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  • Quest Across Treos for Gold and More Gold

    by W. Eric Martin

    German publisher Lookout Games releases a wide range of games, so while its catalog features a few recurring factors — Uwe Rosenberg, Klemens Franz, Patchwork — it can surprise you as well.

    The newest title announced from Lookout Games — TREOS from first-time designer Arne aus dem Siepen — sounds like a light adventure game, with players questing across a tiny, variable map in search of gold. Here's the setting:
    On a stormy night, rumor spreads about a luck potion that one can buy for twenty gold coins on the black market in Treos. As your run of bad luck has been going on for a while, you decide to take your chances. The realm is vast, its forests dark, and the roads dangerous. But courier runs pay richly, so you dare to venture outside the protective walls of your city...

    The land of Treos features towns, forts, inns, lakes, secret places, and highwaymen, with roads, trails, and rivers connecting various locations. Each player is a character with a unique power who starts with a personal quest and a deck of movement cards.

    Each day, players draw five movement cards from their deck, then choose four to place on their player board, placing the final card on the top of their deck or discard pile; they then place their three intrigue markers face down on the final three cards. Everyone reveals their first card to determine player order for the day, then players go through morning, midday, and evening phases, with each of them revealing the card in that slot to move their character. Movement cards show which paths you can move on (roads, trails, or rivers) or which directions you can move in or both, along with a number of spaces you can move.

    Each of the four regions of Treos has a common quest deck with the top card revealed, and when you reach the town on your personal quest, you earn 1 gold, then take the revealed common quest from that region. Additionally, you open a second quest slot on your player board, and whenever you end movement in a town, you can draw the revealed quest in that town's region, replacing an existing quest if you wish. Quests require you to visit one or two specified towns, and when you do, you gain gold, a common movement card (which is placed on top of your deck and is better than your starting cards), or a side quest — and possibly multiple rewards.

    You can share locations with others, but highwaymen block players; when you reveal each movement card, you show the intrigue marker on it — and when you reveal the marker showing a highwayman, you move one on the board using the same movement you just made, ideally blocking an opponent from being able to complete a quest.

    When you reach a fort for the first time, take the weapon from that fort, then gain a reward based on how many weapons you now have and who your character is. If you're the first player to end movement at an inn, you gain 1 gold, then take a side quest, with the inn granting only side quests from then on. Side quests stay face down, and you can have multiples. Secret places earn the first player to reach them 1 gold, then grant a single bonus — either a movement card or a side quest — or create a portal; three portals start hidden on the map, and once they're face up, your character can teleport from one to another during its move.

    As soon as a player has collected 20 gold, they win the game instantly.

    TREOS will debut in English and German at SPIEL Essen 24 in October, and the complete rules are available now on the Lookout Games website. Read more »
  • Designer Diary: NOW!

    by Silvano Sorrentino

    This all started because of a detective game.

    No, my new game NOW! is not one of my typical escape room or deduction games like Deckscape, Decktective, or Mixtery Puzzle, but a light and quick card game...so this needs a little more explanation.

    One day in early 2021, I got a call from Federico Latini, who (like me and most game designers) always has a lot of half-baked ideas in his notebook. We exchanged some ideas, and knowing I am sort of an expert in the field, he told me about his idea for a detective game: a "browser chronology game" in which you keep a deck of cards in your hand and you can decide to look at the information on a card — which represents the current page of a killer's web-browser — or go back in the chronology by looking at previous cards, which represent old pages and searches.

    Eventually Federico did not pursue that idea, but the "swipe a card up and lose it forever" action sounded more like a cool betting mechanism to me, so I asked him for permission to use it in a very different game.

    Here is a short-ish story of developing the game from version 1.1 to the final product. I will quickly explain what was changed in the design from one version to the next, trying to underline the "good" and the "bad" things, until we reached the current form of the game that — in my eyes at least — is all "good".

    VERSION 1.1

    The first working version of the game was pretty simple as the game came to my mind almost fully formed after deciding how to "bet".

    I used a deck from The Mind to get the betting cards, numbered from 1 to 100. From that deck, I removed all the 10s (10, 20, 30...) to use them as the ten prizes, then I added ten "TOP" cards — well, pieces of paper with "TOP" written on them — to have a total of 110 cards, a common standard for card games.

    Using cards from The Mind — thank you, Mr. Warsch!
    The rules were so simple that I can copy-and-paste most of them:
    Shuffle the ten prize cards and form a face-down draw pile, next to the ten TOP cards.

    Shuffle the offer cards (everything else) and equally distribute them between players. Take all of your offer cards and keep them in your hand, facing up, so that you can see only the value of the card on the top of your deck. Flip a prize card for this round. Look at the top offer card in your hand; this is your current offer. You can keep it or discard it in front of you in a face-up pile. You can discard as many cards as you want this way until you are satisfied with your choice and say "NOW!" When everybody has said "NOW!", show your deck to everyone so that they can see your offer. Now, see who wins cards up for grabs:

    ➥ If you offered the closest value to the prize card without exceeding it, take the prize card and add it to your points.

    ➥ If you played the highest offer, take the TOP card and all of your offer cards discarded this round, and add them to your points.

    You can win both the prize and TOP card at the same time. If nobody wins the prize card, discard it from the game. Discard any remaining offer cards from the table, then start another round by flipping a new prize card.

    WARNING! There is no way to get your offer cards back, so use them wisely! If you run out of them, you will not be able to change your offer for the rest of the game.

    END OF THE GAME AND VICTORY

    The game ends after the tenth TOP card has been awarded. Discard any remaining offer cards in your hand and count your points:

    • Each offer card is worth 1 point.
    • Each TOP card is worth 2 points.
    • Each prize card is worth 10 points.
    • Each pair of prize cards adding up to 110 is worth 10 additional points.

    The player with the most points wins.

    THE GOOD
    :star: The "use it or lose it" swiping mechanism was very promising.
    :star: In this rare case, my original prototype has the same name as the final game.

    THE BAD
    :nostar: The first playtest fell a little flat.
    :nostar: The scoring system was a little too complicated for such simple rules.
    :nostar: With only 90 offer cards, this design worked only for two or three players. Maybe with four, but having fewer than 20 cards each sounded like a big "NO!" to me.

