Endless Bag of Games

Game Reviews, Campaign logs and thoughts

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Dragon Age RPG Review

Posted by MkaY On February - 17 - 2010

Few days ago, the postman was kind enough to deliver the Dragon Age boxed set I’ve been so anxiously waiting for. I’ve already had the opportunity to try it, since the pre-order deal included the pdf-version of the game, so I do believe it is time to write a word or two about the game.

The box is rather study, it looks good when I slip it to bookshelf next to other rpgs that are occupying the space on the shelf. The box includes the two rule books; Players Guide and Game masters guide, which are both high quality prints. The books are both 66 pages and they pretty much cover all the necessary you need to play the game.

However, since they’re not hardcover, I do believe that constant use will leave its marks to the product. The dice included are really basic (two black and one green six sided die), but the map looks and feels quite good.

The actual content is well laid out, clear fonts, bold headings and to my surprise, the books both have excellent indexes so for once, I am able to find what I’m looking for. The art inside is quite beautiful and sometimes quite big, somewhat traditional to the actual game as you can imagine.

We’ve been running few sessions of Dragon Age for now, and the first taste of the new setting is positive. While my expectations from the game were quite high, it does live up to expectations at most parts. 3D6 and stunt system does seem to hit the spot. Here’s how;

Creating your character happens quickly and it does have elements that I love to see in character creation; some chance. The balance between luck and “character optimization” is just right. Not too much, not too little. You roll for a list of abilities: Communication, Constitution, Cunning, Dexterity, Magic, Perception, Strength and Willpower. Then you’ll have the opportunity to switch place between two of them. Once the attributes are in place, you choose your background and roll some benefits according to it. Similar activities go on until you’re finished and ready to start your Dragon Age experience. I liked it, my players didn’t complain about it. Maybe you’ll like it too?

The first boxed set does have three classes to choose from: Warriors, Rogues and Mages. Every class has their specialties as you can imagine. Rogues have the backstab and warriors can do their thing in heavy armors. Mages will do what they’re expected, but there is still a flavor of specialization if you wish to. Mages will also have a mana pool so they won’t be using their “real” spells all the time. Once again, choices… I’m eagerly waiting what classes and abilities the future sets include, but in the boxed set, there’s enough to start the game.

The base mechanic is simple: 3d6 + appropriate stat + modifier vs. target number. Good and simple mechanic which I see as one of the strengths of the game. It’s easy to adapt and players won’t be forgetting how the game works. While you’ll be throwing 3d6 basically all the time, one of them (usually in different color) is a Dragon Die which will show how well did you do when you exceed the target number. The Dragon Die is also used when you roll doubles and “score a critical” and thus gain stunt points. This will give the players some flexibility to do “flashy moves” with their characters instead of never ending “You roll, I punch” (almost like Minsc said). The dragon die does bring that little something to Dragon Age rpg and from that I do seem to enjoy a lot.

Combat isn’t anything ground breaking, but the stunt point system is one of the ticks of the game. The same 3d6 mechanic is in use and you’ll be using different abilities with different weapon groups. Dexterity is for ranged and light weapons, Strength for heavy weapons. For damage: ranged weapons use Perception and Strength for melee. When you score double on any dice, you gain number of stunt points equal to dragon die. Then you’ll have a set of stunts “to choose from” and you’ll spend your stunt points for i.e. knockdown or disarming the opponent. One thing that I’ve noticed with my gaming group is that if you have enemies with big armors, you’ll be spending your stunt points for heavier damage since the armor will almost completely reduce the damage from smaller weapons.

One thing game masters have to keep in mind is how to use monsters and villains in their campaigns, since the boxed set does not include “rules” for how many villains is appropriate for any given group. Game master thus have to be careful and learn it by doing. There have been tough fights in the few sessions we’ve gone through, but there have also been easy ones as well. The feeling for “dark fantasy” thus does not come from the combat system and lethality, but from the skills of the game master, as always.

