Wednesday, July 14, 2021
Songbirds: First Impressions
Wednesday, March 10, 2021
Against the Darkmaster: First Impressions
Guys, this thing is a freaking tome. I've got a good hunch if I took this monster of a book and hit you at the base of your skull you'd be dead. Or at the very least in a coma. It's not the largest RPG I own by page count - that's either Burning Wheel or Burning Empires - but the paper is this wonderfully thick and heavy stock and it's definitely a thicker (and larger) book. The fact that this book could double as a weapon is part of the point. This game is what would happen if you put the Iliad and put it to a heavy metal soundtrack.
That's explicit.
Parts of the game actually ask you to copy and paste heavy metal lyrics in. We'll get back to that. It's glorious.
Against the Darkmaster is a rules-heavy combat game, inspired principally by Tolkien and heavy metal. It's a d100 system: roll d100 (usually 2d10 with one die as the 10s and the other the 1s), add your modifiers, and pray to get 100+, for standard checks.
You probably won't.
The dice engine is deliberately evil. If you just go by it you're not going to get a straight success, not terribly often. We'll get back to that.
For combat rolls you get all your modifiers, knock off an amount equal to your enemy's defense, and compare to the proper table. Roll as high as you can, cause the higher you roll means you not only do more damage but can also roll on a critical hit table.... and those get mean. Instant death mean. Better wear armor, because if you don't you'll find yourself in a coma for weeks. One strong roll and your character may be so critically injured that there's barely anything anyone can do to save them. And that's the point.
Drive, Passions, Advancement Lists, and Other Walls of Text
The dice engine in this game can be compared to a box of needles and knives and rusty forks, especially at lower levels. Because there's this awesome thing called Drive. Drive allows you to fudge the numbers, reduce critical hits, get rerolls, and make your stuff much more effective. Spending 10 Drive nets you a Milestone, which means you have the ability to have what's called a Revelation. Most of the time Revelations require time to process the events since the last Revelation, so usually you need some serious time off, but once you do you can increase stats, buff items, get more HP, and other little bumps. Considering that Drive should be flying off your character the issue is not in getting the Milestone, but having the time to get a Revelation (although the game does say that a dramatically appropriate moment can suffice).
How do you get Drive? You act on your Passions. Yes, folks, this game has Burning Wheel in its list of inspired games! You choose three priorities for your character. Like Burning Wheel what these three Passions could be is totally up to you, but the game has three default assumptions: Nature (behavior/demeanor), Allegiance (love/hate of another character), and Motivation (an actual concrete goal). Other classifications can and do exist, but these are the three assumed by the game. Whenever you willingly put yourself into a dangerous situation or challenge, put yourself in a bad light because of your Passions, or put the story in a new or unexpected direction because of your Passions, increase your Drive by one.
Oh, there's an alternate rule where you can use heavy metal lyric quotes for Passions. I don't know why it's an alternate rule, because that's just too cool for words! At that point Passions become a reference to music... and the places you could go with that is amazing.
Your Drive caps at five. The game says you can either award Drive on the spot or at the end of the session, whatever you think is more appropriate to your story.
Now, I've read more than a few RPGs that claim to have Burning Wheel as an inspiration. Some of them it's a very surface level inspiration (cough Beyond the Wall cough hack), and others actually seemed to learn something from it (Blades in the Dark is definitely in this category). Against the Darkmaster is the only game I know of that actively apes Burning Wheel's core engine: two advancement engines which are fed by an open-ended "input" system. In Burning Wheel that's your Beliefs, Instincts, and Trait, which feed into the epiphany (grey-shading) and skill advancement systems.
For this game we've already talked about the Passion/Revelation engine, but there's also the Achievement List/XP engine, which completes the resemblance to Burning Wheel. The Achievement List is decided upon by the GM and the players, who determine which concrete actions in the world warrant XP or not. Against the Darkmaster openly wants your group to customize their own list of at least six options. The game gives two examples of such lists, with solid guidance on how to make your own. And the game expects the group as a whole to draft the list. Now, the game seems to imply that once the list is made that's it; no changing it. But there's nothing explicitly saying that you can't. And I have every intention of encouraging the list to change to reflect new situations.
Oh, and if you die a heroic death you just pass on your entire experience track to the next character. Kill your darlings, because more are coming. That might be an important rule, no?
An Open Tome of Deadliness
Now, here's where my predilections as a reviewer come the most into play. I am of the opinion that folks should not modify a game to suit their tastes when they're just starting. They need to adapt to the game and see if they can work with it, as written. The designer spent some time crafting a piece that works (in theory), and it's not up to somebody who's never even touched the darn thing to determine on a surface-level read whether or not they should change it. That doesn't mean you shouldn't eventually house-rule the game to your preferences: just take some time learning the game as it is. I currently have one house rule for Burning Wheel, with another in consideration, with seven years of gameplay under my belt. When I was playing 4e DnD I played a full three years before I started hacking it. Learn the game. Then figure out what you wanna do with it.
