#tabletop game review
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carlyraejepsans · 11 months ago
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Do you think the skeleton brothers would enjoy playing chess together or is it like the junior jumble vs. crosswords where one is more partial to checkers than chess and vice versa
one game of chess following skelebros comedy rules would make a grown man insane before the third turn
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vikingschism · 3 months ago
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Thoughts on the Stormlight TTRPG
This will be a fairly lengthy post detailing my impressions of the Stormlight Archives TTRPG by Brotherwise Games based on a session played with some other fans of Sanderson's works. Some general details of the scenario are discussed as well as the details of the pre-generated character I played, but is otherwise spoiler-free.
Background
I like Brandon Sanderson's books well enough so I was naturally interested in an RPG set in his most epic series (The Stormlight Archives). My tastes in TTRPGs generally tend towards the more narrative focused games - I enjoy PBTA, FitD and Resistance Engine games - so seeing that it was going to be a D20 system with a D&D 5e style character sheet had me a bit worried. I have enjoyed tactical combat before with systems like Draw Steel (having tried it out in a playtest - looking forward to another session soon) or even Pathfinder 2E (even if I find that system to be a bit much in other places), so there was still some hope.
I decided to take part as a player in an adventure making use of a prepared scenario using the freely available beta rules. This scenario was intended to show off the game and get new players, possibly new to TTRPGs as a whole, going. The basic premise is that the players are on an expedition towards some ancient ruins
The Character
There were multiple pre-generated characters available so I elected to play as Vedd - a disgraced Alethi soldier serving in the bridge crews. This was essentially the basic warrior class which suited me well enough, though in a full campaign there would be the option to have the character become a Radiant which would definitely give more opportunity to express the character through the powers selected. The character notes gave some good hooks to get the player into character; in the case of Vedd it was his connections to his bridge crew, his grizzled nature as one of the longest serving Bridgemen, and that he has attracted the attention of a spren who appears as a streak of light when he takes heroic or self sacrificing action.
The character sheet was serviceable, though it was sometimes hard to locate the skills I was looking for when making a test due to the amount present, so the organisation maybe could've been better. There's also just a lot of derived stats on the sheet - do we really need a carrying capacity for example? That seems a bit more simulationist than this game needs. I do like the idea of having Physical, Cognitive, and Spiritual defences and them being placed between the two stats that determine the value is nice. It's also nice that the stats are just the bonus rather than needing to derive the bonus like in 5e. Skill modifiers also made sense since you just add the points in that skill to the relevant stat to calculate the modifier.
In the scenario my character's skills were mostly in athletics, perception, and heavy weaponry. The social skills weren't too high, although intimidation was definitely on the table. This spread of skills suggested a character who was taciturn in social settings but excelled when it came time to put himself into the thick of the action.
Combat
Overall it felt good to play, the combat system allowed for a lot of flexibility and I appreciated its action economy. Players can choose to take a fast or slow turn - a fast turn grants 2 actions, a slow turn grants 3. Fast players go first, then fast enemies, then slow players, then slow enemies - within each category there is no set initiative order, players can work it out themselves). On a turn you have a number of actions you can take, and some will cost more action points (for example a recovery costs two points - however you may want to do this on a fast turn if you think an enemy will attack first). This draws on both Pathfinder 2e (with the action point system) and Shadow of the Demon Lord with the fast/slow turns.
In each round everyone gets a single reaction too. Most of these reactions require spending a point of focus, but they give good options for mitigating damage or assisting in the fight (for example Reactive Strike is the Opportunity Attack equivalent, however it requires a focus point to use - these are limited and can be recovered or are regained fully on a long rest). In our fights in the session I didn't remember that I could use the reaction to dodge which would've given the enemy disadvantage on their strike, leading to me taking a large amount of damage. Another reaction involves assisting an ally when they attempt a test in combat in order to grant them advantage on the roll. This combos quite nicely with an action that allows the player to attempt a skill test to gain advantage on their next roll.
