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August 30, 2014, 12:36:10 pm by DriveThruRPG | Views: 3 | Comments: 0

The Secrets of the Bravo (PFRPG)

The Secrets of the Bravo (PFRPG)Publisher: Rite Publishing
Rating: 5
Have you ever wanted to swash your buckle, breeze through adventure with wild abandon, living for the moment? Perhaps the new base character class of the bravo is for you.

Presented in the main as if one such bravo had paused for a moment to recount to you the details of his chosen career, no doubt over an ale you have had to buy him, this work presents a coherent and exciting review of all the material you need to know if you want to create and play a bravo character. This includes a lot of the material that is normally covered in more prosaic terms, things like alignment and religion and which classes a bravo character gets on best with, which races do best in this class, and even what the perceived 'role' of a bravo might be. This last involves skill in melee combat and social interactions, with wit and flair - and sheer luck - to get out of tight corners.

Only then do we get down to game mechanics, with progression table, starting wealth, class skill list and - of course - the special abilities that make this class unique. The most interesting one is 'fighting technique' which enables the bravo to develop his own distinctive fighting style. He may have come up with it for himself, or perhaps he has travelled far and wide studying with masters of the sword (or whatever he's decided to specialise in) to blend together something that will become his trademark style. Other abilities are designed to reinforce and expand that style, it all hangs together rather well.

There are a couple of new feats and a whole raft of fighting styles, conjuring up images of a party-full of bravos vying with each other as they develop their personal styles!

Well worth a look if the swashbuckling style appeals.
Source: The Secrets of the Bravo (PFRPG)
August 30, 2014, 12:34:03 am by OotS News | Views: 2 | Comments: 0

960: Collision Testing

Source: 960: Collision Testing
August 29, 2014, 12:32:10 pm by DriveThruRPG | Views: 6 | Comments: 0

The Manor, Issue #7

The Manor, Issue #7Publisher: GM Games
Rating: 5
Originally posted at: http://diehardgamefan.com/2014/08/29/tabletop-review-the-manor-issue-7/

The Manor is a OSR style fanzine that I haven’t had a chance to pick up until now. Like most gaming magazines, it contains a range of articles, adventures and new things to dismember. Like a lot of magazines, the quality of the articles varies, although which ones are worth reading depends on the point of view of whoever is paging through it. After all, what interests one person may bore another.

I will say that I enjoyed this issue of The Manor and I will probably be coming back for more. There were six articles and my biggest complaints are in fact minor ones about layout. The copyright information on page two cuts off abruptly after “All Artwork, Maps and Articles are the,” which I first took to be a bad sign, but thankfully the content was pretty good. The other weird layout issue was with the “Tenkar  and  the Badger” radio ad on the last page. The entire magazine is laid out in portrait, but the ad for this is in landscape, meaning you have to turn your head to an odd angle to read it…or just turn your e-reader if you’re not at a computer.

There are six articles in The Manor, Issue #7, along with a one page introduction from Tim Shorts. The first article is “Boltswitch’s Mobile Potion Emporium.” It’s three pages of fiction where a Gnome named Mikklum Boltswitch is hawking potions from the back of a cart, snake oil salesman style. Seven potions are discussed, with the name in Italics, followed by a description of what the potion does. This was a fun little piece and a neat way to showcase new items. Usually new items are done in a very dry straightforward manner, and I liked the method in which this was done.

“Skinwalker (Coyote)” is the next piece and it’s about a new playable race/class. This was the only article I didn’t care for, but that’s because it felt unfinished. You’re given an XP chart, abilities gain by level and the usual weapon/alignment restrictions, but the saving throws and THAC0 bits are also missing. There is also no indication if the piece is a PC class, NPC class or the like. What’s here has a decent start but it really needed to be fleshed out more. Right now it just feels like there are huge gaps in the piece.

“Mirror, Mirror” is article #3 and it gives us eight magical mirrors to throw into your game. Unlike “Boltswitch’s Mobile Potion Emporium,” “Mirror Mirror” is done in the usual descriptive narrative instead of a fiction based one. Each of the mirrors in this piece are a lot of fun and I really loved the artwork in this article. The Mirror of Mugging and the Mirror of Morbidity are my two favorites. Each mirror only gets a paragraph of description, but that’s on par with what you would find in the DMG, so I’m fine with it as the whole piece is a lot of fun.