    VERSION 1.2

    The first thing I did in the new version was simplify the scoring system by using visual clues. I've always loved that Bohnanza cards show a coin on the back, so I used part of that idea: All cards you can win now show one or more coins, a big coin (worth 10 points), or half a big coin (worth nothing). If you get the two cards with the two halves of the same color, you can connect them and score 10 bonus points.

    The two cards on the right score a bonus when linked
    I also added a four-player variant, with two teams of two players each.

    Other minor tweaks were implemented, but the coins on the card already made the game a little "juicier", so I started sending the idea to a few publishers and trying the game on Tabletop Simulator. I got some encouraging answers, but the game does not shine at all if you do not play it live, and I think I just needed to find an editor who loved it to start making it better.

    But in 2021 I decided to skip SPIEL, so the game went in stand-by mode while I worked on different projects.

    A minimal look for the betting cards
    Cut to SPIEL '22 — this time I am in Essen armed with a couple of copies of my prototype, now with its own design. I made few appointments to show the game because I chose the best publishers for this particular idea. One of them was Scorpion Masqué; I had already showed them ideas in the past, and even though we did not find the right game, it looked like we were mostly on the same page. Their games are typically a mix of simple and weird ideas, and this looked like a possible hit.

    Funnily enough, Christian Lemay from Scorpion Masqué had no time to play a round of the game after I spent most of my time showing him a different design, but he was sharing the office with some unknown guys, and after hearing a quick recap of the gameplay, he told me: "I think you should show this to them", "them" meaning Joël Gagnon and Chantal Quenneville from Randolph.

    I did not know at the time that the two publishers were somehow linked, but I did know Randolph — not only because I liked their games, but also because I remember researching their name and discovering that, yes, "Randolph" was an homage to Alex Randolph, one of my favorite designers, who is partly considered an Italian inventor after living around thirty years in Venice.

    I played a full game with the guys from Randolph, and they really liked it, so we started exchanging emails just after the fair and they decided to make the game very quickly. We started developing the game in the direction they needed, with periodic calls between me, Joël Gagnon, and his colleague Catherine Parent. Randolph is based in Québec, so usually we talked while they were having the first sips of morning coffee and I had already had my lunch in a time zone six hours in the future.

    THE GOOD
    :star: For the most part, they liked the game.

    THE BAD
    :nostar: Randolph also features their games in gaming pubs, so they'd really love for the design to allow up to eight players — but how can the game work with so many players without adding too many cards?
    :nostar: During playtests, they noticed some players decide to stall when they have a high card because this will make them win a lot of TOP cards. Even though this is not a viable tactic since TOP cards are not that valuable, this needs to be fixed because not discarding means no fun at all.

    VERSION 2.0

    First, good news! Thanks to Randolph's production standards, I was not limited to the usual 110 cards. Actually, I can use up to 168 cards. Great! Maybe there is a way to make this work for eight players after all. I decided to test using numbers 1 to 120 for the betting cards, then I added 14 prize cards (numbered 10, 20, 30, 40, 50, 60, 70, 80, 90, 100, 110, 33, 66, 99) and 14 limit cards (7 "higher", 7 "lower"). The idea is that the rules remain the same, but you win a "higher" or "lower" card if your offer is, respectively, the highest or the lowest, so now you won't stick with a high card because sometimes you want to bet a low number.

    Prize, higher, and lower cards
    Second, I decided to add more variety in the set collection by giving both a value and a symbol on the cards you can collect. If you have two cards with the same symbol, they will provide you with 10 extra points.

    Not final art, luckily!
    THE GOOD
    :star: This was a major upgrade as now each card is worth different amounts to each player, and you have to make sure you collect the best cards for you. Swiping your bet is now much more thrilling because you can risk losing that particular card that maybe scores 18 points at once for you.

    THE BAD
    :nostar: It is a little confusing now to check who wins what, and people sometimes lose the focus on their long-term objective — collecting the right symbols — because it's always useful to win whichever cards you can, right?
    :nostar: Some cards are definitely better than others because they both have a high value and let you score the 10 extra points if you collect a set. This sounds unfair.

    VERSION 2.1

    Just a little change: Now the value of a card is no longer related to its symbol. Also, the scale of values now goes from 4 to 12 instead of 1 to 9, so prizes are a little more fair because the worst card you can get is worth one-third of the best one, not one-ninth.

    THE GOOD
    :star: Set collection is a little more interesting now.

    THE BAD
    :nostar: Adding the points is a little boring if you play with two or three players and have a lot of card values and bonuses to sum.
    :nostar: This still needs something to make it more fun.

    VERSION 2.2

    The "half coins" are back. Also, to spice things up a bit and give importance to both low and high cards, I combined the prize and limit cards into a single type of goal card. Each goal card shows whether you win it by playing the closest card that's higher or lower and shows you coins and half coins that you can complete with set collection.

    When in doubt, add penguins and robots
    This version also introduces the "jackpot" rule, which means that in each round you just add three more goal cards instead of replacing any unclaimed ones, so some rounds can have more than three goal cards up for grabs.

    THE GOOD
    :star: It's very easy to sum your points now: just count your coins.
    :star: The "jackpot" rule works pretty well and adds variety to some rounds.

    THE BAD
    :nostar: The two different directions of betting make the game confusing. This needs an "undo"!
    :nostar: The game now works for 2 to 8 players, but there is a major issue: with two players, you start with sixty bet cards in hand, while with eight players you have only fifteen. According to Randolph, it would be much better to have the same number of starting bet cards regardless of the number of players, but this would mean you always play with just fifteen cards, and that sounded like a big "no no" for me.

    FAST FORWARD TO...

    Okay, you have better things to do with your time, so I will skip the results of the playtests of several new versions, including ideas like:

    • Having "walls" on the right of some cards so sometimes you cannot win twice in a row.
    • Automatically refilling if you use all your bet cards and voluntarily lose the next round.
    • Playing with fifteen cards and exchanging your deck with your neighbor for round 2.

