Apr 222015
 

cthulhu_warsProbably the most anticipated game I’ve backed in Kickstarter, Cthulhu Wars was going to be a massive hit or a huge flop. In this game, you, the player, take the role of one of four faction of Great Ones who are battling to conquer our planet and turn it into your realm. You’ll have to manage you cultists, summon your creatures, fight for the control of lands… And have fun. Lots of fun.

The delays and problems with the production filled me with dread for months on end and at some points I even wondered if we’d be able to see the game produced.

The thing is that, being a game designed by Sandy Petersen, it was a risk I had to take. Also, the little I know Sandy, merely some interactions in Facebook, a quick hello at Spiel 2014 and references from people who know him better than I do, did reassure me that he’s not the sort of running with the money or give up because things are hard.

Quite the opposite, after all the problems, Petersen Games have gone out of their way to make sure people get the game as soon as they were able to make it happen and also had the foresight to delay things when needed because they weren’t happy with the quality of the products they were getting prior to release.

In any event, the game is now here and I’ve managed to play it a few times. And I want to manage to play it a lot of times again. Lots, and lots of times.

In this quick review podcast tell you why. Hope you enjoy the show!

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Apr 092015
 

aasimarBy Endzeitgeist

This installment of the advanced races-series clocks in at 20 pages, 1 page front cover, 1 page editorial/ToC, 1 page advertisement and 1 page SRD, leaving us with 16 pages of content, so let’s take a look, shall we?

We kick of this pdf, as always, with first a general look on the race of the aasimar as a setting-agnostic race before receiving excessive notes on how the work in the context of the Midgard campaign setting. Both do have something in favor for them – the first in that it treats aasimar less like humans with a tendency for goodness and more like nephilim – including more pronounced escalation, the latter for providing a spotlight on the different regions, including Shuppurak, where aasimar roam the streets – still one of the cooler concepts in Midgard in my book.

So after this fluffy introduction, we receive 6 new alternate racial traits for aasimar – these include exchanging one resistance for fire resistance 5, turning gaseous form for 3 rounds for every 5 character levels (with a missing italicization that extends to all traits of that style), blindsense 10 ft. or other spell-like abilities – searing light and 1/day dispel magic, to be precise. Now both gaseous form and dispel magic are somewhat iffy in my book – while not per se broken, do feature one unpleasant issue, namely that they provide very early counter-measures that usually are relegated to slightly higher levels. Nit-picky? Well, perhaps, but only for as long until you realize what you can do with gaseous form and that it can’t be counterspelled in this instance. There is also an Eagle’s Splendor version that deserves special mention – while also suffering from the flawed italicization, it does have a unique representation in a light-emitting, rather unsubtle halo upon activation – pretty cool imagery!

We also receive 6 new traits, 5 of them racial (though they do not note this) and one social – One is particularly…well, let’s not say overpowered, but rather circumstantially very strong: Blood Moon Born gives you a free Maximize Spell 1/night when under moonlight of a full moon. This would be what I’d call the “controlled lycanthrope conundrum” – lycanthropy is damn cool, but as soon as you can control it and there’s no risk, you’ll try to match the power-boost with your adventuring; This is something similar – while situational, it is very powerful. I think a less prohibited restriction and a less significant power boost would have made this a better trait. Child of the Living God is also too strong – +2 to intimidate, intimidate is always a class skill AND a +3 (wonky; usually +2 or +1)-bonus (untyped, as all of these bonuses – that should be trait bonuses) against creatures with divine, profane or channeling abilities. +3 to what? Atk? Saves? Intimidate? In the latter case, does it stack? No idea what this trait is supposed to do, needs a revision. (And no, didn’t mention all types of wonky wording in these…)

We also receive 4 mythic traits – here, the wording, alas, is not better – while one can *glean* what the author means by “All animals and magical beasts with an Intelligence of 1-3 are automatically moved one level of attitude in your favor”, this is NOT how starting attitude wording works. The Mythic Calm trait is also odd in that it allows the removal of the cowered condition as well as the frightened condition, but does nothing against panic or being shaken – the trait ignores negative condition hierarchy – an oversight? I don’t know. Mythic Mark falls completely off the rails in an almost tragicomical way – the trait allows you to generate a mark similar to a arcane mark, visible only to mythic creatures. This mark supposedly creates unease. The trait features this sentence: ”

All non-mythic enemies within 30 feet of your sigil are uneasy, whether they can perceive the mark or not, and their DCs on rolls to resist fear and Intimidate effects are increased by 2.”

