Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Saturday, January 25, 2014

Greyed Out Productions Dice Bags

Looking for some cool, handmade dicebags to move your dice from place to place? Look no further than +Michael Althauser and Greyed Out Productions. You can order through their Etsy store, or contact Michael for custom orders. Michael sent a couple of his bags to me to review, and I have to say that I am impressed.

First, some pictures of the bags...






The bags that I received were the Dungeon Map Bag and the Dwarven Anvil Mini Bag. Both bags are made of good quality fabric. The Dungeon Map Bag was lined with suede, while the Dwarven Anvil was lined with a linen material. I'm not sure if the camera on my cell phone does them justice because these are some really good dice bags. The stitching is strong, straight (a very important quality to stitching I am told), and the cords will definitely hold a bag full of dice.

Of course, the first thing that I did was fill them with dice, so we could get some dice porn...I mean see how they look. To help demonstrate the sizes of the bags, I put the same dice into both bags.





I was able to fit two full sets of dice, two sets of Fudge dice, and an assortment of percentile, d20s, odds and ends dice and my hit location die into both of the bags. I was also able to put my Fudge dice bag (with six sets of Fudge dice in it) on top of the Dungeon Map bag and even close the bag.



I really like these dice bags. The Dungeon Map bag will become my new dice bag of choice, and it is good for traveling. I then crammed the rest of my dice that weren't in the Dungeon Map bag into the Dwarven Anvil bag, and it took the durability test like a trouper. This bag is coming with me on my trip to Las Vegas next week, which will give me a great chance to check out its durability.




Now, the Dungeon Map Bag is $20 and the Dwarven Anvil mini bag is $13.99 (plus shipping). Would I pay for these dice bags? Hell yes. To be honest, I've used the same old dice bag that I got back in college in the 80s, and it has really seen better days. Every gamer needs dice bags, and these are stylish and very well made. Go to the link at the beginning of this post for the Etsy store, or contact Michael through G+ (I linked his Google+ profile at the beginning of the post as well). Order a bunch of bags and tell them that the Dorkland! blog sent you!

Friday, January 24, 2014

Looking At & Magazine

Every now and then I'll nose around what the people in my Google+ circles are doing outside of that site. A kind of recent follower of the last few months has been the +& Publishing Group. They do a zine (electronic only, it seems) about AD&D. Not OSRIC, or any of the many retroclones. They talk about AD&D and their AD&D games.

I downloaded the first issue (they're up to seven issues at the time of this writing) and gave it a look. You can see the cover to it in this post. This zine is geared towards the OSR fan, and those who might want to become fans of the OSR.

The layout of this issue of & Magazine is simple and utilitarian. I don't consider this a negative, on the whole, but in this case it does make the reading a bit monotonous on the screen. I will have to look at some other issues another time in see if this has improved. The issue about the Inner Planes does look like it would be right up my alley.

The focus of this issue is low level and starting characters. This is something that I would like to see tackled more often because the fragility of old school D&D/AD&D characters at low levels can be a hurdle for some, particularly those who have never played old school games. Advice from those experiences with play of the game is even more handy.

The article "Tactical Studies Reviews For Novices" has some practical advice for creating low level parties. Combined with the "Keeping 1st Level Parties Alive" article, you get some great advice on how to put together a group of adventurers that will survive (at least their first level) and at least survive to another day. The advice ranges from weapon to spell selection that will optimize your party's chances of survival. Since not every group may have that special player who can do this for the group (as +Josh Thompson does in our weekly group), having someone explain these procedures will really help a lot of starting old school players. Obviously, some may not like some of the advice (like "pull your punches against the characters") but, honestly, this is an activity where everyone is gathered to have fun. I doubt that "fun" for a lot of players entails the wholesale slaughter of their characters over and over. When we were playing Swords & Wizardry I kept things from getting fatal on a number of occasions. or I would at least provide the tools for recovery (if the players saw fit to use them). Of course I have also been gaming for almost 35 so I know when to fold up, and when to hold up, in a game.

Death happens in role-playing games, but I am of the opinion that when it does it should be because of heroic sacrifice or something similar, and not because of stupidity or randomness. I am, however, weird in this regard.

However, as I said, I really liked giving this advice to players and GMs. I would like to see more "primers" on old school play that address survivability in this manner.

One flaw, particularly in the "That Savage Kobold" article, is something that is much too prevalent among elements of old school gamers. That is the whole "grognard" (a word that I don't use in a positive way) idea that "these new kids don't know what they are doing." Combined with a fundamental lack of understanding of how businesses work (which is at least missing from this article) can create a toxic environment. Change is good, my friends. While this article is well enough written, it seems to take its entire basis from a number of misconceptions that could otherwise be done away with.

The article on point buy character creation was also a good one, and fit well into the theme of making survivable first level characters. I like the handling of purchasing high ability scores, it seems like it would help fight min/maxing at that level of the character creation. Balanced? Well, we know my feelings on "balance" in role-playing games. Balance is really just a myth, and a lot of what gets bandied around as being a discussion of balanced character creation has a lot more to do with spotlight time than anything else. There are always going to be occasions when a character is better at something, this is part of the nature of niche protection in games of the D&D stream. Despite this, the article is a good one, and has some interesting ideas that can be integrated into people's games. For people who do not like random ability score generation, point buy can be a good alternative to that, when handled properly.

The rest of this issue is rounded out with the usual fun things: equipment. new magic items and monsters. In this regard, the magazine does not disappoint. I enjoyed the ecology (even though I rarely use these sorts of things in my dungeons) and writeup for the carrion crab. From a GM's view, it seems like a fun little monster to bedevil characters with. I loved the idea of the equipment packs. This is something else that more old school games should embrace. There is nothing as tedious as combing through the equipment lists trying to find the right pieces of equipment and balance out the encumbrance. Bam! Buy a pack...you know what is in it and get a pre-figured weight. Your character is ready for spelunking.

Over all, this was a solid issue and a good start. I look forward to browsing through the site's archives and seeing what else & Magazine has to offer. With solid writing, backed by the experience of play, this magazine has a good foundation to start from, and the few shaky philosophical misconceptions can be worked around. You definitely need to check & Magazine out and download some issues.

Wednesday, December 04, 2013

Devon Monk's Hell Bent

Hell Bent is Devon Monk's newest novel, a continuation of the setting from the Allie Beckstrom books that features supporting characters from that series in a leading role. Shame Flynn and Terric Conley have been promoted to the stars of the new Broken Magic series.

