Matt Speaks Role-playing 3 The Role of Character part 2

 Articles about better playing, D&D, Featured, Pathfinder, Savage Worlds, Shadowrun  Comments Off on Matt Speaks Role-playing 3 The Role of Character part 2
Dec 112014
 

In this episode back up a little bit and shares his thoughts on how attributes can play into the personality of your character.  I introduce a character in this episode that is going to become a staple for us in this series.  So I hope that you will join me for character creation from the ground up.

 

 

Next week we will move into races.

Dec 042014
 

In this episode Matt covers the agenda that will hopefully bring us into the new year.  That agenda will include developing the role of character in at least five parts. ability scores, race, class, alignment, and personality.  it doesn’t matter what role-playing game you play there will be something in these videos for you.

 

I know this session wasn’t super exciting but thanks for watching.

Monster Hunters Review from Avalon Games

 Avalon Games, Avalon Games, Featured  Comments Off on Monster Hunters Review from Avalon Games
Oct 192014
 

Monster Hunters is set in the Edwardian Europe, where the idea is Gothic horror. Werewolves, vampires and other strange beasts run rampant in this setting. This unique setting mixes the traditional fantasy setting with one that is quite a bit more technological than you might be accustomed to. Monster hunters focuses heavily on new classes and their origins, but it also introduces new rules like modern weapons.

The Book doesn’t waste any time and dives right into the origin stories. There are 8 and each focuses on the following on helping the player round out the character. The origins can easily help the player define his motivation, how they learned about the monsters, and why you hunt the things you do. I chose to make a character using the Romani origin story because it reminded me of the gypsies in several b&w horror movies.

The 10 classes are basically reflections of the core classes that have been customized to fit this particular game world. For example the hunter closely resembles a Ranger. This class grants class abilities like favored enemy, favored terrain, and Hunter’s Tricks. Which is what I think is a cool ability that is a Hunter’s trick. Once per day the hunter can, when reduced t 0 hp, take a five foot step instead and be staggered until his next round. It could be a very beneficial ability.

All of the skills and feats offered in this book help further the characters development within this Edwardian horror setting. Since that time frame for this is 1911 it includes skills like drive, collect evidence, and jury rig. All of which can prove to be very advantageous in this setting.

It’s also worth mentioning the inclusion of a modern day currency system that reflects 1911. The system includes a conversion for gold. The flavor created by this is a much better reflection for purchasing aeroplanes or Harley’s. Not to mention some of the more interesting equipment like the Luger, and telescoping sights.

The most detailed or critical section of the book is the mechanics covering modern firearms. Avalon Games spent a lot of time explaining the nuances the new weapons bring. Some of these are rate of fire, strikes are made against touch AC. But my favorite is called shot by location. They cover both the advantages and disadvantages of targeting just about any portion of the body imaginable. For example if I target a large part of the body, like the torso, I suffer a minus two penalty, while shooting something smaller target grants a larger penalty. If you hit there are three possible outcomes,called shot, critical called shot, and debilitating called shot they cause anything from inconveniences to permanent damage. I feel you should know that these optional rules teeter on 50 pts of damage being done in order for the more sever effects to occur.

I have found this to be a good read, it offers a unique break from your normal fantasy game. The rules are well written for a setting that has become a classic genre in literature. If you are creative this is a great book that you can easily adapt for your own projects.

 

Monster Hunters is available at Avalon Games and DriveThuRpg. It is part of the Pathfinder Drivethru sale that ends tomorrow October 20th 2014.

Flip Through Advanced Class Guide for Pathfinder

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Oct 092014
 

Matt Looks at the Advanced Class Guide for Pathfinder .  It features 10 new classes.   Many of these are mergers that are basically “templated” multi-classes  that are ready for the players to move on without wasting time on too many decisions.  my favorite two are the Bloodrager and the Investigator.  The Bloodrager barbarism with sorcery, while the investigator mixes alchemy with a rogue.  the book also introduces new archetypes, prestige classes, feats, spells, equipment and a chapter on designing your own classes.

 

 

I will be writing a full review in the seven to fourteen  days.

Doctor Who in the Review

 Cubicle 7, Doctor Who, Featured  Comments Off on Doctor Who in the Review
Oct 022014
 

DwhoI have managed to read all of the rules and play two quick games of Doctor Who Adventures in Time and Space. I haven’t rolled up a character yet, but I’m ready to write my review of the game. I picked up the rules at Origins and I’m glad I did.