Now I *know* what this ability *means* to do, but – read that carefully – as written, it would mean the creatures become more susceptible to fear AND harder to demoralize. This shows a basic ignorance of how demoralize works and makes it possible to completely invert the intention of the trait, creating confusion in spades. Urgh. Sensing mythic power is a cool idea as well, but one deviating significantly from how all comparable detection mechanics work – immediate awareness does not for a concise rules-aesthetic make here.

We also receive 4 new feats – and it’s a bit like a completely different author has written them – the overthrow-feat, for example, lets you use reach weapons to ground flying adversaries and does so with pretty concise mechanics – the mentioning of “stunning damage”, which does not exist, being the one issue in this one. I’d usually complain about the follow-up feat, which allows you to do that with thrown and projectile weapons, but the significant feat investment makes it somewhat work. There also are feats to increase your celestial resistances (BORING) that manage to not adhere to the same wording – while not wrong or problematic (and thus not subject to decreased rating), they are somewhat inconsistent – we once have an “increase by…” and once a “increase to” – yes, nitpicky, but that sort of thing does potentially create confusion.

We also receive no less than 8 mythic feats – granting DR is pretty solid, though one feat that specifically protects versus smite may be too circumstantial for many classes (unless the DM is even more smite happy than I am); Others….well, may overshoot their target goal; for example the very unfocused Angelic Scion: This feat (with moderate prereqs) grants you immunity to non-mythic poison and petrification, alter self at will, truespeech AND two slam attacks (no idea if primary or secondary, whether they follow the rules for natural weapons or not since they have a caveat “2 per round”…) and if you hit with both, the sucker on the receiving end has to save versus fort DC 25 or be stunned for 1d6 rounds. STUNNED. Yeah, I get the whole angel theme – still, that’s too much for a feat, has nigh no bearing on mythic tier/power, rules-wise, and is just all over the place. This needs to be broken down into multiple feats. Smite cleave, permanent amphibious template etc. may be strong and arguably, not very elegant, but can be defended. Beyond formatting issues, though, doubling your “first” (whatever *that* is supposed to mean…First attack? Smite’s damage bonus?) damage bonus (later triple and quadruple!) when smiting evil creatures. Ehem. I’m sorry, but has the author EVER seen what even a moderately competent smite can do? Even without an optimized build? If one class feature needed no upgrade to damage potential, it was friggin’ smite. +40, +60 and +80 to damage per attack via ONE feat. Not even gonna get near my mythic-adapted modules. Unfortunately, the other feats aren’t particularly inspired either, leaving me with not much nice to say.

Onwards to the archetypes, the first of which would be wis- instead of cha-using Celestial Rhymer. This bard casts divine spells and receives paladin spells as well and at later levels, they can spontaneously convert spells into healing spells, also receiving a domain at second level and even channel energy at 5th (though at least at level -4). Dirge of Doom is also modified – the archetype pays for that with versatile performance, well-versed and lore master. Yes. You heard right. I’m sorry, for I love the concept, but imagine me going full-blown Plinkett here and uttering “What were they thinking?” – so you remove any casting restrictions, add a bunch of spells from one of the strongest spell-lists (and take the spells, if they exist on multiple lists, on the lowest level), add channel and all the nasty tricks and spontaneous healing conversion as well as domains for THAT? Yes, the abilities taken away are neat…but they nowhere near justify this power gain. Plus: Wording issues. No, not gonna list ‘em all. The Celestial Summoner also uses wis and once again, casts divine spells – seen that before in Will McCardell’s Celestial Commander, a powerful archetype one of my players uses, btw., so what does this one do? They may summon forth special celestials (with precise creature depending on HD) in a silent 1-minute prayer, with dismissal being possible as a standard action. These celestials adhere to pretty conservative healing rules and only one may be present at a given time – essentially, celestials as replacements for eidolons. While the ability is pretty complex, it gets rather close to working properly. It doesn’t fully reach that level, though. Celestial Summoners may only know, as mentioned x+wis-mod names of celestials to summon this way, with increased HD increasing the options available. So far, so nice – but do the numbers of true names known stack or do they simply increase by +1 when the celestial summoner increases in levels? Celestials are also vulnerable to “profane” spells and receive double damage from them. Issue here: There is no [profane] descriptor, not even profane damage, only profane bonuses. Unholy Blight, for example, deals untyped damage and channel energy deals negative energy damage. hence, this drawback needs complete rewiring. I haven’t even gone into some of the other issues here. At 18th level, 2 of these celestials can be in effect at a given time.