You don't have to have read the Allie Beckstrom books to understand or appreciate this book because they fill in the bits and pieces that you need to understand the story. That said, if you haven't read Monk's Allie Beckstrom books, I am very disappointed in you. You need to read them. Now.

I will admit that I have had trepidations about this book, since I first saw it announced. I liked Shame, as a supporting character, and Terric was never really developed enough to my taste to be a lead character. Of course neither really was Zayvion Jones.

Regardless, I picked up the book and gave it a chance. My trepidation did not go away immediately. I found the first half of the book to be slow paced and muddied by inconsistent characterizations of the leads. It seemed to me that Monk was having a difficulty with getting into the mindset, the maleness, of her characters, particularly Shame. The action and the characterizations did pick up around the middle of the book, and she seemed to be getting a much stronger read on the voice of Shame. It was still inconsistent, but it did better. By the end of the book her portrayal of the character did get legs, but it still seemed to be a bit of a struggle. The slowness of the first part of the book didn't bother me as much, the first couple of  Allie Beckstrom books could be slow burners, until she got a hold of the overarching plot of the series.

Shame's romance in the book is obviously setting the tone for the rest of this series, but it wasn't like there needed to be more reasons for the "heroes" of the story to chase down the bad guy. All of that was set up pretty strongly in the Beckstrom books.

Before thinking that I am only negative on this, I did enjoy the book as a whole. Once the plot settled into place and the new bad guys appeared on the stage, the book really took off. It wasn't as breakneck as the plots in the last few of the Beckstrom books, but it was still a good, solid, enjoyable plot. The new supporting characters of Dash and Dessa are well-fleshed out, even if Dash's full name is a bit silly.

I would recommend picking this novel up. Not as quickly as I would recommend the Beckstrom books, but it is still an enjoyable and diverting read. Hell Bent is an entertaining book, and I look forward to the next book and the further developments of Shame Flynn and Terric Conley.

I do include the book on my list of holiday gifts on our last Geeky Voices Carry vblog/podcast.

Friday, November 08, 2013

Music Talk: Arcade Fire's Reflektor and Diane Birch's Speak A Little Louder

I haven't talked about music in a while on here, so I thought that I would mention a couple of new CDs that have come out in the last couple of weeks. In this post I am going to talk about Arcade Fire's Reflektor and Diane Birch's Speak A Little Louder. What do the two have in common? Not much, but they are two strong records. Let's talk about why.


It has been three years since Arcade Fire's last album, The Suburbs. I have to admit that I was a late adopter of The Suburbs, but it really grew on me. It was a haunting, in places, reflection on urban and suburban life in the early 21st century with cyberpunk dystopian overtones to it. Once the record grew on me, I would have thought that it would have been hard to top. The Suburbs has spent so much time in my car stereo that it might be getting grooves in it.

Reflektor manages to be a follow-up to a strong album without going back over the same ground again. Fans of The Suburbs will definitely find songs on this that they will like (mid-tempo slow burners like Afterlife, Here Comes The Night Time II and Supersymmetry are all reminiscent tracks) on this, but it is much more than The Suburbs II. Reflektor, the opening track, starts the record with the expected Arcade Fire flourish. It is a catchy and upbeat track that draws you into the album. This song is just one remix away from being a strong danceable track. We Exist follows up with the sort of indie pop/dance track that you would expect from Arcade Fire, and Flashbulb Eyes flirts with the lyrical approach that the band is known for, with a sound that fuses their normal sound with an almost Tropical vibe.

I was not a big fan of Arcade Fire before The Suburbs, but something about that album really clicked with me. On Reflektor, the band takes everything that I liked and cranked it up into a record that is probably going to be a favorite of mine for a while (at least until they put out something new that manages to surpass this).

Reflektor is a solid album, and a great follow-up to The Suburbs. If you haven't given this band a chance yet, you should check out this record. So far, this record feels like it will have the same infectious multi-listen groove to it that The Suburbs does, making me want to keep playing this disc. Definitely check it out and pick it up.


Next up is Speak A Little Louder, the third release from Diane Birch. If you have not yet heard Diane Birch and her soul-infused, almost Southern gospel approach, go back and get her two earlier releases The Bible Belt and The Velveteen Age (in collaboration with The Phenomenal Handclap Band). Be particularly certain to catch her infectious cover of The Sisters of Mercy's This Corrosion.

Are you back now?

Speak A Little Louder definitely has its ups and downs, and while nowhere near as strong of a record as her debut, The Bible Belt, it still is a showcase for Birch's great voice and piano playing. On tracks like Lighthouse, Love & War and UNFKD Birch is at her strongest on this release. Pretty In Pain and All The Love You Got all also both good songs. Birch channels her inner Ann Wilson to good effect in Frozen Over.

I am torn on this because, while Birch's singing is still excellent, it doesn't feel like the writing on this record pushes towards the potential of her voice. It is a solid record, but most likely one that will not be burning up any one's Best of 2013 lists. Give this a listen or two, and then go back to The Bible Belt for the good stuff.

Thursday, October 10, 2013

CW's The Tomorrow People Pilot Episode

There is a lot of pre-judging that goes on in the geek "community" towards shows on the CW Network. True, there's a lot of crap on the network, but it is television and there's a lot of crap everywhere. However, the existence of crap doesn't mean that everything is crap. I've never quite understood the feelings of vocal segments of the geek "community" towards the network, particularly when most of them claim to not even watch the programming. That is something that I really don't understand. I suspect that a lot of these feelings come from CW's programming targeting a younger demographic, other than these "communities."

Regardless of the sour grapes, I have been excited because a favorite show from my childhood is getting a revamp from the network: The Tomorrow People. I have been excited about this show since I heard about it during the summer. I hoped that it would honor the original program, while at the same time making it into something contemporary and relevant to audiences today. Like I said on someone's Facebook feed last night, who really wants to see a show about pacifistic space hippies nowadays? The original UK version of The Tomorrow People was a wonderful show that inspired my childhood (and a long time love of psionics in role-playing games as well), however I don't want my nostalgia for the past to get in the way of something new and wonderful in its own way. Nostalgia can be as much of a curse with fandoms, causing people to be conservative and want the exact same thing out of new revamps that they got out of the originals. I'm not the same kid who watched reruns of the show on Nickelodeon back in the early 80s, and I don't want the exact same show. I want an homage, yes, but I want something new and spectacular as well.