    Nothing seemed to be perfect. Was it wasted time? Not at all! Now that we tried adding stuff, it was finally time to remove what was not working and try to come up with clever solutions — and I say "clever" because some of these solutions came from brainstorming on the Randolph team side together with Scorpion Masqué, not from me, so kudos to them! (In the final phase, both studios really liked the game, so we decided to join forces to make the game as good as possible — yes, I am so lucky!)

    NOW!

    You can find the final French rules or English rules here on BGG. These are short, so please have a look and come back. I will comment on the biggest changes from the previous prototypes to underline how each little issue was solved while still keeping most of the original rules.

    Looking good!
    "Each player takes one of the eight colored decks of 16 player cards, shuffles it, and places it face down in front of them."

    This brilliant idea from Randolph upgrades a lot of things at once:
    :star: Set-up is easy — choose a color and take your 16 cards, without even counting them.
    :star: Thanks to the power of math, the decks are balanced:

    "Each deck in NOW! is unique and has been carefully balanced to ensure that all players have an equal chance of success. All decks have four cards that correspond exactly to a target card. This type of card is called a 'perfect'. Also, the decks have an equal distribution of numbers from 1 to 128."

    :star: I admit it took a while to convince me that this was a good idea, but playtesters confirmed it is. Each time you swipe up you get a big jump from one bet to another, and each deck has an equal chance to win any bet, so there is still luck involved — of course! — but it's under control.
    :star: As a bonus, you can decide to shuffle all the cards together and have each player draw sixteen off the top if you want to test the original version of the game and embrace the chaos.

    Remember the big "no no" from me when Randolph suggested the idea of having only fifteen cards for each player? Did I change my mind for a single card more, sixteen instead of fifteen? No, I changed my mind because during set-up you now:

    "Shuffle the deck of target cards and slide the refresh card into the approximate middle of the deck... When the refresh card is drawn from the target deck, the game is immediately paused. All players now shuffle their discarded player cards back into their deck."

    This brings a lot of good things to the table:
    :star: You have 16 cards in theory, but it's like having up to 32 because they get reshuffled at some point. As a result, you have roughly the same number of options you had in the original three-player game (30 cards each), while the game is now works for up to eight players.
    :star: During their first game, some players swiped too many cards and got stuck with a single card for the final rounds. They got too greedy, yes, but it's not ideal to tell someone "You are playing this wrong; read these tactical hints for your first games." Now, even if you consume all of your cards, you will get them back at halftime. You have learned your lesson, and you still have a chance to win when you get your cards back for the second half — and from now on you will remember that each card is precious!
    :star: When you reach the refresh card, you do not need to keep track of any partial score. The second half of the game will continue, and you will keep betting for more cards.

    Okay, but how does the final scoring work now?

    "The red or blue lines at the top of the target cards are points. For target cards of both colors, choose only one color — red or blue — to score. Take the higher total of the two colors, then subtract the total of the other color from this number to get your final score."

    That's nice because:
    :star: It's a simple set-collection rule: Win cards of the same color.
    :star: This introduces a nice layer of complexity because in later round sometimes you want to lose a bet because you don't want to get those 5 blue points when you've been collecting red! Also, the other players can now try to guess which card you want most and play accordingly.
    :star: There are two cards for each deck that you can win with a "perfect" bet – for example getting a 120 with card #120. These cards act like jokers, and you can make them count as red points or blue points — but is it worth it to go through your deck to try to win them at the right moment, or will you lose too many betting cards? And what if I say you also win the points on the refresh card if you land a "perfect"?
    :star: Didn't I mention it's tedious to calculate sums and differences for the final score? Yes, but here is another nice touch: You can overlap your cards in the end and count the half-lines without having to do any math. Look at the example below. See the two blue half-lines at the bottom? That's your score: 2 points.

    Scoring example
    As you can see, the rules are much simpler than they were before, so we even added a bot for the two-player variant, a bot named Silvano after me, but I was not the one who chose the name. If I had, I would have called it...Randolph because I really loved working with them. They are very clever, and most of them are also game designers, so it's like working with co-authors and not "just" editors.

    I also really like their choice for the design of the cards and box; everything looks clean, modern, and dynamic. Credit is due here to Fanny Saulnier, who was in charge of the graphic design team, as directed by the amazing art director at Scorpion Masqué, Sébastien Bizos, and of course Manuel Sanchez, the studio director.

    The game was released on April 10, 2024, co-published by Scorpion Masqué and Randolph, so start looking for it...NOW!

    Silvano Sorrentino

    Read more »
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    Gnome Stew

  • Shadow of the Weird Wizard First Impression

    A book cover that says, at the top
    Back in 2015, a shadow began to creep across the RPG industry. Shadow of the Demon Lord was a game designed by one of the designers that worked on multiple editions of D&D, Robert J. Schwalb. This was a fantasy RPG that was designed for people whose gaming habits had moved toward shorter game sessions and more succinct campaigns.

    You started at 0 level, ended at 10th level, and you gained a level at the end of each adventure. The adventures were short and mostly designed to be run in one session. The game allowed for the kind of multiclassing combinations that a lot of gamers wanted but built it into the game in a manner like D&D 4e’s Paragon Paths and Epic Destinies. Unlike 4e, it allowed for more mixing and matching instead of connecting the Paragon Paths to a particular class.

    While those were some of the design concepts, the setting broke from the assumptions of games like D&D, Pathfinder, or 13th Age. You were playing in a world in decay, one that was likely to fall into an apocalypse by the end of the campaign. The game was built on the idea of a campaign template to show how the signs of the apocalypse were happening. Characters accumulated mental and spiritual damage. There was literally no such thing as good on a cosmic level.

    The game seized a lot of imaginations, but the nihilistic overtones made it harder for some gamers to engage fully with the setting, and the built in consequences of some game options made it more difficult to port the system to a less morally devastating setting. That brings us to 2023, and the Kickstarter for Shadow of the Weird Wizard, a game that builds on the mechanical structures of Shadow of the Demon Lord, but with a smidge less nihilistic dread.