The Game Master’s Guide does not bring much fluff to the game, but one playthrough of Dragon Age Origins will cover a lot. If for some reason it isn’t enough, you can always take a look here: http://da-codex.appspot.com/ for missing information. I was little disappointed, when I realized that Grey Warderns are not covered in the first boxed set, but hey.. at least I have something to wait for. *whines… but smiles.

As a summary, the system is simple, and easy to pick up which is always a plus. The Stunt system has earned a special place in my heart and I’ll think that is one thing which I’ll have house-ruled to other systems as well. The THEDAS as a role-playing setting is just fantastic and my head is full of ideas how to use them, though the actual fluff is somewhat missing from the books. One might say that the first boxed set isn’t a full product, but as a role-playing game it is coherent and consistent. I am pleased now, but anxious to see the further releases to fill the few missing gaps.

You can follow our “Shield of Ferelden Campaign” here

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Dungeon Master’s Guide 2

Posted by MkaY On September - 30 - 2009

Few days ago, I got my hands on Dungeon Master’s Guide 2 and I have to admit, that in my opinion, it is the best 4th edition release besides the actual Player’s Handbook. In fact, the book is a lot more useful than the original Dungeon Master’s Guide. Right in the introduction it states that; “A Dungeon Master’s Guide isn’t just about the rules, it’s about helping you to be the better dungeon master”. That it truly does.

Chapter I: Group Storytelling. When I was a DDI subscriber, I got the chance already to try some of the stuff that is in the book so I know it works. The section contains good advice and advanced techniques transforming your game a group effort making everyone participate more to the traditional dungeon master’s part. When I first read the chapter through, immediately my mind was full of ideas how to use what was given in the book. In my opinion, when a book makes you exited about trying to enhance your gaming, it has done its purpose. As a player, it also makes me want to invest more to the narrating part.

Chapter II: Advanced Encounters. The second chapter focuses on adding motivation and story to encounters; using various elements as tools in order to make encounters more fluent. Advice covers key elements of a successful encounter and makes sure that your encounter doesn’t make your players yawn. In other words, it explains how to make more memorable encounters.

Chapter III: Skill Challenges. In the original Dungeon Master’s Guide there was a need for revision in the skill challenges part. Here it now stands in the DMG 2, replacing the content in the original book. The rules are revised, they’ve added some tips and advice to the section and also included various skill challenge examples. The internet is full of fantastic use of skill challenges, but it isn’t a waste to see what is included here. A good solid chapter; it takes the concept and really runs with it.

Chapter IV: Customizing Monsters. The next Chapter is about customizing monsters. New templates (oh how I love templates), as well as revised rules for building new monsters. The new tools can make your villains and his minions to present more of that theme you want to implement. Tasty stuff for any DM.

Chapters V-VI: Adventures and Paragon Campaigns. The last chapters of the book consist of Adventure and Campaign elements including also alternate rewards for players; presenting great alternative ideas as a reward. It also focuses on artifacts, organizations (how to create organizations to help or hinder PCs) and has its own section on Campaign Arcs. The book concludes with a chapter on Paragon Campaigns. What it means when character reaches the paragon tier. The book gives examples how to broaden your campaigns horizons.

I’m not the best person to review books, but as you can see the excitement through this review, I believe that the book is worth a look. As a conclusion: Dungeon Master’s Guide II is worth a look when you wish to have more FUN! around the gametable. In addition, this book would have saved my poor players years ago when I was running my first campaign.

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Star Wars Roleplaying Game: Force Unleashed Campaign Guide

Posted by MkaY On October - 11 - 2008

I got my hands on the book almost ages ago, but I think now I have the time to give my little review of the book (Thanks to huge amount of schoolwork and such). I’ve said it before, I am a fan of Star Wars Roleplaying, but I try to keep my post as objective as I can. So here it is: Star Wars Roleplaying Game: Force Unleashed Campaign Guide

Chapter I: Species Aleena, Caamasi, Felucian, Gran, Nosaurian, Talz, Togorian, Togruta, Whiphid and Yarkora. Those are the new races introduced in this book. There are some “never-heard” species in this book, but that is ok. I know that there are huge amount of species in the Star Wars universe. Images of the races are quite nice, though the picture of the Caamasi looks like it is a humanoid owl but instead the beak there are male genitals… I always get the shivers when I look at that. Anyway, nice addition since it gives the players more freedom to create their characters. After going trough this chapter it already gave me a bunch of new character ideas, so I think the chapter does what it is supposed to.

