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 Barovia IV #24 Prisoner Dilemma
Posted: Sat, 17 Jan 18:05:37
A new episode has been added to the database: Barovia IV #24 Prisoner Dilemma
 Product For Sale: Shadowrun RPG 5th Edition Core Rulebook
Posted: Sat, 17 Jan 16:09:42

by scolex

€20.00 for RPG Item: Shadowrun RPG 5th Edition Core Rulebook
Condition: Good
Location: Czechia
 Review: Squeaks in the Deep:: The Short Version? Squeaks in the Deep provides a great opportunity to play uplifted rodents in the Realms of Pugmire setting.
Posted: Sat, 17 Jan 13:46:28

by sdonohue

Squeaks in the Deep is a 2022 release from Onyx Path Publishing. It is set in the Realms of Pugmire and is designed be compatible with Pugmire and Monarchies of Mau; in fact, you'll need one of those to play. The book lists the developer as Eddy Webb and a team of writers; likewise, there's a team of writers.

Presentation
This book is available in PDF and hardcover. the hardcover has color covers and glossy color interiors. It is well illustrated and the content is primarily a two-column layout. The book is about 156 pages.

Content
This book expands the Realms of Pugmire to allow players to create mice and rats as characters. About 60 pages of the book is devoted to the basics of character creation which are similar to those in Pugmire or 5E. Players can be mice or rats, which then controls some of their starting abilities. They then choose a calling, similar to a class. The callings are Analysts (scientifically minded, but with arcane magic), Psychic (divine casters with mental abilities), Rascals (similar to bards), Ruffians (warriors), Strategists (planners), and tricksters (typical rogues). Each calling grants access to range of skills, starting knacks, and a calling knack. The callings also suggest some ideas about how members of that calling are seen by others and how they see others. There's also a few ideas for characters with that calling.

From there, players choose a background for their character as well as a series of knacks. Knacks are special abilities and powers the rodent has access to and are described in this chapter.

The third chapter covers Psionics, which is new to the Realms. Rodents with psionics can choose from a list of more than 60 different powers. Each power is described with its college (there are 4 colleges: galvanism, humanism, insight, and parapsychology) and magnitude. There's also an activation tme, range, duration, and then a description of the game effects of the power.

Chapter 4, Life in the Margins, explains what it's like to be a rodent in the Realms, with breakdowns of attitudes and issues by location. This section also introduces "The Underneath", an area of tunnels and warrens which exists beneath the cities and villages of the realms.

The remainder of the book is really aimed at the gamemasters. It includes a lengthy section on The Underneath including ideas for successfully involving players in mega-dungeons (not really an element of the setting before this), More details on legendary locations and common features in the Underneath, a lengthy section on new enemies common in the Underneath. The section ends with some tips on how to create dynamic battles using locations, pacing, and climactic actions.

The book ends with a starting adventure "The Confluence of Cults". The synopsis is that some rats have found a way to have the Unseen make a club popular by controlling those who attend. The characters are asked to investigate the sudden rise in popularity of the club. The adventure has the characters work through the underneath until they can find the mice behind the whole thing.

Evaluation
First, I'm a big fan of Pugmire, so I'm prone to like this and I do. It's well-written and the rodents make interesting characters with a viewpoint and culture different from that of cats or dogs. Maybe that's part of the appeal -- different characters are easy to personify. This book isn't complete though and you'll definitely need one of the other two books to get there.

I like the callings and the knacks. I suspect that the psionic powers will create some arguments with rules-oriented players as there's not a ton of information on edge cases. Even so, the powers feel interesting and fun, which is more important to me. The advice for the GM is good, although much of it will probably be common knowledge for experienced fantasy gms. One thing I like about the adventure is that it has multiple starting points, which lead to the first scene. Each scene talks about what happens at that location, provides some trouble-shooting, and then explains which scenes are likely to be next.

 Overcoming Inertia
Posted: Sat, 17 Jan 06:09:21
A new episode has been added to the database: Overcoming Inertia
 Episode 286: The Worm Turns
Posted: Sat, 17 Jan 06:08:12
A new episode has been added to the database: Episode 286: The Worm Turns
 387 - Pathfinder #79 - #96
Posted: Sat, 17 Jan 06:06:38
A new episode has been added to the database: 387 - Pathfinder #79 - #96
 [DND3 Pg 138] The Admirable Restraint Of WCW [Week 23]
Posted: Sat, 17 Jan 06:05:19
A new episode has been added to the database: [DND3 Pg 138] The Admirable Restraint Of WCW [Week 23]
 Episode 161 - Pokémon Legends: Z-A
Posted: Sat, 17 Jan 06:04:52
A new episode has been added to the database: Episode 161 - Pokémon Legends: Z-A
 Happy Birthday wysire!
Posted: Sat, 17 Jan 06:00:01

by Steve


January 17th, Our Gang meets again to celebrate the existence of

[user=wysire][/user]

Happy Birthday, Stymie!
 Review: The Rugged Ridgeland:: Interesting concept but not an adventure
Posted: Sat, 17 Jan 03:53:03

by bryce0lynch

By Jonah Lemkins
Self Published
OSR
Levels "Low"

Long have these borderlands been sparsely populated by only the savviest and hardiest folk. But now, moves are being made, deals are being cut, and new & old evils are rearing their heads. Heroes are in short supply – and sorely needed. The fate of the Ridgeland is in your hands!