At higher levels, celestial summoners may sacrifice hit points to heal their summoned celestial allies and draw upon them to heal herself a limited amount of times per day. Here, a technicality is an issue – the wording implies that the hit points transferred heal the creature/summoner, when they should instead negate a likewise amount of damage. Why is this important? Because if damage kills the creature, it is sent back to its plane and can no longer benefit from the healing effect. A formality, yes, but an important one. The class also receives the benefits of partial apotheosis -which generally sounds like a solid choice – however, the “summoner’s racial energy resistances increase by +10″ – what if the archetype doesn’t have any due to not being an aasimar? There is nothing preventing non-aasimar from taking this archetype, so what about these guys? This is relevant due to multiple abilities using this mechanic and wording type. As a capstone, the celestial summoner may conjure forth one of the most powerful good outsiders – solars, animal lords, star archons – pretty awesome. Conceptually, a cool archetype, but one that does have some significant streamlining to do.

The purifier inquisitor archetype receives a 3/day scorching ray and a second domain for solo tactics and teamwork feat. They also receive a divine-energy only flame strike are and may summon a very limited array of celestials as a standard action. A pretty disjointed and boring archetype in y book – nothing special or interesting here. We also get two new subdomains, the angel (deva) and radiance subdomains, both of which are pretty solid.

Next up would be 14 new spells, most of which with mythic alternate versions and augment options. These allow you to polymorph into angelic beings, conjure forth magnificent mansion-like fortresses, receive a celestial herald to carry your message (or objects!), receive a bardic atonement (nice, though the DC 25 DC perform check at the end is ridiculous – any bard capable of executing 6th level spells should NOT have to roll to succeed at that skill check!), forced conversions for inquisitors…per se nice. Where things turn baffling would be with Hammer of Righteousness -this is essentially a copy of holy smite, which instead of good, uses lawful as the type. Know what’s funny? Order’s Wrath already does exactly that. Instead of causing daze, this one causes FRIGGIN’ PARALYSIS – no duration!!! BAFFLING.

A) Paralysis is one of the most powerful conditions in PFRPG – it needs a duration. B) There already *is* a 4th level spell called order’s wrath that does just the same thing, but *with* a balanced condition. This spell is condition-escalation, more sloppy than its base variant and generally should not exist. Kill it with fire. Speaking of yet another blatant and unnecessary escalation of power with worse wording than its original: Imbue with Divine Power – not only spellsharing, now also available for palas, druids and rangers (there is a reason this was cle/orc-exclusive, you know…) and it allows you to share channel energy as well – same spell-level, btw. Oh, and channel energy can only be used to “turn or rebuke undead” – which does require a FEAT in PFRPG. Baffling in its ignorance of basic spell-balancing with a CORE (!!!) spell (same level, MOAR power) and pretty basic rules-concepts.

A better goodberry that allows for condition rerolls may not be inspired, but is solid when compared to the rest. A mythic variant of the mount-spell is nice in general concept, but wholly geared towards aasimar, which it shouldn’t be – mythic power or no mythic power, no vile wizard should be able to augment a such a spell to generate a half-celestial mount… Summons with an angel theme and a bardic spell that nets a +2 sacred bonus to perform checks may be okay, but also boring.

There also are new magic items, all of them mythic – from powerful shields to urns that can store mythic power, the items here are solid and nice even, especially when compared to the rest of the pdf. One significant word of warning, though: I’d *STRONGLY* advise any Dm to be very, very careful when allowing mythic power-storing urns in the game and closely monitor their availability – let your PCs craft these things and all comes crashing down at high levels. Not perfect, but far away from the issues of the majority of the crunch herein. Now on the very much damn cool side would be the final 4 transcendent artifacts – these legendary items can bestow mythic power on their non-mythic wielders and are all intelligent. As artifacts, I won’t hold their vast power and game-changer-level effects against them – after all, that’s their clear intent. Now on a nitpicky side, how the interaction between the granted mythic tiers and existing ones of potentially different paths is handled is never explained and the item-type could use some more concise definitions in how their abilities interact with fringe-cases, but at this point, I’m beyond complaining about such minor issues.