Chapter II: Heroic Traits This book assumes that the heroes are fighting during the dark times against The Empire, so every theme what is introduced is tied to that. There are also some key questions that the players should answer when they’re creating their heroic back story. It is nice to have these questions, but it is usually the GM’s job the get it out of the players. Even by Force if necessary *drums (sorry I just had to). After bunch of character concepts there are nice amount of talents for heroic classes. Talents for old talent trees and some new talent trees as well. Then there are new uses for skills i.e. mechanics has now the possibility for build objects (other than droids). Maybe I should create a character who can construct almost… never mind. Then there are feats, even few feats to exploit the rage ability. I don’t like the idea of controlling one’s rage. Of course there is the Unleashed feat which allows you to gain access to unleashed abilities:

I had horror images in my mind considering how do they deal with this unleashed ability thing in a roleplaying game. These images came from the video game and everyone who has seen the trailer knows what I am talking about. I was positively surprised after reading trough the chapter. The Unleashed abilites are tough, but they need destiny point to use them and the Unleashed feat as well. At least in our games, we don’t have that many destiny points in our use so this works, I think. It is a good way to enhance roleplaying in my opinion and the player and the GM should work together, at some parts, to gain to maximum awesome effect. Quick summary about the chapter: Nice.

Chapter III: Prestige Classes Chapter introduces new talents for existing prestige classes and of course new prestige classes such as: Enforcer which is a bad ass cop, Independent droid which is a prestige class to droids only, Infiltrator which is a kind of ninja, Master privateer who is a combat veteran, Medic which is a.. well a medic and finally there is Saboteur who’s speciality is to get gadgets to malfunction. I especially like the saboteur prestige class. (Once again bunch of new “cool” character concepts in my mind).

Chapter IV: Organizations This chapter can provide lot of fun and little extra bonuses for campaigns which are heavily dealing with organizations. It introduces several organizations such as Antarian rangers, Black sun, Bothan spynet, House Organa etc. It also gives you the tools to create your own organizations. I.e I can easily imagine a campaign where few renegade jedis try to establish their own organizations or such. I have even tried that myself with a one character, but it did not work however cause maybe the GM could not deliver the experience that I wanted. If we however, have had these tools, I think the situation may have been different. Chapter IV can be source of fun if established in a correct manner.

Chapter V: The Force
Once again they have dedicated a whole chapter for The Force. First they describe how do people react to the Force in dark times and give optional rules to make the atoning process harder. Then there is the goodies part: New powers, new talents, new secrets and of course The Force Unleashed abilities which are the improved versions of certain force powers. Then there are some force user traditions which is always good source of information especially for the game master.

Chapter V-VI: Equipment and Droids – Vehicles and Starships These chapters are full of what the title says. New melee weapons, gadgets etc. and droids, starships and vehicles. Nothing special here. Even when I say nothing special, it does not mean that these chapters are useless or such. No, these chapters will definetely have their uses.

Chapter VII: Campaign Guidelines This chapter focuses on common campaign elements. It tells something about locations, events, allies, resistance operations and such. This chapter is for the GM. There are even some sample adventures.

Rest of the chapters are Galactic gazeetter, which information about planets and such and after that there is the Empire and Allies and Opponents. I am not going to go trough these since there are only stats for the npc’s here. Anyway as a summary of this book: Anyone who likes to play Star Wars Roleplaying game can benefit from this book. It isn’t much but it surely is a nice addition if you are a fan of Star Wars Roleplaying Game.

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Star Wars Roleplaying Game: KOTOR Campaign Guide

Posted by MkaY On September - 3 - 2008

I have had the actual book for a few weeks now, but before yesterday I really did not take time to really go trough it. Now, after going it trough couple of times I can give my opinions and thoughts about the book Star Wars Roleplaying Game: Knights Of The Old Republic Campaign Guide.

