Quick Review: All Rolled Up folding dice tray

After purchasing my first complete set of metal dice from DnDice it quickly became apparent that if I wanted to make good use of them it would be wise to invest in a dice tray to roll them in. There are plenty available on the market, covering all manner of styles. I am already a convert to the All Rolled Up gaming organiser so to accompany it I picked up one of their neoprene folding dice trays.

Like the ARU itself, the tray is a high-quality product, with plastic snaps that are used to both create the tray and to fold the tray up between use. Folded flat the tray fits nicely within the ARU, simplifying the packing process and ensuring I keep all of my gaming accessories together. Should you wish it is even possible to purchase a custom dice tray with an image of your choice, thanks to All Rolled Up’s collaboration with Patriot Games (Note: Since I haven’t purchased one I can’t comment on the process)

The only downside to the tray is the depth, being made of neoprene it sacrifices the weight of a heavier felt-lined tray for flexibility and portability. I was aware of this when I purchased the tray but if I were to ever acquire a heavier set of metal dice than I currently own it would probably require an upgrade to a sturdier tray.

d20-08All in all, I can definitely recommend the folding dice tray, it’s a good product at a comfortable price point (£12 at the time of writing) and an accessory that would be a valuable addition to any gaming table.

 

All reviews are rated out of 10, with Natural 20s reserved for products that go above and beyond my expectations. Unless otherwise stated all review products have been purchased through normal retail channels.

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Review: Dungeons and Dragons Art and Arcana

Artwork has been an integral part of D&D ever since its inception, helping to draw in multiple generations of curious gamers. While I missed the first three editions (3.5 was at its peak when I started gaming) I’ve watched the art shift through 3.5th, 4th and into its current 5th incarnation. The story of D&D can be told through its artwork, which is exactly what Dungeons and Dragons Art and Arcana: A Visual History sets out to do.

dnd2 Drawing upon the treasure trove of material available in the Wizards of the Coast archives the authors have created a comprehensive history of the game, told through imagery and accompanied by commentary from the designers and illustrators that helped redefine the game over and over again. I was fortunate enough to receive a copy of the book as a Christmas gift and I think my review can be summed up in a single word: gorgeous.

While each chapter spans a distinct era additional features peppered across the book connect the past to the present. Evilution pages take classic monsters and chronicles their progression from the original edition through to their current manifestations, while Deadliest Dungeons dives into some of the iconic dungeons from over the years. The book is peppered with pages such as these and their addition adds a depth that goes beyond a simple chronological history of the game.

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I d20-20could go on at length about how much I love this book, but I’d rather let this small selection of photos talk for themselves. Having never been a big history buff I’ve gained a lot of insight about the early years of D&D, but ultimately, as a coffee table book it lives and dies by the quality of the artwork. In that category, it’s a Natural 20 and I cannot recommend it enough to anybody invested in the hobby. It’s a book that I suspect is going to be a prominent part of my collection and one that I will go back to time after time, whether it be for inspiration or just to unwind in the evening.

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All reviews are rated out of 10, with Natural 20s reserved for products that go above and beyond my expectations. Unless otherwise stated all review products have been purchased through normal retail channels.

Quick Review: Story Dice, The Game

I picked up Story Dice, The Game on a whim over Christmas in order to avoid paying delivery charges on a Christmas present. I had seen it advertised and thought that the blank ‘chalkboard’ dice would be a nice addition to games where I wished to introduce a customised roll. On opening the packaging though I could immediately tell that I was going to be disappointed.

Firstly, the box was basically empty – the entire contents could have been fitted into something much smaller. What were those contents? 3 icon d6 dice, 2 blank ‘chalkboard’ dice, a bag of small counters, a chalk pen and a sheet of paper with the instructions for the game. Instructions that were little more than draw/write something on the blank dice, roll all the dice, tell a short story using the icons, the best story gets a counter.

Now as a game goes simple is often the way forward. Unfortunately, the dice themselves do not lend themselves to fun stories. The icon dice are uninspiring and include rather mundane faces such as a mobile phone, a bathtub or a person in bed. In my opinion they’d have been much better with fantasy, sci-fi or action elements rather than generic everyday items. As for the ‘chalkboard’ dice that were the main reason I’d bought the game? Well turns out they were just slightly larger, blank plastic dice with rough edges where the two halves have been joined. There’s even a couple of points that I will probably need to file down. The chalk pen writes on them ok and can be easily rubbed off so they will do the job I wanted from them but they just feel cheap. For a mere £6 this isn’t really surprising but given the quality of similar products (notably Rory’s Story Cubes which are ~£10 for 9 dice with a range of themed sets) I was disappointed.

d20-03Would I recommend Story Dice, The Game? No, not unless I knew somebody that was wanting to prototype a game and needed the blank dice. Even then I’d be hesitant.