Against the Darkmaster takes a bit of a softer approach than I'm used to: it provides several alternate rules, with active advice on what that does to the system. Most of those alternate rules are the way the designers prefer to play the game. That leads to a more collaborative experience, with players using heavy metal lyrics as inspiration for Passions, deliberately softening the blows for deaths that are not heroic, and a couple of other rules that make your games about badassess dying deaths of badassery.
Most of the time alternate rules seem to dilute the experience for me, but here the designers seem to legitimately think the "other" way is just as much a legit way to play their game. The rules have a polish to them that suggest play-testing, as opposed to "Hey, this might work", without much of a thought as to whether they'd actually work. That suggests to me that there's more than one way to play this game in the very heart of the design team. And that I don't mind, as it seems genuine enough.
The Bonk on the Back of the Neck
I called my brother John, who is not an RPGer, not by any stretch, but used to be in a heavy metal band, and threw the pitch for this game as I understood it his way: in order to destroy the Darkmaster you have to exist in an world of pain, suffering and death. Your characters live short, but incredibly intense, lives dying in blazes of glory that will be forever remembered. You pass on your experience track, creating stronger and stronger characters, until you're waist deep in the blood your characters have spilled, all to get to the Darkmaster. And when you win and end the series of campaigns you've been playing it's drenched in blood, with all the weight of the dead behind you.Wednesday, September 2, 2020
Tempered Legacy: First Impressions
Hhhhmm.....
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Tuesday, March 31, 2020
Against the Darkmaster: First Impressions
OK, that's not really why I backed it. But I'd be lying if I didn't say it wasn't a plus.
I normally don't really go for combat in RPGs. Even when it's good I rarely engage in it, mostly 'cause I like to yak uncontrollably and expound and talk and if you didn't get the picture yet I'm not entirely sure how else to explain it to you???? I like talkety talk talk talky in games.
I also happen to have a really snobby taste. I am that guy who thinks that if it isn't depressing it probably isn't very good. More than willing to cop to that.
And, honestly? Most action movies just aren't that good. Violence is always from a breakdown of communication, patience, and love. Always. It is not something to be glorified, or to be looked at as "Wow, that's AWESOME!" or anything like that. Yes, I am one of those weirdos who do not think that fantasy is a source escaping from the principles of the world, just the specific instance that's pissing you off at that moment. And, to be blunt, far too many games are way too cavalier about this. Getting hit should not be something that can be magically erased. Not only is it not realistic, but it isn't interesting. If there are no consequences then why do it? So therefore I just refuse to play anything that has the whole "Violence has no consequences" bullshit baked into it. Call me cynical or a stick in the mud but violence is not some random action, it means something, and I don't want to switch that off. If not for the existence of John Wick I would have written off action movies as a genre. Against the Darkmaster most definitely has consequences. Assuming you can get access to the healing, it only minorly speeds it up, and seems to operate a lot more like the modern tech we have now, where wounds can be dealt with better, but not completely solved within a few minutes. It's going to take a few days to get even a minor wound to stitch back up.
The rest of the game looks kinda like DnD, to the point to where one of my players asked me why we didn't just bother playing 5e. And on the surface level, sure? Maybe? But the vocations/classes are much more open, with the emphasis being on vocations being a starting place, not a definitive container. Combat is not really initiative based, but is phase based, which I had experimented with in 4e and found superior in just about every way imaginable. But the proof in the pudding is in its influence from Burning Wheel. Now, normally when designers tell me "Burning Wheel was an influence" I find myself rolling my eyes a bit. It's not that I don't believe them, it's whether or not they got Burning Wheel in the first place.
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SNOB ALERT!!! |
Against the Darkmaster appears to have learned that lesson from Burning Wheel. Keep in mind I've no real exposure to MERP, VsD's primary influence, but if I had to guess where this particular arc of struggle to triumph came from, mechanically, I would go with Burning Wheel. Because, from the little I've looked through the book as my players set up character, I would say this'll have a very similar feel to it. The math is intentionally stacked against the players, but playing the Passions (this game's version of Burning Wheel Beliefs) gets you Drive Points, which will allow you to come out on top in some of these situations... most of which you had to put yourself into because of the Passions you'd chosen in the first place. I mean, I could be wrong, but this appears to be an actual spiritual successor to Burning Wheel. I mean, that means someone actually learned from Burning Wheel, which would be a really cool thing to experience.
We'll see where it goes. The Session Zero will be up sooner than later!
Saturday, March 28, 2020
Zeo: First Impressions
Buncha loons
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I TOLD YOU I WOULD FIGHT YOU. AND YES, YOU ARE SCARY
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They're nunchucks. Damnit, that's what they are.
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I'm not going to lie, Jason Gold (who is not actually in this box, he's Kickstarter exclusive, with a retail launch in May) about broke my brain, just clean in half. You have a true embarrassment of riches to choose from, with the following caveats: the special ability you want to play cannot be on the card being played and you lose the card you revealed, as it gets shuffled back into the deck. So you're always having to play at right angles to the situation, always having to figure out how to deliver that special ability by another route, not the one you would have normally picked. This is probably the deepest character we have to date. He's extremely powerful and effective, but you really need to put your thinking cap on to get the most out of him.
