X-Wing Miniatures Game

The other day, a friend I don’t get to see very often brought me a Christmas gift: the X-Wing Miniatures game published last year by Fantasy Flight. It’s a pretty perfect gift, because I’ve been eying that game for months now, and I’ve got a little, tiny, almost insignificant, lifelong passion for the Star Wars. Plus, as my friend noted, the game has a lot of similarities to a board game that I’ve been developing in my spare time. He thought it would be useful for me to see how another designer handled a similar concept.

Before anything else, let me say that the miniatures used for this game are beautiful. Seriously, click that picture! The rest of the pieces are are alright, with some high quality artwork for the pilot cards. But the miniatures? The miniatures for this game are of fucking stellar quality. When I first saw them I thought perhaps they re-used the old Micro Machine molds (which are some of the coolest toys ever). But! I pulled out my old micro-machines box to compare the two, and the models included with the miniatures game are even more detailed! I’m tempted to just keep these things on my desk rather than putting them back in the box. (And if the TIE fighters are as fragile as the old Micro Machine TIEs were, that may not be a bad idea).

The actual play of the game is surprisingly simple. The players agree on the number of “points” which will be used in the skirmish. They then use those points to add ships, pilots, and upgrades to their forces. Once play begins, the players use small dials to secretly choose which maneuver each of their ships will perform, then place the dial next to the relevant ship. Once everyone has selected their maneuvers, the dials are revealed, and the players use included cardboard guides to move their ships around the countertop, or table. And once everybody has finished moving, the ships with an enemy in their firing arc get a chance to attack.

Here’s some photos demonstrating the basic gameplay as I just described it:

The gameplay is fast, and it’s a whole lot of fun.

I do have one complaint about the game though, and it’s a big one. This game is designed around expansions. The basic game comes with 2 TIE Fighters and an X-Wing, which I’ve had a lot of fun with. But you’re not really getting the “full experience” until you start shelling out more money for extra ships. Which are expensive at $15 for a single fighter craft, up to ~$30 for larger ships like the Millennium Falcon or Slave I.

I’ve enjoyed the game enough that I’m okay spending some additional money to be able to have larger battles. But not everybody will be. I’d even go so far as to say it feels a bit slimy. Many board games have expansions, but those expansions are usually produced after the game is already a success and the developers believe they can produce more content for it. This game was released simultaneously with its expansions. And while the basic game can stand on its own, it also feels incomplete.

In defense of the game, the miniatures are of very high quality. The productions costs of each ship doubtless contributed to Fantasy Flight’s decision to use this expansion-based distribution model. None the less, I think it would have been better if the basic game included a few more ships. The bump in price would be worth having a more complete-feeling game. They don’t even include enough dice in the basic set! But you can bet there’s a fucking dice pack!

TL;DR: The X-Wing Miniatures Game is fun, and awesome, and I really like it. But if you don’t want to buy the expansions, it is not worth your money.

Are Zocchi Dice Viable?

Upon going through my budget for the month I realized I had some spare money to spend on toys. After ordering a hardback copy of ACKS, as well as a kickass shirt, I decided to take care of something which was long overdue. I hunted down, and purchased, a set of Zocchi dice. For the uninitiated, Zocchi dice (named for their creator, Lou Zocchi) are role playing dice which are funnier than the funny dice we’re all used to. Every tabletop gamer quickly becomes well acquainted with the standard set: d4, d6, d8, d10/d%, d12, and d20. A full set of Zocchi dice includes a d3, d5, d7, d14, d16, and a d24. Mine arrived a few days ago*, and I’m rather in love with them. I think my girlfriend is getting really frustrated by the incessant clattering of my d5, as I roll it over and over again to marvel over the way it consistently lands on its edge. It doesn’t look like it should, and yet it does!

Long time readers may recall that I have something of an obsession with randomization, so gaining access to different ranges of numbers I can randomize is exciting. I will admit that zocchi dice lack some of the beauty inherent in regular polyhedrons, but in my opinion, they make up for that lack of inherent beauty by being examples of the beauty which is human ingenuity. Seriously, that d5, mang. It mystifies and fascinates me. I also have a more utilitarian need for the dice, since Dungeon Crawl Classic (which I received as a birthday gift) utilizes a full range of Zocchi dice, as well as a d30 (which I also purchased). Furthermore, while fiddling with the mechanics of the RPG system I’ve been working on, I’ve concluded that part of the game will work best if a d24 is used.

I think the last week’s worth of posts have referenced that project. I guess it’s pretty easy to tell what has inspired me to write recently. But after all of this talk, I’m going to look like a real dick if I’m not able to deliver, wont I?