    Disclaimer

    I did not receive a review copy of Shadow of the Weird Wizard, and my copy comes from backing the Kickstarter. I have not had the opportunity to play or run Shadow of the Weird Wizard, but I have both played and run Shadow of the Demon Lord.

     Shadow of the Weird Wizard

    Writing, Design, and Art Direction: Robert J. Schwalb
    Foreword: Zeb Cook
    Editing and Development: Kim Mohan
    Additional Editing: Jennifer Clarke Wilkes, Jay Spight
    Aid and Assistance: Daniel K. Heinrich, Danielle Casteel
    Proofreading: David Satnik, Jay Spight
    Cover Design, Graphic Design, and Layout: Kara Hamilton
    Cover Illustrator: Matteo Spirito
    Interior Illustrations: Yeysson Bellaiza, Andrew Clark, Biagio d’alessandro, Çağdaş Demiralp, Nim Dewhirst—Kasgovs Maps, Rick Hershey, Jack Kaiser, Katerina Ladon, Britt Martin, Maria Rosaria Monticelli, Victor Moreno, Mitch Mueller, Matthew Myslinski, Eduardo Nunes, Mirco Paganessi, Claudio Pozas, Phill Simpson, Kim Van Deun, Sergio Villa-Isaza, Cardin Yanis
    Character Sheet Design: Daniel K. Heinrich and Kara Hamilton

    The Weird Wizard’s Grimoire

    This first impression is based on the PDF of the Shadow of the Weird Wizard core rulebook. I should be receiving the hardcover, but it hasn’t been released as of this writing. The PDF is 274 pages, and is broken down to the following:

    • Cover and Back Cover–2 pages
    • Credits–1 page
    • Table of Contents–2 pages
    • Index–6 pages
    • Character Sheet–2 pages
    • Setting Map–1 page
    • Secrets of the Weird Wizard Ad–1 page

    If you have seen any of the Shadow of the Demon Lord releases, it shouldn’t be a surprise to know that this is filled with quality artwork. Compared to the Shadow of the Demon Lord art, this art is still often shadowy and ominous, but less grimy and dark. Where the headers and font on Shadow of the Demon Lord were blood red and a little intentionally rough, the headers and fonts in Shadow of the Weird Wizard are purple with a more pleasantly flowing font.

    Shadow of the Weird Wizard is less of the full core book, and more like the Player’s Handbook of the game, explaining the general rules, character creation, and player facing options. The sections of this book include:

    • Introduction
    • Creating a Character
    • Game Rules
    • Equipment
    • Magic
    • Expert Paths
    • Master Paths

    Because this is more of a player’s handbook, there isn’t a lot of discussion of best practices for running a game, and the only monster or NPC stat blocks are ones associated with elements like summoning monsters or hiring retainers. Now that we’ve established the basics, let’s take a deeper dive into what’s in all of those chapters.

    A pale woman with red hair, wearing white robes and a blue scarf, holding a staff and a sword wreathed in purple energy stands back to back with a man with scraggly dark hair, goggles, a green scarf, battered longcoat, and a device in his hand that is producing flame.Setting and Concept

    While the setting isn’t marching towards oblivion the same way the world of Urth is in Shadow of the Demon Lord, it isn’t a bright high fantasy setting. Players portray characters fleeing from the collapse of the Old Country, into the lands once controlled by the Weird Wizard, a despotic spellcaster that dominated the land, warping, twisting, and summoning strange things into his domain.

    Characters don’t start off at 0 level as they do in Shadow of the Demon Lord, so the story starts with the player characters in a position of more competence, but the general feeling is less that the PCs are mythic heroes confronting mythic threats, and more like the PCs are competent mortal beings trying to protect humans completely unprepared for a land dominated by dangerous folklore. PCs feel like they are acquiring more and more powers to give them more tools to engage with the supernatural spaces of the world, but until their Master Paths, the PCs feel much more like outsiders trying imperfectly to interact with a mysterious world than fantasy heroes integrated with the supernatural.

    On its face, the setting and its tropes almost feel like they play into older concepts of “taming” a wild land for human habitation, regardless of the previous inhabitants, but the game is more aware of the story it’s telling. The humans pushing into the former lands of the Weird Wizard don’t have the option of staying in the Old Country. The exodus of the Weird Wizard has forced the inhabitants of the lands to come to terms with how oppressive their magical despot was. Campaigns are as likely to involve finding detente with fey creatures near their settlement as they are to destroy magical mutated beasts. At this phase of the human migration, it feels much more like the theme is learning how to integrate into the lands rather than dominating them and building new kingdoms.

    The perspective of Shadow of the Weird Wizard is distinctly human, although later supplements will provide rules for playing other ancestries. The tropes of fantasy RPGs are remixed with folklore, meaning that some things on their surface appear to be callbacks to older gaming, but with some wicked twists. For example, orcs are a violent threat, but unlike orcs in a setting like D&D, they are the product of a magical disease that makes them more like rage zombies than what most people associate with the species in modern fantasy. Some conflicts with fey creatures may be unavoidable because of absolute interpretations of promises made, but there is also the possibility of finding a way of turning absolute alien understanding of agreements to the mortal’s favor. In some ways, this setting feels like the kind of setting where creepy Muppets from 80s fantasy movies would be at home.

    Setting information isn’t presented in a gazetteer fashion. The description of the setting exists in the introduction, with additional elements revealed in discussion of different Paths, magical traditions, and deities. This isn’t radically different than how Shadow of the Demon Lord presents its setting, where even later products that drilled down into particular regions were rarely more than 10 pages, with a few emblematic NPCs, but not a deep dive into exact distances, populations, or heavily detailed timelines.

    A dark skinned man with a trimmed beard and close cropped hair, wearing white armor and carrying an ornate greatsword. He is standing an a graveyard, and there are walking corpses in the distance.Rules and Resolutions

    The core resolution of the game is to roll a d20, plus or minus an ability bonus, compared against a target number. The target number usually defaults to 10, unless it’s a roll against a character, whose defenses may be determined by their level or degree of threat. Advantageous circumstances grant you a boon, while detrimental circumstances assess you a bane. Boons allow you to roll a d6 and add it to your roll, while Banes have you roll a d6 and subtract it from your result. Boons and Banes cancel one another out, and if you have multiple Boons or Banes, you subtract or add only the highest die to your roll. Critical successes are results that are a 20 or higher, and critical failures are rolls that are 0 or lower. When someone is afflicted with an ongoing effect, sometimes a character may make an ability check to resist or remove an effect, but often, characters make a Luck roll to see if an effect ends, which is a d20 roll that is successful on a 10 or higher.

