Ordo Draconis, a review…

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Category : Feature, Just my two cents, News, Reviews & Culture, Pathfinder, Random musings, Reviews & First Looks

Apparently as a result of my previous review of the Pathfinder RPG (Which many of you seem to have liked, thank you!); I received a review copy of Ordo Draconis #2. What is Ordo Draconis you say? They describe themselves as a non-official e-zine dedicated to the Dragon Warriors RPG. Ordo Draconis also includes statistics for the Pathfinder RPG in an attempt to broaden their audience and share the joys Lands of Legend campaign, a mythic Europe/fantasy version of our world.

In an attempt to be succinct let me put it this way, I really liked this product. It is a solid 97 pages of gaming goodness, full of ideas, very well written and with great layout and cartography. Illustrations are sparse but appropriate, of excellent quality and best of all very flavorful. Want to learn more? Read on…

My first impression after downloading the file and opening it was, “Wow that’s a nice cover!” The art by Jon Hodgson was stylish and the adventurers looking back as they stand before a mysterious door set the mood for my adventure of discovery as well as representing the mood of the setting very well. Flipping the page I was also pleasantly surprised by the Northern Cornumbria map on the inside cover. After a quick perusal of the magazine I decided I needed to print this out to read it. Some of you may read on the monitor, but my eyes aren’t what they used to. Once I printed it I read it over the next couple of weeks.

I’ll admit that theses days it’s the rare gaming supplement I read all the way through. I’ll scan and find things that interest me and little by little I’ll get around to reading it, but the content on Ordo Draconis kept me interested all the way through. My first hurdle was getting to know just what the Dragon Warriors RPG was. The magazine has stats for Pathfinder but I wanted to know where the world came from and at least try to understand the other set of statistics in the book.

Turns out the Dragon Warriors RPG was a British RPG published in the 80s in paperback format. All the rules have been collected, revised and published by Mongoose Publishing recently. I have never played it but the rules presented seem easy enough. While I’m not currently in the market for a new fantasy RPG, they already have the stats for my current game of choice in this genre integrated so no biggie. Where this publication truly shines is in the quality of the articles, the ambiance and the amount of ideas it brings to the table.

The whole of Ordo Draconis #2 is tied nicely together within the Northern Conumbria region, from specific locations, inhabitants, folklore, ideas on little scenarios to a full blown adventure. I loved the feel of medieval Europe touched by magic and the coming together of real world myth and the game. I particularly liked the articles detailing the Darbon Barony, Eastmarch, and piece entitled the Along the Road (apparently a regular column) which had small story ideas, that while specific for the setting, could easily be used for any fantasy game. In fact that is a common thread in many of the articles, even if you don’t play in the Lands of Legend, much will be useful here.

Case and point the adventure, For Whom the Bell tolls, which takes place in an abbey and while it has nothing to do with it, reminded me of one of my favorite movies, The Name of the Rose. I though it was very well written and had a lot of neat little details I will use even if I don’t run the adventure in its entirety. How the adventure brings together elements from other articles was a very nice touch. The credits mentioned that I could download the maps from the Dragon Warriors wiki, and I managed to find them, but a direct link to the maps would have been nice.

I have a couple of minor nitpicks. The article that opened the issue, the Thane, while excellent and very flavorful, had no Pathfinder stats. I’m not advocating the creation of a new class, which I don’t think was warranted, but some feats or talents to create the flavor of the Thane would have been welcome. Some letters where hard to recognize with the font used for the article titles. And while not all the articles were equally useful, the balance was positive and I really enjoyed reading and reviewing the excellent magazine.

Ordo Draconis number #2 is available from DriveThru RPG game HERE, the Paizo store HERE, and I think its great deal for $3.50! Looking forward to #3, The Nomad Khanates, great e-zine guys, keep up the good work.

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Tales of the Arabian Nights

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Category : Boardgames, Feature, Reviews & First Looks

Welcome back to another boardgame review at Stargazer’s World!
For my second article I have chosen my newest acquisition: Tales of the Arabian Nights by Eric Goldberg, published by Z-Man-Games.