The decision to include a d24 in my game has given me pause. While I have no delusions of grandeur about my project, I do hope I’ll be able to share it someday and get feedback from others. As it stands, this will be my first full-fledged attempt at game design. It’s hard enough to get people to pay attention to a sourcebook written by an untested designer. If people need to buy a new die to play the game, will they even bother? I wonder how Gygax and Arneson felt when they created a game which required a 20 sided die way back in the ’70s.

The relative success of DCC RPG would seem to imply that there is a market for games using non-standard dice. After all, the designers of DCC were able to get a wide release for not only one hard cover sourcebook, but a special edition as well. Given that, I have no doubt that it’ll be easier to release a game using Zocchi dice now than it would have been before. But I still wonder if I can get away with putting such a game out there, without it being completely ignored. It doesn’t help that a complete set of these dice is a pain in the ass to find.

I put it to you, readers: would you buy Zocchi dice if a game you were interested in required them? If you aren’t willing to buy the dice, would you be willing to play the game using standard dice to model the appropriate ranges? You could always replace a d24 with a d12 and flipping a coin. (heads is normal, tails add 12 to the result).

*My set, oddly, is missing the 7-sided die. Further research indicates that Game Science (Zocchi’s company) does not produce d7s using the same style or materials that they use to produce their other dice. I couldn’t figure out why this is, however, so if anyone has information I’d love to know!

Product Review: Using Banners on the Cheap for Maps

The first dungeon I ever made. There’s a good 30 or 40 pages of this from when I was roughly in second grade. It’s…actually really sexual.

Full Disclosure: I received this product for free, in exchange for the review. I have done my best to honestly represent its quality here.

Like all good game masters, fantasy cartography is dear to my heart. I’ve been making maps of worlds and dungeons since I was a small child. Not good maps, mind you. I lack any semblance of artistic ability, but I always enjoy seeing an environment grow and come to life. Role playing games have given that little hobby of mine new dimension, as I actually get to see others explore my worlds, interact with them, and provide them with a depth and context that I could never create on my own. Often, as my worlds take on more epic proportions, I wish I had some way to immortalize them. I once spent a month re-drawing an entire world by hand, then laminating it, just for that purpose.

So a little over a month ago, when I was approached by a company called Banners on the Cheap to evaluate their products for mapmaking purposes, I jumped at the chance. There’s a lot to like about the idea. Not only do you get to see your world laid out on a huge surface, but vinyl has a nice weightiness to it as a material. It’s certainly not as cool as having your map painted on leather or something more reminiscent of a fantasy setting, but being more durable than paper is a huge plus in my eyes.

Based on my conversations with BotC prior to agreeing to the deal, we did hit upon one snag. There was some concern that the printing process they use might not be rated for cartography. Maps have details which are much finer than those found on a typical banner image. Truth be told, one I learned that, I didn’t expect to be happy with the product. I even spent a few idle moments drafting a disappointed review in my head. None the less I spent some time in Hexographer expanding my current game world. I then uploaded the map to their website and waited for it to arrive. A couple days ago, this is what I received:

Wow. Just…wow. I’m still feeling a little bit of shock over how cool this looks. That’s my game world, and it’s huge! 3’x3′ didn’t sound quite so large in my head. I could hang it on a wall if I wanted, or lay it out on a table for my players to move around on during gameplay.

Here’s another photograph, with the Pathfinder Core Rulebook used as a reference, just to give you an idea of how massive this thing is:

I chose to use a map made with Hexographer for a few reasons. Firstly, it would be the most personally useful to me–so I had some selfish motivation there. As I mentioned above, this is my current game world. Having a nice big version of the map will be an interesting tool to use as I plan adventures. Rather than examining landscapes on a computer monitor, I can do it on a table. Which is how I like to plan my games anyway.

My biggest reason for choosing a Hexographer map, however, is that it was easy to scale. I could have uploaded my Negune world map (which is far more sentimental than the map I ended up using) but I doubt it would have printed well. My pencil scratches look alright on an 8.5″x11″ sheet of paper, but I doubt they’d look quite so good when blown up to this size. On top of that, Hexographer takes my (lack of) artistic talents out of the equation. Many GMs are familiar with Hexographer, and what maps produced with it look like. My hope is that having a ‘baseline’ for the art, which everyone is familiar with, will help my clumsy photographs convey the quality of the printing.

