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

Saturday 27 August 2011

Borrowed Dungeons

In my other guise as a writer for the website Comics Bulletin, I wrote a review of the new Studio Ghibli film Arrietty. I mention it here because the opening twenty minutes or so consist of an exploration of the nooks and crannies of a family home, but the diminutive size of the explorers gives the sequence a sense of epic scale.


It occurred to me that if one were to put aside the fact that a ladder was made out of nails and so on, that these sequences were great inspiration for adding little bits of flavour to a dungeon crawl. Why have the characters walk down a corridor when you can instead have them slide across a narrow ledge, or have to hop across a gap here and there? I don't think it's even necessary to attach dice rolls to these moments -- unless of course there's a gang of hobgoblins chasing them -- but they'll add a bit of flavour to the explorations.

Thursday 18 August 2011

King Not Included

Mantic Games has a reputation in these parts for sticking one finger up at Games Workshop whenever the opportunity arises. Their main product line at the moment is the Warhammer-baiting tabletop wargame Kings of War, but they also have a boxed board game called Dwarf King's Hold, which is not at all like a fantasy version of Space Hulk.


Oh. Okay.

I had some spare cash lying about, so I decided to get the dwarves-versus-undead version of the game -- there's another with orcs against elves -- figuring that even if the game was rubbish I'd still get a box of decent miniatures.

The undead miniatures are very good indeed. They have lots of detail and despite being multi-part kits it is not at all difficult to assemble them, although I could imagine putting an entire army together would soon become tiresome. The dwarves are simple two-part kits but they are, by ironic contrast, a right pain in the oubliette. They look like they should clip together just like the Space Marines and Orcs in the first boxed edition of Warhammer 40,000, but the pieces don't line up together well at all, with quite a bit of chopping and filing required. Even then the resulting model will have lots of gaps, although they tend to be on the underside of the figure or behind detail, so it could be worse. It's also something of a shame that Mantic didn't include proper bases for the figures as while they are quite stable in most cases, there are a couple with unbalanced poses.

The dungeon tiles are nice and thick -- although not as chunky as the current Space Hulk board pieces -- and the art is good. It would be nice if there was a way to lock the pieces together, but untethered tiles allow for more flexible dungeon layouts and they don't move around too much in play.

The game itself is good fun, playing a little like Space Hulk. It plays quite fast, and we ran through the first two missions, swapping sides each time, in a couple of hours. The rules are simple but have plenty of room for tactical options, and the game as a whole seems much more balanced than Space Hulk ever was. My only criticism at this early stage is that the game only supports two players, although I suppose you could split the models amongst multiple people.

Even if Dwarf King's Hold: Dead Rising were no good, at least it would still be a box of qood quality dungeon tiles and miniatures that my group could use in other games. As it happens, it's a fun, lightweight game that just so happens to also be a box of useful stuff; I don't think I'll ever delve into Mantic's wargames, but if they continue to produce small, self-contained games like this, then I'll be interested.

Saturday 9 July 2011

Maniac Mansion

The Jolly Butchers didn't venture out onto the mean streets of Marienburg last night, as Steiner Eriksen was laid low by some Nordic ailment, so instead we broke out the newish Mansions of Madness board game from Fantasy Flight.

It's in a similar vein to Wizards of the Coast's Castle Ravenloft and Wrath of Ashardalon in that it's a tile-based exploration game intended to emulate, at least partially, a tabletop rpg. In this case, the emulated game is Chaosium's Call of Cthulhu; Fantasy Flight already produce Arkham Horror, which is in the same milieu -- and indeed Mansions is part of the same line, although the games seem to be incompatible - but Arkham Horror is at the summer blockbuster special effects end of the scale, while the newer game is more of a low-key horror movie type affair.

In the game, players are sent into one of the titular buildings to track down some MacGuffin, along the way encountering various gribbly beasties -- axe-wielding maniacs seemed to be popular in our game -- and sanity-shredding shocks. While the D&D games mentioned above feel like stripped down and simplified versions of the parent system, Mansions is very much its own thing, emulating a Call of Cthulhu investigation but not attempting to replace Chaosium's original game; for one thing, mysteries seem to be quite linear, which isn't an issue in the board game, but would kill the rpg equivalent stone dead.