The abilities that my character had weren't too flashy, though I should've remembered to enter vigilant stance at the start of combat - this grants advantage on perception, increases deflect, and causes enemies to require 2 actions to attack allies. Combat training also meant I could graze (upon missing, deal the value of the damage dice with no modifier) a single enemy per round for free - normally grazing would cost a focus point.
Exploration
Outside of combat I had more mixed opinions - mainly related to the plot die. This is intended to add more narrative twists to skill tests - the intention is that this is rolled for tests that are more high stakes (the process of asking for it to be rolled is called "raising the stakes"). This is a d6 (although a proprietary die with symbols is available), and rolling a 5 or 6 grants an Opportunity while a 1 or 2 imposes a Complication as well as granting a bonus of double the value on the die face to the roll (which could be enough to push a bad roll into a success). A result of 3 or 4 does nothing, and rolling a 20 or 1 on any test grants an Opportunity and a Complication respectively (this does mean they can stack when rolling the die).
Opportunities can be spent to regain a focus point, grant advantage to an ally on their next test, turn a hit into a critical hit (on attack tests in combat), or on a beneficial narrative event (which the GM must rubber stamp) - some abilities also interact with these. Complications are imposed by the GM and can essentially do the opposite of what an Opportunity can do.
So what's my issue with it? I personally found that having a null result on the die (3 and 4) meant that Opportunities and Complications felt a little rarer than I would've liked - if the roll matters enough to use the plot die then I feel like it should really have one result or the other.
This system also interacts with Events - these are similar to clocks in games like Blades in the Dark where they signal an impending event. These are ticked, depending on whether the event is positive or negative with an Opportunity or a Complication. This never came up in the scenario, however I think this is another reason I'd prefer the plot die to always produce an Opportunity or Complication; as is Opportunities and Complications just don't come up that often, so it might make Events a bit harder to use. In a system like Blades the clocks are constantly being ticked which really contributes to the sense of impending danger, or gives players a focus on an objective in the scene (eg: escaping from something chasing them).
Skill tests otherwise were straightforward, and advantage is a standard roll 2 dice and pick the higher result (although interestingly advantage can stack and be applied to multiple dice in the roll - which does mean you can give the plot die advantage as well as the d20 if you have two advantages on a roll).
The Scenario
I don't want to spoil the scenario, however I will say it was decently put together. There was a fair amount of railroading, however since we were all there for that adventure I think that was ok. There wasn't anything that stood at as being too egregious and there was some nice artwork along the way to help picture the events. It also gave some good opportunities to play into the pregen characters. All of the players came out being fairly satisfied with the adventure; it will be interesting to see how the game plays once Radiant powers are involved.
Conclusion
Overall I feel the game was competently put together and will be a fun way to explore the worlds of Sanderson. I don't think it's going to be replacing any of my favourite narrative systems, however, and some areas (like the plot die) left something to be desired. The combat was fun and will likely only get more fun once characters have access to Radiant powers, so I wouldn't be against playing again. I likely would not want to GM however, as there is a bit more crunch than I prefer in my systems. It does also remain to be seen how the game will adapt other worlds such as Scadrial from Mistborn given the different tone and nature of the world.
For those who have read all of this, thank you - I hope you enjoyed reading my thoughts on the Stormlight TTRPG and I'm curious to know what other people think of it so far.
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tabletopgayventures · 19 days ago
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Any Requests?
Hey everyone! I have a full list of 150 games to review. I plan on reviewing the core system mechanics first before reviewing individual games. However, I wanted to ask, is there a game you want me to review first? Please know that I will not review Dungeons and Dragons 5e or Pathfinder 2e. There are plenty of other places to see reviews or learn about those games. If I know what people want to hear about first then I can plan games to learn the system. Feel free to send me an ask about this! Also please reblog!
