Tag Archives: Steve Diamond

RPG Review: Tiny Frontiers

WILL RAMBLES

I’m not really in the business of reviewing role-playing games. Granted, I’ve been playing them off and on for 28 or so years. My generation lived in the time when this sort of make believe was frowned on. A time when the most parentally appropriate handling of RPGs was to sell them, throw them out, or burn them.

At any rate, now I play RPGs with my kids. Take that, irony! It’s a nice way to bond, have a good time, and do something intellectually stimulating. I also find it helps exercise the creative muscle in my brain that I use for writing. Playing sci-fi RPGs helps me think through scenarios in The Galaxy and All Her Charms.

THE REVIEW

Fair warning: I play RPGs with the author of Tiny Frontiers on a fairly regular basis. I might not me the most unbiased person to write a review of Tiny Frontiers, but I’m going to do my best.

Today I’m reviewing Tiny Frontiers by Alan Bahr of Gallant Knight Games.

tinyFrontiers

It’s a minimalist sci-fi RPG system, designed to play on the run, with new players, with kids, or just with your normal group when you are between campaigns.


1.) Size and Production Quality 

The Tiny Frontiers book isn’t huge. It clocks in at 136 pages in with black-and-white illustrations and layout. The sidebars contain call-outs. It’s well organized and easy to read. My only complaint is the binding on the standard Kickstarter edition. It’s not the best and I think eventually it will fail. However, if you can get your hands on a Deluxe hardbound edition (good luck) it’s binding is perfection and has a handy bookmark ribbon to boot.

At any rate, the standard book is priced at $15 and the PDF on DriveThruRPG is only $5 at the moment. For my money, a huge bargain.

8/10


2.) Art

The art is quite decent for a first Kickstarter. It evokes the sci-fi setting effectively and there is quite a bit of it spread throughout the book. It feels very thematic to the game and true to the original fantasy setting, Tiny Dungeon.

6/10


3.) Content and Rules

 

For me, there are two areas where Tiny Frontiers really shines. This is one of them. The original TD rules are a great minimalist take with only 3d6 required to play. The statistical curves are good and the simplicity lends itself to easy understanding for new players and kids. Take those original rules and add brilliant adaptations for alien species, cybernetics, space ships, and mecha. Now you have yourself a sci-fi bonanza!

9/10


4.) Game Master Section

For a minimalist RPG, the GM section is pretty short and sweet. Some decent guidance and nifty tables for random generation of everything from planets to enemies.

7/10


5.) Pre-made Adventure

There isn’t exactly a pre-made adventure in Tiny Frontiers. Instead, Gallant Knight Games gives us something I really love: MICRO SETTINGS. Part of the stretch goals for the Kickstarter were micro settings written by sci-fi authors, rpg luminaries, and generally talented folk. People like Steve Diamond, Ryan Schoon, Marie Brennan, and Dan Wells to name a few.

Micro settings are an amazing way to wrap your head around a quick idea for a universe of gameplay and include several adventure hooks to get the story jumpstarted.

I love them.

10/10


Total Score: 40/50

So, I’ve never done this, but I think 40 is a pretty dang good score.

I’d purchase this game again. In fact, I’m backing a follow-up Kickstarter right now: Tiny Frontiers – Mecha & Monsters! The new game stands alone, but can be used in conjunction with the original. It also has full-color art! This is a great chance to get one of those deluxe copies, and Alan has told me he’s going with a better binding on the standard version as well.

You can read my review of the completed Tiny Frontiers: Mecha and Monsters here.

I’ll tease you with the cover art:

tf_mecha

Tiny Role-Playing Games

Do you wish I’d quit blogging so much? Want to read more of my fiction? This is the post for you. I promise you a means to make me post more fiction. Read on.

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Lately, I’ve been enjoying a personal renaissance of tabletop role-playing games. It’s been nearly 18 years since I role-played regularly. I’ll have another post soon explaining why I feel this is a valuable activity as a writer.

Today I’ll focus on a couple of specific games I think are great and, somewhat selfishly, I will pimp one of them to you without any shame or self-consciousness.