“Trouble Down the Well” is the first of two adventures in this issue. You get a one page map and a one page description of the adventure. A well in a small town has dried up and it has started to smoke. The local blacksmith went down to see what has occurred and never came back. Now it is up to the PCs to save the day. It’s a pretty simple and short affair with only a single monster to deal with. You should have no problem playing this in only a single session. It’s a fun little adventure for what it is and that’s all that matters.

The second adventure in the piece is “Horrid Caves” and it is a full length adventure that only has nine locations so it too should be able to completed in a single session. However, the adventure also contains a ton of new monsters and spells. It’s a pretty routine hack and slash dungeon crawl, but the new monsters and spells that show up are quite weird and remind me of something I’d see in Dungeon Crawl Classics. I really enjoyed this piece and since it is for first or second level characters, it’s a great way to let people try out their new characters or to pad out another short adventure.

The sixth and final article is a haiku about a mind flayer. It’s amusing and the full page of art really makes the piece.

In all, this seventh issue of The Manor was a lot of fun, and if I have time, I might pick up some of the earlier issues to see if they are as good. The issue is short, with a page count of under thirty, but it’s also only $2.50, so it’s not as if the zine will break your bank. The two adventures and the two magic items articles are well worth reading through if you are a fan of retro clones like OSRIC, Swords and Wizardry Castles  and  Crusades and the like. I wish I had more room in this review to showcase the artwork too. If you have the time and spare change, definitely pick this up.
Source: The Manor, Issue #7
August 29, 2014, 12:32:10 pm by DriveThruRPG | Views: 6 | Comments: 0

The Genius Guide to the Talented Ranger

The Genius Guide to the Talented RangerPublisher: Rogue Genius Games
Rating: 5
What images are summoned up if someone says 'ranger' to you?

Most of us think of a good hunter who is a good fighter as well, at home in the wilderness without being a barbarian... and the more perceptive (or those who've played loads of them) will understand their affinity with nature that can reach magical levels. The introduction to this work discusses the nature and role of the ranger in considerable detail, showing how a ranger not only understands his environment but can become one with it; and this leads in to the system of edges and talents developed for rangers that are the core of this book.

The necessary lists and tables are provided to generate and progress a ranger character. Class skills are modified a little to allow the ranger to choose some that are best suited to the build in mind, and a whole framework of talents and edges is introduced.

The edges are based around the concept of a ranger being drawn towards a specific area of primal force which he will be increasingly able to access as he rises in level. They can be bound in with other things, such as the 'adaptation' edge which allows him to take on some of the characteristics of whichever creature he has chosen as his favoured enemy. A range of combat and other options are also available, it is easy with this system to build a unique ranger who operates with a distinctive style.

The talents are the knacks and knowledge that the ranger has picked up during his life. They may enhance his understanding of the powers that he draws upon or they can relate to what he has learned about surviving in the wild places to which his profession takes him. If all that isn't enough, high-level rangers also have access to advanced talents and even, at 20th level, very powerful grand talents.

There are a couple of appendices. The first details a number of specialised traps that rangers can learn to make and set - you often hear about their ability to set traps but it's good to have more about the actual mechanics of the traps they can make (without having to draw on my own fieldcraft... not every player had a country upbringing!) and the second is rather amusingly called 'Save Vs Wall of Text' and is more of an index or reference, sorting all the abilities covered in the book into thematic categories, making coherent selections easier.

Rangers will never be quite the same!
Source: The Genius Guide to the Talented Ranger
August 29, 2014, 06:29:03 am by GnomeStew News | Views: 4 | Comments: 0

A Guide to 5e: Where to Start

A Guide to 5e: Where to Start

I was speaking with a friend who enjoys roleplaying, but hasn’t done a lot of it until recently (he’s first a board gamer, but loves a number of geeky games). He began running the Starter Set for friends, but given the other more recent releases, he was confused about what’s necessary, what’s required, what’s optional, etc. for D&D. Joe, and anyone else who is wondering how to start off with this new edition of D&D, here’s my overview of what’s out there and what you […]
Source: A Guide to 5e: Where to Start
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