    There are a number of afflictions that can affect your character. These are adjudicated with a variety of options, often by assigning banes that come into play under certain circumstances, or persistently. Some assess a boon to those acting against you, and some cause you to suffer damage at different intervals until they are removed.

    Ongoing afflictions that cause damage bring us to another distinction in the rules. Characters have a Health score, but when you get injured, you don’t subtract from your Health, you total your damage and compare it to Health to see if you can still function. One of the reasons for this distinction is that some effects directly damage Health. For example, if you’re on fire, you take damage, but if you are poisoned or diseased, you may subtract numbers from your Health. Characters are injured when their damage equals half their Health, and when a character’s damage is equal to their Health, they are incapacitated. When you’re Health is 0, you die, and many times when you are incapacitated, you remove Health every round until you pass a Luck check.

    There are no skills in the game, but a character’s profession either grants them narrative position to do something other characters cannot, or a boon if anyone could attempt the action, but a professional would have a greater chance to accomplish the task. There are some simple but structured rules for discerning information and interacting with NPCs. For example, a character can make an Intellect roll to know something useful to the situation, and there is a list of what is common knowledge in the setting and what can be added to that list of common knowledge based on professions.

    Social challenges have different rules depending on what the challenge is. For example, the rules define the following social challenges:

    • Transaction
    • Appeal
    • Argument
    • Alliance
    • Coercion

    Each type of challenge explains the requirements for the interaction and what abilities are used, as well as any situations that would grant boons or banes. For example, an appeal is resolved with Will rolls, while an argument is resolved with Intellect. In some cases, some of these interactions have guidelines for what critical success or failure looks like in the interaction.

    Combat assumes tactical positioning, in as much as it assumes actual ranges rather than conceptual ranges or zones. No one rolls for initiative. Instead, there is an order of operations:

    • Combatants under the Sage’s control, in any order
      • Combatants under the player’s control can use reactions if applicable, when triggered
      • Roll to resolve any end of turn ongoing effects, in any order
    • Combatants under the player’s control, in any order
      • Combatants under the Sage’s control can use reactions if applicable, when triggered
      • Roll to resolve any end of turn ongoing effects, in any order

    Characters have one reaction per round, unless some other rule grants them additional reactions. In addition to the standard reactions a character can take, a character can burn their reaction to Take the Initiative and act before the Sage’s characters.

    Characters pick their abilities from a standard array, and their Novice Path options are Fighter, Mage, Priest, or Rogue. Characters gain a natural defense score, health, language, and starting path ability from this choice. You gain additional benefits from this path at 2nd and 5th level. At 3rd level, you pick an Expert Path, which grants you additional features at 4th, 6th, and 9th level. At 7th level, you pick your Master Path, which grants you path abilities at 8th and 10th level. The progression looks something like this:

    • 1st Level–Pick Novice Path
    • 2nd Level–Novice Path Abilities
    • 3rd Level–Pick Expert Path
    • 4th Level–Expert Path Abilities
    • 5th Level–Novice Path Abilities
    • 6th Level–Expert Path Abilities
    • 7th Level–Pick Master Path
    • 8th Level–Master Path Abilities
    • 9th Level–Expert Path Abilities
    • 10th Level–Master Path Abilities

    This means you may not have your full character concept locked in until you reach 7th level. The Expert Paths are grouped under Paths of Battle, Faith, Power, and Skill. The Master Paths are grouped under Paths of Arms, The Gods, Magic, and Prowess. These correspond to the initial four paths, but characters don’t have to pick a similar path at Expert or Master level. A Fighter that chooses a Path of Battle and a Path of Arms is likely to be very specifically a toe-to-toe combatant, but some paths synergize well across concepts. For example, depending on the type of weapon and tactics a fighter uses, Skill and Prowess paths often work well for various concepts.

    Some paths are specifically about synergizing elements across paths. For example, the Spellfighter Expert Path of Skill is all about being a martial combatant that also uses spells in addition to weapons. Some character classes/archetypes that have become familiar from games like D&D, Pathfinder, or 13th Age don’t show up until the Expert Paths, which reminds me a bit of BECMI D&D. For example, Berserkers, Commanders, Martial Artists, Rangers, Paladins, Artificers, Druids, Psychics, Assassins, Bards, and Warlocks don’t show up until the Expert Paths.

    Depending on the path, a character might pick up a special ability they can use a number of times per rest, a number of extra spells, a new magical tradition, or bonus damage on their attacks. Multiple dice of damage present an interesting tactical choice, because you can sacrifice 2d6 of damage to make another attack, but that attack must be against a different target. If you get additional spells, you pick them from the traditions you already know.

    Since we’re talking about magic, spells, and magic traditions, let’s move on to talking about those things in their own section, because 90 pages of the 274 pages (about 33%) are devoted to magic traditions and spells.

    The Many Faces of Magic

    Spells in the game are all arranged into thematic traditions, which each feature several supernatural talents in addition to the spells grouped under that tradition. When a character discovers a tradition, they gain one of the talents from the tradition, which are separate supernatural abilities compared to spells. Some of these talents are like cantrips, where they are recurring minor supernatural abilities. Some are more powerful, and once they are used, they don’t come back until you make a Luck roll for them to recharge, or in some cases, until after you have a chance to rest. The traditions listed in the core book include:

    • Aeromancy
    • Alchemy
    • Alteration
    • Animism
    • Astromancy
    • Chaos
    • Chronomancy
    • Conjuration
    • Cryomancy
    • Dark Arts
    • Destruction
    • Divination
    • Eldritch
    • Enchantment
    • Evocation
    • Geomancy
    • Illusion
    • Invocation
    • Necromancy
    • Oneiromancy
    • Order
    • Primal
    • Protection
    • Psychomancy
    • Pyromancy
    • Shadowmancy
    • Skullduggery
    • Spiritualism
    • Symbolism
    • Technomancy
    • Teleportation
    • War

    When you learn a spell, the entry tells you how many times you can cast the spell before you rest. You can pick the spell multiple times to gain the ability to cast the spell more times per rest. Spells under their individual traditions are also grouped by Novice, Expert, and Master spells, meaning if you are allowed to learn new spells when you gain a level, you must pick from a level that is equal to or less than your current character tier. In other words, you can’t pick Master level spells from your available traditions until you are at least 7th level.