Regarding that quality, there is some fuzziness which may not be apparent in the larger shots above. Personally it doesn’t bother me. The lines are crisp, the icons and text are easily legible, and unless I look closely I don’t really even notice it. However, the more artistically inclined might find the grainy texture disappointing. I’ve done my best to capture it in these two pictures. Please forgive my amateurish lighting in the second photo:

Now, for myself, I tend to stick to large scale maps like this one. Maps which cover miles upon miles of terrain. However, I know that others like mats which represent a single battlefield. So in their interest, I tested the mat with wet-erase markers. It worked just as well as my blank battle mats do, so that’s a huge bonus:

Drawing a cute lil’ ship in the water. Sail, little ship! Sail!
This ship is immune to even the most diligent of finger rubbing!
Oh no! Water! The ship’s one weakness! Which, in retrospect, is a terrible weakness for a ship to have!

For those same people, I also placed a mini on the map to give them an idea of what the scale is like. For the record, this map’s hexagons are set to 200px by 200px in Hexographer.

“By Vecna’s Balls! With the ship gone, I will surely drown in all of this armor!”

Regarding the service itself, I really only have nice things to say. Uploading my map was extremely simple. I just selected the size of the banner I wanted, and uploaded an image. I was then shown how the image would be positioned on the banner, and fiddled with my image until it looked the way I wanted on the preview. I received the product over a week earlier than they estimated. And the price is easily affordable. With the mounting grommets (which are an extra I tacked on) the map above cost less than $25. More than you’d probably want to spend on every gaming session, but not so much as to be unreasonable if you were planning something special, or hoping to immortalize your game world. And there are smaller sizes than 3′ by 3′ too. A 2′ by 2′ banner is priced at about $10!

Normally, when I review something, I tend to be pretty harsh. I’ve sometimes even worried that I’m too harsh, since I doubt Robin D. Laws would like me very much if he and I ever met. But I don’t see much to dislike here. This is a cool service which fills a niche within the role playing community. The company itself is actively reaching out to us as potential clients by asking tabletop bloggers to review their products. And it’s pretty damned cheap. I do most of my printing at Office Depot, and I’ve occasionally had simple paper printings which cost more than $10 just because the paper was larger than 8.5″ x 11″.

So, yeah, in conclusion, I hereby give my recommendation to Banners on the Cheap as a resource for printing maps. And if anyone ends up using it for a more artistic map, let me know! I could add the picture to this post to give people a better idea of what to expect.
 

Product Review: AD&D First Edition Reprints

EDIT 1/22/13: I normally prefer not to edit a post once it has gone live. Particularly not such an old post as this. However, I still see a lot of people sharing this post and using it to help make the decision of whether or not they’d like to spend money on these books. As such, I think it’s important that I include some new information which I’ve become aware of.

Much of the iconic art in these books was not well preserved in the reprints. Almost all of it has been significantly darkened, often obscuring details. Some of it even has strange artifacts which were not present at all in the original prints.

You can view art comparisons in this Imgur album. The degradation of the art’s quality is clear, and I have confirmed it by looking through my original and reprinted copies of the DMG.

(I would love to host those images here, but unfortunately I cannot find a means to contact the original uploader, and I’ve not intention of stealing his or her content. If anyone who knows the mysterious ways of Imgur would like to help me contact them, I would be appreciative.)

They’re finally here, the reprints of Gygax’s three original AD&D books. I received the email from my friendly local game store on Thursday, and drove up there yesterday to pick them up. And let me tell you: these books are nice. The covers look fantastic, with each looking unique and incorporating the original art, while still maintaining a thematic look between them. The covers are textured as well, with indentations on both the front and the back, corresponding to the darker patterns in the image above. I particularly like how the books have no bar codes or ISBD numbers on the exterior. Aside from a re-printing of the dark pattern on the front, there isn’t even anything printed on the backs. Very classy looking.

Each of the books came wrapped in plastic, and bound by a piece of paper with a faux-wax seal for the Gygax Memorial printed on them. As I’m sure most people are aware, a percentage of the profits from each book purchased will go to support the Gygax Memorial Fund, which seeks to build a statue of Gary in his hometown of Lake Geneva Wisconsin. These pieces of paper are also where the ISBN number and bar code can be found, on the back side. Again, very nice. They also use this area to list the books original publication date, and notes whether the book was originally published first, second, or third out of the three.

The spine of these books looks fantastic as well. I’m curious to know if the symbols used here have any meaning which I’m not aware of. Or maybe they’re just meant to look cool, I don’t know. The actual binding of the book is similar to more modern books, with the page glued together in small bunches. It would have been cool if they’d used the same super-sturdy binding methods used in the original 1970s books, but I’d be kind of surprised if there were even any printing houses left which offered that.

[EDIT: It looks as though I was wrong on this point. Brendan of Untimately has corrected me:]

The bindings on the reprints are section sewn, which is probably about the highest quality book binding available (though it depends how the sections are attached to the spine, and I can’t see that). If you flip to the center of the sections, you can see the stitches. The new books probably have better bindings than the first original printings, despite how well the originals have held up.

