Reviews & First Looks
Review: Campaign Cartographer 3 and Addons
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Campaign Cartographer 3 is definitely one of the RPG tools I wish I had more time to work with. When you design your own campaign setting or even if you’re just running a game, maps come in quite handy. Not everyone can draw them by hand, so map-making tools are quite popular.
Campaign Cartographer 3
One of the more powerful tools is definitely Campaign Cartographer 3 by ProFantasy Software. Instead of being bitmap based like most other tools, CC3 is built upon a CAD system. This has some drawbacks but also huge advantages.
The main drawback is that CC3’s learning curve is pretty steep. As you can see in the screenshot above the UI can be quite confusing at first. If you feel totally overwhelmed by the UI, you can decide to pick the “Simple Menu” during installation. You can of course switch to the full menu later.
And since it’s based on a CAD system the control scheme feels “backwards”. Usually you choose the element you want to work on first and then pick the tool you want to use on it. That’s how most Windows applications are controlled. But in CC3 you first pick the tool, then you choose the element you want to use it on and then you have to chose “Do it” from the context menu.
But when you have managed to get used to the somewhat awkward control scheme you have a very powerful map-making tool at your fingertips. CC3 comes with a set of predesigned templates that help you to create professional-looking maps in just a few hours or mere minutes depending on how detailed the map should be. The templates provide you with matching terrain features, symbols, etc.
And there’s one more advantage to programs like Photoshop or GIMP: I followed a few tutorials for Photoshop and was able to create awesome-looking maps but after I was done I actually had no idea what I’ve just done. It still felt a lot like voodoo to me. This is different in CC3. After following the tutorial once I pretty much knew what every step on the way to the final map was and how I can use each method again in the future. Maybe the learning curve isn’t that steep at all.
What about the Kobold of Winter, aka #20? A review…
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“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!
Review: Doctor Who Adventures in Time and Space
8Roleplaying games based on licensed material are usually hit or miss. Either they are either utter crap or totally awesome. Luckily the game based on one of my favorite TV series is the latter. Cubicle 7’s Doctor Who Adventures in Time and Space is not only a perfect adaption of the series but it’s also perfectly suited for new gamers. The game’s presentation is flawless and the rules are fast, easy to learn and support the mood of the series. But before going into detail, let’s have a look at the boxed set itself. Yes, the game comes in a boxed set!
As you can see the box contains not only three rulebooks (86, 140 and 32 pages respectively) but also pregenerated characters sheets, unfilled character sheets, gadget cards and a shitload of story point counters and a full set of dice. Throw in a few sheets of scrap paper and a couple of pencils and you’re good to go! The boxed set really makes it easy to jump into gaming without setting the hurdles too high.
The Player’s Guide starts with a short story set into the Whoniverse called “Shaking the Box” which is followed by a short introduction into the Doctor Who universe and roleplaying. Oh, did I mention that the game is based on the “new” Doctor Who series started by BBC Wales in 2005? It features a lot of still photography from the series, especially the David Tennant episodes. As far as I know an updated version of the game is in the works which will feature the 11th Doctor as well. But I digress. (more…)
First Look: Carcosa
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I don’t remember when I first heard about Carcosa. I think someone mentioned it on Twitter or I discovered a link to some preview somewhere. But I was immediately intrigued. Carcosa is a weird science-fantasy horror setting by Geoffrey McKinney and published by Lamentations of the Flame Princess.
There seems to be some controversy around this product. I have to admit I haven’t bothered to look deeper into this, but I believe one reason is that Carcosa is not what you would consider family friendly. Like LotFP it doesn’t hide the fact that it is for adults only. Among Carcosa’s inspirations the author lists the works of H.P. Lovecraft, Robert E.Howard, Lin Carter and Michael Moorcock. And a setting inspired by the writings of these people can’t be all bad. And trust me, it isn’t.
Legend – Help raising money for Child’s Play and get a cool RPG in exchange
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Rule of Cool Gaming’s Legend RPG has probably the most generic name a fantasy RPG could have, but it’s actually a pretty interesting product. The rules may look quite familiar at first glance because it’s based on the d20 System SRD. But it’s not just another d20 variant, but a “new and novel system dedicated to cinematic combat and a smoother gameplay experience”.
I have to admit I haven’t had the time to give the rules a closer look, but the rulebook looks really nice. It features a very cool and clear layout with some excellent pieces of art. Creative lead Jacob Kurzer has provided us with a review copy of the game, so expect a full review in the near future, but my initial impression is quite positive.
The game features eight classes like Barbarian, Monk, Paladin and Shaman that can be further customized by the players through choosing different “tracks” along which the characters develop. Each class comes with a number of tracks but there are extra tracks that can be used either to create monstrous characters or to customize your character even further.
But what definitely sets Legend apart from a lot of other games is the fact that all proceeds from the core product will be donated to Child’s Play. And until December 9th Legend is available on a pay-what-you-want basis. Until now the game has raised about $866 to improve the lives of children in hospitals around the world.
The Legend RPG is about 179 pages long and doesn’t come with a fledged-out setting. It definitely worth a look and with your purchase you’re actually helping children in need.
Mistborn
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Yesterday Crafty Games released its Mistborn Adventure Game Primer on DriveThruRPG for free. I have to admit I haven’t followed the development of the Mistborn Adventure Game at all. I haven’t heard of Brandon Sanderson’s Mistborn novels before and I thought it was just another run-of-the-mill fantasy series. Oh boy, was I wrong.
I also expected the game using Crafty Games’ Fantasy Craft system. I was pleasantly surprised when I found out that the game uses an all new system. Don’t get me wrong, I like Fantasy Craft. It’s a very cool rule system and I think more people should check it out. But it always was a bit too rules-heavy for me. It’s basically on the same crunch level as Pathfinder or D&D 3.5, but I just don’t have the time for such rules anymore. I want my game rules to be light. But I digress.
So yesterday I downloaded the aforementioned primer to see what all the fuss was about. And I was blown away. The rules are really, really light-weight and have a very narrativist feel to them. That was something I haven’t expected, but I like it. I like it a lot. I think I have to “borrow” some of their ideas for the game I am currently working on. I hope the Craft Games’ guys don’t mind. ![]()
I also quickly realized that the game was no classic fantasy but sounded very unique and the world had some Victorian feel to it. At least that’s what the interior artwork reminded me of. I think I’ll have to get one of the Brandon Sanderson novels soon to learn more about the world. I already downloaded an excerpt from the Kindle book, but I haven’t had the time to give it a closer look.
Alas there are a few things I don’t really like about the primer. The description of the rules is terribly vague. I had to read the paragraph about how to read the dice results several times before I had a faint idea how it’s supposed to work. It get even worse when it comes to conflict. There’s talk of “action dice” you get, but there’s no explanation what these dice are, how many you get, and so on. Perhaps a few examples would have helped.
But overall the primer did what is was intended to do: it piqued my interest. It made me interested not only in the game, but also in the novel series. And I definitely recommend you check it out.








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