There are some neat mechanics -- there were some grumblings about the card-based combat system, but I quite liked it, and am already thinking about ways to import it into an rpg -- and there's an interesting balance of play between the investigators and the Keeper -- the player who runs the Mansion's monsters and effects -- with a larger party giving the Keeper more options for mischief, but also enabling the group to search more thoroughly, for example. There's also a fun time limit mechanic, which came into play in our game last night, as we rushed to the finale with one turn left and had to kill an undead creature; the gangster fired two bursts from his Tommy gun -- missing with the second -- and the detective did the same, leaving the hobo to wrestle with the thing -- having dropped his axe in an earlier fight with no time to recover it -- and needing to roll a 7 or less on a d10. It would all come down -- literally -- to the last throw of the die.

The die came up as a 9.

A tense ending then, but still good fun, and I'd be very keen to play again. The system enables the same mystery to be explored up to three times, with differing paths through the plot, and I'm interested to see how that works out in play. All in all, it's a good fun game, and in many ways I prefer it to Arkham Horror, not least because it's much faster in play.

I'm not sure I would ever buy it though, as I don't think it offers good value in its current form. It's an expensive game, but I wonder how much of the cost comes from the thirty included plastic miniatures. The designs are rather uninspiring, and the miniatures themselves are completely superfluous; each has a slot in the base into which is inserted a little token, much like the ones from Arkham Horror, on which is a picture of the monster -- or rather a picture of the grey, unpainted miniature, which strikes me as a bit cheap -- as well as all its game statistics. As such, all the miniatures seem to add to the game is price; I'd have much preferred to see the game use the tokens alone, and the extra cost either dropped or used to provide more monster or layout options. After all, Arkham Horror does just fine without plastic figures.

That is my only criticism of the game -- admittedly based on only one evening of play -- but it's a significant one, and one that prevents me from recommending the game to others, let alone buying it for myself. That said, now that the group has it, I'm keen to play again, and I'm quite interested in taking a turn as the Keeper.

Based on gameplay alone, I'd give Mansions of Madness four out of five, but the pointless miniatures bump it down to .

Wednesday 27 April 2011

Vornheim: The Complete City Kit

Player: Fluffy the half-golem needs repairs! Where's the nearest alchemist?

GM: Err... [flips through three hundred pages of text] hang on, it's here somewhere...

Player: I'll put the kettle on.

A proper old-school GM cares not one jot for detailed maps of every street of every district of the City of Genericfantasyburg, because the old-school GM will just roll on a random table to discover what's round that corner or behind that door. I don't know him aside from his blog persona, but Zak S. -- it stands for Sabbath or Smith depending on which hat he's wearing that day -- seems to prefer this philosophy of generating random data and trying to sort it out at the table, but with Vornheim he suggests that even random tables aren't quite fun enough.

Vornheim also represents an explicit dissatisfaction with the rpg book as a format, that as game books, they're perhaps a bit too bookish and aren't nearly gamey enough. Zak wants them to be more than just containers for text -- this is reflected, consciously or not, within the city itself, where snakes are the medium of choice -- and as such Vornheim is a thing to be used, a bundle of mechanics and tools, a -- you knew it was coming -- kit that only takes the shape of a book, for lack of a better format.

Imagine I want to generate a city location, so in order to do so, I use the front cover of the book. I adore this. It's the author saying "I don't want the cover to just be the thing you stick the title and a pretty picture on, even if I am an artist; I want you to be able to get an actual use from the cover." The idea is to maximise game utility, because the prettiest painted cover image is of about as much use as a chocolate fire guard if your players want to know what's behind that green copper door.

So, I want to generate the location. I get a d4 and I roll it -- this only works with the pointy types; my fancy twelve-siders just roll right off the book, off the table and into the dark corners of the room, where the spiders dwell -- onto the cover of the book itself.