    Unlike Dungeons & Dragons magic schools, these aren’t cosmic absolutes. Two spells can do very similar things, but will be in two separate traditions, because of the narrative elements of how they create the effect of the spell. For example, Shadowmancy and Teleportation may both create a point from which someone can enter in one place, and exit in another, but Shadowmancy rips a hole through the void, and Teleportation bends space to make two points touch.

    Shadow of the Demon Lord always had extremely evocative ways of explaining what could otherwise be perfunctory effects. While Shadow of the Weird Wizard is a little less gruesome in its descriptions, it’s no less evocative. For example, there is a spell that splits your opponent into two creatures exactly half the size of the original creature. An Astromancy spell flashes a foe with ultraviolet light, burns them, and impairs their agility, because they develop a rapid onset of severe sunburn. One of the spells of the Chronomancy tradition allows the caster to summon themself from the future to aid them. One of the Necromancy spells summons a psychopomp to swoop over the target, bringing them closer to death. A master level Technomancy spell lets you summon a huge moving fortress equipped with a massive cannon, which is both extremely hard to destroy and blows up spectacularly if you do manage to destroy it.

    Because these traditions contain both talents and spells, many of these traditions play into the theme of different paths as well. For example, Technomancy or Alchemy both pair well with Artificer, to produce a “magical scientist/engineer” with a much different feel. While there isn’t a starting path that indicates that a character is psychic, taking the psychomancy tradition can help flavor a Mage as a psionicist before they make it to 3rd level and take the Psychic path.

    Overlapping Shadows

    Shadow of the Weird Wizard has a lot in common with Shadow of the Demon Lord. It’s very clearly an evolution of the same system. But I wanted to take a few moments to summarize some of the changes between the two. I know I’ll miss some, but let’s give this a go:

    • Shadow of the Weird Wizard starts at 1st level instead of 0
    • The scale for health and damage is higher for Shadow of the Weird Wizard
    • Insanity and corruption are not tracked for player characters in Shadow of the Weird Wizard (although at least one path introduces corruption tracking for a character with that path)
    • The round structure doesn’t use the Fast Turn/Slow Turn structure of Shadow of the Demon Lord
    • Shadow of the Weird Wizard adds d6 damage progression to attacks
    • Shadow of the Demon Lord paths occur at different levels, and Shadow of the Weird Wizard doesn’t have an option to take a second Expert Path instead of a Master Path
    • Shadow of the Demon Lord spells always provided a number of castings based on a spell rank determined by paths taken
    • Shadow of the Demon Lord traditions don’t provide talents based on tradition
    • Shadow of the Demon Lord’s core rulebook includes GM/campaign advice and a bestiary

    Both books are the same size, but Shadow of the Demon Lord had 16 Expert Paths and 64 Master Paths, as well as 30 magic traditions, and 5 additional ancestries in addition to humans. Shadow of the Weird Wizard has 42 Expert Paths, 122 Master Paths, and 33 magic traditions. Obviously the big expansion of player materials is in the Expert Paths and Master Paths, but the Magical Traditions take up more space as well, due to the inclusion of the talents associated with the tradition.

    If you were hoping the two games would have compatible material, that’s unfortunately not the case. Health and damage scales differently, making Shadow of the Demon Lord monsters a bit underpowered in comparison. Traditions aren’t compatible because of assumptions about power levels and talents. Novice, Expert, and Master paths all key in their options at different levels between the two systems.

    In a jungle, a heavily scaled serpentine creature with large teeth and blue stripes looks behind it as a woman in chainmail armor plunges a spear into its back. Final Thoughts

    One of the reasons I wanted to write this as a first impression rather than a full review is that while the Shadow of the Weird Wizard book is available in final form in PDF, Secrets of the Weird Wizard, the “GM” book for the line, is still in beta. You can purchase the PDF, but it’s still in development. You can play other ancestries or use the monsters and NPCs from that book, but it’s still in the process of being finished.

    I enjoyed the customization of Shadow of the Demon Lord when I first encountered it, and Shadow of the Weird Wizard is continuing this trend. While Shadow of the Demon Lord was working towards a very specific feel, and almost everything in that game does play towards the concept of the game, it’s definitely a wise move to remove things like Insanity and Corruption from a core high fantasy experience that doesn’t lean into horror.

    When running my Shadow of the Demon Lord game, one of my friends observed that he wanted to make a character that was an effective fighter mage but had a hard time finding the right options to make it work. I feel like the options that are meant to allow for a “multi-classing” feel in Shadow of the Weird Wizard are a lot more transparent in how to mix and match concepts and make them work. As far as spellcasting goes, a lot of that transparency comes from not worrying about the power level and what traditions boost that rating to increase your castings.

    While this is much less nihilistic and horror driven than Shadow of the Demon Lord, this isn’t a system that can seamlessly swap in or out for a setting that was written for D&D or Pathfinder. This is less dark than Shadow of the Demon Lord, but the game still has an edge to it, drawing from folklore and older versions of fairy tales. It’s still a game where heroes doing everything right may still see the consequences of evil that they can’t fully mitigate. They might be able to make the world better within a limited scope, and the world isn’t necessarily marching toward oblivion within the next generation, but the supernatural will always be dangerous and at least a little hostile, and life may become less challenging, but will never be easy.

     This is less dark than Shadow of the Demon Lord, but the game still has an edge to it, drawing from folklore and older versions of fairy tales. 

