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  • Explore the Origins of Machu Picchu, Discover a Xenolanguage, and Become Part of Academia

    by W. Eric Martin

    Alison Collins' game design Wiñay Kawsay won third place in the 2021 Zenobia Awards, and it will come to market in November 2024 courtesy of U.S. publisher WizKids under the title Publish or Perish: Wiñay Kawsay.


    Here's an overview of this 2-4 player game:
    Machu Picchu has captivated the imagination of the world and academia alike. There's been plenty of theories about what its purpose could have been. Was it a lost city? Perhaps a citadel? Or maybe something else entirely? That is for you to decide!

    In Publish or Perish: Wiñay Kawsay — roughly pronounced win-nyay cow-say — you will step into the shoes of historical scholars. Uncover artifacts, reexamine evidence, publish your histories, and navigate the impact of your actions on this enigmatic wonder. In the deeply competitive world of publish-or-perish academia, will you succeed in influencing perception of what Machu Picchu really was? Or will your theories be one of many forgotten attempts at unravelling this mystery?


    In slightly more detail, over the course of the game you place researchers to pick up evidence cards across the site of Machu Picchu, then commit evidence cards to support different interpretations of Machu Picchu's past to win publications and bonuses, while also trying to mitigate your disturbance of the site by returning artifacts to the land.

    • A different type of research awaits in Xenolanguage, a 3-4 player game that debuted in April 2024 from designers Kathryn Hymes and Hakan Seyalioglu and publisher Thorny Games:
    Xenolanguage is a game about first contact with alien life, messy human relationships, and what happens when they mix together.


    Play centers on the "Platform": a custom channeling board of mysterious origin. Use a planchette-like lens to channel over alien symbols as you receive and interpret messages. Players will progressively discover meanings for the alien symbols on the board, grapple with what they learn, and experience how it changes them.

    The base game of Xenolanguage includes a custom channeling board with thirty alien symbols, planchette-like lens, story deck, and digital soundscapes.

    • Designers Hymes and Seyalioglu run Thorny Games, which specializes in designs about linguistics and communication.

    Its previous releases consist of Sign: A Game About Being Understood, which is based on the history of Nicaraguan Sign Language, which was created in the late 1970s by deaf adolescents who had essentially been left without a means to communicate with one another, and Dialect: A Game About Language And How It Dies, which was crowdfunded in 2016 and which won a silver for "best game" in the 2019 ENnies.

    Here's an overview of that design:
    Dialect is a tabletop roleplaying game about an isolated community, their language, and what it means for that language to be lost. It's a GM-less game for 3-5 people that runs in 3-4 hours. The game's core spark comes from gradually build­ing up elements of language among players, who gain fluency in their own dialect over the course of play. Words are built off of the fundamental traits of the community, the pivotal events that have defined their lives, and how they respond to a changing world. Players use the language and explore both their characters and the world by asking what this new language really means to them. A new word is made, the language grows, and the community is tightened.


    From age to age, the Isolation changes, and we see those changes reflected in the language. In the end, you'll define how the language dies and what happens to the Isolation. Players take away both the story they've told together and this new language.

    Prototype• For another take on scholarly pursuits, we can turn to Academia: A Game of Administrative Bloat, a game for 2-4 players from newcomer Ian Pytlarz that The Dietz Foundation plans to crowdfund in January 2025. Here's what awaits you in this game:
    Academia is an engine-building, action-management game about running a university that uses a unique action-selection mechanism.

    Players are the boards of directors of their universities, choosing the big strategic initiatives from year to year. Each turn represents an academic year in which the player will choose one of four strategic focuses (actions) for their university. When selecting a focus, players choose one of the four offices at their university. Each ready staff member in that office works, triggering its effect. Each focus requires players to exhaust staff, meaning the game is about managing which staff are ready and when, and over the course of play players develop Ph.D. programs, raise endowments, use committees, hire staff, promote individuals, increase the size of the student body, and so on.

    Prototype components
    Every four years, students will graduate and affect their university's reputation: star athletes improve athletics reputation, high performers academic reputation, and so on. Players then admit new students, and begin again. After three cohorts of students have graduated, players score prestige from reputation, communications efforts, faculty committees, and size/popularity, then the most prestigious university wins.
    Read more »
  • Designer Diary: España 1936

    by Antonio Catalán

    Thoughts on Design

    España 1936, a strategic game simulating the Spanish Civil War from 1936 to 1939, was designed for Devir in a distant 2006, almost eighteen years ago. Trying to write a diary of its design, particularly chronologically, is a bit difficult after so much time. What I can do is reflect on the reason for its dynamics and mechanisms and explore the depth of what the game is attempting to simulate and represent.

    The Spanish Civil War was a complex conflict, mainly because of how it developed. It began with a failed coup d'état by the military leadership of the country, planned by General Mola (alias "the Director") and carried out mainly with the help of high-ranking generals, most of who were Africanists with a strong spirit of protecting the homeland from the danger of "its internal enemies": a leftist government and the danger of workers' revolts like the one in Asturias or the separatist one in Catalonia in 1934.

    Therefore, it begins with an attempted coup d'état that triumphs in the less populated, conservative, and rural territories of the Peninsula, thanks to a colonial army at the forefront fighting against a Republic that must rely mainly on security forces, left-wing volunteers, and anarchists to defend its legitimacy.

    Scale and Granularity

    Over a working lunch, Devir's Xavi Garriga had told me that he would like to have a Civil War game in the catalog that was not too complicated, so I set about working on it at a leisurely pace. Initially, the game was meant to represent the coup and the Republican defense. In fact, this was the source of the design, and a deck of cards from that original blueprint still exists. However, test results and the playing time eroded two very important elements: fun and replayability, which naturally went against both my own intentions and that of the publisher. Moreover, testing highlighted one of the first problems of the design: how to simulate the evolution and quality of the troops in a war with each column consisting of hundreds of soldiers, leading to an army corps and multiple war fronts that would have involved thousands of soldiers.