Conclusion:

Editing and formatting is okay – there are various italicization glitches and on a rules-language level, the pdf falls on its face pretty hard. Layout adheres to Kobold Press’ 2-column full color standard and the pdf does come fully bookmarked for your convenience. Artwork is a combination of re-used artwork, neat glyphs and the cover of KP’s awesome planar book.

What has happened here? I’ve read a bunch of pdfs by author Adam Roy and while he is not the most precise of authors out there regarding rules-language, I can’t really fathom what has happened here. The fluff and ideas herein are, as almost always in his writing, top-notch and inspiring and there are some true conceptual gems in here. I *do* enjoy the idea of making the larger-than-life nature of aasimar tied close to mythic rules and the focus on a more extreme aasimar-kind akin to myth’s nephilim is pretty awesome and I do like the concepts of the items…

Damn, I can’t find much more positive to say. The crunch herein is a total cluster-f***. Imprecise bonuses, wording issues, blatant power-escalation among spells, cloned spells sold as something new and archetypes and don’t get me started on the feats. If I didn’t know any better, I’d assume that this was the work of a total rookie. The fluff and often, the concepts herein – these are *awesome*, but balance is nowhere to be found herein and the crunch more often than not feels phoned in, like it cannot live up to the evocative concepts promised by the fluff…or like it did rule of cool everything. Don’t get me wrong – I’m all for breaking the rules if it does add something to the game, but what is added should better be up to snuff. This is not. It should be noted for everyone NOT using mythic rules, that all components that do not suffer from massive issues are mythic. The sudden focus on the mythic rules, while thematically fitting, feel a bit awkward and may result in unsatisfied customers who assumed they’d get more non-mythic oomph, so caveat emptor.

Were it not for the items and the glorious fluff, I’d bash this down to 1 star, comme un beau homme sans merci. It is explicitly and only due to the great fluff and damn awesome concepts and cool item-ideas, I will instead settle on a final verdict of 15 stars, BARELY rounded up to 2 stars.

Endzeitgeist out.

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Apr 072015
 

101_Swamp_Spells By Endzeitgeist

101 Swamp Spell clocks in at a massive 44 ages, 1 page front cover, 1 page editorial, 1 page SRD, 2 pages of advertisement, leaving us with 39 pages of content, so let’s take a look, shall we?

Unlike most spells, these are tied to the very environment – a rules-decision I like. After all, fiction brims with monsters and casters drawing strength from their domain (and yes, that happens to be one of the rules-concepts I pretty much love in D&D 5th edition), so seeing spells like this added makes for a good thing in my book. The pdf sports the swamp patron-spell list and spell-lists for ALL casting classes. So, essentially – these spells are potent, but when executed in a swamp (a term defined e.g. by virtue of ranger’s favored terrain et al., rendering the concept not alien to PFRPG’s rules and thus safe from my nitpickery), their potency increases beyond the otherwise existing combo-potential.

Okay, I can babble on for all eternity, but you’re interested in what I actually mean by that, aren’t you? well, let’s take a look at Acid and Poison, an 8th level spell that lets you target an object or point in space – said object thereafter becomes the origin of an emanation that transforms environmental liquids into acid that also poisons targets. Now if you’re familiar with making spells, this will render ALL alarm-bells a-ringin': First, we have a complex area of effect, since it does provide the option for movement of the emanation origin. Well, the wording covers that. Secondly, the save-sequence versus acid/poison is less linear than one would expect. Once again, the pdf manages to handle that. Thirdly, the spell relies on environmental liquids – a term that is open to wide interpretation…until the concise, well-written definition gets rid of all ambiguity. Additional swamp effect? Ruin and affect magical and attended liquids on a successful caster-level check. And there I was looking forward to tearing the spell apart…

Kidding aside, this is pretty impressive, since it takes just about all variables of a spell and does something unique and interesting with them, elevating this spell far above the default “yet another damage-spells” crops. This spell also renders one sample of the aforementioned terrain-based enhancements these spells receive. Other spells utilize a slight escalation of the potency of their effects, while others are indeed, completely dependent on the terrain – flying through foggy air saturated with high degrees of ambient moisture only works for as far as there’s enough of that around – upon leaving such a swampy area, it’s literally all downhill for the airswim spell – love btw. the imagery the name alone evokes. This, however, is NOT where this pdf is content to stop – Kin of the Moor deserves, nay, needs to acknowledged for its interesting mechanics. A ritual in anything but name, it requires the recipients to provide hair as a fetish for a specific bonding to a vast area. Now the most intriguing part of this base spell would be that the text actually renders a highly complex mechanic for area of effect extension possible, allowing for the slow, but gradual extension of one’s domain. All creatures thus bound not only see a significant increase in potency (and yes, this increases proper wording that manages to capture numerical escalation beyond the bonds of usual level-caps) while in their chosen terrain, they also can be returned from the dead much easier.This is NOT where the spell’s appeal ends, though.