Guess what? I got that last night as I watched the pilot of the new version of The Tomorrow People. I loved the show. This is the best revamp of an SF show since Christopher Eccleston pulled on a leather jacket to become the Ninth Doctor. 

We still have the basics of the original show: a conflict between Homo Superior and Homo Sapiens, the Tomorrow People being unable to kill, and a talking computer named Tim. To be honest, I didn't even expect all of these things out of the episode. I certainly didn't expect that Tim would be in the new show. That bit made me particularly happy.

Yes, the violence is a bit more than in the original series. While unable to kill, the Tomorrow People can still get into fights and beat the crap out of other people. To be honest, the fact that they can do that is a bit less dickish of a plot element than the "kids" keeping around some "saps" to do a bit of the old ultraviolence on their behalf.

I really want to talk about Mark Pellegrino's and speculate about what I hope that the character will be, but that is too much of a spoiler...so I will wait. I will likely talk about that character and my hopes on our next Geeky Voices Carry podcast regardless. By then I'll also have a few episodes of the show under my belt to discuss, so if you want to hear more of my opinions in a more spoiler-laden environment, you'll have to wait until then.

Overall, I liked the show. The pilot turned out to be much better than I expected it to be, and I will keep watching. The CW has delivered a show that is an homage to the original, while creating its own thing at the same time. It is new and fresh, with new spins on the ideas, while still be reverent to the source. I recommend watching this show, and I really think that the people who won't watch CW just because it is CW need to get over themselves because they are missing a great new show.

Thursday, September 19, 2013

Hermes Press' Gold Key Comics The Phantom Reprints

Have you heard of Hermes Press? I will admit that I had never heard of them, until an announcement on one of the comics websites talked about a new Buck Rogers comic written and drawn by Howard Chaykin. Regular readers of this blog will know that I am a big fan of Chaykin's work. While I still haven't had a chance to get the comic that set me on to this path, that one article lead me down a collector's rabbit hole that lead me to one of my favorite comic characters, King Feature's The Phantom.

In addition to "traditional" floppy comics, Hermes Press also does a number of high end collector's restored editions of various comics and comic strips. These aren't cheap books, or trade paperbacks, because they feature high end restoration processes and high end printing and materials. I checked out Hermes Press' The Phantom: The Gold Key Years Volume 2. Gold Key Comics should be familiar to comic fans and collectors. In the 50s, 60s and 70s they did a number of licensed comics adapting characters like The Phantom, Flash Gordon, the television Tarzan, Star Trek, The Green Hornet and many more. They also brought us original characters such as Doctor Solar, Magnus, Robot Hunter and Turok, Son of Stone.

The reason that collectors and fans remember Gold Key Comics after so many years is because of their quality art and storytelling. That's no different with The Phantom stories, and Hermes Press brings this quality to the forefront with their new reprint.

Yes, there are some goofy bits to the comics, like The Phantom's "secret identity" being him wearing an overcoat and hat over his costume, but those touches were established in the original comic strips as well. The art is a bit two-dimensional, compared to current comic art standards, but the art does not detract from the story.

Here are some sample pages that I dug out...

The vibrancy of the original art is maintained and brought to a vivid life by the careful work of the reproduction artists. It makes you feel like you are a kid again, and eagerly flipping through the pages of your favorite comic book. Now, these old stories aren't for everyone. As I said, compared to contemporary comics the art isn't as sophisticated and the writing isn't as complex, however despite that I thought that these comics held up remarkably well. Reading the stories brought a smile to my face as I flipped through the pages.

Do I think that this is worth buying? I'm going with an unreserved yes. The original stories are still fun, and the people at Hermes Press have created a quality product that will appeal to collectors. It isn't cheap, as the books put out by Hermes Press range from $50-$100, but if you want quality you sometimes have to pay for it.

Wednesday, September 04, 2013

Purple Ducks Games' The Twice-Robbed Tomb For Labyrinth Lord

The Twice-Robbed Tomb is an adventure module written by Perry Fehr and published by Purple Duck Games for the Labyrinth Lord system. The module suggests "4 PCs of 3rd level, or 6 or more of 2nd level." The asking price is an easy $2. And, to get the last of the technical bits out, it comes in at 10 pages, including the front cover and an OGL page. The eight pages in-between are packed full of material, more than enough for a single adventure over one or two play sessions.

So, how is it all? Well, the adventure could fit in easily with any campaign or setting (it uses a desert, but could easily be replaced with anything else). If I would have one slight problem with it, it is that the opening hook for the adventure might be a little too suspect. As a gamer, it would make me highly suspicious – which might be its intent – but it could work for your group, or with just some slight editing. There is also a section on rumors from the villagers near the Tomb, which may help get the PCs curious.

Apart from those two little sections, you have the tomb – the bulk of this adventure. I will note that the module does provide two maps – one for players and one for the GM, both in the module and separate printable copies – which are easy to read and use with or without any battlemats. As I mentioned before, this is an adventure you can play through in about one play session as the tomb is not terribly big. However, it does have a trick or two up its sleeves that may keep the party busy for a bit – or even lead to a really out-of-this-world adventure.

Story-wise, this can be placed into an on-going campaign without interrupting anything, used to help further it (with a tweak or two), or as a starting point for a campaign based off what happens within the tomb. As to the story in the module, on its own, it’s a simple, complete story. Nothing terribly complex, but realistic to a fantasy setting.

The part the party cares most about – loot – is present in decent quantities here. A few magical goodies, though not a massive amount – you may want to add a little more to it, depending on preference.

I will take a moment to touch on the art – there are a few pictures in the module to illustrate the monsters and one of them does feature some nudity. The store page for the module mentions this, as well. So, that could be a positive or a negative for you. Maybe both, somehow.

And, lastly, the part the GMs will care about – how quick and easy would it be to run? The answer: very quick and easy. The module has everything you would need – maps, monster stats, flavor text, and plenty of instructions. The flow of the module is also easy to follow and, since there are not tons of pages, getting to the part you need is quick. The tomb is a little linear, but has the potential for the party to “go off track” and find some interesting things. Overall, the prep-time should be minimal, so it’s a good option to pick up right before game day.

Monday, August 05, 2013

Chamber Band: The Soundtrack To Your Next D&D Game

I know that you've heard of nerdcore music before, and while that can be cool I am really only going to listen to so much hip-hop music. I was then surprised to discover that there was a nerdy band (doing music inspired by gaming and D&D stuff) that had more of an "indie" rock sort of vibe to them. Think of The Lumineers or Of Monsters and Men (maybe with a harder edge at times) singing about their D&D game, and you have an idea of what the band Chamber Band sounds like.