    This first design was based on the usual design for any classic wargame: hexagons, CRT, counters with tactical values, movement, combat, etc. But after researching existing games up to that time, we opted to start from scratch, not taking anything for granted, thinking of a novice player looking for gameplay, history, and fun, which led to radical changes in several design concepts.

    The research began with the calculation of the units and the approximate volume of soldiers in each phase of the war. The result was more than two hundred counters per side, with values ranging from 1 to 40, something that made the game and the design quite cumbersome.


    At that time, we decided to abstract the values and represent not the men, but the combat capability and the infrastructure of armies that were descendants of colonial campaigns and the First World War, so we structured it around two elements: a maximum capacity of four units and a general, who was necessary for carrying out operations. This realistically represented the operational structure of the maneuver unit and the logistical capacity to attack.

    Another issue was the representation of terrain. We started with hexagonal terrain before moving to zones demarcated by provinces and capitals, and eventually we came up with interconnected boxes. This allowed for two things: facilitating the micro-management of movement and concentrating on basic strategy, focusing on the concept of fronts and offensives, strategic zones, and defense. The zones began to make sense. It also solved the problem of geographical features and atmospheric conditions, the idea being that both sides had the same problems and solved them in similar ways.


    Units, Evolution, and Combat

    Another problem already mentioned was the volume of the units. If the actual number of men was represented (the first columns and the final units), there was a problem of excessive tokens. In addition, the characteristics of a war that was halfway between colonial wars and the First World War produced static fronts and great battles which (under a doctrine copied from the French) looked for a decisive victory by putting pressure on a singular point at the front. This understanding of battles as attacks on static lines was also subject to an important detail: We were one step away from the Second World War with all its weaponry.

    Therefore, the units are an expression of the defense and attack capacity in each zone of the front and its evolution throughout the war, with counters of two sizes and different values according to steps. They were easy to handle, understand, and promote, and they were a good reflection of the fighting and its evolution. Another factor was the quality of the troops, as it was necessary to represent the idea of a war between the first and second World War. This is symbolized by the use of dice to reduce the enemy's combat capability, by eliminating or reducing steps in the units, and by modifying the positive or negative value of the dice.


    To some players, the combats may seem like too much dice-rolling, but they reflect the development of a battle intended to be decisive, with attacks on units to eliminate their combat value and to take their positions in successive offensives, on some occasions with the support of other weapons. This support is manifested both in the generals, who represent more than their commander, and the units that support that attack in the form of supplies and coordination.

    By limiting the number of offensives to the "generals" in play for each side, you reflect not only the difficulty of completely eliminating the enemy, but also the results of the battles, which were often not very decisive in terms of position advances, but which wore out the capacity of the men and resources on both sides. This is an important observation concerning combat: the idea of simulating a real battle, giving priority to playability, fun, and excitement, which in many games becomes a mere calculation of possibilities and the roll of a die, which limits both the interaction and the excitement of the game.

    The planes and tanks are designed to play the role they had in the war, representing their combat value, which is providing support and modifying combats. They were limited in number, being a resource that was meagerly provided by foreign powers to test their weapons and tactics, especially considering what happened just a few months after the end of the Civil War. The number and value of the units is a representation, and they appear in play by the cards in their real proportion.

    Cards

    This is not a typical "card-driven" game with a card engine; it is rather a "card-assisted game". The cards help the game but do not condition it, emphasizing two things: the events as such, which were difficult to define and represent, and the support or random quality of their use to try to modify decisive combats.

    The events are comparable and equivalent for both sides until 1938, and show a reality in terms of reinforcement units, equipment, and war events that actually happened and are modeled for the game, focusing more on the military rather than the historical or political aspects. It was tempting to include those aspects, but the idea of creating a historical simulation game would have lost its essence and become a mere level of political confrontation, something which is very limited.

    Perhaps this modification of the combat seems a bit fanciful, but it is meant to represent "that extra tank unit", or "that assault battalion", or the personal courage of a unit in a combat, besides wanting to give the initiative to the player. Here they can take a decisive risk in a combat that represents the reserve units spent in battle to the detriment of not being able to use the event again, especially at another time that could be helpful. In fact, the contribution the cards make to combat is reflected in the importance of the event they represent, so here I will give you an extra tip: Save the cards for the event phase (at least three) as they can make all the difference in the war. You must know how to measure your resources. You shouldn't win a battle, but then lose the war due to a lack of strategic vision.


    The Dynamics of Actions

    The fact that the game dynamic becomes mechanical, as in the order of the actions, has an important meaning in the game, and it reflects the historical reality. The Nationalist units always act first, both in choosing the position of the generals, as well as executing the combat and playing the cards. This is because it was like that during the whole war: the Republican side had to be content with reacting to the movements of the Nationalist side. The Republican offensives, many of them planned with a great effort of men and resources, were carried out only in exceptional moments and by surprise, being almost unable to take advantage of advances after a victory, something that is represented in the order of movements and the concept of control of the boxes and their duality.

    The cards — which should be used prudently so that they are decisive and improve the capacity for advance and offensive — represent confrontations such as the battle of Brunete or the Ebro offensive. The Republican player must always think of it as a war of attrition; they have to hold out until they have resources and hope that the international balance changes in their favor, perhaps with a "Historical Supposition" card.

    The second edition of España 1936 includes a number of optional cards, which in case of consensus among the players can change the dynamics of the game. The naval expansion also reflects this dynamic, where the nationalists soon took control of the sea, their greater command and strategic capacity prevailing over their initial inferiority. The control of the maritime zones represents the effects of the war and international events in a subtle way, but it can be noticed in the development of the game.


    Learning Curve and Gaming Experience

    A novice player will find what they expect: Nationalists and Republicans, tanks and planes, and zones to conquer by rolling dice like in an Amerigame, where cards help to roll more dice and kill more units. In fact, they will get into the game quickly because its rules are short for a wargame, its mechanisms easy, and its dynamics simple. For a novice player it will be enough, but as soon as they have played a couple of games and understand the dynamics that produce the game mechanisms, they may begin to think that things can be done differently.

