And now for something completely different:
As you may
have noticed, I read *A LOT* of roleplaying products in my function as a
reviewer. The logical conclusion of this vast amount of material is
that my campaign is suffused with unconventional races, classes,
monsters, feats - you name it.
My players see a lot of
weird classes in playtesting and are infinitely patient with my
constantly refreshing pool of options that I throw at them. One of the
issues I have with many playtesting practices is that they happen in a
vacuum - that way you can check math, sure. But actually *playing* the
classes is where the glitches show or where a one-dimensional focus
becomes apparent. A class that can't do anything worthwhile in
non-combat becomes significantly less enticing. Hence, they have to put
up with a lot of playtesting scenarios.
It is no surprise then,
that a *LOT* of great 3pp classes have and continue to enrich my
player's gaming experience. From Rogue Genius Games Talented classes, to
Dreamscarred Press' Psionics, Kobold Press's New Path-classes or
Radiance House's Pact Magic and infinitely more - there are many cool
options to which my players have been exposed. Then, one fine day, one
guy called Bradley Crouch started making truly "advanced" classes -
highly customizable and a tad bit weird, with their own, strange systems
and unique tricks.
Little did I know that playtesting was
about to get more complex for me and my group. Take the Ethermancer,
perhaps the best warlock-class currently available for any d20-based
system: When we tested that guy, I was stunned to see the class actually
work exceedingly well, in spite of its constantly refreshing mana-style
pool. Gone were the "nuke and cover"- evocation overkills and in game,
it proved to be exceedingly fun. So fun that one of my players went for
the class for the campaign.
Over the course of the following weeks of gaming, he enjoyed the class enough to write an optimization guide for the beast.
That
has never happened before. The level of commitment was interesting and
so, I took a look at the system, started tinkering and experimenting
with ideas. If you'd like to have Daniel's optimization guide for the pre-KS ethermancer, just drop me a line via endzeitgeist.com's contact tab and I'll send you the pdf.
Cut to some weeks later and a lot of exchanged e-mails
about ideas on how to file off some rough patches, making some options
more viable etc. - and suddenly, Bradley asked me whether I'd be game
for a kickstarter that expands the options of three cool classes and
their unique systems that have been enriching my game. I said
immediately "yes."
In case you're wondering whether this
book will be worth it, here are the reviews of all the constituent magic
systems, all of which are greatly enhanced with new material galore:
Truename Magic
Ether Magic (& its first expansion)
Composition Magic (& its first expansion)
Now 2 of these guys are Candidates for my Top Ten of 2014. Yes, that good. Even before expansions and further streamlining.
The
resulting book is live, progress on each class is fast and thorough and
this book will be glorious!
So if you will, drop in and take a look -
and if you're looking for balanced, cool alternate systems, a Tome of
Magic that actually works - well, here you go!
Click here to go to the Strange Magic Kickstarter Page.
Next
week, I'll talk about some of the cool things I've got up my sleeve for
this project and explain the design intent behind one of the classes,
the etherslinger!
See you then!
Endzeitgeist out.
8.29.2014
8.21.2014
EZG reviews Road of the Dead Collector's Edition
Road of the Dead Collector's Edition
This module
clocks in at 45pages, 1 page front cover, 1 page editorial, 2 pages of advertisement,
1 page ToC/CR-lists, 1 page advice on reading statblocks and 1 page advice on
running the module for novice DMs, 1 page SRD and 1 page back cover, leaving 36 pages of content, so let's take a
look!
All right,
before I dive in - we get 6 pre-gens to run the module, a short primer-style
appendix of the general area of the lonely coast including travelling
distances/speed and 3 new monsters +2 magic items, the latter of which both get
their own artworks. That's the supplemental stuff. It should be noted that the
original "Road of the Dead" may have had more pages, but not more
content - the collector's edition simply properly collates the information of
the module and thus makes it more printer-friendly.
This being
an adventure-review, the following contains SPOILERS. Potential players should
jump to the conclusion.
All right,
still here? Great! What is this module about? Well, one upon a time, a strange
people lived in the forests and vales of the Lost Coast. These people had their
own, distinct culture and now, the PCs, via one hook or another, stumble across
a complex of said folk. Now the culture is the interesting thing here, for the
dungeon mirrors essentially a take on the "Road to the Underworld"
that dead souls must take upon death as you probably know from Mayan/Aztec
mythology. That is, unlike most mythologies, the souls of the vanquished still
are in jeopardy after death - failure on the road means an end to the soul -
truly final annihilation. The iconic dungeon herein mirrors the procession of
such a conception of the afterlife in the very dungeon - resting, to this date,
as one of the finest example of unobtrusive, indirect story-telling I've seen in
a dungeon:
From pools
of "blood", crimson mists, roads of wails -the complex offers smart, intelligent
hazards and obstacles, a barrow-labyrinth with undead that also includes RSP's
trademark dressing tables of unique sounds and things that happen, spell
fragment-hazards, a divination pool - there are plenty of unique and
challenging threats and hazards here - including a now added possibility for
more socially-inclined characters to shine that was absent from the original.
