Tag Archives: Rpg Reviews

RPG I Love You: Cold Shadows

WILL RAMBLES

Hey folks! It’s been a while. I’ve been avoiding writing “reviews” since I officially joined the indie publisher club. This is not an RPG Review (although I’ve had one queued up for Cold Shadows for a while). I’m doing a new thing I’ll call an RPG I Love You where I’ll point out games I love and the reasons I love them. Honestly, I’ve never reviewed an RPG I actively dislike… it’s not really how I roll. Maybe there’ll be some mention about the things I DON’T love in an RPG I Love You, but that’s not the focus. Oh, and one more thing, the rating system I’ve done in the past is gone. Kaput. Finito.

Now that we’re done with the meta stuff, let’s see if I can still do this…

Cold Shadows is one of the games whose Kickstarter ran while Gallant Knight Games was an imprint of Nocturnal Media. Sadly, the death of RPG industry legend and luminary Stewart Wieck of Nocturnal came before the final product delivered. As fans of role-playing games, we are all in debt to Stewart on a level similar to that of Gary Gygax and Greg Stafford and the other progenitors of our favorite hobby. Mr. Wieck’s contributions are multitude, and when he was at White Wolf, he changed the industry forever with the World of Darkness line of games.

This RPG I Love You is dedicated to Stewart.

ColdShadows

I LOVE YOU, COLD SHADOW

Today I’m looking back on the Kickstarter edition of Cold Shadows, the narrative Cold War spy roleplaying game by Gallant Knight Games.

Cold Shadows enables groups to tell John LeCarre-style spy stories full of tense scenarios where agencies are the greater whole and agents serve the agency’s purposes– mostly.

It’s based on the Blood and Honor ruleset by John Wick Presents. I’ve played that one as well, and I’d recommend it for groups looking to tell narrative samurai stories. If your tastes run more toward samurai noir during the industrialization of Japan, you should also check out World of Dew by Woerner’s Wonderworks. Ben Woerner was heavily involved in Cold Shadows as well.

This game, like its predecessors makes certain assumptions about both the group and the GM and their capability to narratively describe things on the fly. Additionally, its focus on Agency first and above all is not just lip service, it’s driven both mechanically and thematically throughout the game.

If your game group likes a realistic spy stories and a good roleplaying good challenge, you’re in the right place!


Size and Production Quality 

Very nice book with quality semigloss paper and good binding. It’s not the biggest RPG in my collection, but there is plenty of content between the core book and the additional goodies (Cities in Shadow and The Black Book). Probably approaching couple hundred pages total in digest size format. Additionally, the page layouts are very thematic and aesthetically pleasing.

Art

The cover art you seen. Interior art is mainly photographic and thematic. It fits the style well. I’m a big fan.

Content and Rules

The theme of the content is very nice, although it can be challenging to find what you’re looking for in the book. Luckily, it’s not huge, so a little page flipping won’t be too painful. As previously mentioned, the rules are based on Blood and Honor. It’s a roll and keep system I haven’t seen in any games besides this line.

The gist is this, you have a pool of D6s for a given task based on your character’s setup. You’re going to choose how many you want to roll to try to hit your target. The remainder you keep, and each one allows you to say true things about your success (provided you did succeed). It can be a lot of fun when the group gets into this.

There are also subsystems for all sorts of assets spies might have access to in and around their bases of operation. This is a lot of fun to peruse and set up.

Overall, I think the system is extremely cool, but I’ll also allow that it may require an adjustment period for some players. Dropping a group of murder hobos into Cold Shadows probably won’t lead to a satisfying experience.

GM Tools and/or Pre-made Adventure

There’s a ton here, and I’m sure to miss something. Between Cold Shadows, Cities in Shadow, and The Black Book, there is plenty of content and information to run a game set all over the world and in varying time periods. I won’t go too into depth, but I will say if you have a historical campaign based in this world, there’s a ton of good content here written by some very talented folks. For the game itself, there are lots of fully realized agencies and cities you can put on the “board” for your players to explore.


Final Thoughts

I’m happy I was a backer of Cold Shadows. I even had the opportunity to do a bit of writing for The Black Book. It’s an excellent game (the best spy game on my shelves, and yes, I have a few). I had a chance to play a short campaign run by one of my teammates at work. Super fun time.