The limited edition book is filled with great art. There are several to page pieces that often take your breath away. It is about 250 pages that is filled with background info and mechanics. I would say the the book is balanced for player and GM.  For a stand a lone core book I would say Cubicle 7 did an excellent job compiling everything into a tight space.   This book is not the Tardis – it’s not bigger on the inside.

While I haven’t made a character yet the process looks fairly simple. It’s point based with no random element. Characters have six attributes and 12 skills. Traits to help define the character that are both good and bad. Until I do more with it that’s all I can say.

The Rpg has done a very good job of following the spirit of the television show. It tells a story that often involves conflict but that doesn’t require the hack and slash of other RPG’s. That doesn’t mean that you won’t get into a fist fight; just that the game emphasizes brains over brawn.

 

Continue reading »

Valiant RPG Rules Review

 Catalyst Game Labs, Featured, RPG's, Valiant  Comments Off on Valiant RPG Rules Review
Sep 182014
 

The Full book is about 200 pages. Nearly two thirds of the book is about the Valiant universe, its characters and some adventures. That means the meat of the rules are contained in about fifty pages. This sets the stage for a rich setting, great roleplaying and light rules.

I’m a big fan of this book. The art alone makes it worth the purchase. You find great valiant art on nearly every page. If you’re new to the valiant universe, like me, You will find this book to be a tome of vast knowledge. It was way too easy for me to become immersed in the fluff – not something I normally do.

I have already reviewed the QSR, but if you haven’t read that here is what I think you should know. Valiant is a storytelling game. The players each take turns narrating a chapter. They must combine their efforts to play through the challenges while attempting to overcome the obstacles thrown at you from by the lead narrator (ln) – who is also playing a character.

As you might expect you will face challenges that will require you to pass a test or two along the way. In order to make such a check you roll a d12 plus the appropriate stat die vs d20 plus some modifiers. The higher number wins. Luck is the wild card and it always remains a static number. When the die roll plus the static number match luck it’s a crit!. The other cool part about this is that the stats are represented by dice.

Which brings us to character creation. It is a pretty fast and smooth process, I made my first character in 20 minutes and my second in about 15. Creation uses nine steps one of which is assigning power dice and picking powers. This system is fast and easy. It’s so easy I think Valiant could be a great gateway game for a college dorm.

I have played a few time now and I find that the system flows smoothly, with very few hiccups. I was really surprised at that the narration works. It seems that there is never a dull moment in this universe, largely because each narrator is trying to out do the other. With all that said, I’m concerned for theValiant RPG – it might just be too much fun.

 

You can find a copy at DriveThruRPG or visit Catalyst to learn more

Words with Ben Loomes of Syrinscape Sound at Gen con 2014

 Board Games, Featured, Gen Con 2014, RPG's  Comments Off on Words with Ben Loomes of Syrinscape Sound at Gen con 2014
Aug 232014
 

Matt had the  chance to speak Ben Loomes from Syrenscape.  Ben is the creator of this unique piece of audio software that will liven every game table.

 

 

Ben has a great plan for this product, that I believe, will ensure it is around for a long time.

Flip Through the Alchemy Manual from Paizo

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Aug 212014
 

Matt Flips Through the Alchemy Manual for Pathfinder while sharing what he sees as promising. This book includes archery and Alchemy, oozes, poisons, and more.

 

 

You can learn more at Paizo.  Until next week game well.

Flip Through Inner Sea Gods

 Featured, Flip Through, Paizo Publishing, Pathfinder  Comments Off on Flip Through Inner Sea Gods
Aug 182014
 

In this Flip Through Matt takes a good hard look at the Inner Sea Gods for Pathfinder.  Matt spends some time chatting about this books application as well as its contents.

 

 

This could very well my favorite Pathfinder book.

Numenera: Technnology Compendium

 Gaming News  Comments Off on Numenera: Technnology Compendium
Aug 102014
 

Numenera: Technnology Compendium

$39.99 SRP

 

The namesake of the entire game line, the “numenera” are artifacts, oddities, and little bits of almost magic-like technology left to the Ninth World by a billion years of previous civilizations. Now the Ninth World’s foremost expert, the redoubtable (though perhaps not entirely sane) Sir Arthour, brings nearly 1,000 new items to the Numenera gaming table!

 

The Technology Compendium contains 400 new cyphers, 225 new artifacts, and 300 new oddities. For the players, it introduces a new race: the artificial intelligence. And it includes extensive GM advice on integrating incredibly advanced technologies into your game.