It embarrasses me a little to admit that it took me three of the Savage Worlds genre companions before I realized that the same woman was presented on each cover. She is simply changed to fit the genre contained within the book. The red-headed Amazon on the cover of the Fantasy Companion is the red-headed flying heroine on the cover of the Super Powers Companion and the red-headed vampire on the cover of the Horror Companion, simply adapted to each genre. The cover art is not the only thing the companions share, though. Each of them also includes extensive rules to modify the simple core Savage Worlds mechanics to make them an appropriate gaming system for each genre.

As in the other companion books, these genre mechanics begin with edges and hindrances in the Horror Companion. These edges and hindrances alone do a great deal to help foster the feel of a horror game. Horror Companion hindrances include things like Bleeder and Screamer while the edges are things like Necromancer and Monster Hunter. It should not be hard to guess the purpose of those hindrances and edges given the names and all of the edges and hindrances presented in the book reproduce classic features displayed by characters in horror stories.

The player section of the book also includes a number of new character races. This is one place where the Horror Companion noticeably diverges from its sister books. The Fantasy Companion has a short section of fantasy appropriate races which are carefully balanced and rules about how to create additional balanced races specific to each group’s campaign. The bulk of the rules in the Super Powers Companion consists of balanced character creation, with the idea that alien and unusual races are simply created by generating them using the character creation rules.
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You can keep GenCon and Origins. For my money, the best two days in gaming is Fear the Con.

Now, I will admit to being ridiculously biased as I’ve never been to either GenCon or Origins, so there is nothing scientific about my opinion. But I can’t imagine either of those bigger conventions beating 26 hours of gaming in a 48 hour period interspersed with hanging out with some of my favorite gamers.

People say GenCon is like going to a class reunion at the high school you wanted to go to but my high school was only 200 people, so the idea of being surrounded by tens of thousands of people, even ones who share my hobby holds no appeal to me. I also get the feeling that GenCon is as much about announcements and sales as it is about really gaming. This is not true of Fear the Con. Other than a booth from a local gaming store, there is nothing for sale. There is no wandering the dealer hall because there is no dealer hall. While this might disappoint some people, it fits what I want perfectly as all the focus is on playing, playing, playing.

Hanging out with a hundred or so people who are focused on gaming, having fun and sharing their love of not only the games but the community and the con..that’s pretty close to perfect for me.

I’ve been to Fear the Con all five years that it has existed and almost without exception it has gotten better. Let me clarify that statement. This year was not quite as good as last year. Last year was ridiculously phenomenal, with 4 of the 6 slots I played being spectacular and the other 2 being only great.

This year, everything was just great. Under any other circumstances, it would have been the best Con ever. In fact it was likely better than the other 3 Fear the Cons. It simply had to compete against a Con with an unfair advantage.

And honestly, the reduction in my enjoyment was my own fault. I learned a lesson last year that I did not follow this year. Last year, all of my sessions except for 1 included at least one person that I knew well and had played with often. This gave me a person whose play style I understood and who I knew I could play off of. Not only did this help me relax around the other people around the table who were strangers to one degree or another, but also it allowed me to set up both my own character and theirs for awesome and/or hilarious situations. I knew how far I could go without offending them and the liberties that I could take without going too far with their characters. Likewise, there was someone at the table that I trusted and that allowed me to go along with their ideas knowing that the payoff would be worth it.

This year, that happened only a couple of times and my Con suffered for it. Not that there weren’t still some amazing sessions, including a couple that my friends were not involved in. I played in a game with a lot of creative role players that was the perfect introduction to the tension of the Dread system.

Of course, I was afraid that the Con would suffer for entirely different reasons. Fear the Con is no massive money making enterprise and, in fact, I suspect that the hosts over at feartheboot.com likely lose money on the proposition. Thus, I can’t expect them to have a fabulous convention center to throw the Con in and, indeed, the first 4 were held in a relatively small, out of the way, old venue. A relatively small, out of the way, old venue I loved. Free drinks all weekend (including booze, thank you Midwest,) cheap food and the sense of community that only exists when everyone has to help everyone out to make sure that things go well. Oh, and two older gentlemen serving drinks who clearly had no idea what we were doing but were polite and friendly to us weirdoes, anyway. It was not what I expected the first year but ended up being better than I could have imagined.