    A casual player looking for a couple of games rolling dice will surely be satisfied enough, but won't find the potential and the improvement curve in the game. A simple calculation of the units received the previous turn by cards, replacements, and a simple strategic approach will allow them to plan their turn with "one intention", not just to eliminate units or defend objective cities. Players who want to improve their game will have the resources to do so and will not be able to take refuge in the excuse of losing because of "luck" in the dice or cards. The balance in units, number of dice, and value of cards is measured and balanced to avoid this.

    A couple of experienced players who have already played several games will even be able to consider game starts according to the cards received in the first turn, and developments after the results of the first turn, having real strategic options that could be found in both headquarters. In fact, this was the intention of the design: to create something that could escalate like war with the game experience — although I'll be honest: I didn't expect many people to realize this so quickly. That was something that surprised me. Seasoned players found the design fun, and at the time the game was nominated for three prestigious awards in the world of wargames in its category: the Charles S. Roberts, IGA, and Origin awards.


    The Second Edition

    España 1936 was released in 2007 and was well-received. My publisher, Kim Dorca, thought it was so good that after six months he asked me for an English edition, with some "extras". So appeared La Armada (which I had not included in the initial game so as not to overcomplicate it) and a special short scenario, ideal for tournaments, starting in the year 1938. This expansion was later published free of charge for all those who had the game in Spanish. The game sold out in 2008. Then came the economic recession that changed the game publishing sector. From 2009 on, other games appeared, and in 2011, Twilight Struggle, the first simulation game by Ananda Gupta and Jason Matthews, was published in Spain. Some time later, I learned that Jason loved the game, and he told me that his first design idea was to make a game on the Spanish Civil War, but after playing this one he gave up.

    Throughout the years, I have worked as a freelancer for game publishers, and since 2012 almost exclusively for Devir. In 2012 I started to adapt GMT wargames for them — we have more than twenty titles — always with the idea of reediting España 1936, but it was impossible due to the continuous work on different projects. In 2007, Devir Iberia had only eight employees; now it has over two hundred workers and collaborators. It is well-renowned in the Spanish and Portuguese publishing sector, with hundreds of games and more than fifty new titles a year. We have been very busy over the years.

    In 2019, the idea of re-editing the game arose, but once again, our high workload wouldn't allow us to do it. In 2022, though, we finally launched the project. The idea was that it would be a completely new edition, with a different look made by new illustrators and graphic designers. It would be targeted at a younger audience, without modifying its original design, which works like clockwork. In this edition I have only played the role of author, unlike in the first edition in which I was in charge of everything. David Esbrí was the editor, Joan Guardiet took care of the art, and Meeple Foundryhandled the graphic design. It is a bilingual edition with an updated image, while keeping all of its original essence.


    All wars are terrible and should remain in the past, but that does not mean that we have to forget them. It is better to understand them, precisely in order to know how to avoid them. As the great strategist Sun Tzu said in the distant 5th century B.C., "The greatest victory is that which requires no battle" and "Weapons are inauspicious instruments that should only be used when there is no other alternative". To quote the great designer and historian James Dunnigan, wargames are "paper time machines" and allow us to recreate and understand war comfortably in our living room. Let's make the most of it.

    We already know how the Civil War ended, with the victory for the rebels which led to fierce repression against any progressive idea for forty years. This game offers the alternative to rewrite history in another way; this is the player’s challenge. I hope you enjoy the game as much as I enjoyed designing it. I hope to have some time in the future to design some more. Thank you.

    Antonio Catalán
    Barcelona, March 2024 Read more »
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    DriveThruRPG.com Newest Items

  • AEATLN12 – Squidfolk of the Deepmurk
    Publisher: Aether Studios

    Atlantis Miniatures III was a collaborative project that began with a request from our weekly free sculpt friday event on discord. The others models flowed out of the original request to fill out the set. We hope you enjoy this set and it inspires you to new ideas. For more Atlantis terrain and miniatures models, please check out the Free Dive and Conch Street Blues sets.

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    AEATLN12 – Squidfolk of the DeepmurkPrice: $6.00 Read more »
  • AEATLN11 – Merfolk Cavalry
    Publisher: Aether Studios

    Atlantis Miniatures II was a collaborative project that began like the first, with requests from Emily Huffman. She requested a mounted soldier component to her merfolk army. Carl again took on the request, working up all 4 miniatures models included in this set. We also threw in two extra Atlantis terrain tiles that we worked on this month. We hope you enjoy this set and it inspires you to new ideas. For more Atlantis terrain and miniatures model , please check out the Free Dive and Conch Street Blues sets.

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    Gnome Stew

  • Adventure Design: Mood, Tone, and Theme

    When starting to design an adventure for your home group, the first things I always consider are the mood, tone, and theme of the adventure. This will dictate all design decisions, descriptions, monsters included, sometimes the treasure gained, and the general aesthetics of everything I create for the adventure.

    Before I jump in, you’ll note that I’m leaving genre out of this list because I’m assuming you already have an established genre for the game you’re running for your group. If you’re working with a “clean slate” (meaning no campaign in flight for this adventure), then you really should determine the genre(s) you’re going to take into account for this adventure. Picking the genre first will drive many of the tropes, assumptions, styles, and approaches for storytelling within the adventure.

    Having said all of that, I’m going to delve into mood, tone, and theme, in that order. I truly feel that one leads to the next that leads to the next. I always do them in this order.

    Mood

    This is the emotional resonance of the adventure. This encompasses the presentation of the material and the feels you want to evoke in your players by way of their characters’ experiences. I highly encourage you to head over to David Hodder’s web site and look at the top “emotion wheel” he has posted there. You’ll start with the innermost level of the wheel and pick an emotion. Then drill toward the outer edges to find more precise emotions.

    Mood is the emotional resonance of the adventure.

    I recommend having several moods/emotions chosen for your adventure, but make sure they’ll mesh together or have one lead to another. Sometimes, an adventure can present different moods at different stages of the adventure. Perhaps the adventure starts with a village celebration (jubilation) that gets invaded by nearby ravagers (panic) until the party of adventurers restores calm (content). However, during the invasion, the beloved mayor of the village is slain (rage/hate), so the adventurers take it upon themselves to venture into the nearby wilderness to put an end to the ravagers once and for all (stimulated). When they successfully return from their mission (satisfied), the villagers heap glory and accolades upon them (relieved/passion).