One of the fantastic things about RPGs is the time I spend playing them with my kids. I love the intellectual stimulation (for all of us) doing something other than watching movies or playing video games. Best, role-playing gets us interacting on a level I haven’t always been the best at as a father.

I have kids ranging from under 10 to nearly-legal adult so finding an RPG I could teach them the younger kids and manage to run successfully for the group was a bit of a challenge. At first, I was looking at Pathfinder and later D&D 5e, but these were way too detailed and crunchy.

Lucky for me, I know a guy.

Alan Bahr is a friend. If you know or have heard of Alan, then you know that he has probably read and played more RPGs than most people in the world. Being the insightful, enlightened guy I am, I scoured the internet for a game to play with my kids before I mentioned my dilemma to Alan. To his credit, he didn’t mock me (much) before pointing me to several great choices I could try with my kids.

One of the options was Tiny Dungeon, and it is the game that stuck with the family. I can’t tell you the number of times I’ve heard, “WHEN ARE WE PLAYING TINY DUNGEON AGAIN, DAD?????” over the past several months. The number would be too large for display by 64-processors. When I can compose my blog from a quantum computer, I’ll give you an actual number. Don’t hold your breath.

Tiny Dungeon has a lot of things going for it, but its minimalistic rules are a clear winner in my book. You only need 3d6 (three standard six-sided dice) and an index card for each player, and you’re off to the races! Don’t get me wrong, the setting is lovely and lends itself to easy adaptation from other fantasy RPG adventures. The illustrations are fun, whimsical even, and the book also has a sample adventure that was a perfect intro for my younglings. Now, I’m writing my own fantasy campaign for the kids along with a short story that runs in parallel. Gotta keep those writing muscles lean!

My only complaint, if it can be called such, is Tiny Dungeons doesn’t work for a sci-fi setting. There aren’t rules for ships or mechs or alien races. If you know me, you might have a sense of why that would give me a giant sadface.

Enter Tiny Frontiers.

tinyFrontiers

As I earlier name-dropped, I know a guy. A guy named Alan Bahr. A guy who just happens to be an accomplished game designer with a high esteem for Tiny Dungeon. Alan has already made a big splash in the RPG world by designing the rules for the Planet Mercenary RPG. PM: RPG funded at nearly $350,000 just about this time last year. It’s been lauded by people like Steve Jackson. Yes, THAT Steve Jackson.

Alan and Gallant Knight Games have done an amazing thing. They licensed the Tiny Dungeon ruleset and created Tiny Frontiers. Not only will Tiny Frontiers scratch my sci-fi roleplaying itch, but it also features micro settings penned by amazing authors like Steve Diamond and Dan Wells.

Well- there’s a bit of a problem. Many of those fantastic micro settings don’t get made unless the Tiny Frontiers Kickstarter meets some stretch goals.

AND I WANT THEM.

So. Tiny Frontiers is already funded at nearly $6000. Here is the deal, folks. I’m offering two stretch goals of my own:

#1
In the spirit of sci-fi awesomeness, when the $12,000 stretch goal for TF is met, I will publish a beta version of Chapter 1 of The Galaxy and All Her Charms RIGHT HERE ON MY BLOG. I’ve been holding off sharing this with you. I’d like to wait a while longer, and I probably should. Tiny Frontiers means a lot to me, so I’ll take the risk!

#2
Also, if Tiny Frontiers should fund at or above $18,000, I promise to finish Rue From Ruin within one month. Cross my heart and hope to die.

I’ll put all extracurricular activities on hold. I’ll take time off work. I’ll do whatever it takes.

Am I manipulating you (and myself) a bit here? You betcha. Am I ashamed? Not even remotely.

So spread the word. Tell your mama. Tell your papa. Tell your friends. Tell anyone you know who roleplays or used to or thinks it might be fun or wants to get their kids into it.

Believe me; you won’t regret it. Tiny Frontiers is going to be amazing! Get on over to Kickstarter and back it now! Meantime, I’ll do what I can to make it worth your while from my end.

