Quick Review: Umbra

What is it? A solo mapping game that sees you create a new colony on a remote planet. Building the colony one room at a time you will explore the strange new world and survive relentless attacks as you attempt to unearth the fabled Reapers Gambit.

Who is it by? Anna Blackwell, a Glasgow based designer and author of hit games such as Delve and Apothecaria.

Why should you play it? Umbra, like the fantasy orientated Delve before it, builds on the Dwarf Fortress base building approach to gameplay. While there is no inherent narrative you can’t help but wonder about the lives of your colonists and their (hopefully) growing settlement. You could easily play it without even pausing to consider the story that emerges naturally during play but that, I think, would be missing the point.

The game has a deceptive complexity, driven by the growing size of your colony, and it’s all too easy to get drawn into the lives of your colonists before chaos breaks loose and your careful plans for exploration come crashing down around you. As I progress forwards with the Dyson Eclipse I plan to use the game (and its Stations expansion in particular) to develop some of the Arrays and the lives of the inhabitants as humanity spreads across Tau Ceti and begins to uncover its secrets.

Where can you get it? Umbra is available directly from Anna’s store in print and PDF. It’s also available in digital format from itch.io.

Review: Flare Audio Calmer earbuds

Looking back it’s quite easy to see how poorly I have dealt with auditory processing throughout my life, whether it be my tendancy to hyperfocus on particular sources or general dislike of crowds. At one extreme there are times where if I’m focused on the audio from a TV I won’t process the words of someone else in the room. My brain will hear the noise but it just registers as background, not a voice or words I need to listen to.

Experiences like that mean I sometimes joke that I’m hard of listening as opposed to being hard of hearing.

At the other end of the extreme though comes overstimulation, times where my brain tries to process every voice in a crowd and is unable to push any into the background. It’s an exhausting, overwhelming and anxiety inducing experience that I can only really mitigate by getting out of the situation. It’s also entirely out of my control, sometimes a crowd of hundreds is fine while other times a dozen people in a relatively small space is too much.

What’s that got to do with gaming though?

Well most of the time RPGs involve people and conversations and with the return of in person conventions larger crowds, all speaking at once. After a particularly bad (but not gaming related) experience last year I decided to try out Flare Audio Calmer earbuds to see if they could help. Partially this was because of my plan to attend Dragonmeet and I wanted to have the additional option if needed. As it turned out I wore them the full day, only taking them out once I got to the confines of my hotel room.

What are they?

Flare Audio are one of a number of companies that offer soft silicone ear buds designed to filter out a portion of the audio landscape. The company claims that they remove distortion in the 2-8kHz range (middle to high frequencies) that can trigger the fight or flight response while leaving the wearer able to hear most sounds.

What are they like to wear?

Surprisingly comfortable, though they do require some getting used to. The silicone is soft and the buds easy to fit – if you are ok with standard in-ear earbuds then you should be fine with them. They’re available in three sizes, standard, mini and kids plus a range of colours while a pro version offers a more fine tuned filtering (though at twice the price). It took me a few days to get used to wearing them for more than a couple of hours but after that I got into the habit of just putting them in whenever I was out and about (though it’s worth noting on occasion I do find they get a little uncomfortable).

Do they work?

That’s the important question, to which the answer is yes, but. There’s always a but. They definitely take the edge off of noises, especially high frequency ones such as machinery or the screeching of train brakes (yay, commuting!). They also succeed in taking the edge off of voices, especially from background conversations. However, this is where that but comes in.

By filtering out some vocal frequencies there have been occasions where I’ve found them that little harder to follow. Not by much, but just a little, to the point that they may sound a little flat. It’s a trade off I’m generally willing to accept as voices tend to be the major source of troublesome noise for me the earbuds would be pointless if they didn’t filter them out.

So are they worth it?

For me, yes. If you struggle with auditory over stimulation then I would recommend giving them a try. There are a number of companies selling similar products and the basic models (such as the Flare Audio Calmer I use) only cost £20. That’s low enough that they’re worth just giving a try if you think they might help, just be aware that the effect might be subtler than you first expect. As they fit into the ear canal it’s also possible to stack them with over the ear headphones. This can not only help smooth out the audio range of whatever you’re listening to but also means they can be combined with active noise cancellation to enhance the effect.

Quick Review: Love & Barbed Wire

Who is it by? Alex White of Plane Sailing Games

What’s it about? World War 1 has engulfed Europe. As it takes its toll on those involved letters fly back and forth between the soldiers and their loved ones. Over the course of the game, relationships are built and broken while the soldier faces the constant threat of death on the front lines.

What system does it use? The game is built around a simple card draw mechanic focused on the individual suits. Should either player draw two spades the relationship dies, either through a breakup or the death of the soldier during one of the many pushes to gain the smallest of advantages over the enemy.