Vornheim is a city of towers, so let's generate one of those. The 14 to the right of -- and almost obscured by -- the die tells us that the tower has fourteen storeys, and the 2 below the die tells us that the tower has two bridges linking it to other towers. The number rolled, a 1, tells us how many entrances the tower has. This takes about a minute, start to finish, more if you faff about trying to find your dice bag.

It's not just cute and fun -- though it is that too -- as this kind of innovation is also there to make the generation of game data more useful and efficient; the exact same roll gives us a fighter with an Armour Class of 18 or 2 -- depending on D&D version -- of second level, and wielding a sword. The same chart can also generate an animal, monster, thief, wizard, group of city guards, inn, two types of internal room, two types of magical attack, and a poison. There's another very similar chart on the back cover, and the book contains a number of different pages that operate along similar lines.

Not all the material in the book follows the same format. There's some prose description, maps, a couple of keyed map adventures, and more than a few random tables, but these are all infused with the same sense of trying to do more with such tools, to not fall back on what is expected of a city-based rpg sourcebook. This informs and supports the general approach of describing Vornheim through examples, rather than present an encyclopaedia of every street, house and citizen.

That said, the GM is given the tools to generate such elements as and when they are needed, and more importantly perhaps, to make them interesting and dynamic when they do come up; Vornheim rejects the mundane, conventional and boring, and this attitude is apparent on every page. The stated goal of the book is not only to allow a GM to create a city on the fly, but to make it interesting, memorable and fun, and I would argue that it more than succeeds in that task.

It is rather D&D-centric and I don't run D&D, but that's not the fault of the book and it's not as if Zak's blog title doesn't make it very clear what his game of choice is. It's not a huge problem by any means, as the book uses so few actual statistics and rules that it's easy enough to convert to one's chosen system, and besides, my key interest was in how Zak pushed the boundaries of rpg sourcebook presentation, and that's something one can appreciate irrespective of the game system.

The book could have done with another editing pass perhaps, as there are some glitches here and there, such as missing table headers and a couple of cases of repeated and redundant information. In places, there's also some repeated and redundant information. Even so, these glitches are few and none of them have any negative effect on the utility of the book, and that's what counts at the end of the day.

To compare Vornheim to the perennial Best City Book Ever nominee Ptolus is perhaps not fair -- although I sort of just do that, oops -- as they're very different products with very different intentions, and to say that one is better than the other seems a bit pointless. Let it be said then that I prefer Vornheim, even as an infrequent fantasy GM, because it strives to be more useful than exhaustive, and because I admire and support the genuine attempts to do something different within the format of the rpg sourcebook.

Vornheim is a sixty-four page A5ish hardback book, more or less compatible with most versions of D&D -- even the Unmentionable -- and is available from the Lamentations of the Flame Princess shop for 12.50€. It's well worth every whatever-pennies-are-called-in-the-Euro-is-it-cents-I-don't-know.

Tuesday 26 April 2011

Vornheim is Mine!

See?

Written by this chap and published by this fellow, Vornheim: The Complete City Kit is, as the title might suggest, a toolkit for running urban adventures, and over the past few months I have been waiting with considerable and increasing excitement for its release. Not because of its content, although I expect that to be of a high standard, but because of the ways in which that content is conveyed, presented and displayed; this may be one of the most revolutionary rpg products published in years.

A full review will follow, once I've read it cover to cover.

Wednesday 29 December 2010

Blood Bowl (Nintendo DS)

Games Workshop's Warhammer is a juggernaut of a franchise. Its runaway success has changed the company from a single hobby shop in Hammersmith to an international corporation, and the game has expanded beyond the tabletop into board games, role-playing games, video games, MMORPGs, novels, comics, and even, in the latter stages of 2010, a straight-to-dvd film, although reviews haven't been too good on that last one.

