Review: Lone Wolf Multiplayer Game Book and Heroes of Magnamund

2

Category : News, Reviews & Culture, Other Systems, RPG, Reviews & First Looks

Lone Wolf I still have very fond memories of the Lone Wolf game books I lent from my friend Sven back when we were still in school. The Lone Wolf books focus on the world of Magnamund, where  the forces of good and evil fighting over control. The protagonist is Lone Wolf, the last member of the Kai Lords, a caste of warrior monks. Since it’s a game book the player is in control of Lone Wolf’s actions. That is you can regularly make decisions on what to do, which changes the story and the outcome of the book.

The system (if you would call it such) was extremely easy and involved rolls with a d10 to determine if certain actions were successful or not. Most players probably used the Random Number Table provided in the book to generate random number, but you could also easily use a ten-sided die to do the same.

Recently Mongoose Publishing has released a game that surprised me a lot. It’s called “Lone Wolf Multiplayer Game Book” and is written by Matthew Sprange and Joe Dever, author of the original game books. The 114-paged book is a true pen & paper roleplaying game using the simple rules from the game book for tabletop gaming. Although this sounds like a crackpot idea at first, especially new players and fans of rules-lite systems will love it.

As in the original game book series, you play one of the Kai Lords. Each character has a Combat Skill and Endurance value which are used in combat, a couple of Kai Disciplines (like “Mind over Matter”, “Animal Kinship”, or Weaponskill), up to two weapons and up to eight miscellaneous items and that’s it. As I mentioned before, the system is as barebones as it gets.

In combat the combat skills of your character and your opponent are compared and you roll on the Combat Ratio chart to determine how many Endurance you and your opponent lose. Doing other tests usually involves rolling a d10, is your roll result higher than a set Difficulty by the GM you succeed.

The Gamemaster section of the book does a good job explaining what a GM does and also contains a list of monsters for the players to fight. The book also contains a quite detailed description of the history of Magnamund, and some details about the world including a map. The background definitely isn’t as deep and complex as many other campaign settings, but especially if you loved the game books back in the day, you probably won’t mind. I have to admit I picked up that game mainly because I had nostalgic feelings toward the series.

The layout is clean although I would have preferred a more classic two-columned layout. Both cover artwork and the interior illustrations are of a good quality although not really overwhelming. The look reminded me a lot of the game books itself and I am sure this was intended.

All in all the Lone Wolf Multiplayer Game Book is an interesting game which should appeal to most fans of the original series and people who want to give roleplaying a try without having to bother with complex rules. The book contains everything players and GMs need to run a game set into the world of Magnamund although only Kai Lord characters are playable using the core book.

Heroes of Magnamund Here’s where the supplement “Heroes of Magnamund” comes into play. The 148-paged book introduces a couple of new character classes including the Border Ranger of the North, the Dwarven Gunner of Bor or the Knight of the White Mountain.

Every class has a list of special abilities much like the Kai Disciplines, get’s to choose from several sets of starting equipment and comes with several pages of description of the class. The book also provides a character sheet for every class. The new classes add a lot of depth to the game and the world without adding too many new rules. The list of classes is also varied enough, so that everyone should find a character he wants to play.

Heroes of Magnamund also provides new weapons, armor and equipment. I wholeheartedly recommend anyone to pick up Heroes of Magnamund if he already enjoys the core game because it adds a whole plethora of new options for players.

Even if you are not interested in using the rules provided in the Lone Wolf Multiplayer Game Book you can easily use the information in those two books to run a Magnamund campaign in the game of your choice. I am sure a Savage Worlds conversion for example should be very easy to do.

Together with the supplement Heroes of Magnamund, the Lone Wolf Multiplayer Game Book is a valid alternative to other rules-lite fantasy games. Especially if you’re a fan of the original game book series, you should give this game a chance. You won’t be disappointed. Both books are available in print and as digital downloads. The PDFs set you back $11.99 each and are available from DriveThruRPG.

Please note that this review is based on reading through the PDF versions of the both books. My copy of Heroes of Magnamund has been provided by the publisher.

6 people like this post.

Dungeons & Dragons Red Box Review

Category : D&D4e, Guest Post, News, Reviews & Culture, RPG, RPG tools, Reviews & First Looks

I received and early copy of the Dungeons & Dragons 4th Edition Red Box Fantasy Roleplaying Game Starter Set last week. It’s the first product to be released from the 4th edition Essentials product line. I have already posted an unboxing video, but now that I have spent a couple of days with the Red Box it’s time to let you know what I think.

