I love free games and I’m not sure how Heroes Against Darkness slipped under my radar for this long. Guess, I’m trying to keep up with just too many things. But anyway, Heroes Against Darkness, looks like a fun little game. It’s pretty good combination of all Editions and dang is it pretty. It’s got good artwork and layout which you don’t see that often in free stuff. I don’t think I need to go into too much detail about the mechanics and stuff because it isn’t going to cost you anything to check it out. But if free isn’t enough incentive for you then here’s some thoughts.
Like I said before, this game is mash up of bits and concepts from all Editions. Simple mechanics and a non-crunchy skill system from the early days. Static Defenses and Class Powers similar 4th Edition. Kind of a nice mix of the old and new. Races are pretty standard but classes add a few interesting things.
You’ve got your standard class types but there a couple of interesting things. There’s a Barbarian and a Berserker. Barbarians are tough. Berserkers are vicous. The Hunter is sort of like a Ranger focusing on ranged attacks. There is no Cleric class but there is the Hospiter which is sort of like a Paladin/Cleric hybrid. Arcane casters are broken down by the type of magic they cast. Warlocks do destructive magic. Healers, well, heal. Canonites cast protective spells. Mystics cast controlling spells. And Necromancers do what they do best. While I’m talking about magic, it’s a good thing to note that Heroes Against Darkness doesn’t use Vancian Magic. It’s spell point based system.
The book also contains all the usual stuff that you would expect; monsters, hints for running a campaign and those juicy bits.
All in all, I think it’s pretty damned good. I’ll admit that I probably won’t run it RAW but I just might tweak a few bits here and there then fold them into my own home brew Frankengame. Go check it out. You really don’t have anything to lose.
So Crypts & Things from D101 Games is out if you’ve pre-ordered and it’s pretty darned good. And if you’re not into OSR games, it’s still worth a look. The game stands on its own as a flexible rules lite Sword & Sorcery game.
At the heart of the game is Swords & Wizardry (I have to say this is my favorite of the retro-clones.). It’s simple, flexible and easy to learn. Just what I like in a game. Crypts & Things tweaks Swords & Wizardry to a Sword & Sorcery bent. Think Robert E. Howard with a good dose of H.P. Lovecraft. No snooty elves, drunk dwarves or sneaky hobbites but plenty of mighty thews, flashing swords and evil serpent men. How could lose with a combination like that?
Classes are pretty straight forward and there are only four. The Barbarian is pretty darned cool. A savage who can deal out some damage and take a pounding. He’s got some of the skills that most folks expect to see in the Ranger but this is still a kick ass Barbarian. The Fighter. There’s a nice twist here. Fighting Styles. These allow you to customize your character a little more like Swashbuckler or Berserker. The Styles fold into the class nicely and give that bit of customization so every fighter doesn’t look the same. Then we have the Thief. He’s your skill monkey. Sneaking, locks and traps the usual. They are a little a bit better at combat than your normal Thief types (a bonus to AC and better at 2 weapon fighting). But there’s a little twist here too. Everybody is a rogue. That’s one of the philosophies. What that means is that the infamous Sneak Attack is not a Thief ability. It’s something everybody can do. This really doesn’t detract from the Thief. He still his own dude. But this does make things a little more interesting.
I saved the Magician for last for a really good reason because there’s a big change here. First: NO clerics. NO Druids. Just Magician. Alright don’t panic. The spells are rolled into one list. So yeah, your Magician can heal. But once again we have Sword & Sorcery twist here. The spells are boken down into White, Gray and Black. Actual casting is standard (but personally I might tweak it a bit to be more like the Conjurer from Dwellers in the Dark for Castles and Crusades.) White magic is basically your hippy magic (healing and nice nature stuff), grey is charm and gentler stuff and black is mostly what you would expect and the direct damage spells. White magic is cast normally, Casting gray magic causes a little Hit Point damage. While black causes some Sanity loss (remember I mentioned Lovecraft) or possibly Wisdom damage.
The rest of the game is pretty sweet too. The Life Path chart adds a little bonus to the character and some history. This one thing that screams for folks to start creating their own. I know that’s on my To-Do list. The game has a nice wound system. Hit points are basically superficial damage and heal quickly. Serious wounds cause Constitution damage. The tweak here is that Cure Spells heal that Constitution and not Hit Points. Trust me it works.
Where else does this game hit me straight in OMG-I-Want-To-Play-This bone? Magic Items and Monsters. Since this a Sword & Sorcery game, character’s won’t be walking around with the infamous Christmas Tree Syndrome. Magic items are unique and with every blessing there comes a price or curse. And the bestiary is pretty sweet. Of course, there’s some of your standard monsters but the original monsters to the setting are just the right mix of fantasy and unspeakable horrors. And the vampires. These are great. No level drain but still pretty nasty and a good new take on these classic monsters.