Warhammer is the company's core product, but there's also a horde of lesser games, lost to the mists of time and commanding high prices on eBay, stuff like Chainsaw Warrior and Lost Patrol. Somewhere in between is a middle tier of games that have never been huge money-spinners, but have remained popular enough to remain in production, on and off, throughout the company's life. Blood Bowl is one of these, a Warhammer-ised version of American football, with orcs and goblins beating seven shades out of dwarves and elves, and with maybe a touchdown or two thrown in. In the game, players take it in turns to advance their teams up the pitch, seize the ball, and through applied brutality, agile footwork, or dead-eye accuracy, attempt to get the ball into the end zone to score. Their chances of doing so are modified by their teams' skills and statistics as well as a significant amount of luck, as generated by the rolling of dice.

In 2009, Blood Bowl was released to a number of video game platforms, including this DS version. It lacks the 3D environment of the PC and console releases, opting for a isometric viewpoint; while some may view this as a negative, and it does at first glance seem like a retrograde move back to the 16-bit era and a waste of the DS' capabilities, the viewpoint works in the game's favour, allowing for a wider field -- pun intended -- of vision, as befits what is, after all, a game of strategy.

Similarly, the lack of a real-time mode turns out to be a missing feature which is not missed, as the end result is something which is more or less a straight translation of the board game into electronic form. The original board game is strong enough that 3D graphics and arcade-style gameplay are not improvements but unnecessary distractions, and for whatever reason they were removed from the DS edition, it has resulted in a better game. The fidelity to the source material also means that those players who want a quick game of Blood Bowl, but can't find an opponent or don't have the space to set up the board, can instead whip out the DS and indulge. There is also a rudimentary local multiplayer option, as well as a "hot seat" mode, which may be a misnomer on a portable system.

All that said, some features are indeed missed, such as the wilder players and options some of the teams bring along with them, and while eight types of team are included it is disappointing that evocative races such as the dark elves and undead have been overlooked. It is possible however that only those familiar with the original game will miss these bells and whistles, as the core gameplay offers plenty of complexity to keep strategic thinkers happy. On the other hand, those same strategic thinkers may not be quite as happy with the difficulty of the game; while the single-player mode will prove a challenge due to an aggressive CPU, the AI does on occasion seem to engage in some wild and hare-brained schemes, such as sending players to the far corners of the pitch to await passes which are never likely to come, or withdrawing strong blockers from the front lines, and so on.

The game benefits from good graphics, with good designs and smooth animation, although it would have been nice to have some variation in how the players moved. There are some neat cut scenes during the game, with the referee stepping in to conduct the opening coin toss and adjudicate fouls, and so on, and there are is a brief appearance from the game's commentators, familiar to those who have played the board game. Perhaps the most important cut scene of all is that which plays when a touchdown is scored, and alas this is the most disappointing, with dodgy-looking cheerleaders and no variation in the animation at all; it would have been a neat touch to have included burly orc cheerleaders, ethereal elven cheerleaders, bearded dwarven cheerleaders, and so on. The game also lacks much in the way of music, with only one or two tunes in evidence, although perhaps a wise move to shun in-game music, which could have become annoying with individual matches taking up to an hour to play.

This lack of polish can sometimes be an annoyance, but the game survives. There are some glitches in the code that may prove to be a more fatal issue. Outside a match, the game can sometimes take a long time to move between screens, which could be put down to loading times were it not for the simple fact that Blood Bowl is a cartridge-based title. At times, the game can lock up during these pauses, necessitating a restart and the subsequent loss of data, most annoying during a league game where a team has built up money and experience over a season. Other editions have been fixed by updates, and a new version of the game was released in 2010, but neither have made it to the DS alas.

All in all, Blood Bowl on the DS is a very basic game, and the lack of features and polish can be a bit disappointing at times. That said, the core gameplay is strong, a faithful adaptation of a great board game and at the end of the day, it's the gameplay that matters most.