    Because this resembles 5e SRD fantasy superficially, I think some people may be unsatisfied or conflicted if they don’t realize that the game is pulling on a more specific subset of influences than a lot of modern fantasy utilizes. It’s easy to infer that a human centric game where PCs fight monsters in a land they are trying to tame, with tropes like “all orcs are evil” is playing in a less mature, older fantasy RPG paradigm. On the other hand, I think it’s intentionally playing in the same space as a game like Symbaroum, where it’s fully aware that people “taming a land” is a fraught narrative, and that the satisfying play space is to understand where to introduce hard decisions and moral choices.

    I’ve seen one of the adventures for the system, and even without reading through more of the setting information and campaign advice in Secrets of the Weird Wizard, I’m pretty sure this is a game that wants you to know your heroes can be wrong, but that they also aren’t being relentlessly pushed into spaces where they can’t find a better way. With the number of rules about combat and the number of combat spells, I can see people losing the thread on options that don’t involve reducing enemies to ash. I think the game is deep enough to present more options, while still acknowledging that people want to kick butt once in a while.

    Looking To the Future

    I enjoyed Shadow of the Demon Lord, not only for the system, but also for the way in which the rules reinforced tone and theme. It was (and still is) a game that can be very satisfying if you know what kind of game it wants to deliver. Shadow of the Weird Wizard is going to be able to do the same thing, with even more clarity of design and transparency of intent with its player facing rules. I’m looking forward to seeing the final version of Secrets of the Weird Wizard, and the rest of the line.

    Read more »
  • Give Them a War Room: Player Facing Threat Maps

    I love a good front. Of all the tools to come out of Powered by the Apocalypse games, fronts are probably one of my favorites. (Second only to clocks, really.) Because fronts allow me to keep track of everything from the arrival of the catastrophic doomsday event to the minor rival NPC’s petty revenge plot, and they give me the tools I need to not only figure out what the bad guys are up to but also how they’re going about their nefarious deeds.

    (Confession: Even though I’ve read a bunch of Powered by the Apocalypse and Forged in the Dark games, I’ve only ever run a single session of one (the original version of Dream Askew), and I’m pretty sure I ran it completely bass-ackwards. And yet my love of fronts endures.)

    Of all the tools to come out of Powered by the Apocalypse games, fronts are probably one of my favorites. (Second only to clocks, really.)

    You know what else I love? Putting my PCs in positions of power. I love foisting eldritch artifacts or ancient magics onto their shoulders. I take glee in giving them influence within an important organization and seeing what they’ll do. It allows me to ask tough questions about how and when they use their great power responsibly (thanks, Uncle Ben). Plus, it gives my players the power to enact real change in the game – something all of us can sometimes feel powerless to do in our real lives. (My group’s go-to power fantasy is making the world a better place.)

    These two loves, though – they are at odds with each other. At least, they are when it comes to my villains’ devious plotting because those fronts happen in the background. Yes, I can write down that Professor Bad Guy’s Ultimate Plan of Evil has six steps, and I can plant clues throughout the game’s narrative that could potentially lead my characters to put the pieces together and figure out his plan.

    Still, I can be an anxious GM at times, worrying that my clues are too obtuse or that my players will reach the wrong conclusion. And if I fail to deliver, then they’ll fail to figure it out in time, and The Ultimate Plan will succeed without the players having had a chance to thwart it.

    Now, I know some games have done a wonderful job of systematizing when fronts advance. Still, when you’re porting the concept into a game that doesn’t already have them baked into the mechanics, you’re basically running that background minigame on vibes. And on the one hand the GM can basically do whatever they want (as long as it serves the story and creates a good time for their players).

    But on the other hand, the GM can basically do whatever they want, and oh gods, I was already working with themes of using power responsibly, so now I’m second-guessing my second guesses!

    GIVE THEM A WAR ROOM

    Fronts are meant to be a GM-facing tool — a little mini-game the GM plays with themself between sessions. When I run games, I like to flip it around and, instead, give the players a “war room.”

    Maybe it’s an actual war room in the command center of their base. Maybe it’s an oracle-like NPC or familiar that keeps track of their enemies’ actions. Maybe it’s the murder board in their detectives’ office. Regardless, all of these war rooms have one thing in common – the threat map.

    When you’re porting the concept into a game […], you’re basically running that background minigame on vibes.

    Just like fronts, the threat map is a big circle with all of the campaign’s (known) threats arranged around it like a clock. At the center of the circle are the PCs (or their town, their ship, their community, what-have-you). Each threat has it’s own number of steps, and as those steps are completed, they get filled in from the outer rim, moving towards the PCs in the center.

    At the end of each session, I show my players the threat map, and together, we discuss what threats they addressed and those threats don’t advance (or get crossed off if they eliminated it).

    The ones they didn’t deal with, though. Those tick down. Getting closer and closer to completion.

    Of course, the threat map is fluid. As they discover more threats, they’re added to it. When they eliminate one of the threats, it’s removed.

    A war room with a threat map gives your players several things – it gives the players a feeling of control (or at least the potential to feel in control), it gives them a way to prioritize the most immediate threats in the game world, and gives them a core list from which they can build out what they know about the villains’ schemes. It basically gives them a quest log.

    A war room with a threat map gives your players several things – a feeling of control, a way to prioritize, and a core list of tasks to complete.

    Depending on the tone of the game and just how many enemies the players have made, I may also introduce a mitigation mechanic – some way for them to delay a threat without actually dealing with it in the session. Sometimes, it’s a die role at the end of the game. Other times, it’s a resource cost. (This is also a great place to use an NPC delegation system.)

    Because while the threat map can keep your players focused on the main tasks at hand, it can sometimes make them too focused. Any mitigation mechanic you introduce will allow them to breathe and indulge in ancillary role-play that wanders a bit.   

    IT’S NOT FOR EVERYONE

    I don’t always use a player-facing threat map when I run games. It works best in games where your players have the means to not just react to dangers but also get out ahead of them. I wouldn’t use this tool in games like Shiver or Camp Murder Lake, for example, because those games are about not being in control.