Clah and the Ship: a Bedtime Story

A fun thing happened the other day. My writing group got together, and WE WROTE! It was a really fun idea that Steve Diamond gave us while we were attending LTUE last month. We each picked two (or more) words from a list of random words and wrote a complete story with them.

You know. A. Complete. Story.

Beginning. Middle. End?

Anyway, the stories that came out of this exercise were really fantastic and further convinced me that I am the least talented member of our group. Nevertheless, I did enjoy the little story I put together and I’m going to share it with both of you! You don’t even have to fight each other for the right to read it!

I’m calling it a “bedtime story” because it feels fun and a bit whimsical to me, but beware– this bedtime story does have a bit of a dark side. Consider this the only content warning you will get: maybe read the story first before sharing it with smaller children.

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Clah and the Ship: a Bedtime Story

by William Munn

clahWave

The waves curled their way over the sparkling black sand and dragged it through craggy lava formations and out into the roiling surf. When the light caught the swells from the right angle, they shone with an inner light that was unknown anywhere else in the land. Those beautiful, rhythmic arms of the sea rose and fell with hypnotic and deadly regularity. Occasionally, ships could be seen in the distance en route to some far-off destination. No one attempted to make landfall on this beach for the rocks would make it sheer folly.

This day was darker than most. An ominous storm savaged the western horizon, tendrils of it reaching out to the onyx land of the isle like wavy boneless fingers. The waves rose higher, driven by the gales of the malevolent front, and the sea birds that oft frequented the craggy shore in search of dinner had flown off looking for a less precarious perch.

Clah was not afraid of such perils as changeable as the weather. Indeed, she willed the storm to her from her crag in the base of the cliff wall just behind the beach. The sheer basalt wall had been her home through many such encounters, and Clah knew that a storm of this magnitude could bring untold treasures to the isle. She walked out onto the sand on all of her appendages, her dark eyes scanning the coast for anything of interest. When she noticed it, Clah scurried back into her home and watched from the safe vantage because she was cautious, and the object of her interest was far closer than she had dared to hope.

The ship was quite large, and rising from its middle were two enormous poles as big as tree trunks from the jungle atop the cliff. They had crossbeams attached and swathed in bunched-up white cloths of wind-catching. To the wildly bucking rear of the craft, there was a raised area where many men scrambled about like angry ants trying to do something with a round, wooden object. The circular roundwood thing had a dozen or so sticks protruding from it at evenly-spaced intervals. It didn’t seem to be responding in a way that pleased the men, and indeed, the ship appeared to be making its way rapidly toward the stony shore broad side first. The waves had grown with the winds and the darkness in the West was doing the same. They propelled the vessel with effortless ease to the doom Clah had foreseen from the moment she first spotted it.

It collided with crushing force, the breakers thrusting it at a speed the ship would not have normally attained on its best day, the crashing groan was so deafening as to drown out even the mighty waves and shrieking wind. Men flew from the ship with the force of the impact, some of them flung through the air hurling toward the beach, only to be caught and impaled upon the cruel rocks or crushed upon them by the prodigious weight of the pounding surf.

But. One man was flung free. He was clear of the reefs, and the tall waves snatched at him as he fought his way to his feet, stumbling away from the vicious ocean and her mighty disdain for the lives of men. He shuddered at the booming crack, as the spine of the ship was defeated by the forces arrayed against it. He turned gasping to stare as the rest of the boat gave way and started to release its ribs, spilling interior contents out like the guts of a man disemboweled.

Clah chose that moment to spring upon her prey, hurtling from her crag, to sink her wicked teeth into the neck of the unsuspecting sailor. He was delicious if a bit gritty from the granules of black sand that still clung to his skin. She hadn’t had a treat this savory since two storms prior when a man and his son had taken refuge on a beach some miles to the north.

Sighing with the contentment of the truly satiated, Clah curled up next to the now slumped man and watched with pleasure as the waves continued to roll in stronger and more powerful. After a time, she drowsily made her way back to her home in the crag and let the rhythm of the storm and the ocean lull her into a tranquil sleep.