Sunday 7 February 2010

Rogue Trader Session 01

Characters:

Aphesius Alesaunder, zealous yet charming missionary of the Imperial Cult. (Manoj A)
Maximillius XVIII, tough-as-nails technician from a death world. (Ben F)
Triptych, mutant navigator and his harem. (Ric R)



My group found itself between regular games last night, and I've been itching to run a game after only playing for months, so we decided to try out something new, and I dusted off the copy of Fantasy Flight Games' Rogue Trader I'd picked up back in October. Flying cathedrals... IN SPACE!It's a space trading rpg based on the Warhammer 40,000 universe, with a ruleset derived from one of my old favourites, Warhammer Fantasy Roleplay. I've played, but never run said ruleset, so I was a bit wary, particularly as the rulebook is a bit of a mess, full of vague writing, contradictory rules, and an unwritten assumption that the reader is familiar with the contents of an errata produced for FFG's previous rpg, Dark Heresy; there are whole sections of the book which make little sense unless used in conjunction with that errata, which strikes me as an odd approach. I decided to persevere however, as I've always liked the space trading genre, but found Traveller to be a bit stuffy, so the heavy metal excesses of the 40K setting appealed much more.

The players' experience of the setting ranged from complete unfamiliarity, through a broad dislike, to some vague memories of playing the wargame a decade or so ago, so I knocked together some basic fluff on the setting and sent it out via email before the game. They all got the hang of things pretty quickly once they figured out that it was essentially a game of lords and vassals... IN SPACE! I thank the group's experience with Pendragon for this, as the two games differ in the details, but are more or less about the same thing.

We started off with designing the players' starship, the Banshee, although as I recall, this is a shortened version of the ship's real name, which runs to something like fifteen words. The rules for this are a bit dry, reading much like an accounting exercise (although much less so than the Traveller equivalent), but the players all seemed to have a lot of fun with it, and spent about an hour and a half tweaking the Banshee to perfection. Then we headed into the game proper, as the team and their (NPC) Rogue Trader ventured into a new and uncharted area of space looking for opportunities for wealth and fame.

A local space station commander invited them to a feast thrown in their honour, at which they met the local representatives of the church and the Imperial Inquisition, picked up some rumours about other Traders and lost starmaps, and managed to foil an assassination attempt on their Trader, all before dessert. They followed this by interrogating the assassin, and the on-paper-socially-inept techie character got right to the heart of the matter with some inspired guesswork from his player, getting the name of the assassin's employer almost immediately. I would have run this as an extended series of skill tests, but Ben cut through everything with his direct questions, and there seemed little point to follow through with the mechanics; roleplaying beats dice-rolling! Not quite satisfied, the team's priest charmed the Inquisitor they met at the feast and convinced him to question the suspect; when the team saw what was left after the "questioning", the navigator freaked out, and the priest only managed to stay calm by reciting a litany to the God-Emperor.

We didn't use miniatures, which seems perverse and rebellious given that it's a Games Workshop title.Seeing enemies around every corner and in every shadow, the players retreated to the Banshee, and the next day returned to the space station in search of the rumoured starmaps, the acquisition of which would make the exploration of this new area of space much easier. They discovered a long-abandoned navigator temple, containing ancient technology which turned out to be some kind of navigation database, and began work on transferring it to their ship in secret. They were briefly interrupted by the strange mutated guardian of the temple, a chaotic combat intensified by some failed fear and insanity tests, as well as getting used to the way Rogue Trader handles initiative and combat rounds. Despite the fiddly bits, the combat went quite quickly, and the monster was torn to pieces by a critical chainsword swipe from the priest, without causing much damage at all to the party; I had designed the encounter to be a little soft, as I didn't want anything too complex in the first session, nor did I want any player-character deaths so early on, but even so I think it was a bit too easy. After the fight, the players sneaked the database on to the Banshee; now with a complete map of the sector, and revenge and profit on their minds, they are deciding where to go next.

We finished late, and were quite tired by the end, but everyone seemed to have good fun with the game, and I was asked to run it again this coming weekend. I'm still not won over by the system, which seems unnecessarily complicated in places and clever and elegant in others; I kept thinking how much easier it would be to run the whole thing under Chaosium's Basic Roleplaying ruleset, but there are lots of bits of the game we haven't tried yet (starship combat for one), and I'm determined to give it a fair try. I'm sure the system's eccentricities will be less jarring given time.

It desperately needs an errata though.