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crackerjackalopegames · 9 months ago
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Jackalope Mail: The Folklore of Wales: Ghosts
I just released a review of The Folklore of Wales: Ghosts a book by Delyth Badder and Mark Norman full of ghost stories from my home country: Wales! I wrote about the book, how it is inspiring me as a game designer, and it ends with a sneak preview of my next game!
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literal-bot-account · 2 months ago
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Scratching the Itch #3
Couple days have gone by but this project isn't dead. Today's target is Ex Novo, a 1-4 player leaderless tabletop game. The objective of the game is to collaboratively create a town or city, complete with its own history, political factions, natural resources, landmarks, and more. The game's creators suggest using the city you build in a later creative project, such as a setpiece for a TTRPG or other work of fiction.
Honestly, this is right up my alley. I love maps and cities, and this game proves simple enough to get started immediately but with enough breadth of play to make sure you're always entertained.
The game itself functions on pretty straightforward mechanics. A set of tables is used to set up the starting position of play, and then each player takes turn rolling dice and consulting more tables, which dictate what happens during their turn.
My rating for Ex Novo is a solid 9/10. There were a couple times where I wanted to (and on occasion, did) re-roll the turn. I understand it's just part of the game, but when the table commands I turn one district to ruin after a war in a town that only has two districts, I'm inclined to give the dice another shot.
Overall, I really enjoyed playing Ex Novo, and the game allows you to extend your city's development almost indefinitely by just starting a new game using a city you already made. With all this in mind, I'm interested in Ex Umbra a similar game made by the same Sharkbomb Studios to create dungeons.
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neotula · 8 months ago
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started warhammer: rogue trader and i am already infested with a warp entity help
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daniellethamasa · 1 year ago
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WIP Wednesday - Aug 23
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legionofmyth · 3 months ago
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Rifts Dimension Book #14: Thundercloud Galaxy: All the tech you’re NOT allowed!
🚀 Discover the advanced technology of the Thundercloud Galaxy in Rifts Dimension Book #14 by Palladium Books! From powerful spacecraft to innovative gadgets, explore the cutting-edge tech that defines this incredible galaxy. Watch now to delve into the futuristic world of Thundercloud Galaxy! #RiftsRPG #ThundercloudGalaxy #PalladiumBooks #TabletopRPG #SciFiFantasy #RPGTech #RolePlayingGames
Rifts Dimension Book #14: Thundercloud Galaxy Rifts Dimension Book 2: Phase World Explore the advanced and futuristic technology of the Thundercloud Galaxy from Rifts Dimension Book #14 by Palladium Books! 🚀 Discover the cutting-edge tech that powers this incredible dimension. Watch now to unlock the secrets of Thundercloud Galaxy’s technology! In this video, we delve into the sophisticated and…
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tgcnews · 7 months ago
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Board Game Geek (BGG) is an amazing resource for both players and game designers. We highly recommend that all game designers submit listings on BGG so that their games can be found there. Gamers interested in your game can learn more about it and people who have played the game can leave reviews and feedback. So be sure to do this!
In this video, you'll learn how to submit your game listing to BGG.
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thenerdsupply-co · 5 months ago
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Age of Civilization
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Minimum Time: 30-45 minutes
Number of Players: 1-4
Replayability: 8/10
Complexity: 7/10
Click-clacks: 5/10
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We both like Sid Meier’s Civilization series, so this compact game looked like it was right up our alley. We also scored it for less than $20.
The rules are a tad confusing on the first run through, which is why I have it a higher complexity rating. After playing through four times, we’re both comfortable with it. Creative concept, 4.5 stars from me.
The game is played in six rounds, with the first round being slightly different, then the five that follow all being the same. You pick a civilization to be your “main”, which determines how many meeples you’re allowed to use as workers. Your goal is earning the green star points, which can be done via actions, work, specific World Wonders can give points, and your tech tree. The technology tree is what I liked best about this because I haven’t played a game yet with one, plus the click clacks are fun.
