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    BoardGameGeek News | BoardGameGeek

  • Trading Ink for Tiles, Dealing in Squares, and Adventuring to The Red Dragon Inn

    by W. Eric Martin

    • Italian publisher Horrible Guild is following its 2021 Railroad Ink Challenge: Collector's Edition not by releasing more for the roll-and-write Railroad Ink game series, but by presenting a new connection challenge: Railroad Tiles, which will be crowdfunded in Q2 2024.

    This game also comes from Railroad Ink designers Hjalmar Hach and Lorenzo Silva, and it works as follows:
    Railroad Tiles is a quick-playing, tile-placement game in which you pick tiles and place routes to build an interconnected community.

    The game is played over eight rounds. You start each round by drafting your tiles from the sets available in the common pool, then you place your routes in front of you, trying to make as many connections as possible; be careful not to lock yourself in with choices that are too constraining. Each round, you can also place cars, trains, or travelers to populate the tiny little landscape you're creating...as long as you have free space on your tiles. The available actions change from round to round, so you need to prepare in advance!


    The more pieces of the same kind each new placement connects to, the more points you earn. You can also score bonus points at game's end for placing tiles in a large rectangle without gaps and for creating sets of three adjacent city tiles.

    Boardcubator, the publisher of Project L, is crowdfunding a new abstract game with chunky plastic pieces: Square One, from Patrik Chleboun and Project L co-designer Jan Soukal.

    You start the game with three tiles: two yellow showing a single square and one green showing two squares in a row. Each turn, you take three actions from five possibilities:

    Take a sequence: Draw and reveal a random sequence board. This will show spaces that you must fill with particular tiles in order to receive the reward depicted on the card, whether points or new tiles.
    Merge: Combine tiles in your possession into other tiles, e.g., combining a yellow and a green to make a row of three squares or three squares in an L shape; discard the original tiles and take the new one from the reserve.
    Split: Do the opposite of merge.
    Place: Take all the pieces in your reserve required to fill the highest empty line in a sequence, and place them on that board.
    Master: At most once per turn, take all the pieces in your reserve required to fill the same row in any number of sequences.


    As you might expect, the crowdfunding campaign for this early 2025 release features an expansion and a Kickstarter-only bonus item.

    • In March 2024, SlugFest Games ran a crowdfunding campaign for The Red Dragon Inn: Adventure Is Nigh!, a standalone game featuring characters from the "Adventure is Nigh!" YouTube series. Here's an overview of this early 2025 release:
    After another wild adventure, it's time you kicked back with your buddies for a party at your favorite nightclub. Brawl, gamble, and drink your way through the night as a unique character with its own deck, traits, and mechanisms. The last adventurer standing wins!


    All of the characters included can be mixed with characters from any The Red Dragon Inn game or expansion.

    The Red Dragon Inn: Adventure Is Nigh! will be released in two versions, one using the artstyle from the YouTube series (as seen above) and another featuring the traditional RDI artstyle.

    • In March 2024, I wrote about Kevin Wilson's Kinfire Council, which Incredible Dream Studios is crowdfunding through May 2024 for delivery in mid-2025. While at GAMA Expo 2024, I got a look at a mock-up of Kinfire Council, and it's a beast.

    Incredible Dream Studios is also using this crowdfunding campaign to fund a second printing of Kinfire Chronicles: Night's Fall, with the game now being available in French or German, in addition to English. If no one is stepping up to do a localization, I suppose it's smart business for Incredible Dream to make that effort itself...

    Kinfire Council mock-up at GAMA Expo 2024 Read more »
  • Become an Almighty God, Manipulate Power, and Fill Your Mouth with Bugs

    by W. Eric Martin

    Power Vacuum from Kaleb Wentzel-Fisher and Keen Bean Studio presents players as anthropomorphic appliances competing for the role of Supreme Appliance following the death of the land's leader, who is, yes, a vacuum. Sucks to be him...


    The deck has cards in five suits, with the backs of the cards showing cards in only four suits. One suit is disguised as the other four, and while red is trump in general, if a trick contains only cards of this hidden suit and red, then the hidden suit trumps red.

    The winner of a trick leads the next trick, and whoever played the lowest card in a trick manipulates the power board. This board has spaces for the five suits and the power supply, with "plugs" on two of these six spaces. To manipulate the power board, you move 1 unit of power from one plugged space to the other, then you move one of the plugs. Each player has an agenda that depicts two suits, and you're trying to make one of those suits the most powerful in the round and the other the least powerful. You score points for your agenda depending on how early you declare it publicly, locking in which suit you want high and which low — or you can keep your agenda secret, essentially gambling double or nothing on getting both sides correct.

    Mock-up power board
    Power Vacuum is crowdfunding through the end of April 2024, with delivery expected in Q1 2025.