Now this is kind of cool, because it’s honestly pretty uncommon: gilded edges. I think the only other books I own with gilded edges on the pages are my copy of the christian bible, and my copy of Hitchiker’s Guide to the Galaxy. It’s a little ostentatious, but I think it’s warranted given how historically important these books are, and how much love the community has for the man who wrote them.

I put a little too much light into this pictures, so you you could see the edges glisten.

And, of course, as with most books that have gilded edges, these books each have ribbon bookmarks. Curiously, though, each book’s ribbon has a different width. I’m not sure how to explain that, except to point out that the width of the ribbon seems to correspond with the thickness of the book.

I thought it would be nice to compare the reprints to the original editions, but unfortunately I only have the 1979 Dungeon Master’s Guide, and have not yet gotten my hands on the original Player’s Handbook or Monster Manual. Still, one works with what one has, so here are the two DMGs, side by side. It’s at this point that I would like to give Wizards of the Coast my most profound thanks for not placing their logo anywhere on the outside of the reprinted books. They could have done so, and honestly I don’t think anyone could blame them if they did. They invested money in producing this product, and have every right to but their trademark on it. But they didn’t, and that demonstrates a respect which I find commendable.

Here’s the iconic title page of the DMG, with the original on the left and the reprint on the right. The newer book uses higher quality paper and printing, which is nice. Darlene Pekul’s Unicorn is rendered a little more darkly than in the original book, but it also appears more crisp on the page. I also notice that the original copyright information has been removed, and the legal information at the bottom has been expanded. Which, of course, makes logical sense.What doesn’t make  sense to me is that on the following page, the foreword, they removed the caption at the bottom which explained the cover. Originally it read:

“Cover: The book cover painting shows an encounter between three adventurers and an efreet on the Elemental Plane of Fire. The fabled City of Brass can be seen floating over a flame-swept sea of oil.”

I suppose the thinking may have been that since the cover art was different, it was no longer appropriate to reference adventurers who were not depicted. But since the efreet was still there, it seems some mention is in order.

I wonder if, perhaps, the text for this book was taken from the original 1983 reprint. The one with different cover art, which Gygax ostensibly preferred.

On the Contents page, I notice that the printing seems to be a little more dense than in my original copy. The last entry on page 3 in my copy is “Aerial Travel,” while the reprint has two more lines after that, ending on “Waterborne Adventures.” You’ll probably need to open this image in a new tab if you want to read the text.

I flipped to the final pages to see if they matched up, and they’re actually quite different! I’m not terribly surprised that the Gencon advertisement was removed, but the information the two books end on is completely different! While the original ends with an Index page, the reprint ends with an appendix which appears to deal with henchmen and hirelings. I also notice that while my original copy ends on page 232, this reprint ends on page 240! Where did they add an extra eight pages?

I did some looking, and it appears there are two additional appendices listed on the Contents page: APPENDIX O: ENCUMBRANCE OF STANDARD ITEMS, and APPENDIX P: CREATING A PARTY ON THE SPUR OF THE MOMENT. Neither of these is included in my original copy of the book, but at this point I’m going to assume that they were added by Gygax himself to later printings. I don’t see why Wizards would add this stuff. However, those two sections don’t take up much room, and end on page 227. Following them are the glossary, afterword, and index, printed pretty much the same as they are in my original text.

But while the 1979 print of the book ends after the Index, Wizards has a splash-page notice about the Gygax memorial, followed by four pages of additional tables. I’m really kinda confused about their placement, here. If they were added in previous reprints of the book, then why did Wizards place their splash page 4 page before the end of the book? If they were NOT in previous printings of the book, then why did Wizards add them?

That weirdness aside, there’s a very nice touch at the end of the index where Wizards kindly printed the old TSR wizard logo.

All in all, these are easily worth the $100 I dropped on them, and I recommend that everyone who doesn’t own a copy of these books go out and do the same. Show your support for the Gygax memorial, and show Wizards of the Coast that there’s a market for a more traditional style of role playing game.

And now that I finally own a complete set of AD&D books, I suspect I’ll find excuses to use them. Hee hee hee…

Serius Biznis

There are two things you should know about me: I’m serious about making writing my career, and I’m a huge dork. Getting business cards was really the only logical thing I could do. After all, nothing says “take me seriously” quite like business cards for a blog.

I’ve always planned on getting cards for this place eventually. A couple years ago when I met Jen McRight, she gave me a business card, and I just thought it was cool. It’s one thing to talk about writing stuff on the internet, it’s another thing to be able to hand someone a tiny, physical banner ad for your website. I’ve been putting it off for a few months, because I didn’t want to get ahead of myself. But I’ve had a few conversations recently where a business card would have been handy. Plus I’ve got Paizocon in a couple weeks, and it would be nice to have them on-hand while I’m there.

