Some of you might remember this game back from the ‘90s. Battlelords of the Twenty-Third Century is a SF roleplaying game back from the “Golden Age”. I actually never played it back in the day, but I definitely have at least read the title in magazine ads several times. Since my funds were pretty limited at the time I never actually picked it up but it had been on my wish list for quite some time. I actually had no idea what it was all about, but that name alone spurred my imagination (which was the case with a lot of RPG products back then, before the world-wide web).
And now Battlelords is back with a vengeance. The guys behind SSDC Inc. took the last edition of the game, cleared up the rules, changed the layout and added some new art. The result is a very fine looking SF roleplaying game with a distinct ‘90s feel – and I mean that in a good way! Especially old fans of the game will be glad to hear that it’s back in print and also available as PDF!
If you want to learn more about Battlelords, check out the official SSDC website. You’ll find all the available products and an extensive wiki there.
My fellow blogger Sunglar actually played the game back in the ‘90s, that’s why we are planning to tackle the Battlelords review tag-team style. So stay tuned!
Yesterday, February 14th was Valentine’s Day, and what would Valentine’s Day be without some love for D&D 4e by 3rd Party Publisher Open Design. Today, I’m here to give my 2 cents about the new supplement for D&D 4e, Soldiers of Fortune by Mr. Matt James. Dungeons and Dragons has always been role playing game which focuses on fantasy, magic, dungeon delving and combat. Glorious, glorious combat. Soldiers of Fortune focuses on two things that D&D has also frequently held close to its heart: mercenaries and war.
After reviewing the previous installments in the Advanced Feats series and having some of my players try out some of the classes in the Advanced Players Guide, this is the one I was looking forward with the greatest trepidation.
As I’ve mentioned in earlier posts players in my campaign had created replacement characters using the playtest version of the Summoner and an Inquisitor and an Oracle as soon as the book came out. Of the three, only the Oracle remains. Sara, the player who created the character, is a great role player and fashioned a story taking into account the character’s curse and in the short time she’s been playing with us has crafter a memorable character. But at the same time I felt that my grasp on the Oracle class and its role my campaign was unclear. I know this is a common situation when you introduce new classes into an ongoing campaign, but with the Oracle, despite reading the Advanced Players Guide, I felt like this so much more than the others.
I was afraid that Visions of the Oracle would be a set of wonderful feats (I couldn’t expect less after previous outings) for a class with no clear defined role in my game. Imagine my surprise then when, after reading a book of what many would call “crunch”, I felt I had a better idea of what the class could do in my campaign. Sometimes the mechanics can inspire all sorts of role-playing ideas.
Want to learn more? Read on…