Showing posts with label Rules. Show all posts
Showing posts with label Rules. Show all posts

Saturday, August 6, 2016

Systems Saturday - Tables, Skellies, & the Caller

Over on creightonbroadhurst.com, Creighton Broadhurst tells us his "Favourite Unsung Table(s) from the 1st Edition DMG" here.


Also, on creaturespotlight.blogspot.com, Steven gives us "10 Variant Skeletons" here.


Finally, on dmz2112.blogspot.com, J Zoshak discusses "The Caller Role in Dungeons & Dragons" here.


A look under the hood of various Games, Rules and Systems.
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Saturday, July 16, 2016

Systems Saturday - Crits & Fumbles

Over on saveversus.wordpress.com, they've got a 5E Critical Hit table here and a 5E Fumble table here.


Also, on paperspencils.com, he's got "Critical Hit and Critical Fumble Charts for Pathfinder" here.


Finally, on the Of Dice and Djinn blog at quibish.blogspot.com, Nick Peterson discusses "Crits and Fumbles" here.


A look under the hood of various Games, Rules and Systems.
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Saturday, May 28, 2016

Systems Saturday - Prep, Manage, & Test

Over on creightonbroadhurst.com, he gives us "7 Tips to Help You Prep Faster and Easier" here.


Also, on criticaleyerpg.com, check out the GM management tool called "Campaign-Encyclopedia" here.


Finally, on entertainment.howstuffworks.com, take "The Ultimate Tabletop RPG Quiz" here.


A look under the hood of various Games, Rules and Systems.
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Saturday, May 14, 2016

Systems Saturday - D&D

Over on ludusludorum.com, they look at "'The 'Big Three' Ability Scores: Another Reason Adventurers Are Rare" here.


Also, on campaignmastery.com, they discuss "Choosing A Name: A “Good Names” Extra (Revised & Extended)" here.


Finally, on github.com, copperdogma shares some revised indices for 5E that should make prepping and running the game much easier here.


A look under the hood of various Games, Rules and Systems.
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Wednesday, March 23, 2016

Wargaming Wednesday - Surcoat (2016)

In a recent post on the Surcoat (2016) Medieval Fantasy Wargame System here, I outlined some of the many influences on me while wargaming for more than forty years and working on these rules over the last decade and a half.  As said then, "My goal is to produce a rather simple, straightforward set of unit-to-unit Medieval Fantasy wargaming rules that can scale nicely to handle combat for very large armies utilizing a d20 as the primary resolution method and which players can buy in for almost nothing more than their time and imagination."


Additionally, the intention is for someone to be able to use these rules seamlessly alongside an RPG to handle conflict beyond the one-figure-equals-one-individual level.  To my way of thinking, most skirmish level combat rules aren't much different from the combat rules embedded within many RPGs.  With little to no modification, an RPG combat system should be able to handle skirmish level battles.  However, once one scales up to army level combats where a unit represents ten, fifty, or even one hundred individuals, it takes a different type of rule set to do this effectively.


From what I have seen over the forty-five years I have been a avid tabletop gamer (first of wargames then RPGs when they were invented in the mid-1970s), when an army level wargame rule set is designed to work in tandem with an RPG, it seems awkward.  In some areas, abstractions are made or assumed while in other areas, skirmish level rules are substituted so that individual characters can be shoehorned into the action.  This tends to be where such systems breakdown.  They fail to recognize that in the grand scheme of things, individuals cannot make a huge difference on army level combats except as generals and leaders of units.  I'm hoping that Surcoat is seen as a way of smoothing out that awkwardness and manifests as a system that can be integrated into RPGs of many stripes.  We will see.


A closer examination of board and miniatures Wargaming.
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Wednesday, March 9, 2016

Wargaming Wednesday - Surcoat (2016)

Surcoat (2016)is a set of Medieval Fantasy Miniatures Wargaming rules written by me and that I have been playtesting for close to a decade and a half.  They incorporate influences as far flung as Chainmail (1971) which I played in the early 1970s to Warhammer (1983) to Hordes of the Things (1991) (based on De Bellis Antiquitatis (1990) which I should include here as an influence in its own right as well as De Bellis Multitudinis (1993)) to Field of Glory (2008) as well as many more minis wargames old and new that shaped my thinking on such systems up to today.  The name, of course, is a homage to the first Medieval Fantasy minis wargaming rules I played, the aforementioned Chainmail.  I recently ran a slot of Surcoat at Gary Con VIII, pictured below, which was well received and I have a couple more games planned at upcoming events in the area.