Photo by Jay Hoffman

You should check the band out at their Bandcamp page and pick up their digital record Deities in your favorite digital music format. I really got into the songs Lawful Neutral and Shapeshifter. Asmodeus is well worth a listen as well. The production values on this record are slick and hold up to comparison with any mainstream or big label release you might be listening to. I am a fan of bands with boy/girl harmonies with their vocals, and Chamber Band delivers on that with crisp singing of well-written lyrics that you don't just have to be a nerd to want to listen to.

Photo by Lauren Bilanko
Seriously, if you haven't already clicked on the link to their Bandcamp page and bought this, you need to do that right now. Gaming is about the DIY approach to things, and now bands can do the same thing (with sites like Bandcamp and many others). Just like how gamers can put together a game book that they want and need and put it up on sites like Lulu.com or RPGNow/DriveThruRPG and get it out to the people that it will connect to, musicians can do the same thing. This is something that we should all support, because that cool virtual garage band of today could very well be the next big thing, and Chamber Band definitely has the talent to be that thing. All that is needed is that missing piece...you.

Tell me what you think of this record once you have it. I'm curious to hear your takes on it as well. This record should be the soundtrack to your next D&D game.

Friday, August 02, 2013

The Arduin Adventure

As you know, about a month or so ago I received a shipment of classic Arduin material from Emperor's Choice, the current publisher/rights holder of Dave Hargrave's Arduin game and setting. Even with just a few of the books in the line, I have enough gaming material to keep me busy for a long, long time.

As I have been discussing the Arduin stuff on Google+, one of the things that I brought up was that I wanted to see Hargrave's first attempt at a game (the early Arduin Grimoires were really intended as supplements to OD&D) as a stand alone game. Called The Arduin Adventure, this boxed set was a simple, OD&D inspired set of rules for fantasy gaming that could be expanded upon with the Arduin Grimoires. And now, The Arduin Adventure is available in PDF from RPGNow/DriveThruRPG.

Dave Hargrave's Arduin and Steve Perrin's "Perrin Conventions" were influential in creating the West Coast style for D&D back in the late 70s and early 80s. Both of these lead to a style of play, and a style of game worlds that were different from the "mainstream" D&D that TSR was selling. This West Coast style lead to The Arduin Adventure and also to Runequest. There are references to DMs and designers like Perrin and Greg Stafford throughout the Arduin Grimoires. Like Bigby and Tenser in the OD&D rules, there are spells and monsters named for both Perrin and Stafford.

So, what is the Arduin Adventure? It is a fantasy role-playing game, class and level-based, very much in the mold of OD&D. In fact, these codified rules owe a lot to the Holmes boxed set for D&D that helped to codify and mold those rules into something cleaner and clearer. The influence of Holmes' rules, however, are filtered through the imagination of David Hargrave.

If D&D is Tolkien's Middle Earth and Moorcock's Young Kingdoms as filtered through the imagination of Gygax and Arneson, then Arduin takes those influences and a number of science fantasy ones (Star Wars being very important to Hargrave) and pulls them through the psychedelic experience that was the mind of Dave Hargrave. I consider this to be very much a plus because Arduin definitely has a much stronger voice to it than D&D did at the time, perhaps because it was the vision of one person instead of a growing committee. Don't get me wrong, D&D is a great game (I play one of the retroclones of OD&D on a regular basis), but it does not have the voice to it that Arduin has. For some this might be considered a weakness, but I think that it was a strength of the game. I believe that Arduin was the first RPG that was as much the vision of its author, rather than just a way to come up with some rules that could be used within a certain genre. I think in this way, Arduin is the spiritual father of games like Kevin Siembieda's Palladium Fantasy and Rifts. There are a lot of similarities between Arduin and Palladium Fantasy to me (but that is probably something for another post).

Now, while The Arduin Adventure has everything that you need to play, it is really not a complete game. Much like how the Holmes version of OD&D covers only the first three levels of play, so does The Arduin Adventure really only cover the equivalent for Arduin. You have enough to get play started, and play for a bit before having to "upgrade" to a fuller version of the rules in order to continue. If you have The Arduin Adventure and the first three (at least!) Arduin Grimoires you can fill in a lot of the gaps and play for a while. If you're interested, Emperor's Choice does offer a print version of The Arduin Trilogy that contains the first three of the Arduin Grimoires and The Arduin Adventure. This thick book will give you a lot of gaming, whether you use Arduin's native rules, or plug them in to D&D or some retroclone of it. If The Arduin Adventure whets your appetite for Arduin, then I really recommend getting the Trilogy in print.

All of the things that are familiar to OD&D players will make Arduin easy to pick up. The classes are basically the same, races are handled in a similar manner, and spells and advancement are very similar. Moving between the two games would be ridiculously easy. Picking up Arduin will not be difficult, if you already have a familiarity with OD&D or various OSR games that duplicate the experience of it. If you aren't already familiar with the "old school" approach to fantasy games, Arduin may cause some problems for you because it does assume a familiarity of that style of play. However, at 66 pages, reading Arduin and picking up the rules shouldn't be that much of an investment of your time. Whether you want to pick up Arduin in order to learn about an old school game that you may not have known about previously, or if you want to pick it up because you want to supplement your OD&D/OSR games with some new material, I think that you should be picking up The Arduin Adventure (and then moving on to as many other of the Arduin Grimoires that you can find). You will not be disappointed.

Combat is a bit more complicated in Arduin than in OD&D. Dave Hargrave liked his critical hit and fumble charts. Each weapon hits differently, depending upon the Armor Class of a character's opponent. This looks more complicated, but the combat tables in The Arduin Adventure and The Arduin Grimoires make this process much simpler than it should be. Regardless, this is still OD&D at its heart, and that game really only gets so complex. Some may see this added complexity as a boon in their old school games.

On the negative side, this is an ugly PDF, however as it is a reproduction of the original game (layout warts and all), I don't know that I can hold that too much against the publisher. Much like with the older edition D&D PDFs available, this book is an artifact, a reflection of its time. If pretty and shiny is a requirement of your role-playing games, then The Arduin Adventure may not be for you. However if you like rough and tumble RPGs that do at the table what they say they will, you will want to pick this up for your gaming library. And then, go to the Emperor's Choice website and buy more Arduin stuff.

