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Artifacts: SixMoreVodka’s First Rules Expansion for Degenesis

Artifacts: SixMoreVodka’s First Rules Expansion for Degenesis

degenesis-artifacts-coverDegenesis, SixMoreVodka’s post-apocalyptic, Europe-and-North Africa-centered tabletop RPG, released its first rules expansion last month. Called Artifacts and featuring the new Degenesis black-and-gold look, it’s the first gaming supplement I’ve ever owned with gilt-edged pages.

But that’s SMV for you, a company “founded by artists and run by artists.”

As I said in my initial review of the game, you can look at Degenesis as an expensive art book which comes with a free game, or an expensive game book with the most lavish art design in the history of the format. So you can convince yourself that even at USD 60 you’re getting a great deal, FedEx shipping from Berlin included, using many of the same mental gymnastics car enthusiasts might when signing for a new BMW.

Degenesis is already a complete game. But one of the 4chan descriptions of it is “90% fluff and 10% crunch.” While I don’t think that’s near accurate – I’d put it at 70/30 — Artifacts adds plenty of crunch. It gives additional rules to build, motivate, and describe your avatar and player group. There are enhancements to your campaign and a good deal of new technology for the players to use and fight over and a bunch of imaginative new rules for clawing advantage out of the much-altered Earth. And of course there’s first-rate art.

Here’s a quick overview of the game enhancements. Artifacts is divided into twelve parts, and I’ll spend the rest of this review providing thumbnails of the contents.

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Exploring Post-Apocalyptic Poland in Twilight: 2000

Exploring Post-Apocalyptic Poland in Twilight: 2000

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Twilight: 2000 (GDW, First edition box set, 1984). Click for bigger versions.

I have vivid memories of receiving the boxed set of Twilight: 2000 in 1984, cracking it open, and diving into its dark and gritty world. Each generation that spent its formative years growing up during the Cold War has its memories attached to that long, usually dull, and occasionally terrifying epoch. The Korean War. Sputnik. The Berlin Wall. The Cuban Missile Crisis. Nuclear raid drills. The Vietnam War. The invasion of Afghanistan. The Olympic game boycotts. Fraught meetings between leaders of the USA and USSR. Numerous proxy wars and insurrections. Eventually, the Soviet Union and its Warsaw Pact allies crumbled in a series of revolutions — some soft and some hard — and it all seemed then a distant memory.

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Stormbringer, Stargates, and Fighting Sail: Ten Classic Unplayed RPGs

Stormbringer, Stargates, and Fighting Sail: Ten Classic Unplayed RPGs

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Empire of the Petal Throne (PDF version of 1975 TSR edition), Bunnies & Burrows (Frog God Press, 2019), and Stormbringer (Chaosium, 2nd edition, 1985)

People seemed to like old RPG covers. Here’s a more pointless variation: the first ten interesting RPGs I acquired but never found players for.

Empire of the Petal Throne

Number one: that classic, M.A.R. Barker’s Empire of the Petal Throne, one of or possibly the first complex, non-faux Medieval European settings for an RPG. Professor Muhammad Abd-al-Rahman Barker’s world of Tekumel predated roleplaying games by decades. The synergy between a complete game world and early RPGs was obvious; as a result TSR was one of many, many companies to try their hand at publishing it. While it had (and has) its avid fanbase, the game never caught on in a big way.

I’ve owned a number of editions. Never played a one!

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Visit a Haunted Cyberpunk City in Punktown from Chronicle City and Miskatonic River Press

Visit a Haunted Cyberpunk City in Punktown from Chronicle City and Miskatonic River Press

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Punktown: A Setting Book for Call of Cthulhu and Basic Roleplaying

Many many, oh-so-many years ago, I wrote an excited blog post about the planned final game release from Miskatonic River Press, which was slowly winding up operations. It was a Kickstarter-funded Call of Cthulhu setting book based on the setting for Jeffrey Thomas’s dark urban fantasy series Punktown. Here’s what I said, in part.