Why should you try it? While the mechanics of the game are lightweight the tone and impact are not. The Great War devastated Europe and games of Love & Barbed Wire have the potential to be heavy-hitting, emotional rollercoasters. Contained within the pages of the book is a wide range of detailed historical information, including examples of real letters sent to and from the front. This is as much an educational tool as it is a game and one that would be as suited for use in the classroom as it is on the shelves of gamers with an interest in the era.

Where can you get it? You can purchase Love & Barbed Wire in PDF and Print on Demand formats from drivethruRPG or in PDF from itch.io.

Quick Review: The Wretched

Who is it by? Chris Bisette of Loot the Room

What’s it about? Dying alone in space. Heavily inspired by Alien and similar horror movies The Wretched positions you as the lone survivor of an attack by an alien entity you have, temporarily, managed to blast into space. With the clock ticking can you survive long enough to repair your ship or be rescued before the alien once again gains access? Or will the Jenga tower tumble and send you to a doom you always knew was coming.

What system does it use? The core mechanic, available for general use via the Wretched & Alone SRD, combines narrative prompts with the tension of a Jenga tower. Pull a card, resolve the associated prompt and if directed make a pull from the tower. While some cards will aid you in your quest for survival the vast majority will push you closer to calamity, represented by either the collapse of the tower or pulling all four aces from the deck.

Why should you try it? Solo gaming has exploded over the past couple of years and The Wretched has been one of the core foundations of that explosion. Games such as Dread had already demonstrated the ability of block towers to impart tension into games so The Wretched, with its tale of doomed survival, was a natural next step. The Jenga tower builds a tremendous amount of tension and combined with the extremely tight writing works to put you in the mindset of the survivor. Subsequent games from other creators (such as my own in-development game: Rock Hoppers) have built on its foundations but for me this remains a go-to example of how to mesh genre and mechanics into a flawless whole.

Where can you get it? You can purchase the game in print directly from the Loot the Room store while PDF copies are available from both itch.io and drivethruRPG.

Quick Review: Sonja & Conan vs the Ninja’s

What is it? A storytelling game of action and adventure that flips the traditional one GM, many PCs to one PC, many GMs. The multiple GMs collaboratively build scenes and frame the actions of the antagonists but aren’t allowed to confer with one another, instead, they must rely on building on details others have already introduced.

Who is it by? Guillaume Jentey

What’s it about? The game is built to tell one-shot traditional sword and sorcery tales focused on a single protagonist who must battle alone against the forces of darkness and either save the day or meet a glorious death in battle. Think Arnold Schwarzenegger in a loincloth swatting aside countless minions and you’ll know what I mean.

Where can you get it? It’s available in print on demand format from Lulu or digitally from itch.io. Those links are for the English language versions but it was originally published in French, which you can also find on itch and lulu.

Why should you try it? The collaborative narrative structure, with the ninjas (GMs) creating challenges without being able to discuss them in advance makes for a really interesting way to build an adventure. I also love that when it comes to narrative scenes or inglorious actions not befitting a barbarian the character must roll a d6 and can only use that many words to describe their speech or action. It keeps things terse and to the genre and I can easily see this becoming a go to pickup game for those nights when one or two of your players can’t make it.

Quick Review: Paris Gondo – The Life Saving Magic of Inventorying

What is it: A story game about getting to the end of your adventures and having to decide the age-old question: does the loot I have acquired spark joy?

Who is it by: Kalum of the Rolistes podcast (the game also has its own twitter account)

What’s it about? Paris Gondo tongue in cheek take on decluttering your life, inspired by Marie Kondo and her approach of asking ‘does this spark joy?’ During the course of the game, you will create adventurers and the loot that they have acquired during the course of battling the big bad. You’ll then have to ask yourself – does this loot spark joy, will it aid me in escaping the dungeon or is it merely an encumbrance I can live without?

By the end of the game, you’ll have made your decision, escaped the crumbling lair of your defeated foe and determined whether your adventurer lives a fulfilled, happy life or whether they chose poorly and are destined to forever question the choices they made.

Why should you try it? On it’s own Paris Gondo is a fun, light-hearted game that can easily fill a couple of hours. The rules are easy to learn and include a variety of both digital and physical play aids. Kalum has also been inspired by the Japanese TTRPG scene to include a ‘replay’ that walks the reader through an entire session of play!

While I’ve yet to use it this way the game would also be a fantastic add on to a regular campaign, providing a lighter session of play following the intensity of a big fight against a boss and their minions. Imagine getting back to your favourite watering hole to find that the bard has not only started the round without you but is waving the great axe you discarded and telling tales of how they used it to vanquish foes left and right, conveniently omitting your own contributions.

Where can you get it? Paris Gondo is available digitally from itch.io and drivethruRPG. Print copies are available direct from The Rolistes store (UK) and Ratti Incantati (US).

