Board Game Geek
Recent Additions
New comment on Blog Post Happy Birthday Steve Donohue
Posted: Fri, 08 May 06:37:08
Posted: Fri, 08 May 06:37:08
by JugglinDan
Related Item: RPGG News
Well, I'm late but that's nothing new. Happy birthday my good fellow!
New comment on Item for GeekList "Microbadge Request & Design Feedback GeekList 7th Edition"
Posted: Fri, 08 May 05:35:19
Fixes and Clean-up for Existing Microbadges
Posted: Fri, 08 May 05:35:19
by wildthayne
Related Item: Marvel Multiverse Role-Playing Game
Hi, Pete. For fixes and corrections, post in this thread in the microbadge guild...Fixes and Clean-up for Existing Microbadges
GeekList Item: Item for GeekList "Microbadge Request & Design Feedback GeekList 7th Edition"
Posted: Fri, 08 May 05:30:34
Posted: Fri, 08 May 05:30:34
by squallgoku
An item RPG: Marvel Multiverse Role-Playing Game has been added to the geeklist Microbadge Request & Design Feedback GeekList 7th Edition
Reply: Husband: The Role-Playing Game:: Reviews:: Re: The Short Version? Husband: the Role Playing Game is a mostly story-based game of stupid husbands and forgiving families.
Posted: Fri, 08 May 05:12:31
Posted: Fri, 08 May 05:12:31
by sdonohue
The weird thing I was thinking about is that I could claim to have a series: this one, 16 and Pregnant, Hallmarks of Romance, Gym, Tanning, Laundry: The Jersey Shore Role-playing game, and Husband: The Role-Playing Game are all about TV Stereotypes.
63. Delta Green: A Victim of the Art - Pt 1.
Posted: Fri, 08 May 05:09:50
Posted: Fri, 08 May 05:09:50
A new episode has been added to the database:
63. Delta Green: A Victim of the Art - Pt 1.
Declassified Q&A 4
Posted: Fri, 08 May 05:09:31
Posted: Fri, 08 May 05:09:31
A new episode has been added to the database:
Declassified Q&A 4
Troika! Two-Fer After Action Episode!
Posted: Fri, 08 May 05:08:34
Posted: Fri, 08 May 05:08:34
A new episode has been added to the database:
Troika! Two-Fer After Action Episode!
Round Table Episode 57-59
Posted: Fri, 08 May 05:08:25
Posted: Fri, 08 May 05:08:25
A new episode has been added to the database:
Round Table Episode 57-59
Agents of DAMNED C2E51: Medium Bar Brawl
Posted: Fri, 08 May 05:08:17
Posted: Fri, 08 May 05:08:17
A new episode has been added to the database:
Agents of DAMNED C2E51: Medium Bar Brawl
Review: Shrieks in the Dark (C&C):: long-winded and padded out, you kill a few monsters. Also, it’s not dark.
Posted: Fri, 08 May 05:06:49
Weird Adventures by Martin A. Cubas
Castles & Crusades
Levels 2-3
They can’t see you. They don’t need to. A colony of blind, grotesque predators has infested an abandoned temple deep inside a canyon. They hunt by sound. They move in packs. And they’re starving.
This thirty page adventure uses about fourteen pages to describe seven rooms. Obviously long-winded and padded out, you kill a few monsters. Also, it’s not dark.
Oh lop-sided page count, where have you been? I’ve missed you. Look, I get it, PDF pages are “free”; you’re not paying to print them. Why not put in a bunch of appendices, and lead in, and backstory, and everything else? It’s free! Academically, I agree. But, in practice, what I see time and time again is a poor adventure with a low “core” page count with a whole lot of extra information. While a bit hyperbolic, one must ask oneself, is the designer interested in writing an adventure or ar they interested in world building and the adventure is just a pretext for that? Again, I don’t care if you world build. I don’t care if the page count ration is one adventure page per one hundred pages of backstory. But if you’re selling me an adventure then it had better be a ROCK. FUCKING. SOLID. Adventure. And it almost never is. The designer is distracted by the fluff. They spend their effort there instead of in the core adventure text. What pops out the other end is just another crappy adventure surrounded by a bunch of backstory and appendices. Who would like to guess if this is in the one in a thousand adventure in which there is a lot of fluff and a solid adventure? We all know the fucking answer already. You have to AGONIZE over the adventure text. It should be the best possible, that you are capable of (… ) and more.
Ok, so, we’ve got some eyeless creatures in a cave. There’s a long backstory here about bandits, a holy order, orcs, and so on but all that really matters is that there are eyeless creatures in a cave. They hunt by sound. This whole “shrieks in the dark” thing doesn’t really matter. They can use a sonic attack, but the party is never limited on light. So, you’re just stabbing some monsters in a cave. The central conceit, of these creatures who can hunt without sight, is never capitalized on. We get long monster ecologies (in fucking italics …) who nothing about them putting out lights, etc. So, you’re fighting 5HD orcs in a cave that have a sonic attack.