When I am asked why after four and a half decades of playing minis wargames I am writing one of my own, why I haven't before, and why after starting playtesting so long ago I haven't released it yet, it gives me pause for thought.  Truth is, I love the games I have played and am not looking to publish to replace any of them.  I don't feel there is necessarily any deficiency in the market, as such.  I also don't think that what I will eventually publish is going to feel particularly groundbreaking though they might seem somewhat innovative.  Others will be the judge of that.  This just feels like something I want to do though I haven't felt rushed to meet any sort of outside or financial deadline.  I've been lucky in that regard and I do think the rules are about ready for widespread release.


My goal is to produce a rather simple, straightforward set of unit-to-unit Medieval Fantasy wargaming rules that can scale nicely to handle combat for very large armies utilizing a d20 as the primary resolution method and which players can buy in for almost nothing more than their time and imagination.  I'm not looking to sell a minis line along side these rules nor to pile up quarterly supplements that must be purchased to keep up with a manufactured arms race though I would like to put out a few army list books tied to my Grymwald setting at some point (but they won't be required reading to use the rules).  So, Keep Rolling and Game On and watch for near-future developments on Surcoat!


A closer examination of board and miniatures Wargaming.
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Sunday, February 28, 2016

The Sunday Miscellanea - Evolution (2014)

Local gamer and family man Jacob popped by the Gather of Gamers last weekend with his son and broke out a couple of games including Evolution (2014).  I'd heard of this one in passing but hadn't played it yet so this was a real treat.  It has some complexity to it, but not a lot of moving parts, so it's easy to pick up quickly.  Five of us played and I think the final scores were all pretty damned close.  The game has solid, if simple, components and colorful artwork that fits well with the theme.  The cards are of sturdy construction and the iconography works well.  Once you learn the basic rules, all you need is textually on each card you draw.


The description from Board Game Geek is as follows:
In Evolution, players adapt their species in a dynamic ecosystem where food is scarce and predators lurk. Traits like Hard Shell and Horns will protect your species from Carnivores, while a Long Neck will help them get food that others cannot reach. With over 4,000 ways to evolve your species, every game becomes a different adventure.
Evolution packs a surprising amount of variety for a game with simple rules. The variety comes from the synergies between the trait cards and from the different personalities at the table. Some players thrive on creating Carnivores to wreak havoc on their fellow players. Others prefer to stay protected and mind their own business. Evolution encourages both play styles by giving each of them multiple paths to victory. And it is the mix of play styles at the table that ultimately determines the eco-system in which the player are adapting. So gather your friends and see who can best adapt to the changing world around them.

My advice for this game is to go big rather than try to get too many species into play all at once.  It seems to me that unless you can seriously protect your main species, as well any additional species from predators, your secondary species will simply become a food source for the other players and help them gain more food tokens (which are the prime source of victory points in the game).  If you do start up a second or even a third species, make it earn its keep as a predator.  If you wait until you get the cards to support this strategy, you'll manage to have a second species with a net gain.  I'll need to play more to really test these ideas and I look forward to doing just that!


Essentially, a clearinghouse for topics on MFWARS.com
not covered elsewhere or wanting a particular focus.
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Saturday, February 27, 2016

Systems Saturday - The King's Abbey (2016)

At the last Burlington Gameday and the Gathering of Gamers in Elkhorn, though I have no pictures from the former, we played The King's Abbey (2016) among other things.  This was a recently fulfilled Kickstarter that a handful of my friends picked up.  Laura brought her copy on Saturday and taught a group of us then Wendy brought hers to the Gathering and asked me to show what I had learned the previous day.  It's a nicely complex game with a good combination of well-loved mechanics combined well with a theme that is one of my favorites.