    That said, introducing the threat map at a point in the game where the characters have crossed a certain power threshold could be a great way of driving home the fact that they’ve got bigger responsibilities now.

    THE LAST THING I LOVE

    Besides my spouse, my dog, and my library of books and games, I love one other thing — a good template.

    Here’s the threat map I used when I was running Starfinder. Feel free to download it and make it your own, and tell me how you think you might incorporate player-facing threat maps into your next campaign!

    Read more »
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    Here are two free resources to help you run your games online.

    Owlbear Rodeo

    Owlbear Rodeo is my favorite virtual tabletop. It's lightweight, fast, easy to use, reasonably priced (including a free tier), and system agnostic. Players don't have to create accounts to join in. You can run it on a phone. It's quick to get a map up and running with a fog of war and some default tokens. It also works for any RPG, whether it's Shadowdark, Level Up Advanced 5e, Numenera, or Blades in the Dark.

    Owlbear Rodeo switched from a more lightweight locally-hosted version 1 to a full cloud-based version 2. It can take some re-learning to make it just as fast and useful as it was in the old version but I believe it is just about as easy as it was once you get things wired right.

    I recorded a YouTube tutorial on Owlbear Rodeo for Lazy GMs intended to help people get their hands around all the features and how to use them easily during play.

    Owlbear Rodeo includes some awesome default tokens representing monsters and characters but you may want a better set of tokens to represent most monsters in fantasy roleplaying games. That's where this next resource comes in.

    Level Up Advanced 5e's Free Monster Tokens

    EN World publishing released a full set of monster tokens representing core 5e monsters from the A5e Monstrous Menagerie for free. It includes 178 tokens representing all the core monsters you're likely to find in the D&D Monster Manual or other 5e core monster books.

    They work really well when imported into Owlbear Rodeo. In order to import them most effectively, however, you'll want to do a few things:

    1. Create a new collection and import tokens into this collection so you don't flood your main collection with nearly 200 tokens. You can import the tokens all at once.
    2. If desired, set the default text of the token set to "Copy Image Name". It automatically removes file extensions so you'll get a nice token name like "Troglodyte" or "Demon, Balor" under the token. If you'd rather add the names yourself, you can skip this step.
    3. If you do decide to use token names, select the right font size. I like 36 so the name is easy to see.

    This set gives you a huge collection of tokens for monsters in Owlbear Rodeo – a collection you can use in any game you plan to run.

    More Sly Flourish Stuff

    Last week I posted a couple of YouTube videos on Choosing the Right 5e Stat Block and Myre Castle Ruins - Shadowdark Gloaming Session 27 Lazy GM Prep.

    Last Week's Lazy RPG Talk Show Topics

    Each week I record an episode of the Lazy RPG Talk Show (also available as a podcast) in which I talk about all things in tabletop RPGs. Here are last week's topics with time stamped links to the YouTube video:

    Patreon Questions and Answers

    Also on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers:

    RPG Tips

    Each week I think about what I learned in my last RPG session and write them up as RPG tips. Here are this week's tips:

    • Help every character shine.
    • Lean into the characters’ BS.
    • Focus on enjoying spending time with your friends.
    • Run lots of monsters sub-optimally.
    • Add flavor and story every turn in combat.
    • Set up monsters to show off character abilities.
    • Build awesome boss fights with a variety of monsters, waves of combatants, cool environmental effects, and wild terrain.

    Related Articles

    Get More from Sly Flourish

    Buy Sly Flourish's Books

    Have a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.

    Read more »
  • VideoThe Heroic Spark

    Here's an easy house rule to streamline the integration of a new character into an existing group. When the new character shows up, state:

    "Looking into their eyes, you see their heroic spark – noting them as a stalwart and trustworthy fellow adventurer."

    This statement bypasses 20 minutes of narrowed-eyed suspicion, threats, and in-world paranoia as your current characters decide whether to trust this new adventurer to join their group. You, as players, all know exactly why this character suddenly showed up deep in the dungeon.

    Player characters are special. They have an actual human being behind them – one seeking to make their character the central focus of their take on the story. They're not just some disposable NPC or monster the characters happened across.

    We can clarify the heroic spark and get back into the action instead of wasting time building trust in a group when we all know how it's going to end – of course we trust them. They're the player character of Pat, whose former character got thrown off of a 150 foot deep cliff into a pool of boiling mud. We know why they're here. Let's skip the trust building. You look into this new character's eyes and can see them as a stalwart and trustworthy fellow adventurer.

    Unless everyone agrees, your game shouldn't hinge on these sorts of inter-party trust questions. If this sort of trust-building is part of the game, discuss it with your players during your session zero.

    Seeing the heroic spark also doesn't bypass the need for the character to introduce themselves, talk about their background and goals, and give the other players an understanding of who they are and what they want. That's important too.

    But let's bypass the tedium of taught bowstrings and intimidation checks and get the new character into the group.

    Show characters the heroic spark of new companions joining their group and get back to your adventures.

    More Sly Flourish Stuff

    Last week I posted a couple of YouTube videos on What Is 5e and Marin's Hold Bloodbath – Lazy RPG Prep.

    Last Week's Lazy RPG Talk Show Topics

    Each week I record an episode of the Lazy RPG Talk Show (also available as a podcast) in which I talk about all things in tabletop RPGs. Here are last week's topics with time stamped links to the YouTube video:

    Patreon Questions and Answers

    Also on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers:

    RPG Tips

    Each week I think about what I learned in my last RPG session and write them up as RPG tips. Here are this week's tips:

    • Skip scenes or locations if there’s no chance to learn something interesting or useful in them.
    • Spend time building and planning your big boss encounters.
    • Clarify choices.
    • Use the opportunity at your game to step away from real life and enjoy tales of high fantasy with your friends.
    • Drop in potions or concoctions that let characters receive the equivalent of a long rest.
    • Challenge high level characters with waves of combatants — hordes of low challenge monsters, a few even-power monsters, and huge heavy hitters.
    • Let players learn about changing circumstances through the dialog of their opponents.

    Related Articles

    Get More from Sly Flourish

    Buy Sly Flourish's Books

    Have a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.

    Read more »

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