Room descriptions average a couple of pages each. There’s no need for that. Nothing that interesting is going on. “The disc was collected by the Shrieklings along with other debris from the caverns and has no special significance to them.” Great. You want me to etll you about the pile of shit I collected this morning? It has no bearing on anything, so why not? Backstory, meaningless trivia. Overexplained things. “The Shrieklings’ thick, mucus-coated skin produces a scent that naturally repels the barracuda, allowing them to swim and hunt freely.” Explanations on ecology. Great. That’s not coming up during play, so it’s a great thing it’s in there clogging up the descriptions (as my aforementioned shit this morning may have the toilet?) These are simple rooms with simple interactivity that are just padded out in what amounts to a wall of text. Bullet point up the main issues, but if the bullet is half a page then what’s the point? Sixty some words to describe “+4 to move silently when within 15’ of the waterfall.”
The designer notes that this is inspired by the a Dungeon Design Framework. Monsters have patterns and routines, etc. There are a couple of charts to help with the monsters wandering patrol paths. I’m not saying they are wrong, but they are poorly done, not noting the creatures locations. Just dots and blips that you must then interpret and expand on. Hooks are all “you are hired to “ nonsense. And, in particular, the claim that “Inside, you’ll find tightly written areas built around meaningful encounters, and systems that keep the dungeon active between player actions.” would not be true. Tightly written. Meaningful encounters. I think not.
This is likely the last Cubas review, joining Mohr, Filbar, Elven Tower and the rest.
This is $2 at DriveThru. The preview is ten pages. Meaning nine pages of background/fluff/intro and one that starts to show the first room. (There’s another full page of room one info.) Take a look at that Gannt chart like thing. The blue and reds could be handled much better to show current location, not moves.
https://www.drivethrurpg.com/en/product/563481/c-c-shrieks-i...
Posted: Fri, 08 May 05:06:49
by bryce0lynch
By Martin CubasWeird Adventures by Martin A. Cubas
Castles & Crusades
Levels 2-3
They can’t see you. They don’t need to. A colony of blind, grotesque predators has infested an abandoned temple deep inside a canyon. They hunt by sound. They move in packs. And they’re starving.
This thirty page adventure uses about fourteen pages to describe seven rooms. Obviously long-winded and padded out, you kill a few monsters. Also, it’s not dark.
Oh lop-sided page count, where have you been? I’ve missed you. Look, I get it, PDF pages are “free”; you’re not paying to print them. Why not put in a bunch of appendices, and lead in, and backstory, and everything else? It’s free! Academically, I agree. But, in practice, what I see time and time again is a poor adventure with a low “core” page count with a whole lot of extra information. While a bit hyperbolic, one must ask oneself, is the designer interested in writing an adventure or ar they interested in world building and the adventure is just a pretext for that? Again, I don’t care if you world build. I don’t care if the page count ration is one adventure page per one hundred pages of backstory. But if you’re selling me an adventure then it had better be a ROCK. FUCKING. SOLID. Adventure. And it almost never is. The designer is distracted by the fluff. They spend their effort there instead of in the core adventure text. What pops out the other end is just another crappy adventure surrounded by a bunch of backstory and appendices. Who would like to guess if this is in the one in a thousand adventure in which there is a lot of fluff and a solid adventure? We all know the fucking answer already. You have to AGONIZE over the adventure text. It should be the best possible, that you are capable of (… ) and more.
Ok, so, we’ve got some eyeless creatures in a cave. There’s a long backstory here about bandits, a holy order, orcs, and so on but all that really matters is that there are eyeless creatures in a cave. They hunt by sound. This whole “shrieks in the dark” thing doesn’t really matter. They can use a sonic attack, but the party is never limited on light. So, you’re just stabbing some monsters in a cave. The central conceit, of these creatures who can hunt without sight, is never capitalized on. We get long monster ecologies (in fucking italics …) who nothing about them putting out lights, etc. So, you’re fighting 5HD orcs in a cave that have a sonic attack.
Room descriptions average a couple of pages each. There’s no need for that. Nothing that interesting is going on. “The disc was collected by the Shrieklings along with other debris from the caverns and has no special significance to them.” Great. You want me to etll you about the pile of shit I collected this morning? It has no bearing on anything, so why not? Backstory, meaningless trivia. Overexplained things. “The Shrieklings’ thick, mucus-coated skin produces a scent that naturally repels the barracuda, allowing them to swim and hunt freely.” Explanations on ecology. Great. That’s not coming up during play, so it’s a great thing it’s in there clogging up the descriptions (as my aforementioned shit this morning may have the toilet?) These are simple rooms with simple interactivity that are just padded out in what amounts to a wall of text. Bullet point up the main issues, but if the bullet is half a page then what’s the point? Sixty some words to describe “+4 to move silently when within 15’ of the waterfall.”
The designer notes that this is inspired by the a Dungeon Design Framework. Monsters have patterns and routines, etc. There are a couple of charts to help with the monsters wandering patrol paths. I’m not saying they are wrong, but they are poorly done, not noting the creatures locations. Just dots and blips that you must then interpret and expand on. Hooks are all “you are hired to “ nonsense. And, in particular, the claim that “Inside, you’ll find tightly written areas built around meaningful encounters, and systems that keep the dungeon active between player actions.” would not be true. Tightly written. Meaningful encounters. I think not.