Two things were changed this year. The announcement that Fear the Con would be at the beginning of May rather than the middle of March did not affect me, much. In fact, I enjoy May in St. Louis much more than March. There is much less chance of snow. But the announcement that they would be changing venues made me wary. It felt very much like trying to fix something that wasn’t broken.

World Wide Wing night was as good as always, with St. Louis standard fare that reminded me that people in Texas don’t eat the unhealthiest food in America and conversation with old friends and new that was so good I stayed up way too late so that it wouldn’t have to end.

The next day, I entered the new convention hall sure that it would not be as good as the old one. I was pleased to discover that it was wrong.

There was a stage in the new one with a real PA system so that the announcements that were made throughout the con were loud enough for everyone to hear and in a place that everyone could easily see. The concession stand was also just a few steps away from all the tables rather than on another floor, a fact which no doubt pleased the volunteer waitresses as much or more than it pleased any of the con goers.

But most importantly, this place had carpet. This may seem like a minor thing but the floor in the old convention hall was made of lovely hardwood. Lovely hardwood that was incredibly conducive to echoes. To be heard across the table at a game you had to yell to be heard over the conversations going on at the tables around you and even at the other end of the hall. Of course, yelling meant that the people around you had to yell to be heard over you at their own table creating a spiral of voice shredding shouting that left everyone hoarse by the end of the weekend. With the carpet to deaden the noise it was easy to be heard by the people at the table. Fear the Con already nearly perfectly scratched my convention going itch but little things like this make a convention better.

Of course, the new place wasn’t better in all regards. I did miss the two old guys and there were no windows in the new convention hall. Without being able to see outside, I completely lost track of time and was continuously surprised when I went outside and the sun was still up.

Amusingly enough, there were not one but two children’s birthday parties at the community center while Fear the Con was there this year. Hearkening back to the famous Princess Party, one can only question what the poor parents thought of the conglomeration of nerdism and geekery they faced when coming to what should have been a simple celebration.

I think the best praise I can give Fear the Con is that there are many people there that I see only once per year who I consider friends. It is just as telling that the last day of the con I wanted just one more day to game, to talk and to hang out.

I can’t imagine better praise for a gaming convention.

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Written on May 10th, 2012 , Conventions, Role Playing Games Tags: , , ,

DriveThruRPG: Comicworld Ukraine

For must of us, the Ukraine is just one of those weird places on the Risk map that makes up what we consider Russia.  Even with the collapse of the Soviet Union and the independence of so many of the states that formerly made it up, most westerners know nothing about any of these nations beyond that they were formerly part of the Soviet union.  We certainly know little or nothing about their culture or history.

Comicworld Ukraine is designed to address this deficiency of knowledge for gamers who are interested in the area or who are simply looking for a new place to set their campaigns.  It is written by a self proclaimed Eastern European which gives it an insider point of view and, undoubtedly more accuracy.  This fact also shows in the writing style.  There is more than one occasion where it is clear that the writer is not a native English speaker.  It is certainly not bad and there have been any number of products by people whose first language is English that were much more incomprehensible, but occasionally, the author’s use of possessives especially is jarring.

Perhaps because the author is a native of the area, he is able to pack a great deal of information about the culture and the flavor of the country into this product.  While it is generic enough that it could be used as a resource for any super hero, or just any game set in modern times, it is designed with Icons in mind.  As such, qualities and challenges appropriate for the area and culture are provided throughout the product.  Adventure seeds that are geared toward the turmoil and landmarks specific to the country are also provided, making it possible for even someone who knows nothing about the area to create adventures and campaigns that feel accurate for the country. Read the rest of this entry »

Written on March 6th, 2012 , DriveThru RPG Reviews, Role Playing Games Tags: ,

Spelljammer is the best D&D setting ever. 

That’s right, I said it and I mean it.  Read it again.  Best.  Setting.  Ever. 

Does it have some ridiculous elements?  Sure.  I’m not going to deny that the Giff and Space Hamsters aren’t jokes, though I believe both were intentionally meant as jokes.  And yes, physics are different from what we know, but then every D&D game includes people throwing fire and electricity from their hands and the possibility of a person surviving a fall at terminal velocity.  And what D&D setting doesn’t have its ridiculous elements?  Dragonlance has not one, not two, but three distinct races which can only be called comedic relief.  If someone argues that they can play a Kender seriously, kick them out of your game and gaming group.  There are more layoffs and re-orgs in the Forgotten Realms pantheon than in a telecom company and almost as many employees.  It seems that the warforged in Eberron were made specifically to shut up that one player in every group who actually wants to play sci-fi rather than swords and sorcery.  And if I wanted to play Mad Max in D&D I would play Gamma World, not Dark Sun.

