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My Favorite Game: Mount and Blade/Warband – Part Two: Playing the Game!

My Favorite Game: Mount and Blade/Warband – Part Two: Playing the Game!

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Okay – hopefully you read Part One of my look at Mount and Blade/Warband. If so, you’ve got an idea of what the game is about and got a taste of the combat portion. Now it’s time to look at the shiny parts of the game: selecting, fighting with and leading your band of warriors to conquer your foes!

 Troop Combat

I LOVE troop combat. Throughout the game, you are building up your band with cavalry, infantry and/or archers. You start out solo and begin recruiting with the first quest. I’m not sure what the maximum band size is, but I’m at 249 in one of my current games (it went way up from just over 100 when I started my own Faction). And I have over 300 more soldiers garrisoned in cities and castles I control, some of which I can draw upon to change the makeup of my band.

On the map, you can choose whether to encounter other units or try to avoid them (they may chase you down, though). If they are hostile, you can choose to fight, pay them off or surrender. Usually, you’re looking for trouble and you fight.

At game start, you can choose to allow quitting without saving, or to require saving before quitting. If you decide on the latter, if something bad happens, you’re stuck with it. You can’t just quit and reload: no do-overs. And bad things happen a lot. If you are defeated, you can lose your current band and have to start over. I don’t play hardcore. If you do, pick your fights VERY carefully.

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Modular: Castles & Crusades 7th Printing

Modular: Castles & Crusades 7th Printing

castles crusades 7Troll Lord Games has just hit its funding goal for the 7th edition of Castles & Crusades Player’s Handbook, to be released in June of 2017. What’s Castles & Crusades and why should you want it when you have so many other fantasy games to choose from? Take it away, Troll Lords:

You’ll find with C&C that the game is easy to play, but more importantly is its versatility. You can take your house rules and drop them right on top of the C&C mechanic (the Siege Engine) and keep on playing. You are in control. Take the advantage/disadvantage system from 5E and use it with C&C. There’s nothing stopping you.

What’s even better, because the whole game is driven by attribute checks that have only loose guidelines, the game master chooses what attribute check the player rolls. If they want the wizard to swim better, make the character roll an intelligence check to swim the river. It’s your game. Take it.

How does the Siege Engine Work?

  • You are already familiar with Castles & Crusades.
  • You’ll find the same classes, races, attributes and many of the same monsters as in most other games.
  • To succeed at any action, you need to make an attribute check (unless the CK deems it doesn’t need one)
  • There are two types of attributes: Primary & Secondary
  • Primary attributes have a base chance to succeed of 12 on a d20. Secondary have a base chance to succeed of 18. The CK adds a challenge level based on hit dice and other circumstance. The character adds their attribute bonus and level to their roll.
  • You are playing C&C.

It’s fast, versatile and open. Allowing you to make it as complex or as simple as you desire.

I happen to agree with the advertising copy; Castles & Crusades is one of my very favorite role-playing systems because everything discussed above is quite true.

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Modular: Chaosium Announces New Version of RuneQuest

Modular: Chaosium Announces New Version of RuneQuest

Runequest Quickstart Free RPG Day-small

Chaosium announced last week that a new version of its classic RPG will be released by Christmas 2017.

The new edition of the iconic roleplaying game RuneQuest will be formally known as RuneQuest: Roleplaying in Glorantha, or ‘RQG‘ for short, Chaosium announced today… RQG is built off the chassis of the acclaimed RuneQuest 2nd Edition (1980). This enables RQG to be compatible with RuneQuest Classic, the updated reprints of the RQ2 line which Chaosium recently kickstarted to great success.

“Fans had been referring to the new rules variously as ‘RQ4‘ and ‘RQ7‘”, said Chaosium creative director Jeff Richard, “But our new game is simply not a layer atop the Avalon Hill edition (RQ3) or the Mongoose variants that came after that. Nor is it built from the version Design Mechanism produced under license (RQ6). So, rather than try to give the new edition a number, calling it ‘RQG‘ neatly avoids any confusion…”

The products scheduled for 2017 release are the RuneQuest: Roleplaying in Glorantha core rules, a Gloranthan Bestiary, and a scenarios book featuring adventures by game design legends Steve Perrin (RQ1 & 2), Ken Rolston (RQ3‘s ‘rune czar’, Morrowwind, Elder Scrolls), Chris Klug (DragonQuest II, James Bond 007 RPG) and the ‘grand shaman of gaming’ himself Greg Stafford… The first new RQG product is the RuneQuest Quickstart, which will be available in June for Free RPG Day and at the Chaosium website from July 1, 2017.