The description on Board Game Geek is as follows:
In AD 1096, hope fills the air like a bird's song after a long winter, the seeming endless road of the Dark Ages may soon come to an end. For years now, warlords have roamed the land, every surface is covered with filth, and disease has ripped through towns like great tornadoes. King Sivolc has dreamed that building a great gothic structure is the answer to leave this Dark Age behind forever. But for the last decade, there has been a massive decline in the building activity, and hardly any great cultural achievements have been made.
Recently, while on one of his crusades, King Sivolc met a master architect named Elias. Elias told the King about his devotion to the mortar arts and how he longed to build a structure so great that people would travel hundreds of miles just to gaze at it. This meeting created a spark that ignited the King’s dream with a fire that would burn away even the darkest of days forever. King Sivolc looks on from his castle and watches with great expectation as his dream becomes a reality. With Elias’ help, he has hired some of the greatest architects and monks in the land to complete this task. He waits patiently for this great abbey to be raised from the earth, filled with people, changing the course of history forever!
The King's Abbey is a worker placement/resource management game in which each player has their own player board that represents the abbey they have been tasked to build. Players take charge of monks that are represented by ten dice as they go out and gather resources, go on crusades, construct buildings, train clergy, bring in peasants, and defend their abbey against the darkness. Each player does this by rolling their dice and then assigning each die (monk) to different places on their player board, resource boards, and crusade cards. The places on the player boards will bring in peasants and train clergy. The places on the resource boards will give them wood, grain, stone, and sand for building the various parts of their individual abbeys.
Each player receives prestige (victory points) for completing crusades and constructing various things in their abbey such as towers and different kinds of buildings. The game proceeds over a total of seven rounds where the "darkness" becomes greater each round. The darkness represents things like depression, famine, raiders attacking, and other things that the Dark Ages brought with it. You fight the darkness by keeping the defenses of your abbey strong. Players are trying to have the most prestige than any other player by the end of the seventh round.
After seven rounds, players add up all prestige earned. Whoever has the most prestige wins the game!


Both times I've played, a couple of the rules were misapplied but I won't blame this on the rules themselves.  I think it is just a complex game and we juggled them as best we could with a quick training sessions and off to the races playing.  That's fine enough as I don't think it hurt either game's outcome dramatically.  Just the same, I would also say that this isn't the kind of game where I'd be overly worried if you don't feel you've grasped everything the first couple / few gameplays.  There's a lot going on and not only will it take a few games to see how the parts work with one another, it might be a bit before you figure out the best way to make it work in a strong strategy.  I think it is worth it and will tackle this game again!


A look under the hood of various Games, Rules and Systems.
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Thursday, January 7, 2016

Nostalgia Thursday - Meatshields, THACO, & the Moathouse

Over on barrowmaze.com, check out "Meatshields! The Classic Fantasy Hireling & Henchman Generator" here.


Also, on playingattheworld.blogspot.com, Jon Peterson looked more closely at "To Hit Armor Class Zero" here.


Finally, on creightonbroadhurst.com, Creighton Broadhurst asked, "Is the Moathouse the Perfect Low-Level Dungeon?"  Find his answer here.


Focusing on the roots of current tabletop gaming
with an eye toward the last century and before.
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Saturday, January 2, 2016

Systems Saturday - 5E Summary, Monster Conversion, & Player Advice

Over on swshinn.com, we're treated to "Stan’s 5e Rules Summary" here.


Also, on tribality.com, Shawn shared "Monster by Type and Official Conversion Guide for D&D 5e!"  Check it out here.


Finally, on creightonbroadhurst.com, Creighton gives us "Player Advice: Adventuring Advice from EGG, the Master DM" here.


A look under the hood of various Games, Rules and Systems.
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Saturday, December 5, 2015

Systems Saturday - Teamwork, Poor PCs, & Nothing

Over on upworthy.com, they tell us how "A popular board game gets rid of competition and gives players a more meaningful goal: teamwork."  Learn more here.


Also, on 3toadstools.blogspot.com, we're given "Creative ways to keep your PC's poor" here.


Finally, on ragingswan.com, they give us "10 Things to Say When A PC makes a Perception Check And Finds Nothing" here.


A look under the hood of various Games, Rules and Systems.
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Wednesday, December 2, 2015

Wargaming Wednesday - Battles Reports & 6mm Rulesets

Over on petesbattles.blogspot.com, check out the battle report on "Austria versus Prussia 7 Years War What if using Carnage and Glory II at Rich's" here.


Also, on orcafinnbasement.blogspot.com, there's a report on "For Queen and Planet in 1870 France" here.