    Tone

    The tone of the adventure is how things are presented.

    The tone of the adventure is how things are presented to the GM and the players. I’m assuming the GM is you, so you’ll want to make sure your notes, ideas, writings, and concepts reflect the tone you want to present to the players. By approaching your writing of notes with a specific tone in mind, you’ll be more consistent in your presentation of that tone to the players.

    Some examples of tones for adventures are:

    • Optimistic
    • Pessimistic
    • Joyful
    • Sadness
    • Fearful
    • Hopeful
    • Humorous
    • Serious
    • Horrific
    • Mundane
    • Warmongering
    • Peaceful
    • Weird
    • Normal

    Theme

    The theme of your adventure can, I would argue should, borrow from literary themes. They are well-established, well-researched, and in many places are thoughtfully presented for your education. There are numerous lists of themes on the Internet. A quick search for “story themes” will produce gobs of results. Set a timer for 20-30 minutes before doing any research like this to avoid wasting hours down “the Internet rabbit hole.”

    The lists of literary themes are so numerous and lengthy, I’m not going to try and reproduce them here. Instead, I’m giving you the above homework of doing your own research. I just don’t have the space or word count here to even sum up themes that can be applied to adventure creation.

     Borrow from literary themes. 

    Most of the themes are going to reflect how your PCs interact with the events and situations in your adventure. If you come up with your theme and then design an encounter that doesn’t support or mirror that theme, then the encounter might feel like a waste of time to the PCs. If you can tie every setting, every encounter, most NPCs, and the story arcs to your theme, the adventure will feel more like a cohesive whole rather than random bits tied together with string.

    Taking my above example of the ravagers attacking the village during a celebration followed by the PCs tracking down the ravagers in the wilderness and putting an end to them, I would propose that my theme should be something along the lines of “righteous justice.” However, if I shift things around a bit and have the ravagers motivated by their leader’s love for the mayor’s daughter, the theme can change to “unrequited love.” If the daughter loves the leader back, it changes again to “fated love.” If there is no love element in the story arc, but the ravagers are going through a famine and just needed some food the villagers wouldn’t (or couldn’t) sell to the men and women in the wilderness, then you have a “survival” theme. This can be especially true if the famine of the wilderness is creeping toward the village and its farmlands.

    The key is to pick a theme to run with, so that it can properly inform and color your story as you put the pieces together.

    Changes Over Arcs

    I’m also going to add on here that if you have multiple “acts” or “story arcs” within your adventure, you can have a different theme (or mood or tone) for each act of the adventure. I’m mainly working off the assumption that your adventure is a single act, but if it’s longer, then you can definitely have multiple choices going on here. The longer your adventure, the more opportunity you have to explore different aspects of storytelling within your plans.

    Stay Tuned!

    Next month, I’m going to tackle a concept that I came up with (though it’s probably not unique) called “designing back to front.” I hope you liked this article and stick with me for the next one.

    Read more »
  • Dune: Fall of the Imperium Review

    The title of the page reads Dune: Adventures in the Imperium at the top, and Fall of the Imperium Sourcebook at the bottom. In the background is the appearance of a swirling galaxy, and a single planet. In front of that is the face of a bearded man looking to the right, a woman to the left in robes, two figures in armor, and another figure in robes. At the bottom of the page is a legion of people waving green and gold flags with a House symbol on them.

    Licensed games usually take the approach of presenting material that can happen far away from the canon events of the setting. This works especially well in settings like Star Trek or Star Wars, where there is a literal galaxy of locations available for storytelling. Player characters may hear about canon events, and there may be a butterfly effect on some of their options, but the assumption of the game is that the player characters aren’t going to be directly confronting and potentially contradicting the fictitious history of the setting.

    Despite this, there are some fans who want exactly that. If they are playing in a game about a given setting, they want to be present for the events they have read about or seen on screen. They may or may not want to step into the shoes of an existing character, either by playing that character, or by playing a character that replaces the canon character in the game table’s narrative. If you want to play through a campaign where it’s possible for Luke Skywalker to miss the shot that destroys the Death Star because a PC failed to keep a TIE Fighter off his tail, that’s largely on the game facilitator to navigate.

    Modiphius has taken an interesting approach to this with their Dune: Adventures in the Imperium RPG. While it largely assumes that player characters will be engaging in house politics in other corners of the galaxy or touching upon Arrakis in moments between galaxy shaking events, it has also introduced products that directly engage the canon narrative. The primary example of this has been the Agents of Dune boxed set, which places the player characters and their house in the place of House Atreides, inheriting Dune from the Harkonnens by decree of the emperor.

    The adventure we’re looking at today also places player characters directly in the path of galactic history, presenting a campaign that takes place just before, during, and in the aftermath of Paul Atreides’ takeover of the imperial throne.

     Dune: Fall of the Imperium

    Creative Lead Andrew Peregrine
    Line Editor/Canon Editor
    Rachel J. Wilkinson
    Writing
    Richard August, Simon Berman, Jason Brick, Jason Durall, Keith Garrett, Jack Norris, Andrew Peregrine, Dave Semark, Hilary Sklar, Devinder Thiara, Mari Tokuda, Rachel J. Wilkinson
    Graphic Design Chris Webb, Leigh Woosey, Jen Mccleary
    Art Direction
    Rocío Martín Pérez
    Cover Artist
    David Benzal
    Interior Artwork Artists
    Amir Zand, Joel Chaim Holtzman, János Tokity, Simone Rizzo, Jakub Kozlowski, Carmen Cornet, Eren Arik, Hans Park, Mikhail Palamarchuk, Mihail Spil-Haufter, Lixin Yin, Susanah Grace, Alexander Guillen Brox, Imad Awan, Louie Maryon, Justin Usher, Jonny Sun, Olivier Hennart, Pat Fix, Avishek Banerjee, Bastien Lecouffe-Deharme, Simone Rizzo
    Proofreading
    Stuart Gorman
    Project Management
    Daniel Lade
    Brand Management
    Joe Lefavi for Genuine Entertainment

    Disclaimer

    I am not working from a review copy of this product and did not receive a review copy to work from. I have received review copies from Modiphius Entertainment in the past. I have not had the opportunity to play or run this adventure. I do have a familiarity with the 2d20 system, having run and played multiple iterations of the rules.