If you’re having trouble finding a copy, Cold Shadows and its supplements can be found on DriveThruRPG.

RPG Review – WEG Star Wars 30th Anniversary Edition

WILL RAMBLES

Here’s a fun one. Star Wars The Roleplaying Game by West End Games was one of the first non-TSR games I played. It was so long ago, and I was so young and broke, I never even owned a copy.

Some very fortuitous circumstance came about to make this project a reality. West End Games was purchased by Nocturnal Media, but they no longer held the license to produce RPGs based on the Star Wars intellectual property. Fantasy Flight Games is the current license holder (after a stop at Wizards of the Coast). At any rate, Nocturnal, FFG, and LucasFilm all collaborated to bring this 30th Anniversary Edition to light. The core book has a lovely posthumous dedication to Stewart Weick as it would not have been made without his efforts.

As a fan of both the game itself and of anything Nocturnal Media was involved in, SW:tRPG30AE was a no-brainer purchase for me.

SWTRPG_30th_2

THE REVIEW

Today I’m reviewing Star Wars The Roleplaying Game 30th Anniversary Edition by West End Games. This is a reissue of the classic RPG in a slipcase with the quintessential Star Wars Sourcebook. The review will cover the entire product as a whole.

1.) Size and Production Quality 

Sitting on my desk next to Star Wars Edge of the Empire, a modern game I’ll likely never review because I don’t love the dice system, SW:tRPG30AE is similar in size and weight. However, in terms of pages, SWEotE is 400 pages and change, while both 30th Anniversary Edition books combine for just under 300 pages. This isn’t to say the reissue isn’t packed with content, the font is smaller, and in the style of most older games, there isn’t a ton of graphic design taking up space.

Where I’m just a bit disappointed is with the paper. I’d hoped Fantasy Flight would have sprung for nice smooth semi-gloss pages, but instead, we get the same type of paper the original game was printed on: flat white paper slightly rough to the touch. Yes, the same twelve full-color glossy pages are sprinkled throughout the core book that were in the original. The Sourcebook has none, although it’s pages are the same iconic black+blue of the original.

That said, for the price, you’re getting two hardbound books in a gorgeous slipcase. I’m not that upset.

I recommend picking it up at your friendly local game store. Retail price is $59.95 (or a few bucks less on Amazon).

8/10


2.) Art

By modern standards, the art is still decent. It was fantastic for its time. I love those twelve glossy full-color pages so much. Everything else is black and white, and high quality. There’s also quite a lot by the standards of the time. As I flipped through SWEotE, a game with the gorgeous art Fantasy Flight is known for, I didn’t see a significant amount more than these books have.

7/10


3.) Content and Rules

Here’s a neat thing about SWtRPG30AE if you don’t already have a copy, it’s entirely rooted in the original trilogy. If episodes IV-VI are your jam, this is magnificent news. The Sourcebook is jam-packed with details about ships and other vehicles, locations, creatures, enemies, and info about your favorite characters.

And THEN, there are the rules. WEG D6 system was developed for the original Ghostbusters RPG and adapted for Star Wars. These rules hit a note I love and something you’ll see me talk about when discussing TinyD6 games. They are simple, not stupid. The rules have been remarked by some as having a bit of a scaling problem at higher levels, making it difficult for GMs to challenge their players. I can see that being partly true, but a good GM should be able to deal with it. Hopefully with WEG D6 2e is released, it will deal with those issues because I love this system and would love to see more games developed with it.

8/10

4.) Game Master Section

The book is laid out a bit funny. The “Gamemaster Section” is really just the game rules with GM tips and some fairly prescriptive guidance sprinkled throughout. The “Adventure Section” has some additional thoughts on running and creating adventures. Overall, meh.

5/10


5.) Pre-made Adventure

There is an iconic, four-episode adventure included in the book. It’s pretty good, and I’d run it as an intro to the game if you have four sessions or an all-day affair. Also, there are ten “adventure starters” that show some of the variances of the Star Wars universe. Most of these would make fine one-shots or additions to an ongoing campaign.

On the toolkit side of things, the SWRPG Sourcebook has all kinds of good stuff you can use to put together a long-running campaign.

8/10


Total Score: 36/50

If I were adding points for nostalgia, Star Wars The Roleplaying Game would get an extra five at least. It’s a solid game.