First off I want to talk a moment about the Essentials product line. Dungeons & Dragons essentials products are people new to role playing games and new to D&D. With simplified Character creation that works with all aspects of 4th Edition Dungeons & Dragons its the right choice. I also feel it’s a great choice for people like me. People who DM more games than they play and struggle over character creation as a result. Being able to quickly build a character and join a game is worth it’s weight in gold to me. → Continue

10 people like this post.

Check out these WR&M reviews!

4

Category : News, Reviews & Culture, Other Systems, RPG, Reviews & First Looks, WR&M

Recently a few more reviews of WR&M have been released. The first has been written by Ina Vegt of the “Tales of the Swampwitch’s Adventures” blog. Some while ago she already reviewed the 4-paged version of the game and now she picked up the revised version to give it another look. Here’s an excerpt from her review:

All in all, this is an improvement over the old version of WR&M, but the new things aren’t really ground shaking, and the differences are minor. It’s free, so if you enjoy WR&M, or think you might enjoy it, you should pick it up.

The second one has been written by Will Hopkins of Creatively Anomalous. His support and comments to WR&M actually helped me a lot when I was working on the revised edition. He also included “From the Imperial Forges” in his review. Here’s what he has to say about the game:

At the astonishing price of $0, you can’t afford not to pick up both WR&M and From the Imperial ForgesWR&M makes a great game for experienced and new roleplayers alike, and there is something attractive about the DIY nature of the game.  It’s certainly a polished product, but it still feels like something a bunch of friends cooked up together.  I can’t give a much higher recommendation than that.

Thanks for the reviews, Ina and Will!

8 people like this post.

D&D Essentials “Red Box” Unboxing

3

Category : D&D4e, News, Reviews & Culture, RPG, Reviews & First Looks, Video

Youseph got his review copy of the new D&D Red Box today and recorded a short unboxing video.  He told me that there will be a review coming soon, so stay tuned! In the meantime, enjoy the video!

I have to admit the box looks like a really good starter set for D&D. As I posted about before, I already preordered the box some time ago to give it a chance. Let’s see how this turns out.

9 people like this post.

Eureka!

4

Category : Advice, News, Reviews & Culture, RPG, RPG tools, Reviews & First Looks

Eureka Some time ago, Martin Ralya of GnomeStew.com and Engine Publishing asked me if I was interested in reviewing Eureka. I’ve read about Eureka before and since I am chronically under-prepared for my games, it looked like the perfect book for me. So he send me a copy and I was immediately blown away!

So what’s Eureka about? Eureka is a 314-paged book containing 501 unique adventure plots that are meant to inspire game masters and help them preparing their own games. And I can assure you, that the authors of Eureka didn’t promise too much! After a foreword written by industry veteran Monte Cook and a chapter on how to use this book in your game, you get almost 300 pages of adventure plots for Fantasy, Horror and SF roleplaying games. Of course every plot not only lists other genres it’s easily adapted to, but also is tagged to help GMs to fit the plots into their own campaigns. That are much more potential adventures than anyone can run in a  lifetime, considering you can probably use a plot several times.

Eureka has been inspired by Georges Polti’s 1921 book “The thirty-six dramatic situations”. He theorized that all books, plays, movies etc. are based on just 36 basic plots. The authors of Eureka didn’t slavishly follow that theory, but used it as an inspiration to come up with a list of standard situations of their own. And then they wrote a couple of adventure plots for each of those standard situations.

Each Adventure Plot is not just a simple plot hook but a fully-fledged out plot that can be easily turned into  a proper adventure by any GM with only a few minutes to an hour of preparation. I have to admit I haven’t read all of the adventure plots yet, but from what I’ve read so far, they are pretty unique and very creative. I would love to give some examples, but that would probably spoil too much, but you can trust me, that I was blown away by the sheer creativity in that book.

Another noteable feature of Eureka are the four indices. There you can find plots by genre, tag, title and author. The PDF version’s table of content is also fully linked, so getting to a certain section in the book is just a click away. Perhaps I should also mention the artwork of the book. The full-color cover by Andrew McIntosh gives you a good hint of what to expect from the book and is beautifully done. The interior artwork was done by various artists in various styles but is always of pretty high quality. But in my opinion the book would have been as good even without any interior art. But that’s just me.