With so many websites claiming to print business cards so cheaply, I had some difficulty finding one I felt I could trust. In the hopes of saving others the trouble: I used Vista Print. The base price for their cards is better than most places I found, and my cards arrived less than a week after I placed the order. I’m very happy with the product, but I did find their service severely lacking. I needed to click through something like 15 pages of addons before they would let me check out on their website. Page after page of “would you like this image on a coffee mug? No? Well how about on the hood of your car then? On a T-shirt!? PUT IT ON SOMETHING, PLEASE!” It was like web based version of that guy at Best Buy who keeps pestering you until you want to punch him.

To add insult to injury, the last thing they offered me was a discount on additional cards. So let that be a lesson: if you want more than the minimum 250 cards, order 250 and wait until they offer you a cheaper price on 500!

If you’re interested, here’s the design of the card. I’ve already got some thoughts on what I’ll change in my next batch. But I’m rather proud of how it looks already.

Loot from the 25th Sublevel of the Dungeon

I recently crossed into a new age category. My Strength, Dexterity, Constitution, and Charisma all now suffer from a -2 penalty. This sucks, but there are a few upsides. For one, my Wisdom and Intelligence each gained +1. They were on even numbers before, so my modifiers didn’t actually increase, but it’s still cool. I also acquired some nifty loot, pictured above. Some of it is from my very friendly ladyfriend, and the rest is just from allowing myself to be a little less thrifty than normal. Given that it is all at least tangentially related to tabletop gaming, I thought I’d take the time to share.

Pictured at the top of the image are three board games: Small World, Tsuro, and the Order of the Stick Adventure Game (Deluxe Edition). The first two of those I’ve been interested in since seeing them featured on Wil Wheaton’s “Tabletop” series of YouTube videos. He’s already done a very thorough job of explaining both games, so I would simply recommend checking out what he’s posted. Small World was the focus of episode one, while Tsuro was the first of three games in episode two.

I’ve mentioned in the past (a no doubt annoying number of times) that I’m a huge fan of Rich Berlew’s Order of the Stick webcomic. It’s funny, clever, involved, and surprisingly emotionally compelling for a comic about stick figures. So when I drove into the city to have a nice dinner and visit Card Kingdom, I was delighted to find a copy of the Order of the Stick board game on display there. It even includes a thoroughly amusing comic to explain the rules. I won’t go into too much detail, since I’ll probably write a review of it once I have a chance to play it properly. Essentially, it’s a cooperative dungeon crawling game where only one of the players can actually be the ‘winner.’ If you’ve ever played Munchkin by Steve Jackson Games, think of this as Advanced Munchkin. It’s also much funnier, which is saying something, because Munchkin is pretty funny.

Moving on, in the center of the picture are three of the old Van Richten’s Guides. Ravenloft is easily my favorite campaign setting. I love the macabre style, I love undead creatures, and I all around love the land of mists. I first encountered Van Richten’s guides when I visited a local book store and picked up Van Richten’s Guide to Vampires. The books are written from an in-universe perspective. The ‘author’ is legendary undead hunter Dr. Rudolph van Richten, who writes these books to help novice undead hunters understand the dangers they’ll face. There were tons of these guides, and they’re absolutely timeless. It doesn’t matter what game or campaign setting you’re running, because they’re structured more like a work of fiction than a sourcebook. It’s only at the end of each chapter that the various elements are explained within the structure of AD&D’s rules. Pictured are the guides for Ghosts, Flesh Golems (“The Created”), and Mummies (“The Ancient Dead.”)

On the center left is “Tales of The Dying Earth” by Jack Vance. If you’re reading this, chances are you’re already well aware of why this is significant. If not, all you really need to know is that when we talk about “Vancian” magic in D&D, Jack Vance is the guy it was named after. On page 40 of the Dungeon Master’s Guide, Gygax directs anyone curious about the background for D&D’s magic system to read three books. Two of which (“The Eyes of the Overworld” and “The Dying Earth”) are both included in this volume. I’m a little curious as to why the cover looks quite so science-fiction-y, but I’m sure the meaning for that will become apparent once I get a chance to read it. Now I just need to power through the significantly less interesting book I’m currently reading.

On the center right is the sourcebook for Dungeon Crawl Classic. It’s a unique kind of retro clone which has integrated some aspects from modern gaming, and has some very interesting ideas in it. It’s also the first game I’ve encountered which will require me to find some of the more obscure Zocchi dice, such as the three, five, and seven sided dice. There are already a lot of things here I like, and a lot of things I don’t like. I’m sure this game will be getting a few of its own posts in the future, so I’ll leave it at that for now.

