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EP 312 | We review SCURRY
Posted: Sat, 14 Mar 17:09:13
Posted: Sat, 14 Mar 17:09:13
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EP 312 | We review SCURRY
Delta Green: God's Teeth - White Teeth (Part 3)
Posted: Sat, 14 Mar 17:08:46
Posted: Sat, 14 Mar 17:08:46
A new episode has been added to the database:
Delta Green: God's Teeth - White Teeth (Part 3)
Delta Green: God's Teeth - White Teeth (Part 2)
Posted: Sat, 14 Mar 17:08:46
Posted: Sat, 14 Mar 17:08:46
A new episode has been added to the database:
Delta Green: God's Teeth - White Teeth (Part 2)
Delta Green: God's Teeth - White Teeth (Part 1)
Posted: Sat, 14 Mar 17:08:46
Posted: Sat, 14 Mar 17:08:46
A new episode has been added to the database:
Delta Green: God's Teeth - White Teeth (Part 1)
Vampire: the Masquerade - Twin Cities by Night "Embers" Episode 6: What Remains of Control
Posted: Sat, 14 Mar 17:06:47
Posted: Sat, 14 Mar 17:06:47
A new episode has been added to the database:
Vampire: the Masquerade - Twin Cities by Night "Embers" Episode 6: What Remains of Control
Barovia IV #32 The Titles That Define Us
Posted: Sat, 14 Mar 17:05:29
Posted: Sat, 14 Mar 17:05:29
A new episode has been added to the database:
Barovia IV #32 The Titles That Define Us
Podcast JDR : Retour sur Zombie Cinéma, un jeu fondateur ?
Posted: Sat, 14 Mar 17:04:23
Posted: Sat, 14 Mar 17:04:23
A new episode has been added to the database:
Podcast JDR : Retour sur Zombie Cinéma, un jeu fondateur ?
Review: Owlbear Omelette: Souffle Edition:: The Short Version? Owlbear Omelette Souffle Edition is a fun little game about goblins determined to get some tasty eggs.
Posted: Sat, 14 Mar 16:35:32
Components
The game is available as a pdf or in a softcover staple-bound version. The book is small, measuring about 6" x 4.25" and has a portrait layout. The covers are heavy stock in full color and the interiors are glossy pages in black & white. It is basically single column throughout.
Premise
The idea of the game is simple -- the players are lowly goblins who are suddenly overcomes with the unfairness of their leaders getting to eat owlbear eggs while they don't. They decide to embark on a daring mission to steal some eggs from the palace and then eat them. As you might imagine, this is not a particularly serious theme and moonshine plays an important role in the game.
Creating a Character
Character creation should be pretty quick. Each goblin gets a heroic name and 4 skills: scrapping is for any kind of fighting, smarts is for knowing or finding things, speed is for movement of all sorts, and strength is for resilience and lifting things. One attribute gets 2 dice, two get 3 dice and one more gets 4 dice. They can then choose to add 1 more die to one skill or get 3 extra slugs of moonshine. Moonshine acts like fate or luck -- goblins can use it to help them to succeed, to avoid damage. There are two figured characteristics: hurts is basically hit points and starts at triple strength and moonshine starts at half smarts. That's it, you're ready to go.
Playing the Game
This is a traditional game with a dice pool system. The Goblin Master (GM) chooses the skill being used and sets a difficulty, the player then rolls a number of dice based on the skill and a similar number of difficulty dice based on the difficulty of the task. Matching skill and diffculty dice are removed from the pool and if the highest remaining die is a skill die, the players succeeds, if it's a difficulty die they fail. This core mechanic is used for opposed die rolls too; if two characters are fighting, the player rolls all the dice, so if a player has a 4 scrappin and tries to hit a foe with 3 scrappin' he rolls 7 dice, cancels our the matching dice and hits if a skill is the highest roll. Hurts are equal to the number of dice still in the pool.
If a character is reduced to 0 hurts, he's dead. Luckily, moonshine can restore damage, increase the change to succeed, or allow the character to avoid all the damage from a particular attack.
Life as the Goblin Master
There are some additional random tables the gm might decide to use in the game, like secret missions for the goblins, unuusal magic effects, and more. There's also a list of enemies (and allies) goblins might find in the castle. Them game is very focused on improv style play and is intended for use as a one-shot; there are no rules for improvement or advancement. There is a table you can roll on to create the palace as you go; one roll determines the size of the room and the other tells us what's in that space.
The goal of the game is for the players to find owlbear eggs and live to enjoy them as breakfast. This is somewhat complicated by the Eggstraction Rules. Once the players are carrying one or more eggs, they have to roll an eggstraction die for each eggstraction tally they've made. If these come up 2-5, it's not big deal. If it's a 1, they get to remove a mark from the tally, but if it's a 6, something bad has happened to their egg (usually).