This 28 page ‘adventure overview’ presents seven hexes, each with a number of sites in them, and four ‘dungeon ideas’ in a small wilderness area brimming with shit going on. Bryce likes a lot going on and this certainly does that. It also cheaps out on “adventure” by just giving some guidelines instead of actual adventure. It is an intriguing concept, though, even if it’s not an adventure.

This thing is weird. I guess it’s actually a fluff piece of a regional supplement. But it’s done in a style more reminiscent of the Ready Ref Sheets with very little fluff and a lot of intrigues. It’s a section of land 18 miles across with a lot of intrigues, major and minor. And there’s a sentence or two for each little thing going on. And almost nothing else is present. There’s none of this “Gondorians wear purple scarves on Moonday” kind of shit. Padding is almost nonexistent. And there is a WHOLE lot of The miners are skimming off the top, the silversmith is cutting the silver with copper, the miners hate their rations and are eager to trade, a think b are pagan heretics, Kent leads the brigands, Kent hates the brigands and wants out, and about a bajillion things more.

I don’t know if I can adequate describe an overview. We’ve got a town, with a bridge in it being the only way to safely cross the nearby raging river that cuts the region in two. We’ve got some miners in the hills. Ghosts are popping up in their mines. There’s a village, full of pagans, who want to build a bridge. Financing in a somewhat complex land deal with some corrupt mine territory players., smelters, etc. Bandits in the woods robbing individuals and running protection racks, factions within them, wildmen in the hills abducting people, a cult (which, frankly, seems benign, though they are of note, in comparison to the other shits) Rumors everywhere. Open-ended. It’s fucking JAM PACKED with shit going on, people wanting things and trusting the party over time, and just about everything else under the sun. This place feels ALIVE in the way that only petty self-interested people can make a place feel like. Recall I like to harp on the fact that people having interactions with other people, John Loves Mary who hate William, is the key to a good social environment? Well this fucking does that. Everyone has interests all over the place. I note, also, that the terrain brings a little to the table. Seven hexes, six around a central hex. We’ve got the river, with the one bridge in the main town, that serves as barrier straight across the hexes. And then also there’s a ridgeline cutting across them, with only two good paths down through the cliffside. Natural passes/chokepoints, full of ointrigues!

And then there’s … the content? For you see, all of those ideas are essentially just that, ideas.


L’page typica
Each hex is going to have a few locations in it, typically. This is a screengrab from one of those. Note how you are creating your own monster. This is the ONLY hex it’s appropriate for … so the designer should have just tossed in a creature. But, then, also, “gold coins.” Well that’s exciting. Chunk of amber is a little better, with both amber and chunk being decent word choices, but there’s really no specificity to anything her. And everything is going to be like that. Just an idea.


This is a dungeon. Obs
Those four dungeons it lauds in the marketing? That’s one of them. You like? It’s certainly something, but not what I cwould call a dungeon. The concept of a dungeon, maybe. And all of the content in this adventure is going to be like, the concept of an idea. “gold coins.” “Copper Caves.”

As an outline this is great. That kind of short-hand content dense (or, at least the potential for being content dense …) information that Ready Ref killed it with. Or, even, that the Wilderlands did well. Yu can get glimpses here.But, it just doesn’t do anything ever. It doesn’t go anywhere. It’s concepts and ideas. I’m not even sure it would quality as an outline. Maybe? Which is why I’m going to slap this down as closer to a fluff region guide than a sandbox or hexcrawl or adventure. It’s ALMOST those things, but its just lacking in so much. I suspect you could kind of run it on the fly and fill in as you go, riffing on things. But it seems like such a shallow experience.

I will note one of the better bandit encounters I’ve seen is in this, for all of my bitching about specificity. Dude in the bar might try and recruit the party. He’s got a good thing, a protection kind of thing. Noice!Dude hangs in the parties bar, they see him and interact with him. Befriend each other. Several sessions He drops a hint that he can make them some cash, and they find out that their bud is actually the local bandit informant in the bar. That would be great! SO, in at least one case, the writing inspired me. But, also, I’m looking for just a little bit more in the way of specificty than this brings.

This is $1 at DriveThru. The preview is eight pages and, as long as you understand that what you’re looking at is all you’re getting, then it does a good job of showing you what to expect. Just don’t expect more elaboration on anything you see.

https://www.drivethrurpg.com/en/product/548190/the-rugged-ri...