Finally, I got an oversized D12. Each side has a body part listed on it: Right Hand, Left Hand, Right Arm, Left Arm, Right Foot, Left Foot, Right Leg, Left Leg, Stomach, Chest, Head, and Full Body. I’m not completely sure what I want to do with it yet, but I just like the idea of it. I’m thinking it might work best in a game like West End Game’s Star Wars RPG. That’s a game where combat is supposed to be extremely lethal. So, instead of using their system of “wounds,” you could instead use this die to determine whether a shot is lethal or not. I’m not completely sure what to do with “Full Body” though. Perhaps it’ll just mean you have to re-roll twice.

Now it looks like I’ve got some serious reading to do, so if you’ll excuse me, I want to see if Van Richten has any tips which will help me with my Mummy problem.

By the way, if you did enjoy this post, it’s Garage Sailing season. Which means my seasonal Garage Sailing site will have a post like this every week.

The Most Visually Impressive Appendix Ever

Today (as of this writing), I received my Random Dungeon Generator and Wandering Monster posters from the Blog of Holding Kickstarter campaign. Paul started the project to fund production of the former, and generously required only a $22 donation to have the latter thrown in as well! I got them laminated, and they’re now hanging in a place of honor above my workspace.

If you are unfamiliar, the random dungeon generator (pictured right) was originally created by Gary Gygax, and included in the Dungeon Master’s Guide as appendix A. The generator takes up about 4 pages of the book, and is intended to help GMs create dungeons both in preparation for, and even during, a session of game play. The variety included in the tables is impressive. Numerous types of corridors, room sizes, trap types, treasure and even whether or not a monster is present can be generated with the tables. They can be somewhat difficult to follow, and require a lot of page flipping, but the creation of it is a feat of Gygaxian proportions.

As Paul tells the story, it first occurred to him that the tables could be re-drawn as a flow chart. It then struck him that a dungeon is basically a flow chart with monsters in it. So he set out to represent the random dungeon generator as a dungeon, and it turned out beautifully. It’s extremely simple to follow. I’ve already created a few dungeon levels using it, and aside from having a difficult time finding a table large enough for it, it has been a pleasure to use. The art is top-notch as well. I know many of my readers have a soft-spot for detailed black-and-white art, and I don’t think they’d be disappointed by what Paul has done here. There are little visual treats everywhere, with tiny characters making their way through the many dungeon obstacles present.

The Illustrated Wandering Monster Tables are of somewhat less use to me, since I have so much fun creating those tables myself. But the art is, once again, very nice. Plus I think it will be fun to use in conjunction with the random dungeon generator. If I can somehow fit them both behind my GM screen, I won’t even need to bother making any game preparations any more!

So far, the poster has only been made available to those who participated in the Kickstarter campaign, but Paul has said they will be made available somewhere online soon. When it does become available, you have my recommendation to purchase it.

Board Game: Expedition to Castle Ravenloft

Ravenloft, both the adventure, and the setting which surrounds it, have always fascinated me. Partially because of my well known love for the macabre, but also because everything about them has a kind of mystique which I find enthralling. The dangers of Ravenloft are always unseen, always shifting, and you never know where you’re going to end up. And Castle Ravenloft itself stands as a figurative edifice among dungeons. My mind’s eye imagines an endless maze of corridors, filled with every kind of danger imaginable. And at the end there is Strahd, a villain so legendary that he’s withstood almost 30 years of marketing and re-marketing without becoming boring.

At least, that’s my view, as someone whose never been so fortunate as to venture into Castle Ravenloft himself.

When I first saw that Wizards of the Coast had created an Expedition to Castle Ravenloft boardgame, it piqued my curiosity. And when my gaming group recently began experimenting with board games (we all very much enjoyed Hero Quest) I took that as an excuse to spend $60 on the game, so the group could have some variety. Last night was the first time we played the game as a group, and we ran through three adventures before calling it an evening.

The game is quite clearly based on 4th edition rules, which I personally found a little off putting, as I have a strong aversion to that ruleset. But even though it uses the terminology of 4th edition (daily/utility/at-will powers, dragonborn, elradin, etc.)the board game is none the less a fully self-contained product. And while my personal feelings made me a little uncomfortable talking about “healing surges” at the table, they function perfectly well as a mechanic for the board game. Even if I do not approve of their use in a tabletop RPG.

The basic premise of the game is very simple. Each player selects a character from the five which are included with the game. The characters all have a race and class, which determine which stack of ability cards they recieve. The players then take four abilities which they’d like to have access to during the game, plus one ability which is fixed and must be taken every time. The environment is created using a stack of dungon tiles with interlocking edges, which are shuffled and placed face down on the table. Whenever a player explores the “edge” of a tile currently in play, they take a new tile off the stack and connect it to the game board. When a monster is encountered, the player who encounters it draws a monster card, and at the end of their turn each round they must play the monster according to the tactics listed on the card. Each game session consists of braving the dangers of Castle Ravenloft to complete a specific objective, which you select from the adventure booklet before play begins.