First of all I am a fan of Star Wars roleplaying, but I do lack the actual knowledge of the era. I even haven’t played the Kotor games… yet. (For some reason I always delay it again and again.) anyway I ordered the book from amazon after I read from WotCs Star Wars forum about it. And it surely wasn’t a disappointment. Now if I just could only try with my gaming group…

Chapter I: Species Many species in this book were unknown to me, but still I liked most of them. The information was surely enough for any game master to take those species in use. At least I already did it, with success. I Especially liked the Miralukans, since I have once played Miralukan “Blind” jedi for a while in the past. Oh by the way, there is a terrible picture under species Kissai and Massassi. Anyway, it is nice to see that they have included bunch of “cool” species to the saga edition rules as well. Here’s the list: Arkanian, Arkanian offshoot, Cathar, Draethos, Feeorin, Khill, Kissai, Massassi, Miraluka, Rakata, Selkath, Snivvian.

Chapter II: Heroic Traits Chapter begins with series of questions to help players and GMs to learning the know their place in KOTOR campaign setting, which is of course a good thing for anyone who is thinking of starting a new campaign. It is the essential question in every other roleplaying games as well. After few character concepts it moves on to heroic classes and introduces lots and lots of new talents. This is the chapter where people already playing star wars with saga edition rules, have a nerdgasm. It introduces talents for old talent trees, concept of combined feats which is nice and also a bunch of new feats. The thing in here which I like very much are how they have expanded the product line in talents. I.e. I like the possibility to create my Boba Fett clone if I would want that because that was very difficult in the core rulebook. With these additional talents that, and many other things can happen more easily.. So it’s time to head out with my jetpack and move on to the next chapter.

Chapter III: Prestige classes This chapter first introduces few prestige class talents (and trees) for Elite Trooper, Force Adept, Gunslinger, Jedi Knight and Sith talents. After this juicy part we move on only to find new prestige classes such as corporate agent, gladiator and melee duelist. I really don’t have lot to say about this chapter. It is a healthy addition to the book and many players will definetely enjoy it.

Chapter IV: The Force They have given the Force a whole chapter and I cannot blame them. There are a lot of new force powers, talents and techniques. I have to say that in Force techniques there is lot of improvement happened. No there’s actually something useful! After the goods there is some candy for the Game Masters. Lot is talk about Jedi Organizations, academies and enclaves and covenants. This information was the one that was lacking on the core book. I bet many game masters, including me, are happy that they have given such info on this book. Then there are another Force Traditions, just like in core book. Five of them in total.. once again. Useful.

Chapter V: Equipment and Droids This chapter is full of what the title says. New lightsaber crystals, gadgets, weapons and such. There isn’t lot to talk about in this chapter except for one thing. They are offering bunch of enhancements to weapons and armors BUT they are not explaining how it actually works. “for use with the gear enhancement system in Scum and Villainy” (KOTOR campaign guide. 2008, 75). This sucks.. big time. Oh this is nice when first reading about the enhancements and then BAM! Fooled you!

Chapter VI: Old Republic Campaign This chapter is about life in the old republic, telling major points of what kind of status the jedi or the sith had back then and such. Good bits for game masters.

Chapter VII: Galactic Gazetteer Like in core book, this chapter describes new planets which haven’t yet been covered. I.e. Dantooine, Korriban, Cathar and many others. They have of course included the planets where the species in chapter I are from. Useful information.

I am not going to go trough the last five chapters since they are only full of npc-stats. Npc-stats for jedis, sith, mandalorians, creatures. We all know these are important, but not THAT important that we should waste a lot of space from the book to the statting of npc’s. I think this part could have been a little smaller. Maybe they just could have given tips to make customized versions of certain mandalorian troopers and such. Oh well.. I am not complaining, it was just an opinion. As a summary: Anyone who likes to play Star Wars Roleplaying game. Buy this sourcebook. It isn’t much but it surely is enough for people enjoying the galaxy trough roleplaying… for at least for a while.

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