Tales of the Arabian Nights - Box

I have to digress a bit first:
Many of you will propably remember the Adventure Gamebooks from the eighties, like the Lone Wolf- or Fighting Fantasy-series. For those of you unfamiliar with the concept, here’s how those books work:
They are written from the point of view of the player character and every so often, the reader will be asked to make a decision. Each option has a chapter  number next to it, that tells you where your story continues. So a simple chapter might be “The path divides in front of you. If you want to go left, read on at 245. If you want to go right, read on at 431″. These books  often have simple rulesets with skills and combat rules. All you need for your solitaire-adventures is one of those paperbacks, a pencil and maybe a die.
For me these were actually my very first contact with the concept of fantasy roleplaying and I still treasure my copies of the Lone Wolf-books. I really loved to spend my time in the magic worlds these books created – and unlike other books they let me interact with the world and make my own choices. These books were the door to a whole new world of gaming and fantasy!
So, why am I telling you about this? Quite simple: Tales of the Arabian Nights basicaly is a very ambitious Chose-your-own-adventure-book with a board, a LOT of encounters and playable with up to six players.

Tales of the Arabian Nights with two players

Tales of the Arabian Nights (TotAN for short) places the players in the middle of adventures from One Thousand and One Nights. You will be experiencing stories of adventure and wonder like those of Sindbad and Ali Baba (which are acutally playable characters).
During the game the players create random adventures from encounters and, by interconnecting these, weave legendary stories in their imagination. It can be heroic, whacky, funny and, I’ll admit it, sometimes stupid.
While TotAN is not quite unique, there definitly are very few boardgames that use a book with numbered paragraphs to tell a story. One that comes to mind is Barbarian Prince from Heritage USA (1981).
Some of you may already know TotAN from it’s ealier edition: It was originaly released by West End Games in 1985, though there have been significant changes between the two editions.

How does it work?

TotAN is not a very complicated game, but it requires a bit of work to run. The rulebook weighs in at 18 pages but that includes table of contents, designer’s notes, background info and lots of illustrations. If you understand the game it can be explained in fifteen minutes.

All characters start in Baghdad, with three Skills each. Skills come in many different forms (“Luck”, “Courtly Graces” or “Seamanship” for example) and give you advantages in encounters that refer to these skills.  You can gain and lose skills through encounters and it is obviously a rather good thing to have lots of skills.
Before the actual game begins players decide on their Victory Formula – which determines their goal in the game. While the game itself is very rich in theme, this goal is very unthematic and bland: Each player secretly distributes 20 points between Story Points and Destiny Points. These can be gained and lost throughout the game and if you reached your goal (for example 14 Story Points and 6 Destiny Points) and are back in Baghdad, you have won the game. There isn’t even some ingame explanation given or any description, what Story and Destiny Points represent. Meh!
So here’s my take on it: A few bored lads and lasses from ancient Baghdad had a rather wild night out on the town and after a few arabic coffees come up with a wager. They are to travel the world and whoever comes back with the biggest name and the wildest stories to tell is declared the winner. You know, just the typical stuff people did before television and the internet.

Some components - encounter card, dice, playing piece, encounter tables

During the game players take turns travelling the world and having encounters in the space they end their movement in. These Encounters are the heart of the game and while the process is relatively simple in practice, it is very hard to describe in just a few words. I’ll try to give you a brief overview of how it works without going into all the details.

The encounters are determined and resolved by reading from the Book of Tales – a massive, spiral-bound 300-page book with 2600 different encounters! Let me give that to you in words: two-thousand-six-hundred encounters. That’s quite a few adventure hooks – I can assure you that.
The player to your left always has the Book of Tales on your turn and is called the Reader. So, when you have finished your move, the Reader determines from  the encounter card you have drawn,  which encounter table he must use this turn and asks you to roll a die. He then determines what you will encounter this turn (the picture “Some components”  (above) gives you an idea what this can look like).

Reaction Matrix & Encounter from Book of Tales - Studying the Egg of a Roc

The player on your right is called the Matrix Reader, as he now consults the Reaction Matrices and tells you, what your possible reactions to this encounter are. The Reaction Matrices are three pages of tables that allow you to determine, which kind of reactions you can chose in certain encounters and tell the Reader which paragraph to read. You can see an example of a reaction matrix and encounters from the book of tales in the picture on the left.  After you have decided how to react to the encounter, the Reader goes to the paragraph determined by the reaction matrix (in the case on the picture on the left, it was to Study the Egg of a Roc – so we go to paragraph number 943). He then reads you the first paragraph and checks if you have any applicable skills. You get the choice of which skill you use (if any) but of course you will not know what the results will be before you make your choice.