Now I can't emphasize enough how concise
and organic this module feels - the dungeon, in the very act of the PCs making
their way through, tells a captivating story by simply existing: Each
encounter, adversary and trap has the distinct feeling of being lovingly
hand-crafted - from sharpened stalactites to flame-gouts spurting demon maws
and unique outsiders and one of the most iconic final rooms in any PFRPG-module
- not one component of this adventure feels like filler or anything other than
downright awesome.
Add to that
the further adventuring options that have direct consequences depending on how
the PCs manage their discovery to acting as +1 optional boss battles to
challenge the truly capable or lucky groups out there and we have a
significantly improved version of a module that already was very good...
Conclusion:
Editing and
formatting, as almost always in RSP's offerings, is flawless. Layout adheres to
a two-column b/w-standard and the pdf comes with two versions - one optimized
for screen-use and one to be printed out. The pdf comes with excessive
bookmarks. It should be noted that the pdf features improved artworks for many
a piece and also features one version for screen-use and one for print-use.
Creighton
Broadhurst's "Road of the Dead" was a very good module back in the
day, but it had minor weaknesses. The Collector's Edition has purged them all
and made what shone before a dazzlingly glorious beast. The complex and its
story, the adversaries, the hazards - this module is one of the finest examples
of indirect storytelling I've seen in ages and imho surpasses in the thoroughly
awesome concept of the dungeon and the implementation of its features in the
narrative almost every example I can think of. This place makes sense in all
the right ways; It's exciting and challenging, but not too hard. It can be
enhanced via the bonus/follow-up encounters to be hard, if a DM chooses so. It
provides a fascinating glimpse at a unique culture and one I'd hope we'd
explore more in the future. The
Collector's Edition is a significant improvement in all regards and my dead
tree copy, including spine etc., lives up to all the standards as well, adding
superb production values to stellar content. Even if you have the original Road
of the Dead, the print version is definitely worth its low price and if you
don't have the original module, then this should be considered a must-buy
anyways. My final verdict will clock in at 5 stars + seal of approval...and
since "Road of the Dead" has not featured in any of my best-of
lists...this one does and is a candidate for my top ten of 2014.
You can get this awesome module here on OBS and here on d20pfsrd.com's shop.
Endzeitgeist
out.
8.08.2014
EZG reviews GM's Miscellany: Wilderness Dressing
GM's Miscellany: Wilderness Dressing
This massive compilation of Raging Swan Press' Wilderness Dressing-series clocks in at a massive 159 pages, 1 page front cover, 2 pages of advertisement, 1 page SRD, 1 page editorial, 1 page ToC, 1 page back cover, leaving us with no less than a massive 152 pages of content, so let's take a look!
This massive compilation of Raging Swan Press' Wilderness Dressing-series clocks in at a massive 159 pages, 1 page front cover, 2 pages of advertisement, 1 page SRD, 1 page editorial, 1 page ToC, 1 page back cover, leaving us with no less than a massive 152 pages of content, so let's take a look!
Okay, so
you know the deal, right? I did reviews for all the constituent files of the
wilderness dressing-series and I don't like repeating myself over and over, so
if e.g. the exact content of what the installment on "Snow & Ice"
or "So what's the Pirate Ship like, anyways?" intrigue you - just
check out my reviews for those, all right?
Great -
what I will go into details about, though, would be the massive array of brand
new tables to e found herein as well as the organization, for especially the
latter is downright genius:
The first
bunch of the book covers features and events - caves and their dressings,
firesite/campsite events and the like complement the installments on ruins and
castles. Then, the next chapter provides bandits and travelers to put in
respective locations, whereas after that, we have a concise organization of
dressing-tables by terrain type - expanded by the equivalent of three full
wilderness dressing-pdfs (and we're talking this chapter alone!): Full coverage
for swamps and marshes and farmlands as well as borderlands complement well the
classics like the glorious primal forests or desolate deserts. Now the final
chapter provides ample tables for ships - from shipwrecks and pirate ships to
coastlines and sea voyages, the new supplemental content herein once again
amounts to a surprising amount.
On a content-base, the campsite tables features no
less than 100 full entries for dressing and features each and the same holds
true for the tables about caves, which furthermore get terrain properties. The
Borderland-content as well as the content on swamps and farmlands follows the
full wilderness dressing formula by proving massive tables of 100 entries for
both dressing and minor events as well as coming with concise d12-tables of
random encounters that include the respective fluff for the adversaries faced.