I’m a huge fan of Miskatonic River Press, and it’s great to hear they have something new in the works. They’ve produced some really terrific Call of Cthulhu products, including New Tales of the Miskatonic Valley, Our Ladies of Sorrow, and their Roman-era adventure The Legacy Of Arrius Lurco…. if Miskatonic River has to end their illustrious publishing career with one book, I’m pleased it’s this one. I think Thomas’s dark-future urban setting will make a terrific locale for a rockin’ CoC campaign.

Well, it was not to be. The years rolled by, and Punktown never surfaced. The illustrious Miskatonic River Press finally closed up shop, and I silently grieved for another Kickstarer destined to never see the light of day.

Or so I thought. And then, just last week, I stumbled across a reference to it. Punktown did in fact exist, in PDF and print-on-demand formats, and it was being offered for sale at both DriveThruRPG and Lulu. It had stealthily been released in 2018 by designers Chronicle City and Miskatonic River Press. Praise Nyarlathotep!

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Vanguard Dream! A Sampling of Bushiroad Media, Part II

Vanguard Dream! A Sampling of Bushiroad Media, Part II

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RAISE A SUILEN

Part I of this 3-part survey was an introductory overview of the Bushiroad titles Cardfight!! Vanguard and BanG Dream!, and a look at how how the band Roselia was a feature of both projects. This time we examine how the newer female rock group RAISE A SUILEN is involved in both as well…

RAISE A SUILEN, the newer of the main girl-groups from the BanG Dream! universe, has a style of heavy keyboard-laden rock similar to Roselia, the band they consider their main rival. They also have some very distinct differences (aside from just being a completely separate band, with their own specific songs, I mean). They are not only newer, but their whole means of coming into existence was substantially different.

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The Mechanics of a Post-Apocalyptic World: Degenesis Rebirth and KatharSys

The Mechanics of a Post-Apocalyptic World: Degenesis Rebirth and KatharSys

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Degenesis Rebirth
Six More Vodka

In early January, I was at my local game shop (Hero’s Emporium) chatting with a clerk. I was there to run a game and was awaiting the players to show up. As gamers do, we talked about all the games we wanted to run, and he brought up Degenesis Rebirth. I scratched my head. “What is this you speak of?” He found an online trailer (and another). I then found their website (now replaced).

You may recall that in late 2019, Black Gate published a couple of articles (encountering it at Gen Con and discussing the setting) about the game they discovered at Gen Con. Those articles dive into the stupendous design and thought of this game by a German company called Six More Vodka. I will simply add that these are some of the most gorgeous RPG books ever created with one of the most interesting and thorough settings, and like E.E. Knight, I have been obsessing over them. Six More Vodka recently relaunched their website dedicated to the game with a ton of short fiction and setting information and — everything in digital format for free. Free. FREE. Did I say, “Free”?

Set in a world centuries after a series of asteroid collisions with Earth, Degenesis Rebirth’s games take place in a post-apocalyptic world. The asteroids carried (or did their destruction and opening up of the Earth allow something to escape?) an extraterrestrial substance — spores, etc. — that infect the land and people, twisting both to unrecognizable and dangerous new things. This infection upon the land and people was rightly called Sepsis. As Europe and Africa recovered and adapted, a number of cultures and societies (called cults) have established or compete for dominance.

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Pathfinder Second Edition and Virtual PaizoCon

Pathfinder Second Edition and Virtual PaizoCon

PathfinderGodsMagicSince GenCon 2019, there have been a number of great resources and supplements coming from Paizo to support their Pathfinder Second Edition roleplaying game. Last November, I covered the first two setting supplements, the Lost Omens Character Guide and Lost Omens World Guide. Players and Gamemasters alike have a slew of options available already, with even more slated to come by the end of the summer.

For those who don’t have time to plan or create adventures from scratch, they have one full Adventure Path, Age of Ashes, released, with the second, Extinction Curse, releasing its final volume in the next month. Each 6-volume Adventure Path for Pathfinder Second Edition takes players from level 1 through level 20, creating a truly epic campaign. Age of Ashes (Paizo, Amazon) involves the heroes discovering the secrets of an abandoned Hellknight fortress and its connection to an ancient evil force. Extinction Curse (Paizo, Amazon) is a circus-themed adventure, where the heroes must save the show while also investigating a plot to unleash an ancient curse, with a volume entitled Siege of the Dinosaurs. The upcoming Agents of Edgewatch (Paizo) is a fantasy cop adventure, as the heroes take on the role of law enforcement officers in and around the city of Absalom.