The game is actually quite difficult. Groups who wander into the dungeon without understanding their own abilities probably will not walk out again. It also helps to have a thorough understanding of the game’s rules; during my playtesting session prior to getting the whole group together I nearly flipped the table because I didn’t realize I was supposed to be picking up treasure cards every time I killed a monster.

Most of the game’s difficulty comes from its manic pace. If a player does not explore any new dungeon tiles during their turn, they must draw an encounter card. Some cards summon traps or monsters, while other cards are spell effects which can damage or immobilize you. The worse encounter cards, however, are those with environment effects which remain in play until replaced by a new environment effect. Most of these effects are a severe hinderance to the party. Some cause damage when a player uses an item, or a once-daily ability. Perhaps the worst environment effect is the one which damages a player if they end their turn on the same tile as any other players, essentially forcing the party to split up.

The only way to avoid drawing an encounter card is to explore a new part of the dungeon, and when you do that you must place a new monster on the newly explored tile. So no matter what, each character’s turn creates a new complication for the party. Plus, some tiles have black triangles on them, indicating that you must draw an encounter card anyway! I must acknowledge the elegance of the design. Since the number of dangers encountered rises with the number of players, the game automatically scales up and down for whatever number of players you have at the table.

Not everything about the game’s design is quite so elegant, unfortunately. My group quickly implemented a number of house rules to combat some of the game’s ridiculousness. For example, we combined the “Hero” and “Exploration” phases of each player’s turn. In the basic rules, players must first do all of their moving and attacking, and only then can they choose whether or not they will add a new tile to the board. That means that if you begin your turn by moving to a tile’s edge, and exploring, then you cannot attack the monster which appears there until your next turn. Apparently every monster in the dungeon has the element of surprise.

We also changed the rules for leveling up. According to the manual, once a player has collected 5xp worth of monsters, then the next time they roll a 20, they may discard those experience points, and flip their character sheet over to the “level 2” side. This is a nuisance kind of rule. In both session of the game where we followed that rule, it ends up with every player sitting on 10 or 15 experience points, waiting for a fucking twenty to come up. Instead, we allow each player to level up immediately upon reaching 5xp.

We’ve changed a few other minor rules here and there, but those are the two largest changes I think.

I am intrigued by the possibilities for expanding this game. It only comes with a handful of adventures, but there’s no reason that we couldn’t come up with our own adventures for the game ad-infinitum. And that’s not even to mention its sister games. Expedition to Castle Ravenloft uses the exact same system for play as two other D&D Board Games: Legends of Drizzt, and Caverns of Ashardalon. The games could easily be mixed together to add a larger variety of monsters, treasure, encounters, and adventurers.

As a final point, I have to mention the miniatures. As a GM, I refuse to use miniatures for anything but PCs. But, for those who do like to have more ornate monster representations on the battlefield, the minis included with this game will be a significant bonus. They’re very nicely creafted plastic, and come from the same molds that official D&D miniatures have come from in the past. And there’s so many of them! Enough, I think, for every monster card in the game to be in-play simultaneously.

Without question, Expedition to Castle Ravenloft is worth the remarkably cheap $65 price tag. Any criticism I have for the game is minor, and the amount of fun I’ve already gotten out of it in just a few weeks is impressive. Plus, even if you don’t like the game, your purchase won’t be a total loss, because you’ll have miniatures to play with.

Product Review: Pathfinder GM Screen

Today I got around to doing my budget for the new month, and realized that I could afford a trip to my favorite Friendly Local Game Store; Fantasium. The owner, Paula, was there, so I got a chance to talk to her a little bit about my feelings on Everything I Need to Know I Learned from Dungeons & Dragons. Unfortunately she didn’t have Confessions of a Part Time Sorceress in stock, so that one will need to wait a little while. By the time I left, I had spent a great deal more money than I intended to, got a stock date for the Pathfinder Bestiary 3, and purchased the subject of tonight’s post: The Pathfinder Game Master Screen.

I know I have a few readers who are unfamiliar with the basics surrounding tabletop RPGs, so let me take this opportunity to explain what GM screens are, and why they’re awesome. In pop culture, the screen is possibly even more iconic than funny shaped dice as an indicator of role playing geekery. The benefits of the screen are many fold, but its purpose is actually quite simple: to allow the GM to do things ‘out of sight’ of the players. Behind the screen are game notes, maps, monster stats and abilities, all the sorts of things which a GM needs to reference, but which must be kept hidden from players. Two of the primary side-benefits are what is printed on each side of the screen. On the player side is normally some a dramatic piece of adventuresome artwork to help get the players into the mood. On the GM side of the screen is printed as many quick-reference game rules and cheat sheets as the printers can manage to fit on there.