    Layout and Design

    I am working from a PDF of the adventure. The adventure is available as a PDF or a physical book. Additionally, there is a Roll20 version of the adventure for sale. The PDF is 146 pages long. The content of those pages breaks down to this:

    • Covers–2 pages
    • Inside Front Cover Art–1 page
    • Company Title Page–1 page
    • Product Title Page–1 page
    • Credits Page–1 page
    • Table of Contents–1 page
    • Shuttle Map–1 page
    • Map of Arrakeen–1 page
    • Modiphius Product Ads–3 pages

    There is some glorious artwork in this book, and the design of most of the outfits, vehicles, architecture, etc. match the recent movies. While this book assumes the continuity of the original novels, the licensing is all bound together, meaning they don’t have to reinvent the wheel when it comes to producing artwork. The pages are in a light parchment color, with geometric flourishes under the text. There is artwork throughout, especially depicting notable characters. Each of the chapters starts with a two-page spread of full color art.

    The layout varies depending on the purpose of the text. Most of the adventure is in a two-column layout, but background material and overviews are formatted in centered text boxes or single columns that run down the middle of the page. Sidebars are often in the lower right- or left-hand side of the page.

    The Judge of the Change

    This adventure is the framework for an entire campaign, if you couldn’t glean that from the introduction. The book itself is broken into the following sections:

    • Introduction
    • Act I: The Gathering Storm
    • Act II: Muad’Dib
    • Act III: Fall of the Imperium
    • Act IV: War Across a Million Worlds
    • Adventures in the Era of Muad’Dib

    Adventures in the Era of Muad’Dib is a section that details the kind of setting assumptions that should be considered for playing the RPG during the establishment of Paul’s reign. This includes the differences between the chaos and violence of that era, contrasted against the political maneuvering and quick betrayals of the previous era.

    Each act of the campaign has its own set of acts, which are the primary adventures that characters will engage with as that leg of the campaign progresses. This means that within all four acts, there are three adventures, each with their own three acts.

    While I mentioned the Agents of Dune campaign boxed set above, unlike that product, these adventures assume that the events of the novels happen when and how they are detailed in the source material. There are a few notes on what might happen if the GM and the players want to deviate from the story, but most sections assume that the path of history rolls forward unabated.

    A figure sits in a booth. To their right is a hooded figure in a robe, and to their right is a lightly armored bodyguard with a long knife. Standing and facing them on the opposite side of the room is a figure wearing a jacket, with another hooded figure next to them.Who Are You?

    The PCs are playing agents of their own house, managing their interests in light of emerging events. For several parts of the campaign, this means you’ll be dealing with the cascading effects of galactic history, rather than being right next to it. However, there are several places where the adventure narrows back down to canon events so the PCs can be present as witnesses.

    There is an interesting sidebar at the beginning of the adventure which I both agree with and think oversimplifies the situation, especially when it’s applied to the players and the decisions they are making. The sidebar mentions that both Paul and the Harkonnens are nobles whose people toil for the profit of their rulers, and that while the Harkonnens are vicious and violent in their tactics, Paul starts a war that kills billions of people. All on board with “Paul isn’t the Good Guy.” But it also frames this as “there are no villains,” which, no, that’s harder to take. Paul isn’t the good guy because of the repercussions of his actions, but it is hard to say that the Harkonnens aren’t villains. I think it’s pretty easy to conceive of a story where there are no heroes, only villains, rather than saying there are no heroes or villains.

    Part of why this sidebar exists, however, is to reinforce the concept that making decisions for a House in the Landsraad often means choosing between multiple bad options. If the PCs ally with the Harkonnens for a time, they aren’t suddenly the villains of the story, they may just be doing something very distasteful for them in order to help their house survive. There are several places in the narrative where characters have the option of throwing in with different houses against other houses, which means being allied doesn’t always mean being long term friends or business partners.

    As agents of a Landsraad House, there are a combination of missions you can undertake for the betterment of your house, which also happens to give you insight into the greater events unfolding. For example, trying to secure a hidden smuggler’s cache of spice after the Atreides take over Arrakis lets you stumble upon some Harkonnen records that may lead you to the hidden base of operations of a Sardukar agent, and so on.

    While the adventure has several places where events unfold at a distance from the events of the novels, there are a few key places where the PCs are funneled back into the main narrative. These include:

    • The night House Atreides falls
    • The Death of Rabban
    • The Death of Leto II
    • The sequence of Paul’s ascension to the throne and all the events surrounding it

    If you read “The Death of Leto II,” and thought, wait, I don’t want to be there for that, I completely understand. That particular aspect of the adventure kind of underscores some of the problems the adventure has whenever it funnels the PCs back to major canon events. It’s very clear you are pushed into those events to witness them. If you play the adventure as written, you are sent with the Sardukar on their raid of the sietch, and you arrive at the scene just after Leto II has been killed.

    In many of the “up close to history” scenes, your characters are rolling to avoid getting in anyone’s way and hoping to pick up some things beneficial to your house on the periphery of bigger events. One exception to this is the death of Rabban. The PCs have several paths to this point, but almost all of them involve someone wanting them to kill Rabban in the lead up to the most tumultuous events preceding Paul’s ascension.

    This would be a really neat, “that was your characters!” moment, except there are still some heavy handed sections where his location is a bait and switch, so you must encounter Feyd, and you can’t kill Rabban all by yourselves, Gurney Halleck will show up and either try to do it before you, or help you out.