Let me confess something. I’m pretty much bored with many types of vanilla spellcasting. I’ve simply read too many default deal xyz/conjure forth bla-spells to be impressed by them anymore. I shrug, move on and hope for some glimmer of the new. Now, aforementioned spell serves as the basis for other spells, allowing you to teleport established kin to your side via another spell. This may sound pretty bland, but one look at the level and the entwined mechanic unveils this as a) actually pretty innovative and b) interesting also regarding the inherent logic of conflict-resolution in a magical world. I am dead serious when I’m saying that a couple of brief reflections made me come up with pretty interesting stalemate situations and adventure-seeds. And these days, not too many spells or themes evoke that from me.

Speaking of interesting synergy and terrain control – if you read a spell-title like chill fog, you pretty much expect a bland numerical damage, perhaps some obscuring mist/fog cloud-duplicate, but, at least I, did NOT expect the supercooled fog to quickly escalate its damage potential, potentially even duplicating full-blown the effects of encase in ice. More straight-forward, yes, but even if you refrain from utilizing this spell in its regular way, the base mechanics can make one glorious hazard – just think about it: The PCs open portal X, crash cooling tube of super-golem Y and suddenly, they have to flee the dungeon from the spreading, deadly cold – and taking too long to clear the doors and debris will see them slowly freeze, the escalation providing ample hints at the unpleasant fate to come. Yes, I may like this a bit – why? Because it COULD be bland. It could be boring. It could be reductive and simple. It’s nothing of these, instead electing to be evocative, uncommon and inspiring.

Now the terrain-control spells via control fog and e.g. control bog remain in no way behind these interesting options in the rather versatile and interesting benefits they put at the behest of their casters. Yes, not all spells reach this level of coolness (pardon the pun) – summoning nightmares 8and later, cauchemars) would be thematically fitting, but also pretty bland. However, what about the protection from swamps-spell? It sounds like everything I HATE about environmental spells – I mean, what good is a cool locale if the PCs can easily negate all effects? Well, this one instead makes hiding in swamps easier as well as providing bonuses versus poisons and diseases. Bonuses, not immunities, mind you. While a humble spell, it once again could have run afoul of quite a few bad design-choices and instead opted for a story-enabler: It doesn’t negate the threats of swamps, it tips the scales in the PC’s favor. And it’s better hiding component can be used by a good Dm to send an experienced group into swamps beyond their capacity. “Yeah, you only have to save the townsfolk from the swamp’s inbred cannibal – be sure to not run into the black dragon while crossing his terrain…”

Hey, remember those nifty shock lizards? Those cute buggers with the arcing electricity that got TPK-level nasty in groups? Well, what about spells that make you and your allies shockingly good team-members, providing essentially a teamwork-spell? Yeah, neat! There would also be a spell that is very powerful called Spirit Naga Soul. This allows the caster to cast cleric spells of 3rd level or lower at the cost of a reduction of 6th level spells…and very exotic material components. Now this spell could be considered very powerful and indeed, thankfully, the pdf acknowledges this. So what it does to balance this is the requirement for nasty and costly material components. Is this spell for every group? No. But instead of leaving the DM in the dark about its potency, it instead finds a way to balance this and thus puts control firmly in DM hands. What about a spell that lodges a stirge-proboscis in the target, draining blood and potentially attracting living stirges in swamps…Yeah, these spells take quite a lot work off the hands of a DM seeking to portray a concise environments – where usually, one would have to remember the like or create synergy-effects on the fly, these spells increase the immersion by helping the DM with generating the illusion of a concise terrain and spell/world-interaction. Yes, the spells may at times be variants of already existing options – but they are NOT boring. They are not bland. They are superior, more concise and creative iterations. They are, essentially, closer to my own ideal of how magic ought to be.

Conclusion:

Editing and formatting are top-notch, I noticed no significant glitches. Layout adheres to a greenish variant of Rite Publishing’s two-column full-color standard. Artwork ranges from mind-boggling original to thematically-fitting stock-art and the pdf comes fully bookmarked with nested bookmarks for your convenience.