You made it to the end! Have a fun pic of Harry, Carrie, and Mark with some stormtroopers as a reward.

harrycarriemark


A Final Note About My Reviews

RPG reviews are among the highest viewed articles I write, and I’m glad people seem to like ’em. I stick to games I enjoy, have played, and usually have run at least once. I avoid reviewing RPGs I’d score low because frankly, I can’t care enough about a game I don’t dig to write a full review of it. Life is too short.

I don’t accept review copies, but for full disclosure, I do use affiliate marketing tags on my links to DriveThruRpg and Amazon. Thanks for reading. See you again soon for another review!

RPG Reviews and Review Copies

For Immediate Release (Heh. I always wanted to say that.)

Be it known here and throughout the realm: I do not accept review copies of games in exchange for performing reviews.

It’s not you, it’s me. I only review role-playing games I’ve bought personally. Mostly only games I’ve actually been a game master for, but I may also occasionally review games I’ve only played.

but

If you’d like to enhance the odds of my reviewing your RPG, the only recourse is to invite me to play your game with you. I may or may not accept, but if I do, odds are I’ll buy a copy, and likely write a review.

I recognize there are sites out there doing this, it’s just not me.

RPG Review – Tiny Frontiers: Revised

WILL RAMBLES

Yep.

I’m back with another TinyD6 review.

Tiny Frontiers: Revised was unlocked as a stretch goal as part of the Tiny Dungeon 2nd Edition Kickstarter. As a backer of the original Tiny Frontiers, I admit my skepticism of a revision on a game that is good already. However, there were quite a few awesome new things built into the later TinyD6 games, and I didn’t mind getting those built in by default. When I heard there would be a new set of micro settings, I was sold 100%.

Now, I want to be clear, I wrote one of the new micro settings. It’s called “Bears. In. Space.” and I’m not reviewing it. If you should happen to pick up the book, I’d appreciate your thoughts on BIS. That said, this is the only section of the book I had any part of, I don’t earn any royalties, and I don’t feel biased when I write about the rules, the art, or the other micro settings.

THE REVIEW

Today I’m reviewing Tiny Frontiers: Revised the Kickstarter stretch goal add-on PDF to Tiny Dungeon 2nd Edition by Alan Bahr.

Its a newly revised edition of the very first TinyD6 game released by Gallant Knight Games back in 2016.

1.) Size and Production Quality 

The Tiny Frontiers: Revised book is a lean and focused 160 pages. It has a new (better) art style and has several extras here that weren’t in the original, but I’ll get into that below. The layout is great, as I’ve come to expect in the TinyD6 line.

The original Tiny Frontiers is also a great game I reviewed here. I’ll get into the differences below, but the original book is still available on DTRPG as “pay what you want”. Revised edition PDF is $14.99 ($6.00 DEAL OF THE DAY as of publishing this article). At the list price, I’d buy it. On sale? Wow!

9/10


2.) Art

The cover art is dazzling as you can plainly see! The interior art is black and white in an updated and much cleaner style, and there are a lot of pieces particularly in the Heritage section. Some reuse of pieces, but very little and only when it made sense. Similar to Tiny Dungeon 2E, my lone critique is that I’d like, and would pay for, more art in the style of the cover.

7/10


3.) Content and Rules

I’ll rehash some of this from Tiny Dungeon 2E because a lot of the improvements there have been brought across to Tiny Frontiers: Revised. Tiny D6 games are my favorite minimalist rules RPGs. Any 5 or 6 rolled on1-3d6 (depending on advantage or disadvantage) is a success. Simple and yet flexible for GMs. Lots of optional character creation rules like TD2E and has progression options built into the game. Some standouts: additional Heritages and Traits. Lots of them. Cybernetics and Psionics. All good stuff!

10/10


4.) Game Master Section

This section is enhanced with new rules and plenty of those random tables I like. It also now includes a small bestiary with some example creatures. Optional rules for hacking and combat are nice, as well as a fantastic and detailed reimagining of the starship rules.

9/10


5.) Pre-made Adventure

TinyD6 uses MICRO SETTINGS. The great news is, TF:R contains a whole set of new micro settings. Now, if I were scoring with “Bears. In. Space.” included, I’d have to drop the number because I wrote it. I’m excluding that one, so all I have to say is WOW. I’m honored to have something I wrote resting among this company. Setting by Tobie Abad, Elizabeth Chaipraditkul, Steve Diamond, Dan Wells, Wendelyn Reischl, and Ben Woerner all stand out as a fantastic place to start your sci-fi adventure. I’m raving. I’ll stop.