    A figure sits at the top of a set of stairs, on a large, ornate throne. There are two guards flanking the figure on either side. At the bottom of the stairs, two cloaked figures stand on either side of a figure that is kneeling, with their hands bound behind their back.The Wide-Open Galaxy

    Act II is especially open compared to the rest of the adventure. Your characters are negotiating for spice as Harkonnen production slows. You chase spies on a ski resort planet. You skulk around backwaters looking for blackmail information and encrypted documents. In one of my favorite moments in the adventure, your characters navigate a night of betrayal that is both thematically calling back to the attack on House Atreides, but both more subtle and distinct. It’s one of those places where it really feels like the adventure delivers you a very “Dune” experience without just using canon Dune events.

    Act IV is strange. While it deals with events we know happened, broadly, i.e. Paul’s crusade ravaging worlds that failed to show their loyalty, the places where these adventures take place generally don’t have a lot of canon surrounding them, meaning that the PCs actions can have greater effect. The downside is that in many cases, the reason they are in the path of these events is very thin. In several cases, Paul issues an imperial decree for the PCs to go to a place, where they may work against his agents, and the next time they see Paul, “he sees something in their future that keeps him from acting against them,” and then they can go somewhere else and either discreetly or overtly defy him.

    The culmination of the entire adventure/campaign is that a House that has long been associated with the PCs’ House is accused of treason. The PCs can find out what is going on, disassociate themselves from their allies or exonerate them, and determine who to screw over and who to align themselves with to keep one of Paul’s lieutenants from declaring their House as an enemy of the throne.

    Mechanical Resolution

    An aspect of the adventure that I really enjoy is that it leans into the 2d20 concept of creating traits. If you aren’t familiar with traits in a 2d20 game (which have slightly different names depending on the 2d20 game in question), they function in a manner similar to Fate aspects. They are a broad description of something that is true. Depending on the narrative, traits either grant narrative permission to do something that wouldn’t be possible if the trait weren’t active, or it adds or subtracts from the difficulty of a task if it is relevant to that task.

    Depending on how the PCs resolve different scenes in the adventure, they may acquire different traits, which will be available for use either by the PCs or the GM if they are still active. For example, in many cases, PCs that ally with a house will gain a trait that denotes that they are “Ally of House X,” and any time that’s relevant, it might make a check either more or less difficult. They may also gain traits that reflect their reputation; for example, if they resolve a scene by hiding, they may get a “Cowardice” trait, which might come into play whenever dealing with characters that are proud of their martial accomplishments.

    There are also events that remove traits. For example, early in the adventure, it’s a lot easier for the PCs to pick up the “Ally to House Harkonnen” trait, which they may end up shedding if, later in the adventure, they advocate for the emperor to strip them of their rights to Arrakis.

    Like Star Trek Adventures, Dune: Adventures in the Imperium makes provisions for a player running characters other than their primary character, usually in circumstances where the PCs wouldn’t want to personally be involved in the activities they are directing. This is separate from, but adjacent to, Architect play, where PCs can say they are using resources from a distance to manipulate events, making checks for broad actions they are taking, to influence events.

    A figure stands in front of a window that has an intricate windowpane pattern throughout. They are looking out, with their back facing the room. There is a wall at the far side of the room, and behind the wall is a figure in a hood, with their face covered, holding a knife in one hand, peeking around the corner at the figure looking out the window.For example, if a character has troops as one of their resources, and there have been smugglers raiding their holdings, they could use Architect mode to send troops to take care of the smugglers without ever going to that location, rolling to see how well their orders are carried out versus the difficulty of the outcome they want. The downside to Architect play being that it’s hard to get specific granular results. In the example above, you might be able to get rid of the smugglers, but the GM may tell you that unless you show up yourself, you can’t expect your troops to capture a smuggler alive for interrogation.

    There are a few places in the adventure where broader goals are mentioned as something the PCs might attempt with Architect mode, usually in the periphery of events that surround the political maneuvering in Act II. There are also a few brief mentions of using supporting characters during certain events, especially if the player character in question isn’t a particularly martial specimen, and they tackle a mission like killing Rabban.

    Because these are excellent tools, I wish the adventure had spent more time expanding how they could be used to greater effect in various scenes. While I don’t think any scene where the PCs have most of their agency removed is going to be fun to sit through, I could see several of the “you must go this direction” encounters being easier to swallow if those scenes were expressly meant to be carried out by secondary character operatives. I suspect that this wasn’t done in part because the adventure wants your primary PCs to be present at these major events, not just a character you are playing.

    Having a few lines referencing, “they could get X, likely through Architect play,” isn’t nearly as satisfying as a more detailed list of resources or events that the PCs could undertake that had a direct effect on the narrative and the position of their house in each act.

    Aftermath

    When I first saw there was a section on Adventures in the Era of Muad’Dib, I was thinking something along the lines of the one-page mission briefs from Star Trek Adventures. This is, more precisely, tools and mechanics available to reflect the differences in the galaxy after Paul’s ascension to the throne and the spread of his religion. It introduces the faction template for the Qizarate, as well as six new talents that are either tied to that faction or involve interaction with Paul directly.

    While there aren’t “mission brief” style adventures, there are sections on what resistance to the throne looks like in this era, some of the espionage that might be going on, and a few adventure seeds surrounding interacting with Paul, the adherents of his faith, and the changing allegiances in the Imperium. These are generally short, one paragraph long descriptions.

     I feel like you’re either going to have some frustrating moments as written, or you’re going to be reworking some key scenes so that the PCs have actual agency in those moments 

    The Mystery of Life Isn’t a Problem to Solve, But A Reality to Experience

    I really appreciate the ambition of this adventure. It really shines in Act II, and a bit in Act IV, where the PCs have lots of options available to them, and the main thing that is determined by canon are the stakes they are navigating. I absolutely love the Night of Slow blades section of the adventure, because it hits that sweet spot of “this is tailored for your PCs” and “this feels like exactly what would happen in the novels.” There are also some other scenes across various acts that shine. While not everyone may take the road that leads to this, I really liked the details of negotiating with Baron Harkonnen, as well as the scenes where the PCs can debate with other agents of the Landsraad houses in court with the emperor.

    An Animal Caught in A Trap Will Gnaw Off Its Own Leg to Escape. What Will You Do?