All reviews are rated out of 10, with Natural 20s reserved for products that go above and beyond. Unless otherwise stated review products have been purchased through normal retail channels.

Monthly OneShot Reflections: Demon Hunters A Comedy of Terrors

Disclaimer: Regular readers of this blog will know that I am a massive fan of the Demon Hunters setting, to the extent that I have self-published multiple adventure starters for the game. I was also a high-level backer of the original Kickstarter, to the extent that I was able to submit a chapter for inclusion in the upcoming Players Guide. Take that into consideration when reading this reflection as a review of the game.

A World of Dimness

With its close proximity to Halloween my choice for November’s Monthly OneShot was easy – Demon Hunters: A Comedy of Terrors. Built on a drift of Fate Core, the setting is one of supernatural comedy.

In a world where gods, wizards, vampires and werewolves are real the forces of good fight have come together to fight as one, as the Brotherhood of the Celestial Torch. Demon Hunters. They fight and die in the shadows, so the world can go on, drinking overpriced mocha-frappe-chino lattes in the light. Blissfully unaware that the world ended last Tuesday, only to be dragged kicking and screaming back into existence by a well-placed subclause snuck into a demonic contract.

It’s a dangerous job, but somebody has to do it.

Just not you. To new Agents go the thankless tasks. Negotiating with sentient forests, chasing goblins off of the 18th tee, delivering pizza, locating missing pets.

The OneShot: Missionary Opposition

Called in to investigate an unusually large number of missing pets in a small village the team got to work, enthusiastically knocking on doors under the cover of being missionaries from an obscure church. Their blunt approach of simply holding a bible up and intoning the word ‘God…’ didn’t go down so well. Until they knocked on number 37, whose occupant was all too relieved to have somebody, anybody, to talk to.

It didn’t take long to discover that there had been strange comings and goings during the night, or that people were gathering in the abandoned house at the end of the street. While Gabriel, Jim and Bijoux took off to investigate that Albrecht followed his nose, literally, as he tracked down a scent he knew all too well. Fresh blood, originating from the boot of a nearby car. Inside, another pet and files from the local veterinary clinic.

Over at the abandoned house, the rest of the Chapter came face to face with what they had been seeking, a skinless creature the size of a bear, layer upon layer of muscle twitching in anticipation. It proved no match for the Chapter and was quickly dispatched back to whatever hell it had been pulled from. A quick investigation of the house discovered its gruesome origins, the decaying body of a man inside a ritual circle. While his wallet had been emptied the Agents found a scrunched up business card inside his pocket. Carl Jackson, Personal Injury Attorney. The address was local, and as it turned out only doors away from the Veterinary Clinic.

A bungled attempt to break into the attorney’s office triggered a silent alarm, drawing the attention of a trio of… irate middle-aged businessmen who were quickly dealt with. Drawing from Bijoux’s knowledge of human anatomy the Chapter concocted a basic, yet surprisingly effective, truth serum to conduct a quick interrogation. They learned that the trio were following orders from a woman going by the names of Lilith and Jackie. Bitter at some perceived slight by the local community she had gathered a small group to get revenge… by summoning the creature and letting it loose during the upcoming Summer Fayre. A subsequent investigation of the veterinary clinic revealed Jackie to be not only a member of staff but the wife of the deceased Carl Jackson.

The Chapter hightailed it to Lillith’s home, where they discovered that she had already begun the ritual to once again summon the beast. Quick thinking by Bijoux put an end to that, as she hit redial on the mobile taken from the man they had interrogated. The ritual chants of “Ix’Kalla, Ix’Kalla, Ix’Kalla” that had been calling out were disrupted by a familiar sound – the Nokia ringtone.

Then came the screaming.

With the cultists being devoured by the beast the Chapter leapt into the fray, knowing that they had to banish the abomination before it broke free of the ritual circle. Albrecht dived after Lillith and the tome she was carrying, while RM, Jim and Bijoux worked to contain the creature. Securing the Tome of Ix’Kalla from Lillith the Chapter used its forbidden knowledge to banish the beast from the mortal plane.

Having saved this little corner of the world the Chapter started the long walk back to base… they’d missed their ride and their calls to HQ kept going to voicemail.

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The Roundup: Riotous Fun

I love Demon Hunters. I love both the setting and the system and once again this session reminded me why. In contrast to many of my previous adventures the game didn’t descend towards slapstick, but the absurdity of the setting shone through. From the opening where the players had to improvise at being missionaries but didn’t know which church they belonged to right through to disrupting a ritual summoning by ringing the villains mobile at a critical moment. Possibly the only downside was that one player took a little bit longer than the others to grasp the humorous potential and thus spent the first half of the game worrying about the police arriving. With a sillier adventure (such as Channel Surfing) this wouldn’t have been an issue but it did highlight the difficulty of running adventures that rely on a dry sense of humour.