After resolving your encounter, the Book of Tales and the Reaction Matrices are passed on and it is the next players turn.
I have to stress that the encounter system is really, really cleverly done. It is quite seldom that you get bogus encounters that doesn’t easily fit the characters location and the system ensures that you can’t encounter a lion in a forest or at sea for example.

Is it any good?

Obviously a game like this is not really about winning or strategy – if you are looking for a game that challenges your ability to outhink your opponents and to secure victory against the best laid plans of other players, this game is not it.

TotAN is a bit of a borderline case between roleplaying games and boardgames. Of course it obviously has a board and the actions of the players are limited by the rules and the game engine. But on the other hand there is very little strategy, winning is secondary and the focus of the game is the telling of stories – all things, that we don’t normaly associate with boardgames but with roleplaying games. The game is quite random, there is little player interaction and you have to accept, that you don’t have total control over what is going on. This are propably the reasons, why the game fails for many hardcore boardgamers – in many ways it’s really not what we expect a boardgame to be.
Talking about the games limitations, I should also mention, that looking up the encounters and flipping back and forth in the Book of Tales can be a bit tiresome. I’d also suggest, not to play the game with more than four people, as the downtime get’s too much and you also really can not follow the developing stories of the characters. Three players is propably ideal, as every player is somehow involved on each turn – one is reader, one active player and one matrix reader.

But if you can accept the game for what it is and enjoy the weaving of a story from random encounters and appreciate the sheer endless variety of it all  – and I assume that many roleplayers can – it is a great game. It’s a whole world to explore and the sheer ammount of encounters in the Book of Tales ensures that you will discover something new with every play.
What I have written about the game really just scratches the surface – your character can become a Sultan or a Slave, he (or she) can get married and have children, gain legendary treasures and find hidden Places of Power like the Valley of Diamonds or the Lake of Colors! The character can even become sex changed – yeah, there’s strange stuff going on in acient arabia! It is really a big world of fantastic tales.

So the next time your GM is completely burned out or a few players just don’t show up for your RPG-session but you still want to experience some marvelous adventures – why don’t you visit ancient arabia of legend with Tales of the Arabian Nights?

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What about Pathfinder? A review…

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Category : Feature, Just my two cents, News, Reviews & Culture, Pathfinder, RPG, Reviews & First Looks

The Pathfinder Roleplaying Game has been out for a while, since August 2009, and it’s made me a happy gamer so far! So if you want the short of it there you have it. Interested in a little more detail? Ok read on…

Pathfinder RPG Cover Many people have reviewed the game and I don’t intend to rehash that here. I’ll give you my experience with the game over the last 32 sessions of my weekly campaign. We actually began playing with the Beta Test rules. The publisher, Paizo, carried out a lengthy play test listening to player feedback and fine tuning the game to the likes of the community. Like any endeavor by committee not everybody involved was pleased with the result, but I think the game is better for it.

In case you’ve lived under a rock for the last couple of years, the Pathfinder RPG carries on the proverbial torch for D&D 3.5. While Wizards of the Coast published a new edition of D&D, Paizo attempted to improve on the existing edition. Pathfinder is still a d20 game, close in form and methods to its roots. The complexity and detail in D&D 3.5 are still there and one of the stated design goals was backwards compatibility with older material, making converting material from D&D 3.5 to Pathfinder relatively easy. There is even a Conversion Guide!

What they have improved on are the fiddly bits in the system, details that made some aspects of the game difficult, needless complexities and attempted to “balance” classes. Let me give you some specific examples:

Calculating Skill ranks has been greatly simplified; no more half ranks and the tedium of skill selection when creating a character above 1st level, and forget if this was a multiclassed character! Now you simply put your ranks in skills, if it’s a Class Skill you get +3, no more fuss! There are also no pesky multiclassing penalties, instead characters a pick favored classes and get small bonuses when they select levels in that class. Some skills have been condensed into broader categories and Feat options are expanded and varied.

The classes have been cleaned up, every class has something to offer at every level, and every class has a special ability at 20th level to entice players to stick to one class all the way through. They tried to reign in spell casters, a common complaint in D&D 3.5, by boosting other classes and modifying magic to bring it more to par with other abilities. So there is definitely a power creep in all classes and races which bring them to levels comparable to classes published in later D&D 3.5 books, but I’d be careful when adapting those to a Pathfinder game some might be pretty straightforward, others might require more work, but fans have done a great work of this in the Paizo Forums, so search there for your favorites.