All in all, if you like old school style D&D and you haven't already experienced Arduin, you should buy The Arduin Adventure and kick the tires. I think that you will like what it can bring to your gaming table, even if it is as a supplement to your OD&D/OSR game of choice. Go out now and get your copy.

I still have some more Arduin posts in me. There's a lot of material in the books that I have, and a lot to talk about. I may try to run Arduin, or perhaps an Arduin-influenced Swords & Wizardry game. Really, I think that the only thing that I could ask of the publishers of Arduin to do is to open up some of the content of the game (spells, monsters, maybe even some of Hargrave's original races) under the OGL so that homebrewers and hobbyists and pull Arduin into our games, and maybe even share what we've done with it.

Wednesday, July 24, 2013

Machinations of the Space Princess: Some Talk From Our New Game And A Rule Variant

As you may (or may not) have noticed last night, we started a new Machinations of the Space Princess game last night via G+ Hangouts on the Air. Now, if you've read my previous review of our playtests of Machinations using an earlier version of the rules, you'll know that we have a sort of love/hate relationship with the game (although hate is probably too strong of a word, really). Now, we have the really final copy of the game from the IndieGoGo campaign that a couple of us pledged on and we're taking another swing at the game. As fans of pulpy, sexy stuff and science fiction, we should be in the target demographic of this game. We're trying to like it.

One of the main problems that we ran into last night was the fact that the organization of the game made it difficult on us at times. Important pieces of information that should have been together wasn't, and the general information organization could have been better. It also would have help to better explain things like which attributes the Saving Rolls are derived from (hint: you have to look at the character sheet in the back of the book to find this information rather than the text). The section on racial/cultural traits is cool, and offers some great options for character customization, but how you pick traits for your characters could (still) stand to be better explained. You know that you get three traits for a character (before you start to take penalties) but the rules are kind of vague on how you take those traits. Rather than picking three of the traits listed, when you get your options for the characters you instead pick from the list under each trait. For example, the Chiropteran trait (which is what you would use for bat-like creatures) has the Acute Hearing, Echo-Location and Flight traits listed off of it. When you pick your character's three traits, you pick from those (I guess we could call them) sub-traits. We had problems with this in our first playtest, and in the final rules things aren't really that much clearer.

Now, the real reason for this post was to put out a rule variant that we will be using for the game. It isn't a secret that I am not a big fan of the skill system for Lamentations of the Flame Princess. That is one of the things that I've hacked around for our own games, but I never found something that I liked. However, with the larger number of Saving Rolls in Machinations of the Space Princess, I find that it is easier to implement a variation of Akrasia's Saving Throws As Task Resolution variant for Swords & Wizardry. Actually, I am not a fan of that variant for Swords & Wizardry itself, I'm not sure why exactly, but I think that the single save just isn't granular enough for me.

This is how it will work for use. If you look at pg. 13 of Machinations of the Space Princess you will see the initial writeup for Saving Rolls. There is the boxed text about rolling high. We use that, where the saving roll becomes a modifier to the d20 roll. Add the rank that the character has in the skill and get a total over 20. Simple enough. For our purposes, skills will likely default off of Dexterity or Intelligence.

I will bring up variant rules and our approaches to the game through blog posts as things come up.

Sunday, July 21, 2013

Analog Pixels: The Mighty Quest for Epic Loot

A new type of article for the Dorkland! blog and one that I've been toying around with for quite some time. An overview: I’ll be throwing around ideas and thoughts for tabletop RPGs that I get from computer games -- in this particular article, The Mighty Quest for Epic Loot. (TMQ from here on.)

For those unfamiliar with the title, TMQ is an action RPG/dungeon builder that is currently in development. Those two elements of gameplay are what really make this game ripe for the picking (of RPG ideas) and provide us with the first two ideas to take: dungeon delving and dungeon building.

“We already have those!”, you say? True, many (if not most) RPGs do have those concepts. There is a slight difference here though -- every player in TMQ participates in both parts. The gist of the game is building a dungeon to protect your treasure horde from other players, while also invading the dungeons of other players to raid their coffers. And that leads straight to the central idea to take from it -- each player designs their own dungeon, and they go through all of their rivals’ dungeons. In the case of tabletop, this would most likely be a gaming group’s worth of people -- each designing and running their own dungeon in turn, the rest of the group using their characters to run through them as far or as fast as they can.

That’s all very basic though, isn’t it? Something that gaming groups have had to of tried before. Well, it’s after that general idea that things get a teeny bit more interesting, and the part where the computer game aspects start to come through a bit more.

There are limitations on the dungeon building -- limitations put in place to help keep things reasonable. Now, I know that limitations are often the bane of some tabletop gamers, but in this case it really is for the greater good. The limits here largely deal with the number of monsters you can place within your castle, the density of monster placement, the density of trap placement and the number of rooms allowed. Rooms in this sense being more like geomorphs -- which actually helps immensely with converting that part to tabletop.

Explanations ahead, followed by immediately by the potential tabletop applications and ideas:

Starting with the monsters, the cost works a bit like armies in war games or building encounters in the newer D&D titles. Every monster is worth a set amount of Defense Rating and your dungeon has a hard cap on how much Defense Rating  you can use at a particular time. For the monster density, each monster has a zone around it that merges with other monsters to form an encounter and each encounter has a set maximum Defense Rating that can be placed within it (with the special Boss encounter being a bit higher). While this does put a cap on how big an encounter can be, you have free reign over what you can put in it, so long as it fits within the cap. For TMQ this provides a core for the dungeon building strategy -- making encounters as challenging as possible within the limit.

Bringing the monster rules to the tabletop should be fairly easy, depending on the rules you would use. I mentioned D&D in the previous paragraph and for good reason -- the encounter building rules in that game make it very easy to use with this style of play. Just set a maximum amount of XP for the entire dungeon, along with the maximum XP in any particular encounter and you have most of it already finished. For other rules, such as OSR-type games, you could use things like Hit Dice to set limits. Other limitations that the game tends to place is by applying a level to every monster in the dungeon -- this helps give the dungeon an overall level rating and helps prevent the abuse that might come with throwing in one single, very high level monster that, while fitting the limitations set, would still wreck the players.

Traps have no hard cap on the number you can place. Instead they also have a zone around them that prevents them from being built too close to other traps -- so you cannot stack a bunch of traps to instantly destroy the players. You can, however, place traps and monsters on the same area -- making synergies between the two very useful.

The traps in tabletop tend to be a bit more deadly than in TMQ and, as such, the usage of them might have to be looked at differently from the monsters. It’s perfectly reasonable to use them as they are, just spacing them out a bit more than you usually would. The best means of doing so might would use a certain number of squares/hexes or feet/meters buffers from other traps.