    • Keen Bean Studio has another title in the works as well, this one a co-design by Kevin Privalle and company owner Malachi Ray Rempen. Here's an overview of the 1-4 player game Almighty: A Game of Gods & Ends:
    You are a primordial cosmic deity who wants to build and control an eclectic pantheon of gods and act upon your various followers in all the ways that ancient deities tend to do: create marvelous miracles, bring about horrible curses, generate mysterious omens, and make increasingly outrageous demands — all to amass the divine power needed to perform even greater acts, attract even better followers, fulfill the best top-shelf prophecies, and prove once and for all that YOU are the almightiest in the universe!


    Almighty is a tableau-building game of hand and resource management, with a dash of tile placement and area control. Each turn, players choose a god in their pantheon to perform an act card from their hand, impacting one or more of their followers. Acts and followers generate boons, such as Belief (used to buy new gods from an open market, as well as better acts and followers), Power (needed at increasingly higher levels to perform better acts and impact better followers), more followers (with higher, more valuable populations), and Souls (which grant endgame victory points, but offer bonuses if spent during the game). Acts are performed in one of four lands shared between all players; the more presence you have in a land, the cheaper it will be for you to build temples there, and each land grants a different amount of victory points for temples at the end of the game.

    The game is broken into several ages, during which players compete to have the most boons of a specific type. Players also have three private prophecy cards to work toward, but must choose only one to score at the End of Days — the final, apocalyptic doomsday round of the game in which every player does their almighty best to make their final mark on the doomed mortal plane. The player with the most points at the end wins the title of ALMIGHTY!

    • Looking for games from other German publishers, we run across Snatch it!, a 3-6 player ladder-climbing card game due out in August 2024 from Christwart Conrad and HeidelBÄR Games that has only minimal information available for now:
    Once upon a time, there was a pond that hummed and buzzed happily...but then the frogs suddenly appeared. They greedily filled their mouths with everything within reach of their tongues. They even snatched their prey from the mouths of the others.


    Your goal in Snatch it! is to secure as much food as possible. Become a hungry frog, and grab the tastiest cards from the pond. Protect your well-filled piles from the other greedy frogs who keep trying to snatch them away from you. Only those who collect their piles before they burst will not end up with an empty belly.

    • A more involved card game awaits you in Suna Valo, a design from Andreas "ode." Odendahl of The Game Builders for exactly two players that will debut in Q3 2024 ahead of SPIEL Essen 24:
    In Suna Valo, two individuals take on the task of establishing their own farm in the Solarpunk world of Overgrown. Located in the picturesque "Sunny Valley" (Suna Valo), nestled at the foot of a mountain and crisscrossed by a broad river, the village of Foriro has been erected — a place of new beginnings! The farmers in this village supply valuable goods using their transport drones and river ships.


    The construction of your farms is made possible through farm cards across various categories. Cultivate vast grain fields, and harvest beautiful water lilies or blue flowers. Deliver your sheep's wool to the village for clothing production or collect eggs from your free-roaming chickens. But amidst your explorations of the surrounding lands, don't forget to reinforce your fleet of transport drones!

    Suna Valo features an innovative purchasing mechanism. Secure the right cards before your opponent does, snatch up the more valuable ones, and host prestigious events! Each time you acquire a new card for your farm, you activate an entire column of cards, causing your farm to flourish. However, you must also earn the resources to cover the costs of these cards.

    At the end of three game rounds, the player with the most victory points emerges as the winner of this peaceful competition, having contributed the most to the development of Foriro!
    Read more »
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    DriveThruRPG.com Newest Items

  • 13th Age Second Edition preview
    Publisher: Pelgrane Press

    13th Age Second Edition

    A New Edition of the Award-Winning Heroic Fantasy Game!

    The coolest and most fun parts of traditional d20-rolling fantasy gaming plus story-focused rules, now with updated class and kin powers, fearsome new abilities for your favorite monsters, and revamped icon connection mechanics!


    Exciting Battles

    Revamped Class Powers (or, Hard Choices = Good Choices)

    13th Age brings crunchy but streamlined d20-rolling combat to the table, where every character has their moment in the spotlight and no class gets left behind. For 2E we’ve revised almost every core class spell, power, and talent to give players a wide array of effective options to choose from.

    (ROB SAYS: To put it another way, over time it was clear that players found some 1E class spells, powers, and talents much, much better than others, which narrowed their options to a few reliable standbys. We made those not-so-fun options fun.)

    Revitalized Monsters

    Monster powers trigger unpredictably during 13th Age combat, and that helps the GM have as much fun as the players! 13th Age 2E doubles down on that fun by revising our core monsters with diverse mechanics to challenge the heroes in surprising ways.