The products will not be kickstarted. The Art for the RuneQuest Quickstart is by Andrey Fetisov; old-school gamers will recognize it as an homage to Luise Perrine’s much-loved cover for the classic 2nd edition.

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Modular: Star Trek Adventures is Versed in Multiple Techniques

Modular: Star Trek Adventures is Versed in Multiple Techniques

startrekadventuresThis week marked the -46th anniversary of First Contact Day, the date in 2063 when Zefram Cochrane was the first human to create and engage a warp drive (time travel situations excluded), as depicted in the film Star Trek: First Contact. As such, it seems appropriate to look at the state of affairs with the upcoming Star Trek Adventures roleplaying game, slated for a 2017 release from Modiphius Entertainment.

Modiphius has been playtesting the game since late last year as an open live playtest, using gamers from across the world as guinea pigs to find bugs in their design and crowdsourcing improvement suggestions. In addition to the Alpha set of rules for playtest, the Round 1 included a generic “starter” adventure that all of the playtesters could run through. I discussed my thoughts on this shortly after I playtested it, back in December, playing the group with a mix of Star Trek enthusiasts and their less-enthusiastic spouses, all of whom are relative novices at roleplaying games.

Earlier this year, based on feedback from the first round, Modiphius released a second round of playtest, as well as new adventures focused on the specific ship that you signed up to test for, allowing them to test science/exploration missions vs. combat-oriented missions vs. diplomacy missions, and so on. The new set of rules contained updates to earlier rules, but also a key new gaming system: starships. Once we provided feedback on the Round 2 playtest, playtesters were given access to the character creation system.

So let’s take a moment to dive into Star Trek Adventures …

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Modular: The New Mongoose Traveller #1 — First Impressions

Modular: The New Mongoose Traveller #1 — First Impressions

(Read First Article)
(Read First Article)

Traveller is 40 years old and there’s a new edition!

Jake squeezes between some crates.

Silence.

He exhales. It seems he’s evaded the Imperial black ops team. Now if he could just find his mates in the darkened warehouse. He pushes a little further between the crates. There in the space between the aisles is the alien weapon that started this whole mess.

Jake looks left and right then ghosts into the open. Breathing hard now, he reaches out and picks up the alien artefact. Despite its bulk, it’s surprisingly light and he hefts it higher than he intended.

Lights flash along its stock. It emits a, “Whirrrrrrrrr PING!

Shadowy figures pop up around the dimly-lit warehouse. The air fills with bullets.

One slams into Jake, punches through his chest armour. Almost spent, it still smashes his rib cage.

Everything goes dark…

Yes, this is the new Mongoose Traveller, the latest incarnation of a roleplaying game so influential that the book and TV inspirations listed in its introduction all arguably owe something to early versions of the game.

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What Lies Beyond The Yawning Portal? Some of the Best Adventures in Gaming

What Lies Beyond The Yawning Portal? Some of the Best Adventures in Gaming

Tales From the Yawning Portal-smallNow here’s a splendid idea, long overdue. Next month Wizards of the Coast is releasing an anthology of some of the finest D&D adventures ever created — including Gygax’s masterpiece Against the Giants, and the insidious and infamous Tomb of Horrors — under one cover, all updated for use with the Fifth Edition of the rules. There’s a lot of excitement building for this book, and rightly so… it’s a great way for modern players to experience some of the classic dungeon crawls that transformed early players into life-long gamers a generation ago.

Dread tales told in the dead of night!

When the shadows grow long in Waterdeep and the fireplace in the taproom of the Yawning Portal dims to a deep crimson glow, adventurers from across the Forgotten Realms, and even from other worlds, spin tales and spread rumors of dark dungeons and lost treasures. Some of the yarns overheard by Durnan, the barkeep of the Yawning Portal, are inspired by places and events in far-flung lands from across the D&D multiverse, and these tales have been collected into a single volume.

Within this tome are seven of the most compelling dungeons from the 40+ year history of Dungeons & Dragons. Some are classics that have hosted an untold number of adventurers, while others are some of the most popular adventures ever printed. The seeds of these stories now rest in your hands. D&D’s most storied dungeons are now part of your modern repertoire of adventures. Enjoy, and remember to keep a few spare character sheets handy.