And, lastly, the rooms -- or geomorphs, as mentioned. Each of the dungeons in the game have two particular rooms that must be included -- the entrance and the boss room/treasure room combo -- but the amount of rooms and the types you include can be customized after that.

Rooms are the easiest to rule in -- just have the group create a pool of geomorphs to draw from and set a limit to the number of them that can be used. The actual make-up of the geomorphs can vary depending on taste, but, for reference, TMQ tends to have around one large room or up to three small rooms in one geomorph. Though, the dungeons are deliberately made small in order to encourage faster dungeon runs and to better accommodate the solo hero. Alternatively, you could easily set a total number of squares/hexes, set number of individual rooms, etc.

The last issue to concern ourselves with is that of resources. In TMQ you have two primary resources -- Gold and Life Force. These are what you try to protect in your own dungeon and what you try to steal from other players. Using these resources you upgrade your character and your dungeon.

Once again, there are mechanics here that can be taken nearly whole-cloth to the tabletop. Gold is generally used in the same way that gold is already used in tabletop RPGs -- to buy equipment and potions. It is also used to level your hero up, but leveling up can just be done as normal, per your rules. Life Force is primarily what you use to buy and upgrade monsters. Both of these resources are also used to upgrade various machines and tools within TMQ’s dungeons, but I don’t think that system is terribly necessary to convert to the tabletop.

Anywho, in TMQ you obtain these resources in two ways -- the good old fashioned way of dungeon delving/slaughtering monsters and by having mines in your dungeon that generate them over time. In the second case, I feel a decent conversion would be to have a set number of resources given per session or per rotation of dungeons. For dungeon delving, the resource drop rate off of monsters should be a little random or set in a per encounter manner -- basically like how you might do it in a normal game. The drop rate will probably be the harder part to convert over, though, as the amount should scale to provide for a little bit of improvement in the players’ own dungeons each run, with upgrades for their characters coming once or twice per dungeon rotation. Though all of that should be tweaked for preference -- I’m mostly comparing it to TMQ and trying to replicate it, to then tweak from.

And that about wraps it up, I think. Below you should find a video featuring the game and some commentary to give some visual references to what I mentioned above. I’m still working out the format and functions of this type of article, so please let me know what you think -- critiques and comments are welcome!

Friday, July 12, 2013

Shaintar: Legends Unleashed Preview + Kickstarter

Shaintar: Legends Unleashed is the sequel to Shaintar: Legends Arise and expands upon the previous Savage Worlds content to introduce Heroic and Legendary levels of game play. The Shaintar setting was created by Sean Patrick Fannon and will be published by Evil Beagle Games, with the Kickstarter fulfillment being published by Savage Mojo.

For those that might not know, the world of Shaintar is one of world-spanning conflicts, mysterious ancient magic, and plays for power among elites – both ostensibly and covertly. It is a world ripe for adventures of both small and large scales.

But enough of the introduction stuff – what does Legends Unleashed hold in store for the Veteran Hero looking to advance further? Well, quite a bit.

Legends Unleashed is bringing dozens of new Heroic and Legendary edges including race-specific and plenty of Leadership, Combat and other edges. For the casters out there, High Magic, War Magic and rituals within both will allow you and any fellow magical buddies to weave spells that have truly massive effects – even covering entire battlefields to turn the tides of battle! And there are dozens of these new spells to get your gnarled, magey fingers on.

The game is going to include many new armor and weapon pieces – having played a rogue in Chris’ Swords & Wizardry game for the past year, the arrowhead options caught my eye in particular. I really would have loved to have some of those. Arcfire devices – a sort of magical technology – appear as well, bringing a bit more flavor to the potential equipment you can use. The Arclance reminds me of a staff weapon from the Stargate universe, which means it should provide a pretty good time (on the using end).

And that’s just a brief highlight of what is included in Shaintar: Legends Unleashed. If you are a fan of Shaintar: Legends Arise (which is out already) then be sure to check this title out and continue your adventures. Speaking of checking it out, it’s currently in the final stretch of its Kickstarter campaign!

As of this writing the Kickstarter is sitting at a week left with it’s initial pledge goal already more than doubled. Of the stretch goals given, ten have already been reached, unlocking even more content in the form of guidebooks that go into detail on various realms within Shaintar and other books on some of the more mysterious organizations that exist. (The books in the stretch goals are included for backers at the $45 tier and higher, with higher tiers getting more of them.) In addition to the stretch goals the kickstarter also has separate bonus goals which currently include some bonus content for the slightly higher tiers (starting at the $55 tier and higher).

But, suppose you don’t have quite that much to spend – what’s the minimum buy-in you need to get the book? Well, starting at $15 gets you a PDF copy of the Player’s Guide and at $25 you get a PDF of the full book. As far as I can tell, these lower tiers do not automatically include the books from the stretch goals which most likely will need to be purchased separately or by backing at a higher tier.

If you would like to know more, the kickstarter can be found here: http://www.kickstarter.com/projects/764802981/shaintar-legends-unleashed.

Wednesday, July 10, 2013

Shadowrun 5: A Preview/Review

Honestly, I had hoped to get this done a few days ago, but the July 4th holiday weekend took a huge bite out of my time to get this PDF read.

The new 5th edition of Shadowrun is (almost) here. You've seen the quickstarts and previews that have surfaced since the Origins con, and now the book is almost here. I am going to predict that Shadowrun 5 is going to be the runaway hit of this year's Gen Con.

Let me start by saying that I have always had a sort of love/hate relationship with Shadowrun. I played it in college a few times, one of the benefits to going to college near Chicago when FASA Games were still in control of the game, and my experiences with it were always mixed.

I love and have always loved the setting of Shadowrun. Yeah, I know...as a fan of cyberpunk I am supposed to be upset by the fact that they mixed elves and magic into my peanut butter, but I just can't get upset by that. The world of Shadowrun has always been the draw for me, rich and vibrant and full of the excitement that makes you want to run a game. In this new edition, that is no different. The world of Shadowrun is still alive, and brought to you with gorgeous art, vivid and well-written vignettes, and clear, precise descriptions of the world. The text does stumble a bit in a few places, only because the "in character" style of writing comes across as forced in places. That style can help set the mood and tone, but if not done well it can be jarring. In this case, there were just a few instances where the in character stuff sounded a bit silly. Context is everything.