For those of you who don’t know the glory of Spelljammer, it was a campaign setting in the early 90’s which took D&D into space.  Through magic and some alternate interpretations of physics (just because that’s the way gravity works in our reality doesn’t mean it has to work that way in the D&D universe) players were able to take their characters off their home worlds and send them adventuring throughout the vast expanses of space, allowing them to fight dragons and explore dungeons on all manner of worlds.  At its best, a Spelljammer campaign can combine the best elements of Star Trek, Pirates of the Caribbean, and Lord of the Rings.  At its worst it can be Starship Troopers crossed with Cutthroat Island and, any of the D&D movies.  

Though there is a distinct possibility of awful, there is a good chance for awesome with Spelljammer.  To this end, I’m always happy to see people adapt the Spelljammer concept to new systems and that is exactly what Voidjumpers of Space does.  Voidjumpers drags Spelljammer into the new millennium by adapting the idea for 4th Edition Dungeons and Dragons. Read the rest of this entry »

Written on March 5th, 2012 , DriveThru RPG Reviews, Role Playing Games Tags:

Most role-playing games are about players playing characters who are heroes doing heroic acts.  Even if they are not doing heroic things, these characters are generally somewhat extraordinary and are often, at worst, anti-heroes.  This only makes sense as stories about ordinary people doing ordinary things are, almost by definition, boring.  Nonetheless there are hundreds of slice-of-life style movies which prove that even ordinary people can get involved in extraordinary or at least extraordinarily interesting stories.

Fiasco is designed to tell these types of stories in a role-playing game format.  Because the characters in these stories are less important than the situations they find themselves in, Fiasco revolves entirely around the relationships between characters rather than those characters’ abilities.  In fact, players don’t create characters until after these relationships are established.  Each character has a relationship with the character of the player to his left and to his right and a character’s personality and abilities are defined more by these relationships than anything else.  Character creation boils down to giving a name and a descriptive phrase that fits the personality suggested by these relationships to the character.  In fact, having a character concept in mind before these relationships are established is pointless.

These relationships are defined by the group through a rather ingenious method.  Each Fiasco game begins with the group (or perhaps the person who happens to have one available) selecting a play set.  These play sets are short descriptions of the sort of scenario the players can expect or the theme and genre that the game should be.  It also includes a “movie night” section which suggest movies that the play set emulates.  Fiasco makes no bones about the fact that the game is inspired by dark farce movies and this is a prime example of that dynamic. Read the rest of this entry »

Written on December 20th, 2011 , DriveThru RPG Reviews, Games, Role Playing Games Tags: ,

My gaming life began not with Dungeons and Dragons but with the TSR Marvel Super Heroes game from the 80’s.  I was (and am) a huge Marvel fan, anyway, so being able to drop one of my characters into that universe was a dream come true.  When other people’s first characters were fighting orcs and dragons and saving the princess, my first characters were fighting Dr. Doom and the Marauders and saving  the world.  While I’ve gotten rid of each version of D&D when the next one has been released I still have almost all my game books from the Marvel Super Heroes game and still have characters I created 20 years ago and would still love to play in a campaign.

Imagine my sense of nostalgia and delight, then when I read Icons.  Many games, especially since the advent of the d20 system are just fresh skins stretched out on the skeleton of a rules system that were not designed for them.  Icons is just the opposite.  Instead of the bones of the Marvel Super Heroes system with a new skin, Icons is the skin of the Marvel Super Heroes system with a new skeleton.  Of course, the creator of Icons, Adamant Entertainment does not have the license to Marvel’s characters but that is almost the only thing missing from the old game.

The similarities between the two games are striking.  Like the Marvel Super Heroes game, character generation in Icons is almost entirely random.  The type of character, ability levels, number of talents (known as specialties,) number of powers, the powers themselves and their levels are all determined randomly.  Obviously, just like the game from the 80’s, this could lead to wildly varying power levels in a group of heroes, but that is the fun of the system.  After all, the Justice League has both Superman and Green Arrow and the Avengers have both Thor and Hawkeye.  It can be just as entertaining for a player character group to have members with just as massively different levels of power. Read the rest of this entry »

Written on September 27th, 2011 , Comics, DriveThru RPG Reviews, Role Playing Games, Superhero Tags:

In many ways, Blood and Honor is more of an extension and revision of the rules presented in Houses of the Blooded than a separate game.  In fact, at one point John Wick, in typical John Wick fashion, states that a great deal of Blood and Honor is lifted directly from Houses of the Blooded.