Evaluation
This is really a surprisingly complete game for about 30 pages of not very serious content -- it feels very much like an updated version from the original with new content and new rules probably based on actual play leading to player and GM questions. It's not a game I could play every week, but I could definitely see it as the fill-in game when some players were missing or maybe something to pull out with strangers. It feels very much like the same vein as Kobolds Ate My Baby or a Pathfinder Goblins game where creating laughs is often as important as actually succeeding.
Posted: Sat, 14 Mar 16:35:32
by sdonohue
Owlbear Omelette: Souffle Edition has a 2nd expanded edition which was funded through Kickstarter by Caradoc Games. Giles Pritchard is the creator of the game and the art is by Juan Carlos Ochoa Mantilla.Components
The game is available as a pdf or in a softcover staple-bound version. The book is small, measuring about 6" x 4.25" and has a portrait layout. The covers are heavy stock in full color and the interiors are glossy pages in black & white. It is basically single column throughout.
Premise
The idea of the game is simple -- the players are lowly goblins who are suddenly overcomes with the unfairness of their leaders getting to eat owlbear eggs while they don't. They decide to embark on a daring mission to steal some eggs from the palace and then eat them. As you might imagine, this is not a particularly serious theme and moonshine plays an important role in the game.
Creating a Character
Character creation should be pretty quick. Each goblin gets a heroic name and 4 skills: scrapping is for any kind of fighting, smarts is for knowing or finding things, speed is for movement of all sorts, and strength is for resilience and lifting things. One attribute gets 2 dice, two get 3 dice and one more gets 4 dice. They can then choose to add 1 more die to one skill or get 3 extra slugs of moonshine. Moonshine acts like fate or luck -- goblins can use it to help them to succeed, to avoid damage. There are two figured characteristics: hurts is basically hit points and starts at triple strength and moonshine starts at half smarts. That's it, you're ready to go.
Playing the Game
This is a traditional game with a dice pool system. The Goblin Master (GM) chooses the skill being used and sets a difficulty, the player then rolls a number of dice based on the skill and a similar number of difficulty dice based on the difficulty of the task. Matching skill and diffculty dice are removed from the pool and if the highest remaining die is a skill die, the players succeeds, if it's a difficulty die they fail. This core mechanic is used for opposed die rolls too; if two characters are fighting, the player rolls all the dice, so if a player has a 4 scrappin and tries to hit a foe with 3 scrappin' he rolls 7 dice, cancels our the matching dice and hits if a skill is the highest roll. Hurts are equal to the number of dice still in the pool.
If a character is reduced to 0 hurts, he's dead. Luckily, moonshine can restore damage, increase the change to succeed, or allow the character to avoid all the damage from a particular attack.
Life as the Goblin Master
There are some additional random tables the gm might decide to use in the game, like secret missions for the goblins, unuusal magic effects, and more. There's also a list of enemies (and allies) goblins might find in the castle. Them game is very focused on improv style play and is intended for use as a one-shot; there are no rules for improvement or advancement. There is a table you can roll on to create the palace as you go; one roll determines the size of the room and the other tells us what's in that space.
The goal of the game is for the players to find owlbear eggs and live to enjoy them as breakfast. This is somewhat complicated by the Eggstraction Rules. Once the players are carrying one or more eggs, they have to roll an eggstraction die for each eggstraction tally they've made. If these come up 2-5, it's not big deal. If it's a 1, they get to remove a mark from the tally, but if it's a 6, something bad has happened to their egg (usually).
Evaluation
This is really a surprisingly complete game for about 30 pages of not very serious content -- it feels very much like an updated version from the original with new content and new rules probably based on actual play leading to player and GM questions. It's not a game I could play every week, but I could definitely see it as the fill-in game when some players were missing or maybe something to pull out with strangers. It feels very much like the same vein as Kobolds Ate My Baby or a Pathfinder Goblins game where creating laughs is often as important as actually succeeding.
Review: Das Mausritter Alphabet:: This book is a love letter
Posted: Sat, 14 Mar 16:35:29
About this book
Das Mausritter Alphabet is a third-party book for Mausritter designed by Rene Kremer, Michael Masberg and Kaid Ramdani. It is a beautifully crafted 120 page hardcover book with nice thick paper and ribbon bookmark filled to the brim with lovingly made aquarell style illustrations by Lutz Winter, a name I wasn't aware of before that I will pay close attention to from now on. Unfortunately, it is currently only available in German, and because of the organization of its contents, it is hard to imagine there will be an English translation anytime soon. Sorry folks!