The only downside is this game requires quite a bit of space to play, despite the tiny cards. Not an issue if you have a clear table, but it is something to take into account.
There is a solo mode for this game, which we haven’t tried yet. But bonus points for *having* a solo mode.
There are coins, meeples, and technology points click clacks, all wooden. I wouldn’t recommend eating them.
Clearly, a lot of research went into this and it’s a well-made game. I give it an overall rating of 7/10 and immediately found a place for it in our travel case.
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hungnitan · 5 months ago
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My Impression on Clorinde Character Quest
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Before started the quest, in most crazyness situations I didn't expect Clorinde quest would be revolve around a game especially tabletop one since she's merchausse hunter and champion duelist so from that point it win a point in term of supriseness (lol)
Onto stories except it's tabletop version of storytelling, most of it same as other character chapter one, NPC create little mess so I won't expect anything from that (aside archons only Neuvi story quest made me impressed, maybe adding Siggewinne later). To added it's blandness, they decided to use a term "devoider" as things happens at Petrichor WQ (what's that called I forgot lol). Tbh after that NPC get possessed, I almost want to skip this story if it goes longer.
But clearly hoyo improve the very same premise of stories with their own flairs :
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The more suprising part is this tabletop loading screen, I can keep looking at this details forever !
I will be happier if Genshin create their version of tabletop game as event/permanent minigames.
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Furina include in this story as the only oblivious one makes stories funnier. If she isn't there, I really get bored at later story...
Even the master of rizz, Lyney isn't flirt on Traveller at all ! Is he get banned to rizz us since this is Clorinde story quest !? (lol)
Also if I remember right, is this the very first character story we can talk to Paimon ?
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Hoyo bother to create another costume for one story quest which added the reason for players to read the story include me, I never interest with Clorinde but read from tabletop stories until they gone to underwater very closely but that's it (lol)
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Another flair in this story quest, every NPC except one is voiced by Clorinde ! Yeah not bother with gender and even a grandpa 🤣 I'm not really into Ishikawa Yui but she's doing a really good job on it !
Aside that this is the very first time Paimon isn't include in top 3 most voices ! Now decrease Paimon voices more and added into Traveler~
Overall, good change but lack of finisher (lol). I can tell hoyo want to ride their successes from Cyno quest two, but since Clorinde quest more focused on tabletop rather than her fellow hunter, it ended with lack of punches. It should better if they remove devoider and sealing things, it make the stories more into fairytale and doesn't fit Merchausse hunter as they're just a human being.
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shashagames · 7 months ago
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Recently,
1. In the year of the Dragon
2. Hadara
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trve-grimdark · 9 months ago
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Condensed Warhammer The Old World Review:
The good:
Mix of iconic 6th-8th rules mechanics
New rules and updated reference organization
Lots of customization between wargear and unit loadout
Nicely fleshed out unit organization and types
Better use of command groups
Cut back on hyper meta min/max style armies
The Bad:
Magic phase is needlessly complicated and spread out
The Magic is an adhoc mess of various lores jammed together
Some new rules (like 3 types of retreats) get over baked
Combined Character+Mount profile is nonsensical
Game was rushed and lacking some of the promised lore flavor
The Conclusion:
It's not perfect and the bag is more mixed than a twitter profile's identity flags and politics, but I got to say its a good game structure over all. Enough nostalgia mixed with new freshness that only gets in the way occasionally, very obviously made to give the crowd who missed out on WHF back in the day their time up at bat, while giving us older players something new yet familiar to play with.
If your the type who prizes old style army crunch with rules that don't assume your a moron who just walked into the store off the street, and you can spare the time to grapple with some of the needless over bake, I would say this game is certainly worth trying, its just WHF enough you might think its 1999 again while your playing it.