So why should any GM get Eureka? In my humble opinion it’s the most useful tool a gamemaster could probably have. We all know that sometimes coming up with a unique adventure can be very hard. Especially when you get older and you don’t have that much time to prepare your games, you’re happy for any help you can get. I am pretty sure I could open Eureka at any page, read the adventure plot I find there and run an adventure after only 15 minutes of prep, probably less. That’s the power of this book, and that’s why I wholeheartedly recommend it.

Alas I forgot to pick up the print version of the book when I was at Gen Con, but I will definitely order a copy in the next few days!

Please note that this review is based on a read-through of the PDF copy of the book I got provided by the publisher. I haven’t playtested all the 501 adventures nor have any animals been harmed during the course of that review. ;)

The print+PDF bundle available at the Engine Publishing online store sets you back $34.95 and you can get the PDF version for mere $16.95, which is a great price for this book. The PDF version is also available at DriveThruRPG for the same price.

3 people like this post.

Review: The Savage World of Solomon Kane

2

Category : Feature, News, Reviews & Culture, Other Systems, RPG, Reviews & First Looks, Savage Worlds

solomon-kane1 I can’t deny it, I am an avid Savage Worlds fan. I like the rules-light system and the original settings released for it. I think the first time I heard about Solomon Kane was when Pinnacle Entertainment announced “The Savage World of Solomon Kane”. When I started doing some research in the subject matter I was immediately intrigued. Solomon looked very much like the prototype of my favorite Warhammer Fantasy Roleplay career: the Witchhunter.

Solomon Kane is the hero of a number of stories written by Robert E. Howard, who is probably better known for his sword and sorcery stories about the Cimmerian Conan. Kane is a gloomy man, all clad in black who wanders the world to fight evil in all its forms. The stories are set into the late 16th and early 17th century, an era we don’t see that often in roleplaying games.

The first thing you’ll notice when you have a look at the game is the beautiful artwork. Usually the production quality of Savage Worlds products is already pretty high, but TSWoSK is definitely a highlight. The style of the cover and the interior artwork are a perfect fit for both the setting and the era.

The Savage World of Solomon Kane is a stand-alone game which contains all the rules you need to play. While the rules presented are more or less identical to the ones presented in the Savage Worlds Explorers Edition (read my review here), references to modern equipment, mad science, etc. have been left out, because they don’t fit into the genre. Since I already reviewed the core rules earlier, I won’t go into detail here. The book also contains a summary of all the Solomon Kane stories, but players and GMs are recommended to read at least a few of the stories.

One difference between the SWEE and the Solomon Kane game are the magic rules. The SWEE magic system has been heavily modified to better reflect the magic presented in the stories. Power Points aren’t used and there are only two Arcane Backgrounds (Sorcery and Shamanism) available. The most important difference is that while magic can be either used for good or ill, it’s always considered to be evil and ungodly by Kane and a lot of his contemporaries.

TSWoSK contains the obligatory Gamemastering section which does a good job of introducing new GMs to their job. But even veteran GMs can learn a thing or two when it comes to the particularities of the setting. There’s even a chapter dedicated to Adventure and NPC creation, which can be very helpful for anyone running a Solomon Kane game. As with any good Savage Worlds game, there’s of course a handy Adventure Generator which allows GMs to come up with a basic plot by rolling a few dice. Especially when you didn’t have enough time to prepare your game, the Adventure Generator can help you to improvise something in no time. The book also contains a plot point campaign which allows the characters to travel in the footsteps of the famous adventures himself. But you’re of course free to run your own stories as well.

Another highlight of the book is the vast background section. There are lots of information on the life in the times of Solomon Kane and pretty detailed descriptions of important persons and events during that era. Together with the locations described in the plot point campaign, the GM get’s a pretty good picture of the world in that era. The game also contains enough background information to run your own campaign set in Kane’s world or to just use the book for running other 16th/17th century games.

TSWoSK The 355-paged book concludes with a bestiary, a very good looking character sheet, the Savage Worlds templates (for you to photocopy and cut out) and a two-paged index.

In my opinion The Savage World of Solomon Kane is one of the best Savage Worlds releases so far. Especially if you and your gaming group are interested in the era, you get a lot of bang for the buck. The hardcover book is available at Amazon.com and probably your local gaming store, but you can also get the digital edition at DrivethruRPG. The lavishly illustrated PDF sets you back $35, the printed copy usually costs $5 to $10 more.

This review is based on a read-through of the book. The review copy in PDF format has been provided by the publisher.

4 people like this post.
Performance Optimization WordPress Plugins by W3 EDGE