Crypts & Things has its own setting too. The world of Zarth. It’s covered in just enough detail to know what’s happening but still leaves enough room for GM’s to interject their adventures or idea or just use that world for inspiration and head off with own bit of creativity.
Like I said before Crypts & Things does have a lot of common with Lamentations of the Flame Princess when it comes to mood and feel. Overall, it’s a solid game and I’m glad I got it.
After playing with the Character Builder for a couple of minutes, I realized that it’s like Vornheim but for people rather than cities.
I like generic tools. This was my philosophy when I was playing GURPS. The more generic the supplement the more likely I would buy it. And that’s the top reason I really like this little utility. So what is the Character Builder? Here is what it is not. It is not a character generator. You don’t get a pile of numbers or a stat block for whatever rules system you happen to be playing. What Character Builder gives you is a system neutral outline of a character. This is perfect for an on the fly NPC or if you want to create a list of local bar patrons just in case you might need them. It gives the outline of the character’s opinions, beliefs, passions and background enough to role play an interesting encounter or act as a seed for an adventure.
Here’s a couple of example characters:
Krana Eratroc is a seer. She is a sucker for cute and fuzzy things, summer and dudes/damsels in distress. A tablet recently played a role in her life. She hates challenges and large cities.
She is tall and muscular with golden-brown skin and large ears. She has unruly, waist length stable hair and clouded almost black eyes. She has a small scar on her right leg. She favors elegant voluminous garments in shades of pale orange, yellow-green and grey-brown.
Overall, she is motivated by mild duty and overpowering bloodlust. The first motive is the most relevant.
In an important recent incident she was motivated by frustration, perverse piety and humility. She is not being honest with herself about her primary motive.
Her brother is an admired poet and her cousin is a beloved bandit. She has a strained relationship with her brother.
Peyl Hugebow is an evil witch. A flower is significant to him. One of his hobbies is playing an instrument.
He is short and husky with caramel-colored skin. He has straight, close-cropped red-brown hair and small sea green eyes. He has a closely trimmed beard.
Overall, he is motivated by confused paranoia and temporary jealousy.
A recent action was motivated by laziness, insanity and competitiveness.
In an important recent incident he was motivated by ambition, kindness and idealism. He assumes all others have the same motives.
His grandfather is an adept crafter and his cousin is a very unpopular advocate. He has deliberately lost touch with his nephew.
Now, yeah. I know there may the occasional grammar or style error. But you’re smart, you can figure it out.
You can also quickly generate just the things you need like names, family history, opinions and motives. Once again, handy system neutral tools. There is also really neat one. The Tattoo Generator. This little option was a complete surprise to me when I opened the program. What a cool idea. You hit the “Generate” button and you get an image of the tattoo and its location. I don’t know how many images there in the database but there seems to be plenty. You’re also not necessarily stuck by just doing fantasy stuff. There’s options to generate modern or sci-fi characters. Nice.
More than likely, you’ll probably be using this for fantasy games and the Character Builder doesn’t have type of option for the standard fantasy races. This isn’t a deal breaker but it would be a really nice option for a future release.
Overall, the Character Builder is a very handy tool for any GM out there. In seconds, you could whip up interesting tavern patrons, shop keepers or whatever type of NPC you might need.
Technical Specs: The Character Builder runs using the Microsoft .NET framework. Since I’m a cheapskate, my old laptop is running Linux and the Character Builder should work via WINE (but I haven’t tested and tweaked yet.) If you go analog at the game table, no problem. You can copy and paste the results into whatever word processor you use and print out your big book of NPC’s.
The Character Builder plus some more handy tools from Chaotic Shiny Productions are available from Drivethrurpg or the Chaotic Shiny site. Plus there are plenty of other handy generators free to use at the site.
On a final note: Hannah (AKA Swordgleam) of Chaotic Shiny Productions did provide me with a review copy of this product.
Holy crap. It’s been a long time since I posted anything about Savage Worlds but this one is worth it. I’ve been keeping my eye it since the guys at Reality Blurs have been talking about it and have waited anxiously for it.
I have to admit that this game takes advantage of all of my weaknesses. First, it’s for Savage Worlds. Second, it covers two of my favorite RPG genres (Spies and Supernatural) and throws them into the martini shaker for damned near the perfect cocktail (see I’m even using their tag line).
