Microlite Interview with AntiPaladin Games

Category : D6, Interview, Microlite Games

This interview originally appeared on Polyhedral Dreams on January 27th, 2010. There have been a couple small edits. → Continue

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Good news for all Iron Kingdom fans!

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Category : Just my two cents, News, Reviews & Culture, Other Systems, RPG

Full Metal Fantasy! I almost overlooked yesterday’s post at Purple Pawn. But then I scrolled back and read the headline again: “It’s Alive: The Iron Kingdoms RPG Lives!"

I have to admit I had to rub my eyes and reread everything, because I thought I was dreaming. But as is turns out, Privateer Press will be releasing a new Iron Kingdoms RPG. While we shouldn’t expect it before 2011, it could pretty much be what a lot of gamers have been waiting for. And luckily the decided to drop the d20 System and use a proprietary system, probably one based on the Warmachine Mk2 miniature game. Matt Wilson revealed Privateer Press’ plans during yesterday’s interview which can be read over at Obsidian Portal. Part two of the interview should be out later today.

That’s great news. I love the Iron Kingdoms setting but I never felt that d20 was a good match for the setting. I had some ideas for converting the Iron Kingdoms campaign to Savage Worlds, but a proprietary game based on the Warmachine battle system, will save me a lot of work. And I can finally put my Warmachine miniatures to good use that way. :)

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Get the “World of Darkness” rulebook for free this week

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Category : Freebies, News, Reviews & Culture, Other Systems, RPG, Storyteller

The World of Darkness I just found out that the World of Darkness rulebook is available for free on RPGNow in celebration of “Read an E-Book Week”. This 224-paged PDF is the core rulebook for all “new” World of Darkness settings like Vampire – The Requiem or Geist – The Sin Eaters. But since the updated Storyteller is pretty versatile I am sure an experienced GM can easily run his own urban horror campaigns with this book. Here’s the blurb from the RPGNow product page:

Where the Shadows Grow Long
We live our days completely ignorant of the true terrors lurking around us. Only rarely do our experiences draw back the veil of shadows and reveal the horror in our midst. These glimpses into the supernatural can cause us to retreat into comforting lies – ‘There are no such things as monsters’ – or stir our morbid curiosity. Only a few, however, can overcome their fear and dare to look deeper.

Abandon Hope All Who Enter
The World of Darkness Rulebook introduces a version of our contemporary world where the supernatural is real. Players join to tell tales of mystery and horror, where theme, mood and plot are more important to a character’s experiences than his weapons or equipment. Inside are rules for character creation, task resolution, combat and any activity your character attempts as he delves into the shadows.

If you don’t own this book, you should definitely head over to RPGNow and download it now. It’s definitely worth it!

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Dungeonslayers: Forgeworks

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Category : Dungeonslayers, Freebies, News, Reviews & Culture, Other Systems, RPG

Forgeworks Finally the first official supplement for the Dungeonslayers game has been translated into English. Forgeworks by Christian Kennig is a 4-paged PDF containing new weapons, armor, and magic items for his free roleplaying game.

The Dungeonslayers core rules didn’t include that many items for your characters and we all know how important loot is! Aside from tables for generating random magic treasure, Forgeworks also has a small list of “named” armor like the Hide of the Healer which grants the wearer +1 to Healing spells or the Robe of Power which increases its wearer’s Mind by 1.

If you need some more loot for your DS campaign, Forgeworks surely comes in handy. The PDF can be downloaded from the official website and is – like all other Dungeonslayers books – free.

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Gears: Ch-Ch-Ch-Ch-Changes

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Category : Game Design, Gears, Other Systems, Random musings

Thinker While developing Gears I have encountered many situations where I was not sure if the direction I am taking with the game is the right direction. While working on the combat section of the Gears rules I have the problem that the basic mechanic, which I love, is getting in the way all the time. I sometimes wished I had chosen a different base mechanic. There a moments, where I believe changing the system to something like “3d6 roll higher” or even a dice pool system, would make the game much better.

While this change would force me to come up with new solutions to problems I’ve already solved, it would make combat and perhaps even my planned powers system much, much easier to design. There are quite a few things that currently just don’t work as I hoped.  The problem is that I have already put quite some work and effort into the current version and changing something basic like the dice mechanic will probably force me to start from scratch. On the other hand struggling with something I am not entirely happy with seems like a waste of time.

What would you do? Would you try to keep with the current mechanics, no matter what? Or would you change the game’s basics in order to give it a fresh start? I have to admit I am pretty much torn at the moment. One thing is sure, I want to finish that project and release a product that not only I am happy with but which will be picked up and played by at least a few other gamers.

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What about the review? Revisiting Pathfinder…

Category : Feature, News, Reviews & Culture, Other Systems, Pathfinder, RPG, Random musings

For those of you that read my previous post about the Pathfinder RPG and are scratching your heads, no my player’s characters did not go up in level SO fast that I’m ready to revisit Pathfinder and discuss game play at mid to high level. What has happened is I’ve gotten some great reaction and feedback to the previous post and would like to address a couple of issues.

First of all let me thank all of you who had kind words for the review. I’m glad you liked it, found it useful or maybe shared some of my experiences. I also received some feedback from close friends and players and some comments in the Puerto Rico Role Players Facebook Group (the discussion is mostly in Spanish but you are more than welcome to drop by) where I provided a link to the post.

Two friends talked with me or wrote with some excellent points and while I invited them to come over and post here in the blog neither were inclined to do it, so asked them if I could address their opinions on this follow up piece.

My group’s resident rules-lawyer and official hobbit accountant, both honorifics he carries with pride, disagreed on various points with my review. He pointed out that even when I say that save or die spells have been eliminated from the game there are various spells, such as Sleep and Color Spray that while not killing you outright, failing a save likely means the end of your character.

This is true, but in most instances not all characters will fail the saving throw and while the spells may incapacitate some players, their allies will have a chance to protect them. Even if all players are unconscious or fall asleep due to a spell the GM is not obliged to kill them outright, there are all sort of options, capturing them for example, that create interesting situations in the game. It was harder with spells where the survival of the player rested solely on the roll of the die. So there is still the potential for deadly spells there but I think they have been greatly reduced.

He also thought that D&D 4th edition combat can be as complex and tactical as Pathfinder, and even more so. I think there might be some truth to this. While Pathfinder retains some of the complexities of D&D 3rd edition in terms of math and recalculating bonuses with buffs and effects, D&D 4th edition with marking, sliding, pulling and all sorts of other things you can do with powers may provide more tactical options during combat. For some people this may be a strength of that system….

But another player when we were talking about Pathfinder, the review and comparisons I might have made with 4th edition said “I don’t want to know all the details of how, where, when I hit him and how much I shifted him or teleported him, I just want to know if I  hit him and get on with the story”. I was surprised because this particular player is also a big war gaming fan. When I asked him why he felt this way despite liking tactical game so much he said something to the effect that he played RPGs for a different reason that war games.

He summarized his feeling about Pathfinder saying that while there may be many different rules, once you know them the game runs smoothly. He felt that when playing D&D 4th edition there was one rule with endless different exceptions and variations and it exhausted him. So I guess I can say that it’s a matter of taste and what you want out of your game.

I still stand by my appreciation that the Pathfinder RPG is an excellent option if you want to keep playing in the spirit of previous D20 editions of the world’s most famous fantasy RPG. It was not meant to be a disparaging comment on D&D 4th edition, which is a great game on its own right. Different strokes for different folks!

Thanks for your opinions and comments!

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