There are always pieces of art that don't work, and the art in here is no exception. However, when the art works it is phenomenal in setting the tone and feel. And women in the art wearing sensible footwear? Awesome. I can't imagine going on a 'run in heels (but that might just be me).

This is a huge freaking book at nearly 500 pages. For me, anymore, that is a turn off. I'm personally willing to trade a concise rulebook for getting rid of things like fiction, but for the intended audience this is a good thing. Although I have to admit, there is a little whisper in the back of my head that wishes that they could take these up-to-date mechanics and present their own "clone" version of the first edition book. Wouldn't that be fun? But basically the high page count is only a detriment if you don't like that sort of thing, so I am not going to hold that against them.

The mechanics of the system are clear and well-explained. This is the fifth edition of this game, so that shouldn't be an issue by now (you would hope). Character creation goes through things carefully and slowly, step by step, so that no one gets left behind, or gets confused, during the process. Shadowrun 5 has one of the more clearly written sections on character creation that I have read in a while. This is a big part of the reason why the book has the page count that it does, and frankly if I have to have a big book I would like it to be because the options for character creation are well-presented and well-explained.

I have to admit that reading Shadowrun 5 did something that hasn't happened in a very long time: it makes me want to play Shadowrun. Yeah, I said that. Despite my preferences in gaming systems being for non-dice pool games reading this book did what a game book is supposed do...it made me want to play it. However, for me at least, running/playing a game off of a PDF of this size is just not going to happen. Maybe once the book is available the Dorkland! bloggers can have a try at a game on our livestream.

So, is this game worth the price of admission? I am going to give that a hell, yeah. Even if you don't want to use Shadowrun 5 as-is (and really, what gamer doesn't hack? I'm already seeing a number of new Shadowrun hacks showing up online), this book is definitely worth getting. If you are a Shadowrun fan then I don't need to tell you to pick this up. Regardless, this is a good quality book that has inspiration dripping off of the pages. Fans of mashup settings who haven't tried Shadowrun really should use this edition as the opportunity to get to know the game.

RPG Review: All For Me Grog From Mt. Zion Press

All For Me Grog is a family-friendly pirate-themed storytelling game written by Ryan Shelton and published by Mt. Zion Press. The game aims to provide a simple rules set that will not get in the way of the story building.

Tuesday, July 02, 2013

Kenneth Hite's The Nazi Occult From Osprey Adventures

I'm not sure which came first for me, the Nazi Occultists in Raiders of the Lost Ark, or the ones that were in the early days of Roy Thomas' retro-revival comic set in the (then) World War II Earth-2 continuity of the All-Star Squadron from DC Comics. Regardless of which came first, both of these sources imprinted upon me (and probably countless other geeks of my age) that the Nazi bad guys should be occultists.

Gaming has long followed this idea, with more Nazi Occultist bad guys than you could shake a rune-scribed stick blessed by an Eastern holy man.

If you're a gamer and you do not know who +Kenneth Hite is, you can take a few minutes and go over his Wikipedia page/resume. One of the foremost horror/occult writers in tabletop RPGs, Hite has also been writing a lot of non-fiction over the years as well. The latest in his non-fiction works is for a new imprint of the historical war publishers Osprey that is called Osprey Adventures. Hite's book for this imprint The Nazi Occult combines historical fact and historical speculation to create a history book that isn't a dry or uninteresting read.

To be honest, much of what Hite covers in The Nazi Occult would be considered to probably be the material from bad horror novels...if it wasn't taken from historical facts. In part, that is also what makes this book so scary. Madmen who put so much faith and belief in myths and legends being the truth came so close to nearly controlling Europe during World War II, and a lot of these myths and legends are explained in this book.

On a level, much of what the Nazi Occultists put forward was likely to be little more than propaganda to bolster their scary and extreme viewpoints, but this book also demonstrates just how many people believed the propaganda as truth and thought that the war would be won as much by Germany's magical forces as it would be conventional troups.

The Nazi Occult is a slim volume but packed full of facts, names and information about the occult traditions of Nazi Germany, as well as the time leading up to that. The graphic design is top notch and helps to overcome what could be a blistering wall of text in the book. Hite presents a lot of information in the book in an entertaining manner. The art in the book is a combination of photos of the people involved taken at the time with scans of book and magazine covers and new art that reproduces scenes of what the Nazis thought they were doing, as well as some of Hite's historical speculation.

This is a solid, information-packed book that can be as much use to someone of interest to the period from a historical view, as it would be to a gamer. For a gamer these is a lot of information that is nearly begging to be included in World War II games that deal with the Nazis and their interest in the occult worlds. If you are in either of those two categories, I suggest that you grab a copy of this book from your local book store. You will not be disappointed in it.

Machinations Of The Space Princess Playtests

One of the things that we have been talking about behind the curtain here at the Dorkland! blog is to augment our usual "capsule" reviews (talking about games by reading them) with Hangout-based playtest reviews. Obviously, this isn't something that we are going to be able to do with everything, but when we can do it we would like to provide as many angles as we can.

Recently we played a couple of sessions of +James Desborough's Machinations of the Space Princess game. A couple of the bloggers back the Indigogo campaign, so that got us some early access to the rules. +David Rollins, one of the new bloggers here, ran a couple of sessions of it. We were all excited about the game, many of us being fans of science fiction, and that's what lead us to back, and then play a couple of sessions of the game.

Machinations of the Space Princess, despite calling itself an "old school" game, really owes a lot more to D&D 3.x and D20 Future than it does the Lamentations of the Flame Princess rules that were used as the game's starting off point. That isn't automatically a bad thing, but it did cause us some problems with expectations of the game. All of us have previous experience with Lamentations of the Flame Princess, which actually caused us trouble during play. Those expecting Machinations of the Space Princess to be the result of the equation of Lamentations of the Flame Princess + European science fiction may be disappointed. The game really diverged quickly from its base and took it into directions that were both heavier (from a rules angle) and more confusing in places.

Like I said, it could be that some of our troubles came up from the fact that we were expecting an "old school" game and instead received something different. Not different bad, but just not the game that we thought that we would be getting.


While we had fun with the game, we felt that much of that came more from the group itself than the game. Obviously what we played was a playtest draft, and hopefully there will be some changes made in the final version that is supposed to be out in July.