From a mechanical perspective, the players picked up the system quickly, though I do feel like a cheat sheet would have helped with some of the finer details of invoking aspects. Demon dice were particularly fun, the players were nervous about using them, which helped add to the tension of the rolls and more than one action failed because they were paranoid about what I might do with the dice if I added them to my pool. I’m still not sure that I put them to proper use, I struggle in particular with the concept of needing to spend them to have events happen (represented mechanically by adding aspects) rather than just declaring that it happens.

While preparing the adventure I took some time to reread the core rules. The book is a fun and relatively easy read but there are a few points where the text is confusing or even contradicts other parts of the book. For example, the rules on recovering conditions state at one point that succeeding with style on the action automatically clears a condition while a different page states that it clears two conditions. There are also a couple of sections that would benefit from some additional examples. The prime candidates are spells and badness tables. I appreciate why the writers didn’t want to include lists of spells or tables but personally, I would have really benefitted from additional guidance and examples.

Overall though? The book is great and full of detail. There’s a detailed setting including a secret history of the world, plenty of artwork and a full range of sample NPCs to drop into your game. The best part of the book may be the mission generator, which breaks the process down into a series of simple steps. A basic mission profile can be generated in as little as five minutes and if you get stuck? Just roll on one of the random tables for inspiration. Want even more guidance? Then pick up the first supplement for the game, Demon Hunting Manual A771, which takes a deep dive into mission planning and organisation.

The Demon Hunters RPG can be purchased from DriveThruRPG via:
Demon Hunters: A Comedy of Terrors (PDF and Print on Demand)
Demon Hunting Manual A771 (PDF and Print on Demand)

While my adventure outlines for the game are available as Pay What You Want downloads from LunarShadow Designs on DriveThruRPG

Thoughts on Marvel Heroic

Alongside my Monthly OneShots, I’ve recently finished playing in a mini-campaign of another Cortex Plus system, the short-lived Marvel Heroic RPG. While I was fortunate enough to buy it while still in print it’s a system that has languished on my shelf for some time.

Unfortunately, with the campaign over, I feel like it may return to that position for some time as overall it just did not work for me.

First up was a personal issue – I prefer shades of grey in my games. Four colour heroics just don’t sit well with my style of play. Especially when trying to be a clean-cut hero such as Captain America. It’s something that I’ve struggled with during previous superhero games and it clearly remains something I need to work on.

As for the system, well something just failed to click. To a degree, it felt over-engineered, with too many moving parts. Rolls were typically built around a base of Affiliation + Distinction + Powerset + Speciality. That’s before considering any possible boosts or variations such as Sfx. Each of those had to be considered and actively chosen, there is no default combo so each action felt slow, though I will admit that they sped up as we became more familiar with the mechanics.

My other mechanical issue was one of focus. While I understand that the superhero genre is heavily combat orientated my non-combat options felt like they were lacking. Again, I appreciate that Captain America is pretty much the archetype for ‘super-soldier’ but it still put me off when I saw that my non-combat rolls were relatively limited.

captain-america-the-winter-soldier-movie-hd-wallpaper-my-top-10-of-2014This isn’t to say that my thoughts on the system entirely negative, as there was a lot that I did enjoy. The doom pool was central to this, allowing the GM to bank dice for later use rather than having to create complications in the moment (ala Firefly). It’s definitely a mechanic that I’ll be including in my future Prime games, likely alongside the Firefly type complications for when I want to immediately challenge the party.

Second, was the ability to counter actions on a successful defence, allowing the heroes to inflict stress even when it wasn’t their turn. This really felt like it played to the genre and made the heroes feel special, as with enough plot points it is (theoretically) possible to take out a mob of low-level antagonists without even taking an action!

Finally the idea of switching out power-sets between adventures to highlight different facets of a character really appeals. Demon Hunters, which blends some Cortex concepts onto a backbone of Fate, does similar by allowing you to spend milestones to rewrite Aspects. Over the course of a campaign, I could see a character building up a repository of options to pick from. Want to focus on mysterious backstory this adventure? Simply swap in that aspect. Want to highlight your stealth? Add in the power-set you acquired during the recent downtime.

So overall, mixed thoughts. I won’t be rushing back to the system but on the other hand, I would like to play it again (or run it) to see if I can get a better feel for it.