And yes, the variety here is universally as staggering as we've come to expect
from the best of wilderness-dressings - from bulls about to break out of
control to fey and GARGANTUAN BUMBLEBEES, creatures from all 4 bestiaries get
their chance to shine here. The swamp rules-cheat-sheet for DMs, with
quicksand, undergrowth and bogs etc. all collated further provides a level of
DM-help unprecedented in just about any supplement apart from those by Raging
Swan Press.
I should
also not fail to mention that exactly this level of detail also extends to the
entry on coasts, while 50 entries of sample shipwrecks, 100 entries shipwreck
dressing and, once again, 12 encounters, round out this book.
Conclusion:
Editing and
formatting are top-notch, bordering on flawless - an impressive feat for a book
of this length. The pdf comes in RSP's two-column B/w-standard with
thematically fitting b/w-art that partially is stock, partially glorious
original. The book comes with two pdf versions - one printer-friendly and one
optimized for screen-use. The pdfs are extensively bookmarked with nested
bookmarks and even ToC etc. is hyperlinked within the document in an unobtrusive
manner, rendering navigation by pdf as comfortable as possible. It should also
be noted that the pdfs are extremely tablet/smartphone-friendly and render
perfectly on my Google Nexus 5 while taking up next to no space -the screen-version does not even surpass the
10 mb. The print-version has its title conveniently placed on the spine and
offers a neat, matte cover as well as nice paper. Nothing to complain there
either.
The designers John Bennett, Creighton Broadhurst, Seamus
Conneely, Brian Gregory, Eric Hindley, Greg Marks, Brian Wiborg Mønster, David
Posener, Josh Vogt and Mike Welham have almost universally done a great job and
when some tables aren't as glorious as others, then only due to the insanely
high standard of the series in general. Now I won't kid you - I didn't
particularly look forward to reviewing this, mainly because I did not think I'd
be able to say something I hadn't said in one of my reviews of the small pdfs
in the series. And yes, I could have ran my usual spiel of talking about the
respective new tables, what works and what doesn't etc. - but it didn't feel
like it would be enough.
So I postponed and procrastinated. Then, my
group went into the wilds, on journey and left civilization, at least for a
while.
I've got to go on a slight tangent here: As
some of you may know, I print out all my pdfs. I just prefer paper. It makes
catching glitches easier for me and is just more pleasant to work with, at
least for me. I printed out all the component-parts, archived them in my
terrain-folder and had them on standby ever since. I did use them and I enjoyed
them. Then I got this book.
The difference, by some strange quirk of my
mind, organization in the tome or whatever you may call it, is staggering. This
book has since rapidly turned into my most-used DM-accessory book. And oh boy,
is my campaign better off for it! And the reason eluded me for some
time...after all, I had most of the constituents, why do I use it now this
excessively?
The answer came to me the other day - I looked
at the ToC and it was there, I read it, it made sense. When I was gaming,
though, I did not actively remember where what is, my usual process. Think for
a second, recall information xyz, go on. I didn't have to.
Somehow, the organization of this book, at
least for me, is so borderline genius and adheres to some weird principle of
how my brain processes information and draws logical conclusions that I don't
even have to remember what first letter (i.e. the "d" of desert) the
respective table has - via a borderline genius organization of tables and
content, my subconscious manages to immediately pick up where the information
I'm looking for can be found. Now mind you, I experienced this phenomenon from
the get-go, the very first use of the book. This is a triumph of glorious
organization and layout and perhaps the best example of the like I've seen in
any roleplaying game supplement. This is a proof that layout artists, alongside
developers and editors, truly belong to the heroes of the rpg-industry. And it
makes me use the book. ALL. THE. TIME.
Now even if this observation does not interest
you in the least and you already have all the old Wilderness-Dressing files -
take a look at the sheer amount of bonus content. Yeah. Even for people like me
who had the constituent files, this should be considered a must-have, a book
that every DM should own. This book is a hot contender for my top ten no.
1-spot of 2014, gets a 5 star + seal of approval and while I'm at it - every DM
should own this: It's hereby declared an Endzeitgeist Essential-book for DMs.
Players, if your DM doesn't own this, get it for him/her - they'll be happy and
your gaming experience will improve significantly while traveling - I
guarantee it.
Do yourself a favor and get this book for your game. If you're a player, buy it for the DM. Seriously, your game will immediately become more detailed, more awesome. You can get this GEM here on OBS and here on d20pfsrd.com's shop.
Endzeitgeist out.
Subscribe to:
Posts (Atom)