For use with the fifth edition Player’s Handbook, Monster Manual, and Dungeon Master’s Guide, this book provides fans with adventures, magic items and deadly monsters, all of which have been updated to the fifth edition rules. Explore seven deadly dungeons in this adventure supplement for the world’s greatest roleplaying game.

Tales from the Yawning Portal will be released in hardcover on April 4. It includes the following seven adventures.

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7th-9th April is Conpulsion! Edinburgh’s Ultimate Roleplaying and Tabletop Convention!

7th-9th April is Conpulsion! Edinburgh’s Ultimate Roleplaying and Tabletop Convention!

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Scotland’s biggest weekend gaming convention
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I’ll be doing a writing workshop based on my Storyteller Tools

If you’re anywhere near Edinburgh, then don’t miss Conpulsion this Easter!

It’s basically Valhalla for geeks, a temporary Nerdtopia — think Burning Man, but with less sun and more dice.

We’re talking two and a bit days of actual table top gaming in a popup community that you wish would just settle down and start its own township!

It’s Scotland’s biggest weekend gaming convention, and it is a splendid experience. (See reviews for 2014 and 2o15)

There are dozens of roleplaying games squirrelled away in the Gothic venue’s labyrinth, all refereed by experienced GMs. These run morning, afternoon and evening, so it really is possible to roleplay solidly for two days.

There are whole areas devoted to modern board and card games, some of them entirely new, plus various LARP games and panel discussions.

There’s also always wargaming going on, especially X-Wing and Warhammer 40K, but also games you  won’t have heard of, or are yearning to try.

The atmosphere is inclusive and have-a-go, with roleplaying sessions aimed at a range of ages and experiences, and board and wargames hosted by enthusiastic demonstrators.

Overall it’s a really good chance to try out — or at least, watch — the kind of games that look tempting but are a bit too expensive to just buy on the off-chance that they are any good. It’s also the place to pick up copies of games without having to pay shipping —  a refreshingly retro experience in an era when the Internet is usually cheaper.

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Modular: Dungeons That Fight Back: 13th Age: Bestiary and Eyes of the Stone Thief from Pelgrane Press

Modular: Dungeons That Fight Back: 13th Age: Bestiary and Eyes of the Stone Thief from Pelgrane Press

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This past Saturday was the bi-annual Games Plus auction in Mount Prospect, Illinois, an event I celebrate every year (usually by massively blowing my budget in a prolonged bout of auction fever). A lot of folks attend looking for collectible vintage SF & fantasy games, and there’s certainly plenty of those to be had. But the chief reason I go is to find bargains, and especially bargains on new games. Heck, the big reason I sit in an uncomfortable metal chair for seven hours is just to see all the new games that flash by (and to see which ones the crowd goes nuts for). It’s sort of like attending a Paris fashion show for games, a comparison I’ve made previously.

When you’re sitting in the front row and the auctioneer starts fast-talking about a fascinating new game you’ve never seen before, you need to be ready to make a quick assessment. Is it a rare out-of-print title, like that copy of Victory Point Games’ Darkest Night I foolishly let get away for $40? Or are copies still available on Amazon for 20 bucks, like that Star Trek: Five Year Mission from Mayfair Games I agonized over? I kept my smartphone handy, and got pretty adept at fast-thumbing online prices as the auction progressed.

I made out pretty well this year, carting home seven big boxes of games — including plenty that fell into both categories. Some of my most intriguing purchases included Krosmaster Arena (for $20), Z-man Games Tragedy Looper ($10), City of Horror ($12), a shrinkwrapped copy of SoulJar Games’ Torn Amor ($15), and even an unread copy of KenzerCo’s Cattlepunk Chronicles ($5). But when I got home, there was one item I wanted to get my hands on immediately, and I dug through all seven boxes until I found it (nestled at the bottom of the seventh box, naturally): Eyes of the Stone Thief, a massive adventure supplement for the popular 13th Age RPG from Pelgrane Press. Along with it I won a copy of the 13th Age Bestiary, a full color monster compendium for the same system.

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Modular: James Sutter Fields Some Starfinder RPG Questions

Modular: James Sutter Fields Some Starfinder RPG Questions

starfinderPaizo Publishing is a major force in the fantasy gaming industry, having taken the core mechanics of Dungeons & Dragons edition 3.5 and transforming it into the Pathfinder RPG, an impressive stand-alone game system in its own right. Beyond the core tabletop roleplaying game, Pathfinder has also diversified out into the Pathfinder Tales series of novels, the various versions of the Pathfinder Adventure Card Game (including a digital edition), audio dramas, comic books, and ever-expanding other platforms and formats.