And without further ado, here is Pathfinder’s game master screen:  

Blogger kills the quality of images, but you can click them for a (much) higher resolution.

For the sake of this post, I’ll be comparing it with the trusty GM screen I’ve used for years, published by Wizards of the Coast for the Dungeons and Dragons 3.5 game.

I’d like to make a note first regarding how the two screens unfold. It may be difficult to see from the photographs, but both screens are composed of four segments separated by a fold. The D&D screen folds in such a way that the center of the screen is closest to the characters, and the edges of the screen curve back towards the GM, like a U shape. Whereas the Pathfinder screen’s segments are angled in-and-out in an M shape. At first this was quite a turnoff for me, but as I played with it a little more, I found that I much prefer the folding style of the Pathfinder screen. It may seem somewhat unimportant, but I think it looks better. And I’ve always been annoyed by how far back the sides of the D&D screen go, feels like they’re crowding me.

Regarding the art, I think Paizo rolled a critical failure. Take a look at the D&D screen I posted, or any number of other screens. They depict dynamic scenes of adventure. The kind of scenes which depict what should be going on at the table, and inspire the players to get into the adventure. Pathfinder, for some reason, chose to instead show static images of the characters who represent their core classes, as well as the Eldritch Knight for no explicable reason. And not only are these images bland and uninteresting, they’re re-used. These are the exact same illustrations which accompany each class description in the Pathfinder Core Rulebook. Honestly, that makes me a little upset. It’s easy enough to make a GM screen by propping up two binders and paper-clipping notes onto the inside of them. The draw to purchasing a professionally produced GM screen is the art. This failure is particularly disappointing because Paizo normally excels in getting fantastic artists for their products.

It’s not so much that I’m angry, Paizo. Just…disappointed.

The major selling point, for me, was the construction of this GM screen. This thing is as sturdy as a dwarven barstool.* My D&D screen is a very basic cardboard. It’s not quite paper, but it’s really only sturdy enough so it doesn’t flop over. The Pathfinder screen, however, is thicker than the covers of most hardback books. The Pathfinder screen also has a glossy coating which, I think, is somewhat water resistant. I’m not eager to try, but it’s certainly more durable than the D&D screen. This may seem like a minor thing, but I’ve often worried about damage to my GM screen during travel, or when a drink is spilled at the table. The higher quality of the construction for the Pathfinder screen is a big plus for me.

There’s not a whole lot to say about the differing sizes of the two screens. The D&D screen is longer, whilst the Pathfinder screen is higher. This really comes down to a matter of preference. Personally, I like the height of the Pathfinder screen, and I’ve never liked how wide the D&D screen is. My only concern is that I’ll be spending more of my game time standing. I already sometimes have trouble seeing things over the screen.

The final element to the screens is the GM side, with the quick-reference guide for the rules. First, the new Pathfinder screen…

…and then the old D&D screen.

Now, truth be told, I’ve never actually used the quick reference rules on the GM screen. I have a lot of respect for the utility of printing them there, but as a GM I prefer to simply make a ruling on the spot based on whatever seems most logical. That said, I think the D&D screen actually has much more useful information printed on it.

Here are some of the items on the D&D sheet which I think would be more useful than much of the information on the Pathfinder sheet.

  • DCs to break or burst an item.
  • Information & stats for common types of walls.
  • Information & stats for common types of doors.
  • Increasing weapon damage by size
  • Decreasing weapon damage by size
  • Graphic demonstrating what to do when a thrown weapon misses
  • Common types of actions (drink potion, prepare oil for throwing, drawing a weapon) and what type of action time they require, and whether they provoke an attack of opportunity.
  • Information on movement and distance both in tactical, and overland
  • Light sources and illumination

But at least the Pathfinder GM screen has information on how to calculate the DC for a longjump check. It’s difficult to remember that +1ft = +1DC.

I think it’s somewhat obvious that I’m disappointed in Paizo’s Pathfinder GM Screen. Aside from the construction, it really feels as though no work went into this. I’ll certainly use it, because I do like the construction so much. And bland as the art is, I’m sure my players have grown tired of looking at the same dragon for so many years.

Still, Paizo, come on. I’m deep in your camp, I am a believer, and I don’t like being in a position to speak ill of you, but this is not a good product. Step it up with the next GM screen.

*Yes, that was ridiculous. I decided to go with it, so you can just stfu Mr. or Ms. Critic! >.>