10/10


Total Score: 45/50

This one grades out just as good as the new Tiny Dungeon in my opinion.

Super game. A very nice improvement on the original. Get it.

RPG Review: The One Ring

Will Rambles

The One Ring RPG has the distinction of being the first game I ran as a long campaign for anyone other than my kids after my return to role-playing. In a previous life, my favorite RPG campaign to run had been AD&D 2e in the Planescape setting. Something about Planescape always spoke to me.

I played in tons of different systems growing up and one of my favorites while I was still in high school was Middle Earth Role-Playing (MERP). When I came back to gaming, I immediately started looking into the possibility of getting my hands on some MERP books and was disappointed to find it out of print. Luckily, someone kind and thoughtful pointed me to The One Ring (TOR), and I politely declined and continued to pine for MERP. It wasn’t until I played in a one-off session of Ring that I saw the real potential of the system.

The rest is history. I ran TOR for nearly a year meeting a little less frequently than I might have liked, but I had a great time, and I hope the players did as well.

I’ve run one-off sessions here and there for other folks, and you can rest assured when the Moria box set comes out later this year, I’ll be among the first lining up for a copy.

The Review

The original release of TOR was a slipcased version with two books. I’m reviewing the current single hardcover volume.


1.) Size and Production Quality 

The core The One Ring book is hardbound and has good binding. The pages are semigloss and full color. It looks very nice with good call outs and is appealing overall. Also, at 336 pages, it feels good in your hands.

My biggest complaint about the entire game has got to be the organization of the layout. In my experience, this is not the area where Cubicle 7 games shine. Finding what you’re looking for isn’t always easy in a TOR book. In fact, since I was running this game regularly, I found myself adding more and more stickie notes, and doing more advanced note writing so I wouldn’t get caught thumbing through the book for some detail in-game.

At any rate, for $29.99 you can get the PDF on DriveThruRPG. It’s a decent price. The hardback copy is available pretty much anywhere you usually buy games (including Amazon). I recommend your FLGS (friendly local game shop).

7/10


2.) Art

I love the art in The One Ring. The core book cover is ok, but the interior art really speaks to me. Much of it is full color, there is plenty (who am I kidding though, there could always be more), and each piece is super evocative of Middle Earth.

9/10


3.) Content and Rules

Fantastic. Amazing. Wonderful.

So much effort here to be faithful to the source material and create rules and mechanics that evoke Middle Earth. MERP doesn’t hold a candle in any regard except for the fact that they did have more content, but TOR is catching up fast! I won’t spoil them all, but I love the opposition of the hope and shadow attributes for characters. The adventuring and fellowship phases of the game take place over seasons of the year so the more cinematic and action-packed portions of the game can take place while also allowing for social interactions and time for travel.  In other news, TOR has the most exciting and innovative travel system I’ve ever seen in an RPG.

10/10


4.) Game Master Section

Quite a lot going on here for a GM. While it isn’t the crunchiest game you could run, Ring does have some rules. It’s no minimalist or storygame style of RPG. The GM sections are useful. They guide you to create sessions for your players that evoke Tolkien’s world. Additionally, there is a campaign section detailing all the major event taking place in Middle-earth both before and during the game timeline. This allows for rumors and ideas to reach the characters even if they aren’t taking part in these events directly.

8/10


5.) Pre-made Adventure

The Marsh-Bell is an in-depth fourteen-page adventure that’s great for starting characters. They’ll enjoy some familiar sights from The Hobbit, meet some familiar dwarves, risk danger, get to test some of their skill at fighting and riddling, and see the travel rules. All-in-all, it’s a solid introduction to the game.

8/10


Total Score: 42/50

This is not a bad score by any means. I own (and preorder) every book in the series as they are released. My single regret is that I don’t have more time to run TOR. It’s a game and a world I could explore endlessly.

UPDATE September 1, 2018: For the next 4 days you can get the full collection of TOR PDFs currently in print from Humble Bundle for just $15. Do this, and then you can grab a hard copy of the two must-purchase books for players at your table:
The One Ring RPG
Adventurer’s Companion