In addition, Paizo also releases a steady stream of smaller adventure scenarios to support the extensive Pathfinder Society Organized Play organization. Those adventures, available exclusively on PDF through Paizo.com, run about 4 hours per scenario, and players who play through them gain chronicle sheets that determine the amount of XP gained, as well as Fame & Reputation with various in-game factions, and of course gold and treasure. Characters also gain a variety of boons from these chronicle sheets, providing unique in-game benefits based on the previous adventures that they have completed. The structure of Pathfinder Society means that players can take the same character across a series of adventures at local game stores and conventions, and have the feel of being part of a larger adventure campaign.

Of course, that all assumes that game stores are open and conventions are taking place … but Paizo and gamers have stepped up to make sure there are opportunities to play, even in the midst of the dreaded “new normal.”

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Experience an Epic 4X Game with Heroes of Land, Air & Sea

Experience an Epic 4X Game with Heroes of Land, Air & Sea

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Heroes of Land, Air, & Sea (Gamelyn Games, 2018)

I love elegantly designed games, and games with deep replay value. When I fall in love with a board game, it’s usually because it has simple mechanics, backed up with a rich and creative setting.

But mostly, I fall for games with a cool map.

While I was walking the floor at Gen Con 2019, I wandered into a packed booth where they’d set up several sample boards for the new Heroes of Land, Air & Sea game. Competing booths nearby had open areas with loud demo games underway, but the Gamelyn Games crew instead had simply set up a few mid-game boards, then walked away to allow attendees to gawk as long as they wished.

It worked. Readers, I gawked. This is a huge and beautiful 4X game (Explore, Expand, Exploit, Exterminate), with a 3D mapboard, gorgeous terrain, dynamic miniatures, and detailed accessories. It’s precisely the kind of colorful and deliciously intriguing play surface that brings gamers from far and wide just to ask, “What the heck is THIS??” Have a look at the set up below and see what you think.

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Flipping the Game: Uncertain Rolls in Traveller

Flipping the Game: Uncertain Rolls in Traveller

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Traveller5 Core Rules, three volumes, 2019
Marc Miller
Far Future Enterprises

I was running a Traveller game the other night. My brother was playing in it and wanted to camouflage his characters — they had just crash landed their shuttle and fled approaching raiders — to avoid discovery. I asked him to make a roll based on his skills and characteristic. He rolled his two six-sided dice, and he did not hit the targeted number.

Tabletop role playing games — by and large — use dice rolls to add randomness to the success or failure of character actions. The dice are modified by character skills and attributes, environmental conditions, and other factors. From the perspective of the player, the results are often binary: succeed or fail — though some games introduce degrees of success or failure in a number of ways (most famously Dungeons & Dragons critical successes and failures by rolling a 20 or 1 on the twenty-sided die). Of course, many situations in real life have a level of ambiguity or uncertainty to the successor failure of actions.

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Vanguard Dream! A Sampling of Bushiroad Media, Part I

Vanguard Dream! A Sampling of Bushiroad Media, Part I

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For a prime example of just how elaborately interconnected and cross-platform some multimedia projects can become – particularly, in Japan! – you needn’t look any further than the activities of Bushiroad, which is surely one of the most quickly expanding media phenomena out there, both in its home country and internationally.

Best known perhaps as a purveyor of card battle games, for which they regularly hold official tournament events all around the world, they have also made major incursions into the worlds of anime and manga, video games, music and nearly any other medium which might promote their various properties. In particular, the Bushiroad Music division has had an increasingly huge role in their operations; and that will be the main focus of this article as well. Not attempting any kind of a detailed overview, we’ll be looking primarily at two of their best-known franchises: Cardfight!! Vanguard and BanG Dream!

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