News

    -

    BoardGameGeek News | BoardGameGeek

  • Brew Elixirs with Bunnies, Then Escape from the Moon...Twice

    by W. Eric Martin

    Millions of people in the United States enjoyed seeing a full eclipse in early April 2024, but should you have missed out on that event, you can still get a glimpse of the moon on your gaming table...as well as in the sky nearly every evening, of course, but also on your gaming table!

    Pauline Kong and Marie Wong of Hot Banana Games debuted in 2023 with Steam Up: A Feast of Dim Sum, which landed on Barnes & Noble's as that bookstore chain's "game of the year", and for their second release they're asking you to leave the restaurant to put together a concoction in a far different environment.


    Here's an overview of Moon Bunny, a 1-4 player game that will be crowdfunded in 2024:
    In Moon Bunny, you take on the role of a master bunny alchemist inspired by folklore. Your task is to guide your bunny assistants on a journey through the lunar landscape to gather rare Asian herbs. Each assistant has their own unique hopping movement pattern, and it is up to you to choose the right ones for the task at hand. Once you have collected the necessary ingredients, bring them back to your workshop and arrange them in a specific pattern to brew the ultimate elixir of life. The bunny who is able to gift this elixir to the world, bringing health and happiness to all, wins the game.

    Pauline Kong presents a mock-up of Moon Bunny at GAMA Expo 2024
    • German publisher SPIEL DAS! Verlag has announced Monsters on the Moon, a new title for 1-4 players from designer Martin Schlegel due out in July 2024, but little information has been revealed to date:
    A witch, a skeleton, a vampire, and a werewolf have taken a trip to the Moon, and now they want to make it their own.


    Monsters on the Moon is a card-placement game in which every creature wants to expand their territory, collect moon crystals, and build walls, ideally spreading out over the surface in their quest for points.

    • In 2023, Japanese publisher JUGAME STUDIO released Escape from the Moon, a solitaire game from Hiroshi Kawamura:
    You were part of a crew working on a moon base, but the other crew members were involved in a mysterious accident during an exploration mission, leaving you alone on the base. The mother ship is in a satellite orbit of the moon. You're completely isolated, alone — when a warning sound rings throughout the base: "There is not much oxygen left. The cause is unknown. Get out of the moon base quickly. To repeat, there's not much oxygen left."


    Since the emergency power supply has been activated, it seems that most of the base functions are down due to electrical problems, which means soon the base won't be able to supply you oxygen, let alone communicate an SOS to whoever might be monitoring you.

    There is not much time left for activities. Can you restore the rocket in time and return to the mother ship? The challenge to Escape from the Moon begins, with you constructing a deck and managing a hand of possible actions to get yourself to safety, with success or failure depending on the decisions you make and the difficulty of your chosen scenario.

    Spanish publisher Salt & Pepper Games has announced that it will crowdfund a Spanish-language edition of Escape from the Moon in Q2 2024, with an English-language edition coming in late 2024 or early 2025.

    • As noted in January 2024, Rio Grande Games has a game coming from Donald X. Vaccarino titled Moon Colony Bloodbath, but no info has been released about this design.

    • Finally, Hachette Boardgames has announced a June 2024 release date in North America for From the Moon, a design from Johannes Goupy and Gilles Lasfargues that publisher La Boîte de Jeu crowdfunded in March 2023.


    Here's an overview of this 1-4 player game:
    In From the Moon, players are representatives of factions trying to complete missions departing from our Moon in order to help humankind survive elsewhere in the galaxy. Indeed, the fate of the Earth is sealed, and time is running out!


    The plan is to launch three survival missions before all life on Earth ends. To do that, each faction will contribute by building parts of the ships and build their own lunar base to store the necessary resources.

    In the end, which faction will be most suited to lead the future of our race out there, far away in space?
    Read more »
  • 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 »
    -

    DriveThruRPG.com Newest Items

  • Meeting at the Barrow (SWADE)
    Publisher: Amora Game

    Welcome to the Military of Thaddeus!

    Meeting at the Barrow is part one in a series of encounters telling the journey from basic training to the hero's home in Thaddeus.

    Spoiler Free Summary

    The affairs of Compound 13 a week behind you, Guard Captain Neuss takes you to a military outpost. He signs your release papers and gives you orders to check in with the barracks upon your arrival in Thaddeus. However the road home isn't without unique encounters. Traveling near the town of Odias, the troops come across burial mounds called Barrows. Near the barrows, a man calls for help!

     
    Meeting at the Barrow is a Novice adventure for the Savage Worlds Adventure Edition. It can be used in conjuction with the Fantasy Companion (SWADE). It can be adapted to any fantasy campagin setting.

    NOTE: Prepare for War: Basic Training adventure is still being translated to Savage Worlds. It should be available by the middle of June 2024.

    Meeting at the Barrow (SWADE)Price: $2.49 Read more »
  • Quantum Mechanics
    Publisher: Onyx Path Publishing

    Quantum Mechanics is a supplemental guide to the super science system of the Trinity Continuum as presented in Trinity Continuum: Aberrant. It breaks down the process, clarifies possible confusion points, and provides examples of Core-, Nova-, and Q-Tech. A selection of what nova traits impact the super science process is provided as well.

    Quantum MechanicsPrice: $4.00 Read more »
    -

    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 »
    -

    RPGWatch Newsfeed

  • Age of Wonders 4 - First Anniversary
    Age of Wonders 4 celebrates the first anniversary: Celebrating One Year of Age of Wonders 4! Dear AoW Community, Today, we celebrate the first anniversary of Age of Wonders 4! This milestone could not have been achieved without you, our fans and players.... Read more »
  • Archmage Rises - Rivals Combat Beta released
    A new version of Archmage Rises is available: Rivals Beta Released! RIVALS COMBAT BETA NOW AVAILABLE! It’s finally here! You can now find and fight your rivals. They won’t go down easy though and will put up a good fight, with mages from each school of magic bringing it’s own unique challenges and strategies to the battlefield.... Read more »
    -

    Sly Flourish

  • VideoTwo Free and Fantastic Resources for Online TTRPG Play

    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 »

Begin typing your search above and press return to search. Press Esc to cancel.