Just my two cents
What about the Kobold of Winter, aka #20? A review…
0
“The Winter Kobold is coming!” If those were the words of House Stark, Eddard would have faced a different fate! Because the know Kobolds are powerful, dangerous creatures. Well at least that’s what Wolfgang Baur, the folk of Open Game Design and all the authors and contributors make me think issue after issue. I am a fan of the magazine and they keep pushing the envelope and producing quality content consistently. But let’s leave strange references to A Song of Ice and Fire behind and dive in into the issue at hand!
The theme this issue is archers and its well served. Let’s see, it opens with the Elven Archer, a race specific class for the Pathfinder RPG. It’s an interesting mix of the ranger and the rogue that fits a traditional fantasy niche. The article has some typos (and you all know I’ve got plenty of those, so I shouldn’t be nitpicking), but I found it interesting and it’s a perfect fit for my long running campaign. The notes on adapting the class for other races, cultures, or even weapons make it useful in other contexts. There is also an article on magic arrows, which again provides what in my mind are some archetypical magic arrows. These two articles seem plucked from my adolescent love for RPGs updated for Pathfinder.
What else is there? Read on to find out…
Oldies but goodies! Some great digital game supplements for the New Year…
0It’s really strange that I just classified as “oldies” some books that became available in digital format just a few short months ago. I guess it’s the nature of the digital age, the immediacy, and the ease of publishing that has changed my perspective. But the fact that these supplements where published some months ago doesn’t make them any less amazing.
These books where provided by the publisher for review and even if I took my sweet time to get to them I am always really flattered that publishers will submit their products for review. Thanks, that doesn’t mean I’ll pull my punches!
So without further ado, the reviews…
What about Kobold Quarterly #19?
Issue 20 of Kobold Quarterly just came out, and I plan to review it much faster than the previous issue, but the issue at hand (pun intended) is 19, the Fall issue. I’ve reviewed previous issues and the wonderful people at Open Design have made me a fan, with a mix of nostalgia for the old Dragon Magazine coupled with great new content for some of the most popular fantasy RPGs in the market right now, D&D, AGE and Pathfinder. So what’s good in this issue? Glad you asked!
Fleeting Moments: RPGs That End
1“The best way to plan a chronicle’s size is to come up with a number of sessions or months you’d like to lead it as a Storyteller, then reduce that by 20 percent.”
—Promethean: The Created, by Bill Bridges, Conrad Hubbard, et al.
Chapter 4: “Storytelling and Antagonists”
Everything ends, no matter how we may wish otherwise. Roleplaying games are no different. Sure, there are plenty of stories of twenty-year-long campaigns of Dungeons & Dragons to be heard; you might even know of or participate in one yourself. If so, congratulations! By and large, though, most games will end in a few months to a handful of years. Groups dissolve. Stories reach an end and have few other places to go. It is the way of things.
There are games out there that do not wait for the end to either blindside or creep up on the players. They often avoid the sweeping, epic scope of the “campaign” that is so familiar to Dungeons & Dragons and similar RPGs. These games are small affairs: sometimes filled with whimsy, sometimes bittersweet, and almost always with something to say.
I’m going to talk about those kinds of games for a short while. Then we’ll end.
As we must. (more…)
First Look: The Kerberos Club FATE Edition
4
Arc Dream Publishing’s The Kerberos Club has been released three times over the last few years. It’s first version used the ORE system, the second version used Savage Worlds and last but not least the most recent release uses Evil Hat’s highly popular FATE system. What all games have in common is an alternate history/steampunk/victorian superheroes setting. The “Strangeness” has touched the Victorian Era, even Queen Victoria has been changed by it. The Kerberos Club, which the players are members of, is a Gentleman’s Club open to all races, creeds, classes, and *gasp* even to both sexes. Its members have been touched by the Strangeness as well, but use their abilities to defend the Empire against all enemies foreign and domestic.