Christmas in July: A few of my highlights

There’s a week to go in drivethruRPGs Christmas in July sale, the annual promotion to clear the virtual shelves before GenCon ushers in a wave of new shiny goodness so I wanted to quickly promote a selection of publishers that are included and worth looking at. All of these are personal picks based upon my own purchases and I did not receive any review or promotional copies.

Spy Master by CM Games

Screen Shot 2018-07-25 at 16.59.54When it comes to spies and espionage there are few individuals more iconic than James Bond, sat the casino table with a martini in his hand. Utilising a system inspired by the equally iconic casino game of blackjack Spy Master works aims to emulate the genre with rapid fire mechanics where players must push their luck as they draw cards to build upon their characters specialities. The rules are designed to support play that sticks closely to the spy genre and avoids the trap of many games that try to build in eventualities for every gadget or weapon. Agent characters are just as deadly when wielding a pencil as they would be with a silenced Walther PPK, allowing for the action to spring forth from each and every scene.

You can find Spy Master on DrivethruRPG

The Cthulhu Hack by Just Crunch Games

Built upon the popular Black Hack OSR system the Cthulhu Hack applied the lightweight approach to the otherworldly incursions of H.P. Lovecraft to create a standalone game of investigative horror. With a focus upon simple, elegant mechanics the system is quick to learn yet provides enough depth to facilitate campaign play and the near infinity mythos of the parental material. Character creation is quick, befitting a setting where character death should be expected and campaigns may require a rotating cast of characters who interact only through the diaries and clues they may leave behind. Well worth picking up for both Lovecraft fans and those who have just begun their journey into the cosmic mythos.

You can find The Cthulhu Hack and its supplements on DrivethruRPG

RPG stock art by James Shields

Screen Shot 2018-07-25 at 17.04.36JEShields should be a familiar name to anybody following my Demon Hunters or Project Cassandra posts as the majority of the artwork I have used in them has been sourced from him. Why do I keep going back to his art? First and foremost because of the consistent high quality and clear style that is available across a range of genres. Second because of the price, both stock art and direct commissions are extremely well priced. Finally because every interaction I have had with James has been positive and professional, both through his patreon and when commissioning artwork directly.

You can find his work on DrivethruRPG and on Patreon

Printable miniatures by Trash Mob Minis

Using miniatures at your game table can turn quickly become either expensive or restrictive as you either expand your collection to allow for the adventure your players seek or limit yourself to what you have at hand. Trash mob mini’s provides a way out with their themed collections of printable mini’s. For only a couple of pounds per pack you get multiple mini’s (most packs have 6) with front and back artwork plus bases. Simply print onto thick paper and cut out to build your encounter. Need a mob of goblins? Then print out multiple sheets and quickly expand your forces. With clear artwork in a fun, cartoony style Trash Mob Mini’s make a perfect addition to any fantasy RPG combat.

You can find Trash Mob Minis on DrivethruRPG

Review: DnDice Copper Bone metal dice

DSC01206aWhen it comes to dice you get what you pay for, which is why high quality metal dice sets are expensive. I’ve been interested in buying a metal set for a while. The Easy Roller sets come highly recommended but once you factor in exchange rates and international shipping (US->UK) they just become prohibitively expensive.

Fortunately the UK is not without its own retailers of metal dice and so I recently decided to acquire one of their Metallic Dragon sets in a Copper Bone finish from DnDice. They come in at £25 (with free postage in the UK!) and are cast in zinc with an electroplated tarnished copper finish. The product speaks for itself – the dice are beautiful (not sure the same can be said of my photography) and well worth the money.

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I went for the bone finish for the improved readability, which is apparent all the way from the d20 down to the d4 and nicely complements the solid feel of the dice. There is no way that you’ll mistake these for a cheap plastic set. While the d4 is relatively light (and very sharp!) the larger dice all have a nice weight to them and there’s that solid thunk you’d expect from a proper metal set. Fortunately the case, which includes a custom cut foam insert to hold the dice, also functions well as a miniature rolling tray so no need to worry about denting your gaming table. If you require something a little larger they also sell rolling mats and trays at reasonable prices.

My only issue with the set is really one of individual preference – that it comes with 1d4, 1d6, 1d8, 1d10, 1d% and 1d20. Personally I’ve only ever played in a single campaign it has been necessary to make percentile rolls and that can be accomplished by rolling a d10 twice. So for me the d% is superfluous and will mostly just get used as a second d10. Given that I’d have rather seen either a second d6 or second d20 in the set, as I’d use them more often. I understand though that the d% die is part of a standard set of dice and so can’t really fault DnDice for including it. While they don’t currently offer them I hope that in future it will be possible to order individual dice (and extra storage tins) to build a custom set though I can fully see myself buying a complete second set at some point. I just wish I could afford enough for some of the dice pool games I play.DSC01224b