Finally, on theminiaturespage.com, there's a discussion on "6mm Fantasy rulesets" here.


A closer examination of board and miniatures Wargaming.
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Saturday, October 31, 2015

Systems Saturday - Neuronphaser's "What You Need" Posts

Over on neuronphaser's blog, Tim Bannock has a series of posts this month regarding what one needs for the various editions of D&D down through the years.  Checking out the odd years, start with "Advanced Dungeons & Dragons 1E: What You Need" here.


Also, have a look at "Dungeons & Dragons 3E: What You Need" here.


Finally, round it off with "Dungeons & Dragons 5E: What You Need" here.


A look under the hood of various Games, Rules and Systems.
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Friday, September 18, 2015

Tabletopper Friday - FFG's L5R, Hnefatafl, & The Shining

Over on fantasyflightgames.com, they shared the news that Fantasy Flight Games has purchased the Legend of the Five Rings intellectual property from Alderac Entertainment Group.  Read more here.


Also, on tafl.cyningstan.com, there is a discussion of how some hnefatafl rules call the center location a throne rather than a castle.  Learn more here.


Finally, on openculture.com, they suggest we "Download & Play The Shining Board Game" here.

Mostly about card games and board games,
unless they have a decidedly wargamey feel.
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Wednesday, September 9, 2015

Wargaming Wednesday - Lion Rampant, Of Gods and Mortals, & Dux Bellorum

I've checked out the rules for Osprey's Lion Rampant (Osprey link here and Board Game Geek link here) and discussed them with a few folks, as well as watched some demo videos, and it looks like a fun skirmish game.  I'm still trying to get a game on the table locally.  I'm also still awaiting this year's end release of Dragon Rampant, the fantastical successor to Lion Rampant, also to be authored by Daniel Mersey.  Still, I'd like to get a game or three in of Lion before Dragon comes on the scene.


I've also been looking to see what Osprey Publishing has by way of comparable rules.  they also have a rule book by Andrea Sfiligoi called Of Gods and Mortals (Osprey link here and Board Game Geek link here).  It is a skirmish-level wargame but with the fantastical elements of gods, heroes, monsters, and legendary elements like that.  According to some publisher comments on Board Game Geek, "Factions represented in the rulebook include: Greco-Roman, Egyptian, Japanese, Aztecs, Pre-Islamic Arabs (Arabian Nights), Norse, Celts and Chinese. For every army list, a list suitable models from various manufacturers and scales will be included. New armies may be added as free PDF add-ons, keeping the game fresh for years."  Looks pretty good and I like that they make some figure suggestions.


Also authored by Daniel Mersey, from a few years ago there is Dux Bellorum (Osprey link here and Board Game Geek link here).  It's set in the Arthurian Age so it supports Dark Age and Late Roman figures and weaponry. It is more limited in scope period-wise than Lion Rampant and also purports to be more of a mass combat game where each figure represent 50 persons.  When I stumbled on Lion Rampant, I was casting about for something more like this but for a wider Middle Ages or Medieval period, perhaps even with fantastical elements.  I already own and have playted Field of Glory, but I was looking for something with singly based figures but with mass combat army versus army rules.  Even so, I might have to check this one out also.


A closer examination of board and miniatures Wargaming.
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Wednesday, August 26, 2015

Wargaming Wednesday - Parents' Guide, Free Rules, & FLGS Support

Over on wargamingtradecraft.com, from a couple years back, is an interesting "Parents Guide to Tabletop Miniature Wargaming" here.


Also, on freewargamesrules.wikia.com, you'll find tons of "Free Wargames Rules" here.


Finally, on the tabletopminions YouTube channel, he tackles the question "Should You Support Your Local Game Store?"  Watch!



A closer examination of board and miniatures Wargaming.
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Wednesday, August 12, 2015

Wargaming Wednesday - Gen Con Pics, Frostgrave, & Texas BROADSIDE!

Over on polygon.com, they have a huge pile of photos from the wargaming halls of Gen Con 2015 here.


Also, from ospreypublishing.com, have you had a look at Frostgrave yet?  You can check it out on the Osprey website here but might see a bit more with the Look Inside feature at Amazon here.


Finally, on txbroadside.com, they want to remind everyone of the big convention coming up in October here.


A closer examination of board and miniatures Wargaming.
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