I did not finish playing against Cyclopsis, as it was late and my firstborn had a really bad dream. That'll be another post for another time. He's tough. He's scary. He's a lot of fun. But that's another post.
Why am I making this post? Why bother? Most of what I was saying was "This looks great on first viewing, but I'll definitely be writing more so wait for that!". So, yes, that's true, but I do have a bit of a reason why I'm talking about it now. Certain games are meant to be one and dones. Burning Wheel is two books. It is probably meant to be two books. You will probably never ever see another book, and it is designed to where you don't really want more. I love Burning Wheel so much that I GM multiple games of it at a time, but I don't really want another book (there's some caveats to that, but that's for another time!) I own a lot of those types of games, where you really don't need or want an expansion or whatever. I don't want another Bleak Spirit book. I just don't. Nor do I want more Mouse Guard. Or Against The Darkmaster (yeah, I know, we'll get to that). When Oath comes out I will be shocked if they make an expansion.
But there are other games that are designed to get you on the expansion treadmill, which this game really does. Either the concept is just too large or they want a regular stream of income or whatever. Usually these treadmill games are very modular, with questionable design and whatnot. They want you to take another hit.
That's just simply not the case with Heroes of the Grid.
Every. Last. Expansion. Has been extremely good, if not amazing. This is top quality design, every time, from a game designer who is doing exactly what he loves, for an IP that he clearly thinks the world of, from a company known for their curation of the community and their love for innovation and joy in the game design world. There's so much love and joy packed into each and every single one of these boxes that I'd feel like a cynical idiot to not point it out. I mean, sure, it's a business, they need to make money, but that's not their overriding motivation. I've gotten to playtest some stuff for this game and I'm so grateful to do it because I get to see how much love goes into this. The folks at Renegade love this game. Jonathan Ying loves this game. I mean, yes, they want your money, but I would bet they want the money so they can keep working on the game, not the other way around.
So, if you're on the fence about Zeo, asking if it's worth the money, I genuinely think it is. I don't say that because I'm a Power Rangers fan, or because of my (very limited) involvement, or whatever. I think anything made with this much love and talent deserves support. The Zeo team genuinely brings something new and exciting to the table, and I can't wait to write more about these characters and this game and in this ridiculous time we're going through stuff like this should be spread.
Far and frickin' wide.
So that's why.
I think this is worth it. It may take me some more time to tell you fully why I think so, but I genuinely do.
Saturday, December 7, 2019
Risk Legacy: First Impressions
MY BLOODY FAMILY HAD GONE AND PLAYED A GAME WITHOUT TELLING ME.
BABY SISTER?
BROTHER?
BROTHER'S FRIEND, WHO UP UNTIL THIS POINT WAS ALRIGHT IN MY BOOK???
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Thank you, Dr. Cox, for your continued brilliance. |
So I apologized to my board gaming group. I had talked the game up to them and now we couldn't use the board! There was just too much stuff. One of my buddies said that he'd buy it. And that was that!
So what's the game like?
Well, they added a new victory condition: getting four red stars. This is a much easier thing to do than standard Risk, where you have to wipe everyone else out. Now, granted, you can still do that, but it's going to be easier on everyone concerned if you're going for those stars. There are now stickers that you can put on the map, which grant differing bonuses or penalties to the area. You start with two: Ammo Shortage (which makes defense rolls harder) and Stronghold (which makes defense rolls easier). There are more.
Let's get to that, shall we?
Most of the game box has a ton of compartments in it, which are all hidden, with conditions for opening them. Almost none of them make sense. At least, not immediately. I wonder what's in them. This longing for knowledge drives the game forward, creating an addictive cycle not unlike the first time I tasted mulled wine and realized that I would never have a house without it, ever again. What, you've never had mulled wine?
Dude. Drop what you're doing and go get it. NOW.
Got a cup?
Isn't it delicious????
You're welcome!
OK, so opening up the box is terrifying. "What's done can never be undone" is the first thing you see as you open the box. Oh, and then the players have to claim responsibility for screwing up that world. You then choose factions (yeah, there's factions here. They're important. And awesome), as well as their ability from two different choices... and then tear up the other one. Yeah. It's an intimidating opening. It's amazing.
Now, the thing is that the first game is pretty normal Risk, albeit faster. You could probably play in about a half hour, assuming you follow the mostly-clear rulebook. And you'll place your stickers and name something. And it feels great. And you'll do it again. Except you'll find that the game feels a bit different. Those stickers change things up. And you'll find that things are starting to feel heavier. Nastier. And you'll want to keep opening those compartments. Cause that's crack. And you'll do it again. And again. And again. And all of a sudden you'll realize that you're playing a very different game.
Yeah, that feeling starts right at session two.
So, after we're done with the full campaign I'll write up an actual review. Spoilers coming ahead!