Save or Die spells are a thing of the past, spell casting in combat is much harder, now simply a Caster Level check (rolling against a difficulty and simply adding your level in the spell casting class) which has been the hardest pill to swallow for my players who like to play spell casters. Most combat maneuvers like grappling or disarming that had different rules for each specific instance have been folded into a unified Combat Maneuver mechanic that is easy to follow and makes sense. Creating magic items no longer requires the expenditure of XP and the new costs for creating magic items has worked well so far in my game.

On the Game Master’s side encounters are now created using an experience point budget and it’s easier to build them quickly and include more opponent variety in the mix. Likewise assigning treasure has been simplified and creating and equipping simple NPCs has also been made simpler. Key NPCs still require a little more work, but the run of the mill opponents can be created with ease. Prep time for Game Masters is reduced, it still require some time, but far less than before. There are three different experience tables for those of us that thought characters just went up in level too quickly.

Feats Opener The book is massive, 575 pages big, and combines all the rules for Players and Game Masters. Beautifully illustrated, there is some of the  fantasy-punk art some people hated during the D&D 3rd edition phase, but I an not bothered by it so be aware. The book has some mistakes and the inevitable errata is available for the 1st printing (the copy I own) but nothing that makes the book unusable.

If you liked D&D 3.5 but had some problems with certain issues this game may be for you. If you are a fan of D&D 3.5 and want to see what can be done to improve it, you owe it to yourself to give this game a try. If you want a rules-light game this is definitely not for you. I don’t think this is a game that new players will be able to pick of the shelf and play without some help, it’s not a gateway game, but with help from someone with experience in the game it can be whole lot of fun. I’m actually going to run a demo game for the system this Sunday for players who have not tried it out and some players who have no idea what an RPG is!

The game is OGL and the folk at Paizo have provided a System Reference Document for the game, and the game is available in PDF format for $10 so you can try it out at a reasonable price. The rules for monsters are in their own book, the Pathfinder Bestiary, and while you could play with the older monster books, the reworked monsters are closer to the power level presented in the Pathfinder RPG rulebook. There are also many great third party products available for Pathfinder so it’s a good time to be a Pathfinder fan.  I am confident this system can survive alongside D&D 4th edition and cater to those of us who did not find the new edition to our liking.

My campaign is still on relatively low levels, 6th and 7th, so I have not experienced higher level play, one particularly troublesome area of D&D 3.5 where combat typically dragged on, and one round took forever. So if there is any interest out there I will revisit this topic in a couple of months when my players have reached mid levels.

Thank your for reading and have a great weekend!

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Monday Bonus: More SotU-Related Content

Category : Microlite Games, RPG, Reviews & First Looks

As I was gathering information on Searchers of the Unknown, I came across a comment that there was more floating about on the internet related to the game than just Swashbucklers of Mars. Curious, I kept digging, and I have found several more related items: three more related games, a supplement for adding wizards and clerics, a revision converting Searchers to d20-style roll high mechanics, and the main Searchers idea forum thread. → Continue

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Weekend Doubleshot Review

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Category : Feature, Legacy D&D, Microlite Games, News, Reviews & Culture, Other Systems, RPG, Reviews & First Looks

So far in my exploration of microlite gaming, I have stuck with games that have taken a single particular approach — taking an existing game and attempting to condense the rules while still maintaining a similar format. Microlite20 (and its spinoffs, such as Microlite20 Modern and Dragoons20) and Mini Six are still recognizably d20- and d6 -based, which is one of the selling points.

This is not, however, the only way to condense a game into a microlite, as proven by Nicolas Dessaux and Sean Wills. → Continue

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Dragoons20 Review

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Category : Feature, Microlite Games, News, Reviews & Culture, RPG, Reviews & First Looks

While I was bopping about the internet the other day, I tripped over a new Microlite20-based fantasy game called Dragoons20. Written by Randy Angle, the game document can be found at Hoppsbusch.com along with a Pocket-Mod version of the rules and a printable character sheet. Given my current project of interviewing microlite authors, I knew I wanted to give this game an immediate read-through. → Continue

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