The parts we enjoyed: 

Character creation was fun. You can make interesting and varied characters with the system. Some of the rules were a bit confusing as to how many options characters received, but we decided on a ruling based on an extrapolation of a couple of the rules. The game went out of its way to support the weird and sleazy style of science fiction in the Heavy Metal/Metal Hurlant vein. There was plenty of support for creating weird alien races for the game. The game did a pretty good job of spelling out what kind of game that it was, and tried its best to support those things.

The parts we didn't enjoy:

The game was fiddly. The game was very fiddly for a gaming touting itself as an "old school" game. There were a lot of moving parts to character creation and combat, and they didn't always work the way that they should have. You can see us having troubles with the combat rules in our playtesting. Being called an "old school" game, our expectations were different from what we got out of the game, and I think how combat worked was a prime example of that. There was also a disconnect to the rules at time, as things were attempted in order to bring "balance" to the game that ended up not making sense in play.

The things that we didn't get to see:

This was a text-only playtest draft of the rules that we used, so we did not get to see the art from +Satine Phoenix, which was an important selling point to many of us in the initial crowdfunding campaign. This isn't a negative against the game. The cover provided, at the time, was a great and evocative piece of art, stylistically idiosyncratic and different from a lot of what you see in games today. Gaming seems to have forgotten its idiosyncratic past in favor of more homogenized experiences. Seeing that style coming back is a good thing.

Once the book is officially released, we may revisit our review of the game.

Thursday, June 20, 2013

Skullkickers: 1000 Opas and A Dead Body

To me there are two schools of fantasy fiction, as it applies to gamers: the fantasy fiction they think represents their campaigns and the fantasy fiction that does represent their campaigns. Skullkickers from Jim Zub and Image Comics is very much in the latter category.

I mean that as a compliment.

I finished this week the first trade of Skullkickers, it was my first exposure to the comic (although I had heard a lot of good comments about it online. Skullkickers, like a good band of fantasy adventurers, takes its name from a "heroic act" done by one of the characters during a fight with the big monster. I won't spoil it, but I wouldn't be surprised if people tried this with their characters in fantasy games.




The characters in Skullkickers spend a lot of time in bars, not surprisingly. If anyone else's fantasy campaigns are like the ones that I run, everyone's characters spend a lot of time in bars.

I enjoyed the art, and the fast pace of Zub's writing. They come together to give the comic an animated cartoon feel that I really liked. It has an anime feel to it that, while not everyone may like, it definitely appealed to me. The art as much as the writing adds a lot to the characterizations of our protagonists (I hesitate to call them the heroes), which is interesting because the characters aren't actually named in story. To be honest, I didn't even notice this until I was reading the introduction to the reprint of the first appearance of these characters (from the Image Comics published Popgun comic) talked about how The Man With No Name was an influence. Considering some of the terrible character names that I've encountered in my 30+ years of gaming, I think this approach is a good one.

The more that I read of Skullkickers, the more that I want it to be turned into an RPG, to be honest. I think that it would fit well in a game with an old school approach, like Swords & Wizardry or Labyrinth Lord. I don't know that I would want a character to have to deal with Shorty and Baldy during an adventure (most player characters are already disruptive enough) but the world of Skullkickers is very engaging and I want to explore it at ground level, inside the world, as well as read more of the comics. It is interesting that I am not a big fan of fantasy fiction, preferring the works of only a couple of authors in fiction, but I love it when fantasy is done in comics. Part of me would love to see a crossover between these guys and Travis Morgan.

OK, so, do I recommend buying this comic? A most emphatic yes. This trade is one of the most exciting comics that I have read in recent months. If, for some weird reason, you need to be further sold on this, there is a webcomic version of the early adventures of these guys. But you really should pick up 1000 Opas and A Dead Body on your next trip to the comic store. It is just that much fun of a comic.

Wednesday, June 19, 2013

X-Files Season 10 - First Issue

There is a new X-Files comic hitting the news stands and comic shops today. Is it worth picking up?

Monday, May 20, 2013

Let's Visit The Doctor's Grave...For The First Time In Lawrence Miles' Alien Bodies

This week's season finale of Doctor Who was a lead-in to the upcoming 50th Anniversary Special. And it had to do with a visit to the final resting point of The Doctor.

Recently I decided to embark upon a return journey through the Eighth Doctor Adventures published by BBC Books during that horrible period of time when there was no Doctor Who on television, and the only way that we could experience The Doctor's adventures was through (to many) the non-canonical novels and audio dramas. I decided to start this journey with Lawrence Miles' Alien Bodies (mostly because I am a not so closet fan of his Faction Paradox concept). The parallels between this novel and the season finale are interesting (and I am pretty sure coincidental).

I should warn that there might be spoilers in this, but I think that spoilers have a statute of limitations...and 16 years is more than enough time for everyone to catch up on the book. If you don't want to see any spoilers of the novel, don't go past the jump.

Wednesday, April 03, 2013

Short Order Heroes

I've met some interesting people around Google Plus, a lot of people who are doing more than just talking about gaming...they're doing things and making the games that they want to have out there. One of these people is +Jesse Butler. He's got a Kickstarter coming up for what he's calling a hybrid of card games and RPGs. Short Order Heroes is sort of what he says it is, and what it is isn't half bad.

Obligatory Crappy Phone Picture
I received a promo deck of the cards in the mail from Jesse. What you get is a deck of 50-some (I admit that my phone rang while I was counting the deck and I lost count) playing card-sized cards, each with a quirky and evocative piece of art, an adjective (tied in to the piece of art) and a number. The number is there so that the cards can be used with a task resolution system (there are very brief rules enclosed with the deck). I really like the style of the artist (billed as Eleanor Ferron). I like quirky art. It reminds me a lot of the art of Jana Christy from Very Vicky, a favorite indie comic of mine from the 90s. The art in conjunction with the adjectives can very quickly give you some personality hooks for a character, or NPC.

Now, the idea of these cards is that you "make" a character by drawing three cards and using the adjectives on the cards describe your character. I can see this as a starting point for a character, but I do think that it would definitely need more meat (even for me). The idea of the adjective-based character creation would mesh well with a game like Fudge, where adjectives are already a part of the system. I can also see these cards as a way to come up with a personality for Generic NPC #5 that the GM is recycling a writeup of another NPC and wants a quick way to differentiate the two characters. I'm not saying that this approach isn't without merit, or use, but I think that it just needs a little more meat on its bones. And this is coming from someone who likes rules light games.

I can definitely see using this as a part of my next Fudge-based or PDQ-based game. It is a very cool tool, and GMs can always use a new tool in their toolboxes. The Kickstarter will definitely be worth a look when it starts up.