But ultimately the Pathfinder game is set in a fantasy adventure world, and retains the feel of the Dungeons & Dragons adventures from which it was derived.

Last fall, Paizo announced a new game system that would take them into the distant future with their Starfinder RPG, and would set a far more distinctive course. This is a game that will take the basic Pathfinder mechanics, but translate them into a far future space opera style of setting.

Last fall at GenCon, I spoke with the Creative Director of Starfinder, long-time Black Gate friend James L. Sutter. In addition to being the author of a couple of great Pathfinder Tales novels, Death’s Heretic and The Redemption Engine, James is also the author of the recent Pathfinder Campaign Setting: The First World, Realm of the Fey (Amazon, Paizo), a supplement that explores a portion of the Pathfinder setting that I have long been hoping would get some additional attention.

Between our GenCon discussion and subsequent information, such as a great GameInformer interview, we got new information about the new classes and races, the backward compatibility with Pathfinder, and some hints about what to expect from starship combat. Everything about this game is looking and sounding great.

Toward the end of January, I ran into James again at the Detroit convention ConFusion, and asked him if I could buy him a beer and riddle him with some additional questions.

He said no.

Instead, he asked if I could e-mail him the questions, because he was heavily booked over the weekend. Below is our exchange, which I hope sheds some some new light on what to expect from the Starfinder RPG, due out from Paizo this August (and available for preorder now).

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Modular: Rethinking the OSR through Modiphius’s Conan – Adventures in an Age Undreamed Of

Modular: Rethinking the OSR through Modiphius’s Conan – Adventures in an Age Undreamed Of

ConanRPGWell, many of you don’t need to be told that Mophidius’s Conan: Adventures in an Age Undreamed Of is out. Well, maybe it’s not quite out: for those of us who require a hard copy, word is it won’t be shipping until sometime in June. But backers and shoppers now have access to PDF copies of the Conan Core Book and a collection of adventures entitled Jeweled Thrones of the Earth.

I became a backer quite late in the game. Indeed, it couldn’t have been much more than a month ago. I’m not sure why I was late. I’m almost certain I looked at the Kickstarter when it was announced but probably initially passed it over because I assumed that so much of the Conan material probably was done “better” (as in open to additional literary inspirations) in the “conventional” rpgs (D&D and its clones) with which most of us already are familiar.

Curiosity is what made me change my mind. Modiphius was offering free “Quick Start” rules in PDF form. I downloaded them and read them all, including the introductory adventure. Contrary to what some others on this site have reported, I was absorbed and excited by the rules set. I didn’t run the adventure because, well, I write my own adventures. And, outside of egotism, the main reason I don’t run other people’s adventures is because I can’t see how most of them can work. At one point in the introductory “To Race the Thunder” adventure, it reads,

With no hope of joining or rescuing the forces inside the fort, the player characters’ only hope is to strike out to the settlements, to warn the settlers, gathering them and helping them across the Thunder River to safety. The banks of the Thunder River are their only hope at this point, else they will all end up as corpses, cooling as their life-blood sinks into the black and hungry earth.

Are you kidding me? If my players are told they can’t possibly get into the fort, you can be certain that that is the one and only thing they obsessively will try. And with me as GM, they very likely will succeed.

And with that observation, I have come to the thesis of this article: rethinking the OSR in light of what I have learned from reading the new Conan RPG. The OSR, as many of us need not be told, stands for Old-School Renaissance (or Revival, or Roleplaying). And I am fascinated and excited by it. For the few of us who don’t know already, broadly speaking the OSR names a movement in the tabletop rpg industry that is regressive, perhaps nostalgic, a return to iterations of D&D that were popular before the third edition (or d20 system) of the rules. This return was facilitated by “retroclones” made legal under the Open Game License. Examples of retroclones are Swords & Wizardry, Castles & Crusades, Dungeon Crawl Classics and a host of others that might be impossible to enumerate. And to add to this OSR, players no longer need “return” to revised versions of the old rules but can purchase the actual old rules outright from Wizards of the Coast, because the latest owner of the D&D property now has released virtually its entire back stock in PDF and print form.

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