Review: Chiron’s Doom by Nick Bate

Disclaimer: I received a free copy of Chiron’s Doom from the author in exchange for a copy of The Synth Convergence.

There is a monument at the edge of civilisation, an enigmatic object known as Chiron’s Doom. Nobody knows what it does, or who made it, or why. It has defied all previous attempts at understanding. Countless expeditions have torn themselves apart trying to learn its secrets.

There’s no reason to think your expedition will be any different, but here you are. Three more explorers standing before the monument, driven to try where all others have failed. How much are you willing to sacrifice to solve the mystery of Chiron’s Doom?

Over the past few weeks I have been slowly making my way through a solo playthrough of Chiron’s Doom, published by Nick Bate and available on itch.io. The game chronicles the story of a doomed expedition as they set out to explore a foreboding and mysterious monument. Each scene is driven by a narrative prompt, chosen by drawing from a randomised deck, after which it is up to the players to decide how events play out. The expedition deck starts with a selection of Diamonds and the 2’s of the other suits. Draw any of those 2’s and you introduce a disaster deck – four additional cards that serve to build the danger and threat to your explorers. Draw a King and an explorer pays the ultimate price in their search for knowledge.

Playing solo I took charge of the trio of explorers and set out to explore the Dyson Array 03x65a, a massive orbital satellite from The Dyson Eclipse, a space opera setting that I am slowly developing. For the playthrough I decided to run the game as a series of blog posts, which start here and from the outset things got complicated for the intrepid explorers. By the end two of them had been taken by the monument while Arol, a wayward navigator had been shown his new path, tasked with protecting the secrets of the array from those that unknowingly walked the way of the light.

While I have written numerous pieces of short fiction in the past this was the first time I have taken to playing a solo RPG in this manner and I have to say that not only did I really enjoy the process but the prompts helped to flesh out the setting of The Dyson Eclipse in ways that I had not imagined. With the exception of the Arrays and the XenoArchaeology Protectorate virtually every detail in the setting was developed or fleshed out using inspiration drawn from the prompts. As a tool it was tremendously useful and I suspect I will do further playthroughs if only to help develop ideas.

Playing solo, and choosing to focus on only short scenes for each card, I did find that a number of the prompts difficult to use. For example the very first card I drew, the 8 of diamonds, reads

You experience a sudden, dramatic shift in perspective. What happened?
What does your new view reveal?

and it took me quite a while to work out how to incorporate a sudden shift in perspective into the very first scene. In a similar vein I found it difficult to link a couple of the draws to one another, although I suspect this would have been easier if I had played out each scene further than I did.

The one thing that I felt was missing from the game was the sense of the journey. The card prompts did well in representing revelations and challenges but I wanted more about the expedition itself, something that portrayed the more mundane steps in between revelations, perhaps as a separate deck that you draw from after round of drawing from the expedition deck.

Overall I would recommend picking up Chiron’s Doom if you are interested in exploring your own expedition, either with friends or as a solo storytelling game. It drew me into the unfolding story, piqued my interest in solo RPGs and I know that I’ll be replaying it in the future.

All reviews are rated out of 10, with Natural 20s reserved for products that go above and beyond my expectations.

Quick Review: Goblin Quest by Grant Howitt

Goblin Quest pitches itself as a game about slapstick violence and fatal ineptitude that will tell the story of your goblins greatest ever adventure (co-incidentally it is usually their only ever adventure before an untimely death). To say that it achieves this would be an understatement – Goblin Quest and its tales of comic incompetence is a consistently hilarious game that is perfect for pick up and play sessions or twisted takes on established genres.

The premise of the game, like many that have emerged from the mind of designer Grant Howitt, is simple but evocative. You are a group of Goblins out to complete a legendary quest. You are also hideously incompetent, so it is fortunate that each player has spare Goblins ready to step up after an untimely death. Complete the quest and become a legend (for a day) or fail spectacularly and become the laughing stock of the camp. Either way you’ll be famous. I first encountered the game at BurritoCon 4 last year and made a beeline to the Indie League stall to grab a physical copy when I was at Dragonmeet. Since then I’ve run the core version of the game, reskinned it to a Christmas theme (drunken Elves trying to give Santa a day off at Christmas) and I’m even writing my own Slasher movie hack (Party! Drink! Be eviscerated by a depraved killer!).

That hackability is one of the great points of the game and with a simple system the core game takes up only a small fraction of the rulebook. The remainder is a series of system hacks, including Sean Bean Quest (can he survive to the end of the film?), Space Interns (please ensure your redshirt is dry cleaned and returned after your death) and even Regency Ladies (Fall in love, made snide remarks and bluntly turn down yet another marriage proposal). Filling the space between the hacks are both a series of quest ideas from a range of writers and full colour art pieces that help reinforce the cartoony nature of the game.