This is basically a coffee table book with miscellaneous articles for the game. There's one article for each letter of the alphabet. Sometimes these contain one or several random tables ("C wie Camouflage" contains 20 gadgets your mice can use to disguise themselves). Sometimes there are NPC statblocks ("N wie Nagetiere" contains statblocks for 6 rodent NPCs alongside a table to determine how likely a misunderstanding with the different types of rodents will be). Sometimes there is a bit of lore ("Y wie Ys" tells the story of the downfall of the city of Ys and some possible quest hooks for mice related to it). There is also an article by Mausritter designer Isaac Williams ("M wie Menschen", which contains four possible man-made disasters our mice might have to deal with, each escalating from more and more dire omens until there's a major catastrophe - if our mice can't evade it).
The main selling point for me is the art though. Each article is introduced by a piece of art spanning a double-page spread that sets the mood. There is barely any page without at least a small piece of artwork. And every piece feels evocative, lovingly made and helps bring the big world of these little mice to life.
While Mausritter can be a deadly game despite its cuddly protagonists, the artwork here definitely leans towards family friendly without being childish. This is a book I love to leaf through, but also one my five-year old has repeatedly requested. In the age of AI slop, it feels really refreshing that a small publisher like System Matters made a project like this one that just seems to be brimming with love for this game and for making beautiful RPG books in general.
The bottom line
This is a book that feels like a love letter to the hobby. Mausritter fans will find a lot of content that is fun to read provides little morsels to spice up their games here and there. But, first and foremost, this is a beautifully crafted coffee table book that invites you to dive into the world of little mice having big adventures for a little while.
Das Mausritter Alphabet, designed by Rene Kremer, Michael Masberg and Kaid Ramdani, with illustrations by Lutz Winter, published 2026 by System Matters Verlag. The printed book is available for 49,95€ (or 64,95€ as a bundle including a PDF version).
Posted: Sat, 14 Mar 16:35:29
by awinnef
You know, in a world of pre-orders and crowdfundings, I sometimes lose track of a book I had funded. And when it is finally shipped months later, I sometimes find that I don't care that much anymore. And sometimes... well, sometimes I'm REALLY in for a treat. Thank you for the gift, past Alex!About this book
Das Mausritter Alphabet is a third-party book for Mausritter designed by Rene Kremer, Michael Masberg and Kaid Ramdani. It is a beautifully crafted 120 page hardcover book with nice thick paper and ribbon bookmark filled to the brim with lovingly made aquarell style illustrations by Lutz Winter, a name I wasn't aware of before that I will pay close attention to from now on. Unfortunately, it is currently only available in German, and because of the organization of its contents, it is hard to imagine there will be an English translation anytime soon. Sorry folks!
This is basically a coffee table book with miscellaneous articles for the game. There's one article for each letter of the alphabet. Sometimes these contain one or several random tables ("C wie Camouflage" contains 20 gadgets your mice can use to disguise themselves). Sometimes there are NPC statblocks ("N wie Nagetiere" contains statblocks for 6 rodent NPCs alongside a table to determine how likely a misunderstanding with the different types of rodents will be). Sometimes there is a bit of lore ("Y wie Ys" tells the story of the downfall of the city of Ys and some possible quest hooks for mice related to it). There is also an article by Mausritter designer Isaac Williams ("M wie Menschen", which contains four possible man-made disasters our mice might have to deal with, each escalating from more and more dire omens until there's a major catastrophe - if our mice can't evade it).
The main selling point for me is the art though. Each article is introduced by a piece of art spanning a double-page spread that sets the mood. There is barely any page without at least a small piece of artwork. And every piece feels evocative, lovingly made and helps bring the big world of these little mice to life.
While Mausritter can be a deadly game despite its cuddly protagonists, the artwork here definitely leans towards family friendly without being childish. This is a book I love to leaf through, but also one my five-year old has repeatedly requested. In the age of AI slop, it feels really refreshing that a small publisher like System Matters made a project like this one that just seems to be brimming with love for this game and for making beautiful RPG books in general.
The bottom line
This is a book that feels like a love letter to the hobby. Mausritter fans will find a lot of content that is fun to read provides little morsels to spice up their games here and there. But, first and foremost, this is a beautifully crafted coffee table book that invites you to dive into the world of little mice having big adventures for a little while.
Das Mausritter Alphabet, designed by Rene Kremer, Michael Masberg and Kaid Ramdani, with illustrations by Lutz Winter, published 2026 by System Matters Verlag. The printed book is available for 49,95€ (or 64,95€ as a bundle including a PDF version).
The Chaos Protocol | Arc Four | E13: the soul is hollow
Posted: Sat, 14 Mar 11:08:29
Posted: Sat, 14 Mar 11:08:29
A new episode has been added to the database:
The Chaos Protocol | Arc Four | E13: the soul is hollow
[DND3 Pg 180] Beyond Obvious [Week 30]
Posted: Sat, 14 Mar 11:05:10
Posted: Sat, 14 Mar 11:05:10
A new episode has been added to the database:
[DND3 Pg 180] Beyond Obvious [Week 30]


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