There are a few changes between Houses of the Blooded and Blood and Honor and the first and most significant is evident almost immediately.  Although Blood and Honor retains Virtues and Aspects from its predecessor, character creation does not start with the character.  Instead the group begins by creating one or more clans.  The clan(s) created do a great deal to help define the nature of the characters that are then created as well as where the story goes once character creation is done.

During clan creation, the players select four aspects for the clan, though one of these is always an aspect called “None of Us is as Great as All of Us,” an aspect that gives characters bonus dice for assisting a fellow member of their clan.  Unlike Houses of the Blooded, where an aspect could be anything that the player can come up with and the Narrator approved, the aspects in Blood and Honor are limited and defined.  It should also be noted that Aspects in Blood and Honor do not have Tags.  While the Invoke and Compel facets remain, Aspects no longer have a Tag that opponents can use against characters.

The beginning Daimyo is always an NPC but one that the players define by selecting from one of 6 personality types for him.  Tags come from the Daimyo chosen.  Each Daimyo has a Quality that provides benefits as well as disadvantages that might be Tags that opponents can use against the Samurai of the Daimyo’s Clan.  All of this combines to make Blood and Honor seem like much more of a cooperative game than Houses of the Blooded.  While it is still certainly possible for betrayal and Machiavellian machinations within a Blood and Honor clan, these would only weaken the clan and thus the people within it. Read the rest of this entry »

Written on September 26th, 2011 , DriveThru RPG Reviews, Games, Role Playing Games Tags: ,

Space 1889 Red Sands available at DriveThru RPG!

The destiny of the worlds in a Space 1889 campaign is determined by three distinct groups of people. The first is the Brotherhood of Luxor. The second are the Vulcans. The final group is the player characters. How they deal with the plots of the Brotherhood and handle the dangerous technology of the Vulcans will determine the fate of the solar system in their campaign.

The Savage Worlds version of Space 1889, Red Sands, is one of Pinnacle’s plot point games. Like all plot point games, there is an inherent story in the game, a central threat that will destroy the solar system and everything unless the player characters are able to put a stop to it. GMs of these games are not forced to come up with a campaign concept for Space 1889, it is provided right out of the box.

In Space 1889 the worlds endangering threat is the Brotherhood of Luxor a big bad cabal with more than one dark secret. The core of the Brotherhood is a gathering of powerful, anonymous individuals who each have their own reason for creating chaos and destruction. They use any number of cat’s-paws and pawns and a wide assortment of strange technology to advance their plots and it isn’t until their end game that the players have a chance of glimpsing the men behind the curtain. Read the rest of this entry »

EDITOR’s NOTE:

This is a review we originally posted back in January.  In recognition of Iron Tyrant’s new availability on DriveThruRpg, we have re-posted for those who might not have seen it the first time.  Iron Tyrants is a hoot-and-a-half.  Go get it.  Now.

After getting to play test Iron Tyrants with Luke Meyer at Fear the Con, I was itching to get my hands on the book and to try out the game for myself.  So when I got the chance, I jumped on it.

The book itself is impressive.  Since its release there have been a lot of jokes going around The Podge Cast about how surprised people are that it is “like a real book.”  While no one should have expected less, it is still refreshing to see a couple of guys who are basically just following their passion go to such lengths to make sure it is professionally done.  The production value of the Iron Tyrants book is at least as good as anything that has come out from most small press companies and greatly exceeds the offerings of many of those companies.  For that matter, it is on par with many of the works of larger gaming companies (and since I haven’t heard of the clear coat on the cover of Iron Tyrants peeling off anyone’s book yet, it’s clearly superior to most of what Palladium puts out.) Read the rest of this entry »

Written on July 12th, 2011 , DriveThru RPG Reviews, Games Tags: ,

One of the most impressive things about Pinnacle’s Savage Worlds (in addition to how just simply entertaining the system is) is that not only are their products generally impressively professional, with excellent layouts, editing, writing and art, but also the products from third party companies that utilize Savage Worlds are equally professional.  The products Misfit Studios creates exemplify this dedication to quality.  After reading some of their previous offerings, I was eager to get the chance to read more and five new offerings I was able to read did not disappoint. Read the rest of this entry »

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