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thefandomentals · 10 months ago
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Kinfire Delve: Vainglory's Grotto packs a lot of adventure into a small box. Check out why Dan thinks the new game from Incredible Dream might represent a new gold standard for board games in his latest review.
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kamreadsandrecs · 2 years ago
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Title: Gubat Banwa, First Edition Writer and Developer: Joaquin Kyle “Makapatag” Saavedra Art Director: Dylan Briones (@illsvillainy) Artists: Dylan Briones (@illsvillainy), Fae (@lntpblk), Noriz Mora (@Togidemi), Tamara Catada (@tanorochen), Xrystina Marcos (@SweetCyanid3), Ahron (@daffonahron), Gen (@Shaolinfan1), Luisa Odulio (@ghostprinceee), RM Banas (@rmbananas), Cams Cabezas (@tidalbronze), Trina Laya (@tumbke), Mar (@marmastry) Jul A. Refugia (@JuiceUrLemons) Kai (@ClickClacKAOS), Eli (@eleidescope), Raj (@rajavlitra), Cam Chua (@frillion) Summary (from Itch.io page): SWORD AND ENLIGHTENMENT. LOVE AND GLORY. VIOLENCE AND LIBERATION. Gubat Banwa is a Southeast Asian fantasy martial arts Role-Playing Game, inspired by the refulgent cultures of Southeast Asia. Raise your spears, KADUNGGANAN, you elite warrior-braves and asura-knights who travel The Sword Isles to prove their conviction and dictate the fate of the world. Revel in larger-than-life war drama like in Asian Dramas, ballistic tactical martial arts grid gameplay in the vein of Lancer or Final Fantasy Tactics, and find glory beyond heaven. Wield the Thunderbolt of Liberation! Rejoice! In the Glory of Combat! Buy Here: https://makapatag.itch.io/gubat-banwa Spoiler-Free Review: Before going into the review itself, I need to state that this is the first time I'm reviewing a TTRPG book. As such, I'm coming at it with far more emphasis on things like lore and narrative, as opposed to the more crunchy bits like mechanics. Also, I'm a player and a game master, not a game creator, so I cannot speak to that aspect of this game either. But with that being said: THIS BOOK IS AMAZING. I've already got a sense of how well this plays, since I've had the privilege of playing it twice (once with the creator GMing, and another time with one of the artists as GM, and the art director as a co-player), and that was in the pre-First Edition versions of the game. I'm sure that the team behind Gubat Banwa have since smoothed out the mechanics even further, and I bet it plays like a dream now. Fortunately there's rules for Solo Play in the First Edition so I'm going to take a crack at those when I've got a bit more brainspace. Even without getting into the gameplay though, this book is still incredible. The artwork is absolutely stunning, and not just the big pieces like the cover and Discipline illustrations; even the borders around the pages are gorgeous, as are the font choices and the layouting. The art provides excellent visual cues for players and GMs who are looking for inspiration and an anchor for their characters and games, helping them to ground and flesh out their characters and the setting. Speaking of grounding and fleshing out things: the lore is EXTENSIVE, which I deeply enjoy and appreciate. The lore works together with the art to provide inspiration and a framework to help players and GMs both to get into the spirit of things. In the lore and the art, the reader really gets a sense of how much of a work of love this book is - a work of love, and of righteous anger. Actually if there's any terms that best capture the feel of this book, it'd be those two: love, and righteous anger. As is clearly stated in the Note on Intended Audience of this book, "This game is explicitly written with us in mind, us being Filipinos and other Southeast Asian people." And the "us" described here are peoples who've managed to somehow, against all odds, survive and continue to survive against the deleterious and erasing effects of colonization, which continues to this very day. If there is love, that is only right; and if there is anger, then that is only right too. Those two things are inseparable - both in the world and in the play of Gubat Banwa, and the reality it springs from, that is the impetus and driving force behind the entire project. It'd be fantastic if more people could get to experience it too. Rating: Five lightning bolts
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