toolkit Review

It’s time again to look at one of Evil Hat’s purple books for Fate. The Fate Toolkits, or the purple books, are the cornerstone of Fate rules hacking and, in my humble opinion, some of the best resources for a Fate GM out there. Today’s purple book takes a very different approach than the others, but still provides a comprehensive resource. The Fate Accessibility Toolkit is the book in Evil Hat’s lineup which deals bluntly with how to approach disability in your games, both in terms of characters and players.

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Eclipse Phase Second Edition Review

Eclipse Phase has been in my gaming shelf ever since it first came out. The transhuman horror game has one of the best original settings available in the sci-fi RPG world, but its take on d100 mechanics were dense and difficult to work with, especially when it came to figuring out character creation. Now, Posthuman Studios has finished their work on the second edition of Eclipse Phase, taking notes from the community on the first edition and the reception of their Fate version, Transhumanity’s Fate. Eclipse Phase Second Edition (2e) is not intended to be a simpler or less complicated game than First Edition (1e) was, but what it does do is take the crunch and streamline it, including a significantly easier character creation system, revised faction rules, and a combat chapter which is an easier read while still doling out some ludicrous weapons and cybernetic enhancements. For me though, the discussion of Eclipse Phase begins with the core of what makes the game pop, the setting.

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