This is likely the last Cubas review, joining Mohr, Filbar, Elven Tower and the rest.
This is $2 at DriveThru. The preview is ten pages. Meaning nine pages of background/fluff/intro and one that starts to show the first room. (There’s another full page of room one info.) Take a look at that Gannt chart like thing. The blue and reds could be handled much better to show current location, not moves.
https://www.drivethrurpg.com/en/product/563481/c-c-shrieks-i...
New comment on GeekList My WFRP Reboot with 4th Edition
Posted: Fri, 08 May 05:06:48
When last we left our heroes, they had just done well enough to earn the interest of Lady Emmanuelle Nacht, who put them onto solving the mystery of Heart of Glass. The first fate points were spent to save fingers and hands at the ambush outside the tower. I had scratched Grey Mountain Gold, but we had a low turnout night so I ran it as a one-nighter with a smaller group within Heart of Glass as players equipped to head into the mountains. Mystery solved and the opinions of the townsfolk souring on our heroes thanks to Orban's lies about them, they decided it was time to go onto Altdorf, where the aspiring Pyromancer could get his official license at the Bright College. I ran The Guilty Party, but not as written. I find the premise weak, so I essentially made an NPC the protagonist and the characters experienced the events as participants with the mystery of rival coaching houses left for them to guess. They earned the trust of the protagonist, but that left them stranded a day from Altdorf as well when evidence against the rival coaching house turned out to be a legit goblin attack. But this allowed me to move right into the campaign as they hitched a ride with the hungover coachmen and stumbled upon the body of Kastor Lieberung, who looked remarkably like our character Rudiger. I have completed the 1st three chapters of Enemy in Shadows and so far so good. They are heading out of Altdorf on the Berebeli to claim their "rightful" inheretance!
I appreciate that the Guilty Party gave them a chance to rescue Josef prior to meeting him in the campaign. A friendly face was welcome and three characters have taken up the Boat Hand career while working on the Berebeli.
Everyone is pretty familiar with the mechanics now, but I have yet to introduce Group Advantage into the combats. I still intend to, but most combats so far are just brawls or short-lived and it feels like a lot to layer on. I would like to introduce it, however, prior to the climactic events of Bogenhofen.
In other news, a NEW EDITION, of WFRP is to be published this year, apparently. I believe it will be fully compatible. It just streamlines some things and incorporates some rules from the supplements into the core rule set. I look forward to seeing what they do, but I don't think it will impact the campaign in any major way. Everyone is enjoying the world, even the game mechanisms leaves them scratching their heads occassionally. At least they aren't frustrated or losing enthusiasm. One character kept the statuette of Slaanesh from Heart of Glass. So far he has resisted its influence, but a corrupting element is in their midst...
Posted: Fri, 08 May 05:06:48
by joewyka
Okay! Time for an update.When last we left our heroes, they had just done well enough to earn the interest of Lady Emmanuelle Nacht, who put them onto solving the mystery of Heart of Glass. The first fate points were spent to save fingers and hands at the ambush outside the tower. I had scratched Grey Mountain Gold, but we had a low turnout night so I ran it as a one-nighter with a smaller group within Heart of Glass as players equipped to head into the mountains. Mystery solved and the opinions of the townsfolk souring on our heroes thanks to Orban's lies about them, they decided it was time to go onto Altdorf, where the aspiring Pyromancer could get his official license at the Bright College. I ran The Guilty Party, but not as written. I find the premise weak, so I essentially made an NPC the protagonist and the characters experienced the events as participants with the mystery of rival coaching houses left for them to guess. They earned the trust of the protagonist, but that left them stranded a day from Altdorf as well when evidence against the rival coaching house turned out to be a legit goblin attack. But this allowed me to move right into the campaign as they hitched a ride with the hungover coachmen and stumbled upon the body of Kastor Lieberung, who looked remarkably like our character Rudiger. I have completed the 1st three chapters of Enemy in Shadows and so far so good. They are heading out of Altdorf on the Berebeli to claim their "rightful" inheretance!
I appreciate that the Guilty Party gave them a chance to rescue Josef prior to meeting him in the campaign. A friendly face was welcome and three characters have taken up the Boat Hand career while working on the Berebeli.
Everyone is pretty familiar with the mechanics now, but I have yet to introduce Group Advantage into the combats. I still intend to, but most combats so far are just brawls or short-lived and it feels like a lot to layer on. I would like to introduce it, however, prior to the climactic events of Bogenhofen.
In other news, a NEW EDITION, of WFRP is to be published this year, apparently. I believe it will be fully compatible. It just streamlines some things and incorporates some rules from the supplements into the core rule set. I look forward to seeing what they do, but I don't think it will impact the campaign in any major way. Everyone is enjoying the world, even the game mechanisms leaves them scratching their heads occassionally. At least they aren't frustrated or losing enthusiasm. One character kept the statuette of Slaanesh from Heart of Glass. So far he has resisted its influence, but a corrupting element is in their midst...