    (ROB SAYS: We learned a lot about designing good monsters for 13th Age after we did the core book, so we’re going to make those monsters as awesome as the ones in the Bestiaries. For those who participated in the 2E playtest, the monsters you saw worked okay but we did a lot more work to make them better.)

    Epic Stories, Dramatic Roleplaying, and Collaborative Worldbuilding

    Your Character’s Backstory Shapes the Game

    Whether you want heroic, over-the-top story arcs in your d20-rolling campaign or intense personal drama, 13th Age is for you. Every character has One Unique Thing that sets them apart from all others, and provides the raw materials for adventures and campaign arcs. Also, your character’s background provides a bonus to relevant skill checks so every skill roll might reveal a new facet of your story.

    (ROB SAYS: It can be hard for new players to come up with effective Uniques and Backgrounds, so we added more and better examples.)

    Your Character is Significant

    13th Age 2E strengthens the game’s other major storytelling mechanic: icon connections that link the heroes to the world’s powerful magical archetypes, including the Emperor, Elf Queen, Prince of Shadows, and Great Gold Wyrm. Like Greek heroes and their complicated relationships with the gods, your connections provide both powerful narrative advantages and. . . .let’s say interesting consequences. New icon connection examples will help players and GMs improvise stories and add twists that feel perfect, even though no one will see them coming!

    (ROB SAYS: Honestly, the icon rules as presented in 1E were indecipherable and harder to use than they should be. In 2E we’ve streamlined and clarified how those connections work narratively and mechanically, changed them so you roll for a “twist” after using the connection, and provided different techniques for using them: interacting with icon-aligned NPCs, flashbacks, channeling raw iconic power, getting help from icon-associated spirits, and so on.)

    Two Books!

    For the first edition we were determined to fit everything into a single core book, partly because we’re allergic to the not-uncommon business practice of releasing multiple unnecessary books just because people will buy them. As work on 2E progressed we became convinced we could best serve the game, and the needs of players and GMs, with two reasonably-sized books instead of one huge book.

    Player’s Handbook

    The 13th Age Second Edition Player’s Handbook will be around 240 pages, maybe more depending on layout. It will include character creation, a chapter on the kin, classes, backgrounds, the combat rules, icon connection rules, and detailed writeups of each of the icons to help players use their connections in fun ways that shape the story. Also there’s an option for using icon connections in combat, but just because it exists doesn’t mean it’s the best option. . . .

    Gamemaster’s Guide

    The 13th Age Second Edition Gamemaster’s Guide includes 160+ pages of campaign advice, rules for running the game, monsters, setting material for the Dragon Empire, treasure, and a new introductory adventure. 

    Compatible with Earlier Books

    Use What You’ve Got

    Except for the original core book and the first edition GM Screen, books published for first edition 13th Age are entirely compatible with the revised rules, monsters, magic items, and classes in 13th Age 2E.

    Mix and Match from Any Book

    Run a new party through Elven Towers or the Eyes of the Stone Thief! Add a monk or necromancer from 13 True Ways to the party, or maybe a demonologist from Book of Demons! Then hit them with the Great Ghoul from 13th Age Bestiary 2. . . .

    (ROB SAYS: This is all true. There are some changes to conditions that we think make them work better in the game, but they won’t dramatically change how monster abilities and PC powers, talents, and spells that use those conditions operate. We’ve revised true magic items so they get better and unlock new abilities as their wielders level up. Also, GMs might want to double-check the Building Battles sections in individual adventures to match the improved chart in 2E.)

    The Original Team, Plus Fan Favorites

    Art!

    Lee Moyer and Aaron McConnell are collaborating on full color art for the new edition. (Check out the preliminary drow fighter sketch from Aaron—the final is in progress.) Lee’s already pulled off one stunt that none of us can remember seeing before (the GM Screen)! We’ll also be working with artists who have contributed wonderful bits in the first edition, including Simone Binnach and Rich Longmore.

    Design!

    Rob Heinsoo and Jonathan Tweet haven’t been arguing enough in the printed playtest documents yet, but their opinionated sidebars will surface again once it’s clear who gets the final word in the rules.

    The Community

    The Playtest

    We received just under 200 playtest reports on the 2E Alpha Packet, a few of them between 15 and 30 pages long. This feedback has taken some time to digest and has been incredibly helpful! We’re going to do a shorter playtest window on the Beta Packet, which we’ll release during the crowdfunding campaign to backers and already-enrolled playtesters. We’ll focus our feedback requests on some of the newest elements, including the musically talented bard, the simmering barbarian, rushing rogues, overspill-effect sorcerers, and drastic dragons.

    (ROB SAYS: These are clever [?] hints about the new musical focus of the bard; the barbarian’s new Simmering Rage talent; improvements to the rogue’s Rush class feature; a cool new effect when the sorcerer gathers power that replaces chaotic benefits; and evil new dragon abilities to make your players ask, “How do the Fleeing rules work again?”.)