The 374-paged book not only contains the Kerberos Club setting, but also all the rules actually needed to play the game. What I like a lot about this game is that it allows you to play in three eras. During the early Victorian century, things are already touched by the Strange, but still pretty close to what you can read in history books. In the middle era things start to get more fantastic. While early era games are still almost historical with a hint of the supernatural, middle era games resemble a street-level superhero setting. In the late era you get a full-blown Victorian superhero setting with everything from airships to dinosaur cavalry. So the GM can basically pick between three power levels for his campaign.
Gen Con 2011, a retrospective… Part 2: Other games and minis too!
0
And we are back… Welcome to part 2 of my Gen Con retrospective. When we left our brave traveler he was in the midst of the four best days in gaming, Gen Con! Ok let’s get back to business.
I am primarily a role-player, while I dabble in the occasional board game and played some CCGs back in the day, there is nothing I would rather do that chuck dice and tell a story among friends. So you can imagine role-playing games were my primary draw at Gen Con. I did not even visit the wargaming and board games area until Saturday. I did not see the card games at all (sorry CCG fans). However I did see some very interesting games of the strictly non-rpg variety in the exhibit hall and got to demo a couple of them.
Fantasy Flight Games was there, talk about beautiful games. The number of FFG bags around the convention was outstanding. I was particularly impressed by their Dust Tactics demos. I just watched but the miniatures and terrain that drew me in seemed to be part of a fun game that made me want to play.
Excited about Airship Pirates
4
A while ago I already posted about Cubicle 7 and Abney Park’s upcoming post-apocalyptic steampunk pirate game. I have to admit I am easily excitable when it comes to roleplaying games, but c’mon, this is a post-apocalyptic game with a healthy dose of steampunk and it got pirates! And we all know that everything is better with pirates!
And it’s funny how the excitement about an upcoming game can also change your attitude towards certain styles of music. Because I wanted to learn more about the band Abney Park, I watched a couple of music videos on YouTube and was not really impressed at first. But in time their songs finally grew on me and I ended up buying their three most recent albums.
What time is it? Jade Regent time!
0
I just got an e-mail from Paizo promoting their upcoming Adventure Path, Jade Regent. Curiously I organized my RPGs today (part of the ongoing get the library back into a semblance of normalcy project) and I gave Pathfinder its own very own shelve; before it used to be grouped with all the other D&D editions. Looking over the Pathfinder Adventure Paths I noticed that I won the very first one, Rise of the Runelords (I got the first part at Gen Con when I went for the first time) and then a smattering of issues here and there, mostly when a topic they covered appealed to me.
I am NOT their market for adventure paths. I rarely, if ever, play pre-published adventures. I may read the occasional one for an idea, stealing a map here, a trap there, but let’s just say the last adventure I ran ALMOST straight from the book was an AD&D 2nd edition adventure. Still I find the format Paizo uses intriguing because each adventure installment is accompanied by other gaming material. I have also recently become more interested in Golarion. While I doubt I will ever run a game in that setting, it’s one of those worlds I love reading about for inspiration and just for the sheer fun of it.
One thing I love from all adventure paths is the free Players Guide! Who doesn’t like a freebie! This one is no different. This time around the traits are tied to some key NPCS. The NPCS are very nice and can be used for any campaign. The guide also has rules for caravans. Yes you read that right, caravans… Their statistics, events, job, combat, the idea seemed farfetched at first but for a campaign where the PC will be making the long journey overland to a distant land it seems like a good mechanic to add. I will need to read it better to see how I could put this to use. Interesting!
So if you like adventure paths and are interested in one out of the adventures of Marco Polo, and you want to visit the distant Asian themed lands of Golarion, this Adventure Path may just be up you alley. Me I’m sitting down to read the Player’s Guide. Enjoy…
PS- As I was re-reading this post for typos I noticed I had originally written Rise of the Rune Lords as RIDE of the Runelords… That adventure path would have been very different if the protagonists were a bunch of Harley ridding guys with big beer bellies. Just saying…








You have a question about an existing or upcoming Stargazer Games product? Ask away! You want to know what we think about a recent development in the RPG industry? Send in your questions. You always wanted to know what we think about game X? Send us an email.