    I wish that when the adventure pushes the PCs into “witness” mode, there was more for them to do than observe and make a few checks to see if they pick up a new trait or asset for themselves or their house. There are some brushes with canon events early on that feel especially frustrating. You may get into a fight with Rabban the night of the Atreides attack, but he’s got plot armor. You might see Jessica and Paul being herded onto an ornithopter in the distance, but you’re too far away to do anything about it. The absolute worse example of this is being present for Leto II’s death. I don’t expect the adventure to give you the opportunity to stop this from happening–it’s a pretty pivotal story beat. But I don’t know that my desire to witness the noteworthy events of Dune included helplessly traveling with the people that murder Paul’s infant son.

    Tenuous Recommendation–The product has positive aspects, but buyers may want to make sure the positive aspects align with their tastes before moving this up their list of what to purchase next.

    I don’t want to be too brutal. I think that if you are a fan of Dune (and I’m not sure why you would be buying Dune RPG material if you weren’t) you will find some use for this adventure. On the other hand, I feel like you’re either going to have some frustrating moments as written, or you’re going to be reworking some key scenes so that the PCs have actual agency in those moments. That’s a shame, because there are some wonderful moments in the adventure that tie the PCs and their house to events with a little more room to breathe, that would be great to see attached to an adventure that didn’t funnel you back into your front row seats for a show you can’t really affect.

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    Sly Flourish

  • VideoRunning Combat-Focused Adventures

    This article is one in a series where we look at types of adventures and examine

    • how we prepare them.
    • how we run them.
    • what pitfalls we might run into.
    • how we avoid these pitfalls.

    These articles include:

    Your own adventure types and how you run them may differ from mine. That's totally fine. There are many right ways to enjoy this game.

    Robin Laws's book Adventure Crucible – Building Stronger Scenarios for any RPG inspired my thoughts on this topic.

    For a far more in-depth look at running monsters in combat encounters, please check out Forge of Foes, our book on building and running fantastic monsters for your 5e games.

    Understanding Combat Adventures

    Good fantasy RPG sessions most often include mixtures of exploration, roleplay, and combat. Adventures or sessions focusing on only one pillar of play may bypass players' preferences for the other elements.

    But, on occasion, we find ourselves with a session focused almost exclusively on combat.

    Completely combat-focused sessions may occur when characters face a big battle at the beginning of the session and we know this battle is going to take up most of the session. Other combat-focused sessions might happen when the characters face a gauntlet of battles, one right after the other, whether they're exploring a dangerous dungeon, defending a location, or otherwise find themselves with a series of battles staged in sequence.

    Combat-focused sessions should be rare. The best sessions include scenes and situations with opportunities for roleplaying, exploration, and combat. We want situations where the characters make meaningful decisions to move the story forward.

    But combat-focused sessions do happen and thus are worth examining.

    Preparing Combat Sessions

    During prep, GMs can prepare combat sessions by

    • understanding how these combat encounters begin and where they occur.
    • deciding on a style for combat. Are you going to run it in the theater of the mind, on a combat battle mat, or run abstract combat?
    • choosing a goal for the combat encounter. Sometimes the battle isn't all about killing the monsters but achieving another outcome.
    • selecting monsters for each combat encounter. Rich combat encounters often include two or more different monster types with some synergies between them – big brutes up front and nasty ranged attackers in the back for example.
    • choosing the environment surrounding the encounter. What larger environmental effects might be in play in the combat arena?
    • selecting interesting terrain features the characters and monsters might use (see Anatomy of an Environmental Effect – Chernobog's Well)
    • planning potential shifts in the encounter. What events might change the course of the battle?
    • outlining the transitions between each combat encounter. What takes the characters from battle A to battle B to battle C?
    • building out, drawing, or preparing your battle map – either digital or physical.
    • gathering miniatures, tokens, or digital assets if you're playing online.

    Running Combat Sessions

    For 5e games and other fantasy d20 games, combat tends to be the most well-articulated and refined style of gameplay. For combat-focused sessions, GMs need only start the session and get into the first battle. Between combat encounters ensure the sinew is there to connect one battle to the next. The rest falls on the rules of combat for our chosen system.

    Depending on the complexity of the encounters, the number of characters, and their level, combat encounters may be easy or difficult to run. The higher level the characters – the more power and capability they bring to the battlefield – the trickier it can be to maintain a consistent challenge. The dials of monster difficulty can help balance such a challenge.

    When running combat, continue to draw the players into the fiction of the world. Describe the situation from the point of view of the characters. Describe what attacks and hits look like. Ask players to do the same. Reveal secrets and clues when appropriate. Include opportunities for roleplaying with NPCs and enemies before, during, and after the battle. Avoid getting lost in the mechanics of combat and remember the story going on in the world.

    Pitfalls of Combat Sessions

    Here are several potential pitfalls when running combat-focused adventures and sessions:

    • Too many hard combat encounters becomes repetitive and tiresome.
    • Combat goals aren't clear. Players don't know why they're fighting.
    • Combat focuses exclusively on the mechanics with little focus on the story or fiction.
    • Combat encounters are tactically boring.
    • Players resent encounters built to contradict their characters' capabilities.
    • Battles take too long. Players who enjoy roleplaying and exploration miss out.
    • It's easy to forget important monster mechanical details when running lots of monsters, more complicated monsters, or both.

    Mitigating Pitfalls

    GMs can help mitigate these pitfalls by

    • mixing up easy and hard encounters or waves within a single encounter. Let the characters shine while fighting weaker foes as stronger ones come on later.
    • clarifying encounter goals. Tell players how things work in the encounter so they know what they need to do.
    • continually describe what's happening in the fiction of the game. Ask players to describe their actions including attacks and killing blows.
    • include different monster types and terrain features to keep encounter tactics interesting.
    • include lightning rods – monsters intended to show off the powerful capabilities of the characters.
    • include elements of roleplaying and exploration during combat. What do the villains say? What do the characters discover about the world and situation as they fight for their lives?
    • read over monster stat blocks before play and run simpler monsters for those who don't really matter, saving mechanically crunchy monsters for bosses and lieutenants.