I did not expect to like this book one bit. It has ALL the strikes going against it. Yet another spell-book? Yawn. First time author? Urgh. Terrain-centric spell-book? Noes. I mean, think about 3.X terrain-books – cool hazards, cool effects, challenging ideas – and a bunch of classes and spells to negate all of that coolness. Not fun. Plus, I’ve read more than 4K spells for Pathfinder alone. On the plus-side, the book had Rite Publishing (with a nigh unparalleled track-record of decidedly non-boring, original and most of the time, superb pdfs) as a publisher. And I happen to be aware that author David Paul has academic teaching experience. Why is that good? Because academic writing (or software coding) isn’t that different from writing good crunch – you have a very specific set of rules-language, a syntax and semantics you have to work with, while at the same time being required to create new and innovative results without violating said parameters. And if the parameters hit their borders, expand them in a way that fits as seamlessly as possible within the frame of the presentation of the established rules-set.

I haven’t seen such a good spellbook from a novice-designer in ages. I am not engaging in hyperbole when I’m saying that I consider the spells herein innovative and inspiring. I am also not exaggerating when I’m saying that I was rather impressed by the willingness to tackle difficult concepts and putting them into a tight, fitting rules-language without compromising the vision behind these spells. This pdf was inspiring to read to an extent I very, very rarely encounter with spell-themed books. Better yet, this pdf’s crunch is not only inspiring, it displays the required mastery of craftsmanship to back up the artfully depicted effects of these astonishing spells.

To my complete surprise, this pdf’s pages blew too fast by while I was reading the pages and actually left me craving more such supplements for other terrain types. David, if you’re reading this, please keep writing. I really want to see where you can take your designs -we need more pdf like this that make spells interesting again. Final verdict? 5 stars + seal of approval.

Endzeitgeist out.

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Apr 072015
 

Historical-Games-Factory[1]Polish company Historical Games Factory has a great purpose, to create historically accurate games that reflect the theme. Lots of games try that but it’s a rather difficult thing to achieve and you need to know your history very well.

With Sigismundus Augustus they did a great job and created a really deep and complex game and continued with First to Fight (review coming soon!) and the way they increased their production quality between the games is staggering. Enough to make anyone realise how serious and how good these guys are.

With Ark of Animals they cater to the younger gamers with a memory game that will also have adults very entertained (specially adults with bad memory like me!

But there is more to the company and I got together with Piotr Żuchowski to ask him about the company’s comings and goings.

And where they are going is a great future they have ahead!

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Apr 052015
 

PSIMCG028_500[1]Apologies for the problem at the start of the podcast. Using new software and still getting used to it, didn’t hear the problem until it was too late.

Recently a massive outrage exploded onto the Internet on the back, of Bruce Cordel’s game The Strange and a recursion within the game, the Thunder Plains, that depicts the culture of Native American people.

A petition was started that demanded the immediate removal of the Thunder Plains from the book and that Monte Cook Games never publish anything similar in the future again. Of course the person who created the petition also demanded an apology.

I know Bruce Cordell, Monte Cook and Shannah Germain, three people involved in the company and the game in question, and I know for a fact they are as far from being racists as anyone can get. They have moved into inclusivity and made efforts to be socially aware that most companies should learn from. So what went wrong?

In this podcast episode we discuss the issue of bringing minorities and other cultures into your games and how to approach it to make sure the chances of problems is minimised and you do the right thing from the very beginning.

A thorny subject, but one that has to be spoken about.

Hope you enjoy the show.

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Apr 042015
 

Shadow_of_the_demon_lordShadow of the Demon Lord is a game that I have been looking forward to for many months. Robert Schwalb is a talented designer like few others and anything that comes out of his inkwell is worth paying good attention to.

This Kickstarter has funded has funded a game that is breaking with a lot of the traditions of Role Playing Games and offers a new system, both mechanically and in its ethos, to shake up the way we look at games and how they are played.

Everything, from the setting to the character sheet, has been designed with the aim of offering a very quick but intense gameplay that moves as fast as you need to.

Of course, this was also the perfect excuse for me to have Robert in the podcast – something I’ve been looking forward to for a long, long time – and ask him a few questions about the game.

Believe me, you will be gutted if you miss this one!

Other material we discuss during the interview:

A Song of Ice and Fire RPG

Death Mark: A Dark Sun Novel (Dark Sun, Abyssal Plague)

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