The core background fluff is that characters are Agents of Oblivion, hence the title. Basically, you belong to a super secret spy organization fighting all the nasty creepy crawlers in the world. That’s the basic premise. The good news is that it takes sort of the tool kit approach to setting and give plenty of advice for GM’s to create the kind of campaign they want. Anything from bring Realms of Cthulhu and playing a Delta Green style campaign, to alien and terrestrial conspiracies, normal monster hunting or just plain mundane spies. There’s also advice on setting the feel of your campaign from cinematic to gritty. As I read through the book, my mind started to put together a weird that would end up being like a cross between Dresden Files and Burn Notice.
On the crunch side, Agents of Oblivion adds some really nice stuff. It has setting specific Edges, Hindrances and Skills that tweak Savage Worlds for the setting and genre. There’s a couple of things that I found were really neat. The Single Use Devices or SUD’s. This is basically your system for all those nifty spy gadgets that we idolized when we were kids. Then there’s there’s the Resource Point system. Because spies don’t pay for their own equipment and such. This can grant characters temporary Edges, gear and Perks. As a GM, I would have a feeling of both dread and amazement upon hearing a player utter the words, “I call in an air strike.”
Now there are a couple things I’m not crazy about but they are things that are easily ignored or fixed. First, some of the equipment is just too much like cyberwear for me. Yes, I know it’s bleeding edge but in my mind there’s this divide between cyberpunk and classic spies. It’s sort of like how some folks hate black powder weapons in their fantasy games. It’s like that. So no real biggie. Also there’s isn’t much of bestiary in the core book (but one is on the way!). There is a system for generating nasties as well as plenty of other Savage Worlds sources to get your things that go bump in the night. So once again, something minor that is easily fixed.
While I’m ranting on Agents of Oblivion, I might as well throw out my wish list. I’d really like to see a supplement that deals with making more supernaturally based player characters something with sort of Hellboy feel to it.
Overall, Agents of Oblivion is a solid Savage Worlds setting. There’s plenty of little things to plug into other games and the setting is flexible enough you can bring stuff from your other sources (like Realms of Cthulhu or the Horror Toolkits). Well worth the $10.
I actually started this review over a month ago but fate has been really nasty this last few weeks and now I’m finally getting around to posting it.
So what the heck is this. Well, it’s a one of Postmortem Studio’s Six Pack Adventures. What is a Six Pack Adventure? Well, it’s a nice little bundle that has just about everything you need for a quick adventure for an evening. Kiss of the Frog God is written By Mike “The Crazy GM” Garcia for Lamentations of the Flame Princess. Since the adventure is relatively short you could easily be adapted to other old school games or most modern iterations of the world’s most popular fantasy roleplaying game. But you would have to redo the pregenerated characters and do a little tweaking on the monsters but more about that later.
The Meh: Six Pack Adventures have everything you need. That includes tokens for the monsters and pregenerated characters as well as a map tile. I got plenty of miniatures and plenty of map tiles and various bits of terrain. Not too handy for me personally but I’m sure some folks will like this.
The Adventure: Because that’s what’s it’s really about. And probably why you are here. It’s difficult to write a really substantial review without giving too much away since the adventure is relatively short. It’s designed to be played in one sitting. How much time that exactly will take will depend your group. Some folks might scream through it in about an hour while others might be messing around and take a whole evening or more.
It starts off in the village of Morbury which is fleshed out in enough detail to let DM’s play with it and possibly throw some other adventures at the characters. Or you could easily plop the adventure down in a different location in your own campaign world.
The adventure itself is pretty straight forward. The party gets sent to search for a pair of star crossed lovers in a pretty creepy swamp. Bad things live in the swamp. Bad things happen the swamp. And in fashion with Weird Fantasy, there is not a “happily ever after” type ending. See no real spoilers there.
There are six pregenerated characters that come with the adventure. So unless you have a huge group everyone should be covered. The thing to note about the pregens is that they are like you actually rolled them old school style (You know, 3d6 straight down the line). This is very important because when I looked at the boss monster, my first thought was, “Damn this thing is weak to go against a 3rd level party.” Then I realized that I was looking at it through a Pathfinder lens and not Lamentations. So OK. The boss could really lay some hurt on a 3rd level party.
It’s available thru DrivethruRPG and for just under $2. Not bad for a tidy little adventure with all the bells and whistles. Hell, a cup of joe costs more.
I knew I was going to start putting stuff on youtube sooner or later and thought that this would be a great way to start. I gotta say I really like these bags and I am the envy of a couple of folks at the gaming table. And in case you missed it, here’s that link again. Dragon Chow Dice Bags.








Commenting Now