    An Uncommon Adventure Type

    Combat-focused sessions are best held for big battles against boss monsters. Other session types in this series of articles offer a better balance of exploration, roleplaying, and combat. Combat-focused sessions are prevalent enough, however, for us to internalize what makes them fun and what we can do to avoid common pitfalls.

    Build fantastic and intricate combat encounters and let the characters shine.

    More Sly Flourish Stuff

    Last week I posted a couple of YouTube videos including Build Your Own 5e and Add Black Flag's Luck to your 5e Games.

    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:

    • Offer opportunities for roleplaying even in the depths of the darkest dungeons.
    • Mix up battles with several smaller foes and fewer large foes.
    • Build encounters first from the fiction. What makes sense?
    • Add motivation and distance rolls to random encounters for unique experiences.
    • Include interactive monuments in bigger battles.
    • Write down connections between the characters and the next session you’re running.
    • Single monsters are at a significant disadvantage against a group of characters. This disadvantage gets worse the higher level the characters are.

    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 »
  • VideoRunning Roleplay and Intrigue Adventures

    This article is one in a series where we look at types of adventures and examine

    • how we prepare them.
    • how we run them.
    • what pitfalls we might run into.
    • how we avoid these pitfalls.

    These articles include:

    Your own adventure types and how you run them may differ from mine. That's totally fine. There are many right ways to enjoy this game.

    Robin Laws's book Adventure Crucible – Building Stronger Scenarios for any RPG inspired my thoughts on this topic.

    Understanding Roleplay and Intrigue Adventures

    In adventures focused on roleplaying and intrigue, the characters primarily talk to NPCs to accomplish goals or learn information. Intrigue adventures often overlap with Investigations and Mysteries with less of a focus on location-based clues and expanding the goals beyond uncovering mysteries.

    Example goals in roleplay and intrigue adventures might include

    • convincing royalty to commit military forces in a war.
    • exposing treachery in a royal court.
    • saving the life of a condemned prisoner.
    • pitting two enemies against one another.
    • learning the location of a secret treasure vault.
    • getting permission to enter a closed city.
    • asking priests to hand over a powerful artifact.

    Roleplay and intrigue adventures are often built around a set of linear or networked scenes. In these scenes, the characters talk to one or more NPCs learning something or attaining a goal that leads them to the next scene.

    Preparing Roleplay and Intrigue Adventures

    During preparation for roleplay and intrigue adventures, GMs can focus on

    • clarifying the goal of the adventure.
    • fleshing out the backgrounds of notable NPCs.
    • finding artwork they can show to players for each notable NPC.
    • writing down what NPCs know and what they want.
    • defining secrets and clues the characters might uncover when talking to NPCs.
    • adding other adventure elements as needed from the eight steps.

    Running Roleplay and Intrigue Adventures

    Roleplay and intrigue adventures can begin with a strong start to bring the players into the game, clarify the goals of the adventure, set the stage, and let the players begin interacting with NPCs.

    During play, the GM thinks as the NPCs would think given their backgrounds and goals as they interact with the players. As the conversation goes on, the GM may decide how NPCs react based on what the players say or they may have players roll ability checks if there's a meaningful chance for failure that doesn't end the adventure in a brick wall.

    GMs can use ability checks to determine how easily or how difficult it is to acquire information from an NPC or shift the NPCs attitude without shutting off entire paths if the adventure on a single bad check.

    Other elements from typical adventures may come up in these sessions including exploring locations or getting into a fight, even if the overall focus is on talking to NPCs.

    Pitfalls of Roleplay and Intrigue Adventures

    Roleplay and intrigue adventures might suffer from the following pitfalls:

    • Players don't understand what they're doing or why.
    • Too many roleplay scenes in a row can bore action-focused players.
    • The characters blow important rolls or engage in the wrong approach and shut off critical paths for the story.
    • Players don't understand how best to engage the NPCs.
    • Characters have better social skills than their players have or vice versa.

    Avoiding Pitfalls

    GMs can avoid or mitigate these pitfalls by

    • Clarifying the characters' goals regularly.
    • Including other action-focused scenes in the adventure such as combat encounters or location exploration.
    • Ensuring the whole story doesn't get shut down on bad rolls or poor approaches and instead leads the story down a different, potentially harder, but still interesting path.
    • Use the result of a roll as a scale of how well or poorly something went instead of a hard success or failure. See 1d20 Shades of Gray.
    • Offer suggestions to players who have a hard time understanding how to engage with characters. Don't let them make foolish mistakes their characters would know better than to make. Show them opportunities their characters would recognize.
    • Use a high-charisma character's charisma as a baseline, recognizing that their character might be better at negotiating than the player is.
    • Use a charismatic player's approach as a baseline even if their character has a lousy charisma. Don't always call for a roll.

    A Common Sub-Adventure Type

    Roleplay and intrigue adventures might often slide into or be shuffled into other larger adventures. As one of the core pillars of roleplaying games, roleplay and intrigue scenes appear often throughout campaigns and can drive the story forward as much, or more so, than other adventure types.

    Clarifying the goal, building rich reactive NPCs, creating interesting paths forward regardless of the outcome, and delivering the other elements of gameplay can make roleplay and intrigue adventures as exciting as the most explosive combat encounters.

    More Sly Flourish Stuff

    Last week I posted a couple of YouTube videos on Running Evil Cities and 175 Free Tokens for Owlbear Rodeo.

    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:

    • Challenge high level characters by attacking several points — AC, saves, death saves, exhaustion, hit points, cumulative -1 penalties, and so on.
    • Build big arenas for big boss battles with interesting terrain and layers of monsters.
    • Offer weapon enchantment gemstones any character can affix to a weapon or armor to make it magical.
    • Let the characters glimpse their final villains. Make villains and boss monsters ever present.
    • With six regular players and two on-call players, five people have to cancel before you can’t get four to the table for a game.
    • Print maps, pen in one- or two-word room descriptions, and make a list of potential inhabitants.
    • Roll up treasure horde parcels and jot them down in your notes. Distribute them when it makes sense.

    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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