But how does a game like this support so many hacks? Well it sticks to a simple system that rewards creativity and pushing your luck. Bonuses are as likely to kill you off as help you succeed while progress towards goals are tracked through the number of successes you achieve. Hit the threshold, narrate your victory and move on to the next challenge. Just try and do so before you run out of goblins. The game also encourages player input – while it is possible to run with a GM directing the flow of play it works just as well without one, with players building on each others ideas while being supported by a small number of random rolls.

Goblin Quest was an instant add to my list of last minute, low prep games. It’s great as a spacer between serious campaigns or for those sessions where a few people can’t make it but you still want to play. You can purchase Goblin Quest at the following locations:
Direct from the publishers – Rowan, Rook & Decard
Itch.io
DrivethruRPG

Disclaimer: Links to driveThruRPG include the LunarShadow Designs affiliate ID. If you chose to purchase anything using these links I will earn a small commission from driveThruRPG at no cost to you.

All reviews are rated out of 10, with Natural 20s reserved for products that go above and beyond my expectations.

Quick Review: The Whisperer in Darkness podcast

I don’t listen to much in the way of fiction, either as podcasts or audio books. Primarily this is because I find it difficult to follow a continuing narrative unless I can give them 100% of my attention. I even struggle with Actual Plays if they have been highly edited or had sound effects added. So when I heard about the adaptation of the Lovecraft story The Case of Charles Dexter Ward that aired on BBC radio earlier this year I was apprehensive. Thankfully, they’d decided to frame the story through the lens of a fictional investigative podcast and the result was amazing. Brilliantly acted, addictive and atmospheric.

The second season of the show, inspired by the story The Whisperer in Darkness aired this month. I binge listened to the first season again in anticipation and then raced through the new episodes as dropped and was not disappointed. The show is, frankly, excellent. It is a masterclass in world building, taking the seeds planted in the first season and expanding it out to a bigger world with history, conspiracies and consequences all lurking under the surface.

I don’t want to say too much because of the potential for spoilers but suffice to say if you enjoy the Cthulhu mythos and cosmic horror you should listen to both seasons of the show. It’s seriously good.

All reviews are rated out of 10, with Natural 20s reserved for products that go above and beyond my expectations. The Whisperer in Darkness is available as a free download through BBC Sounds and most major podcast apps.

Review: Hell 4 Leather

Hell 4 Leather is an RPG of bloody revenge on Devil’s Night by Joe Prince and published by Box Ninja. To quote the website:

An RPG of Bloody Revenge on Devil’s Night…
You were the meanest most badass SOB around. Everything was tight – you rode with the Devil’s Dozen – toughest chapter going. No fucker messed with you.

Except…

Your ‘buddies’ screwed you. Life is cheap. What’s a little murder between pals? But… You cut a deal with the Devil. You got one night – Devil’s night – to exact vengeance. You’re gunna show those bastards what a REAL Angel of Hell can do. When the rooster crows, your chance for revenge is over – you’ve gotta go Hell For Leather!

That blurb sets out the entire premise of the game, which plays out over a series of scenes as one character returns from the dead to try and enact retribution on those that wronged them. Hell 4 Leather is a GMless, and settingless story game, with play and character archetypes guided by tarot cards that work to build towards a climatic finale. I first played it a number of years ago and it was my first encounter with GMless story games. It’s one of those little known systems that I wish more people knew about. If I ever put together an emergency ‘Games on Demand’ pack this will be one of my go to’s.

Mechanically the game is extremely simple – each scene is outlined by one player, guided by the flavour of a pre-defined tarot card. After that everything plays out organically, up until the point at which the Rider enters and attempts to kill one character. Another simple mechanic decides whether they succeed. It’s to the point and doesn’t intrude on the roleplay.

So why should you play Hell 4 Leather? First up it’s a great game for filling a gap between sessions. The premise of the game means it is meant to be run as a single one-shot. You can play it in as little as an hour (though that does require short, succint scenes) or over a more leisurely pace of 2-3 hours.

The second reason? This is a great way to set up the opener for a campaign in another system. Deadlands, Shadowrun, Dresden Files or even D&D. The settingless nature makes it ideal for flipping between different worlds, outlining a grisly series of murders that serve as the opener to the main campaign. With a little work you can even transport it to games that don’t support the supernatural.

Finally this is a game that is oozing with character. From the use of tarot cards, to the choice of scene framing and the simple yet all encompassing premise Hell 4 Leather is a game that embraces its inspiration and doesn’t set a foot wrong.

You can purchase Hell 4 Leather from drivethruRPG.

Disclaimer: Links to driveThruRPG include the LunarShadow Designs affiliate ID. If you chose to purchase anything using these links I will earn a small commission from driveThruRPG at no cost to you.

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.