    13th Age Second Edition previewPrice: $0.00 Read more »
  • The Trial of the Muse
    Publisher: Paizo

    The festival of the muses is the most exciting time of the year for the town of Fugue and the Bard College of the Four Muses as they host a legendary musical fesitival for all to join in. This year will be more exciting than most as the doors to the inner sanctum of the muses has once again opened. What trials will await our adventures and what will they learn in The Trial of the Muses.

    The Trial of the MusePrice: $0.99 Read more »
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    Gnome Stew

  • Shadow of the Weird Wizard First Impression

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

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

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

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

    Disclaimer

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

     Shadow of the Weird Wizard

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

    The Weird Wizard’s Grimoire

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    • Transaction
    • Appeal
    • Argument
    • Alliance
    • Coercion

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

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

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

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

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

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

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

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

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

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

    The Many Faces of Magic

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

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

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

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

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

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

    Overlapping Shadows

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

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

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

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

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

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

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

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

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

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

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

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

    Looking To the Future

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

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

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

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

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

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

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

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

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

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

    GIVE THEM A WAR ROOM

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

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

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

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

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

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

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

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

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

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

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

    IT’S NOT FOR EVERYONE

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

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

    THE LAST THING I LOVE

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

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

    Read more »
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  • 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.

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

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  • VideoRunning Adventures – Mashups and the Undefined

    Over the past couple of months I've written articles defining adventure types – how we prep them, how we run them, what pitfalls we might run into, and how to mitigate those pitfalls. These articles include:

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

    Know the Rules then Break the Rules

    Now that we've defined adventure types, it's time to throw them away.

    You see, these adventure types often don't line up with the actual adventures we run at our table. Our adventures might span across multiple types, or they might not be defined by any adventure type at all.

    Our romp through Ironfang Keep might feel like a dungeon crawl, a heist, or an investigation. Our traversal across the ghoul city of Vandekhul might feel like travel or intrigue. Our battle against Camazotz might start as a major combat session but turn into roleplaying.

    Adventures just don't fit cleanly into any given adventure type.

    So why did you bother to read all those articles? Why did I bother to write them?

    Because understanding adventure types can still help us run awesome games.

    Actual adventures and sessions might not fit perfectly into one specific adventure type, but when we break down the elements of these adventure types, they give us a possible framework to build off of. They help us identify pitfalls and mitigation strategies for the elements of our game that do fit.

    Which Adventure Type Best Fits?

    When preparing or running our game, try to identify which adventure type or types best fit our game and use the preparation, execution framework, and tips for pitfall mitigations that make sense for the adventure you're running. Dungeon crawls, heists, defense, roleplaying, and combat situations can all come up during our campaigns or even in the middle of a session. The type tell us how we might switch modes and run that style of game.

    If we're not sure what we need when prepping our game, we can ask ourselves which adventure type best fits what we're looking at and aim our prep around that type. Sometimes finding a suitable adventure type means taking a fuzzy concept and defining it within the bounds of the adventure type. "This situation at the castle feels like both defense and intrigue – let me look at those adventure types."

    Absorb Adventure Types, Then Let Them Go

    The more proficient we are running adventures, the more we can absorb the concepts for these adventure types and then set them aside when we're running adventures outside the bounds of any one adventure type.

    Adventure types help identify different modes of play in our fantasy tabletop roleplaying games. Like many generalities, they often break down when you apply them to the actual games we run at our table.

    Yet we don't have to throw away the underlying adventure type concepts in how we prep, how we run, the pitfalls we might face, and how to mitigate those pitfalls. Those concepts hold up even if the defined shapes of an adventure type doesn't perfectly fit the adventure we run.

    Build Your Own Frameworks

    These articles offer one perspective on adventure types. Through your own experiences you might find other adventure types or choose to redefine them yourself. Your own steps for preparing, running, identifying pitfalls, and mitigating pitfalls might be far more useful to you than the advice in this series of articles. That's fine. That's awesome. Define your own adventure types. Ask yourself what you need to prep, what you need to run them, what pitfalls you often run into, and how you can mitigate those pitfalls.

    Find the adventure types that best fit your actual adventures and use the tools within to run awesome games.

    More Sly Flourish Stuff

    Last week I posted a couple of YouTube videos on Using the 8 Lazy DM Steps at the Table and Swamp King Fronk – 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:

    • Give characters and players a warning when they’re facing a foe beyond their capabilities.
    • Use rolls for distance and motivation to change up random encounters.
    • Improvise connections between random encounters and the larger story through secrets and clues.
    • Build your own 5e from the sources that bring you the coolest options for your game.
    • Clarify options and choices.
    • Print maps and write down one- or two-word descriptions right on the map.
    • Build encounters, secrets, NPCs, monsters, and treasure from the characters outward.

    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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