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Sunday, August 25, 2013

Marvel Superheroes RPG – Why FASERIP Remains the Best



Some like Champions with its crunch. Some like Villains and Vigilantes. For me it is neither. If I am going for a superhero system it has to be Marvel Superheroes. In my mind nothing else even comes close. The Marvel system does a great job of recreating the comic books. Henceforth I will refer to it as MSH.

One huge advantage the system currently enjoys is the wealth of information available for the game, most notably at Classic Marvel Forever. To put it bluntly there is no shortage of material for the Judge to pick from. TSR then Wizards of the Coast apparently let the copyright expire and it went into the public domain. Woot!

The Marvel system is a breeze. Many fans know it as Marvel FASERIP. FASERIP stands for the attributes in the game: Fighting, Agility, Strength, Endurance, Reason, Intuition, and Psyche. The first four are combined to create the character’s Health score and the latter three are combined to determine the character’s Karma. Health is analogous to Hit Points while Karma is akin to Luck Points in other systems. Characteristics range from Feeble (2) to Beyond (unlimited) with most being somewhere between Typical (6) and Monstrous (75). Once you start getting above Unearthly (100) it starts to get a bit dodgy, but I think a skilled Judge can pull it off. In Marvel there is always someone tougher than yourself or your group.

Talents are likewise well thought out and easy to use. Equipment is straightforward and does not bog the game down. In a way the entire rule set is an early version of Savage Worlds when one thinks about it: keep it Fast, Furious and Fun. MSH does just that.

While there are powers listed in the rule book the best route to go is to use the Ultimate Powers Handbook (do not forget the errata from Dragon Magazine issues 134 and 151). Powers are always something of a weak spot in MSH. The main problem is you pick a grouping (say Defensive) and then roll to see what you get. I think it works because otherwise everyone would be picking the same powers (can you say every character with Danger Sense, Cosmic Awareness, True Flight, Regeneration and Invulnerability?). That said in my groups we just picked powers after rolling for the number of them and it always seemed to work out.

"Don't leave super hero HQ without me."
The box set is a great entry into the game and has everything that fledgling players and the Judge need to get rolling. I recommend actually getting the base game and going for Advanced rather than the Basic rules (the picture above is from the Advanced game box set).

Most of my experience with the game was in high school where we played it irregularly, which is a shame as it is a fine system. Most of my characters were mutants as I liked characters who actually had powers. This is probably because I also disliked DC comics whose heroes were typically non powered as typified by Batman. One of my gaming crew from back in the day was a big fan of the rule set but paradoxically a big fan of DC and created his own version of Batman he tried to foist on me. I had none of that and preferred to play my own characters.

Task resolution is handled via a well thought out system of green, yellow and red intensities. The task becomes harder as it goes from green to red and requires a higher percentile dice roll. Speaking of which, being based on a d100 makes it easy to use and visualize for players where their scores lie. It also works perfectly with the ranking system from Feeble (2) up to Unearthly (100) in the attributes. One would guess they did this on purpose.

As noted above the Judge is spoiled for choice. He has a vast amount of material to draw on in the Marvel Universe before even writing his own stuff. The Basic line and the Advanced line cover all of the main material from the Bronze Age of comics in the 80s to the early 90s.

If I were to play today I think a hi-tech wonder character ala Ironman would hold the most interest for me. There is just something about being able to tinker with one’s battle suit and adding more gizmos than R2-D2 that is appealing.

No matter what your inkling you really cannot go wrong with Marvel Super Heroes as it is a great system.

What is your favorite super hero RPG?

Saturday, August 24, 2013

Hurled into Eternity RPG – Domain Name Secured

 

Hurled into Eternity Main Page

http://www.hurledintoeternity.com/

As you  an see its not much at the moment, but I have taken the steps to make sure that I have my preferred URL reserved. In the future the plan is to house my online endeavors there with links to my Facebook Page as well as back to this blog.

As it stands right now Hurled into Eternity is being edited as we speak. My next goal is to get it to play testing then onto production for print. Right now a fiend of mine and I are contenplating some custom playing cards to go with the game. That is at the planning stages.

While Im waiting for the editing to be complete I'm hard at work on the first two supplements for the game as well as Let it Beagle Media. Right now its a lot of ideas, but not in a cohesive form.

Stay tuned for more.

Thursday, August 8, 2013

Inside My Man Cave – Gaming Table, Terrain, and Old School Vibes

Manc cave with book shelves of gaming materials
Just some of the shelves in the gaming man cave...

EDIT: (7-14-26) The man cave has changed a lot since 2013 when I originally posted this, time for the upgraded version!

Man Cave, every gamer has one, or should. I’m lucky enough to have the whole basement to myself! We built my current house in 2011 and left the basement is unfinished, but I've managed to fill it up with a pretty decent gaming space. 

Over the years it received upgrades in an ad-hoc way, but last December (2025) I upgraded eve more beyond the photos you see here. Now an improved stereo system, a new fish tank for Fred VII, new book cases, new computer desk, carpeting, and a new gaming chair amongst others.

In a way, it hearkens back to the days when we played in my friend’s basement on Saturday nights in early high school, at least until we could drive.

Not only is it where I game with my friends but where I've written two novels, worked on countless terrain pieces and painted tons of minis. 

Its also where my dogs fall asleep on their various beds throughout, including one dreaming and paws twitching as I type this.

Monday, August 5, 2013

Weird War II for Savage Worlds – Monsters, Magic, and Mayhem in WWII

 Weird Wars rulebook for World War II

Weird type events for World War II? Yes, please. Unlike Deadlands, I think this one pulls it off. (That’s not an indictment of Deadlands, I like the concept, but that’s another topic.)

The topic at hand is the Weird War II sourcebook from Pinnacle Games for their Savage Worlds rules.

Weird War II is a source book for using the Savage Worlds system with a twisted take on World War II. Like Deadlands, there are dark forces at work, and Europe is in deeper trouble than just Nazi Germany or Imperial Japan. The “Weird War” genre has been around for a while, but I think this book captures it better than anything else in RPG form.

I’m not diving deep into the Savage Worlds rules here (if you’re reading this, you probably already know the system). Instead, I’m focusing on the book itself as source material.

Released in 2009, Pinnacle did a solid job capturing the feel of the genre. Character creation really shines, with advantages tailored to soldiers from each major nationality. While you could play Axis forces, the best campaigns are built around the Allies. The mixed nature of Allied forces gives tons of latitude for military and civilian backgrounds. Female players will find great inspiration in the illustration on page 12, who wants to play a WAC when you could be a French resistance fighter with a penchant for explosives?

The Office of Special Investigations concept neatly sidesteps traditional gender roles in combat: if you can handle the horrors of Weird War, you’re in, regardless of gender. It also feels very ad-hoc, much like units in Twilight 2000.

Equipment levels feel just about right. The book adds the right amount of new skills and Edges, plus an excellent mission generator that keeps things moving. The Warmaster can always “pull rank” with superior officers when the players start wandering off in search of Option Z.

The material scales perfectly, from personal arms all the way up to fighters, bombers, and naval vessels. Rules for fortifications, artillery, disease, parachuting, and more let you play out nearly every aspect of the war (and then some).

Large sections focus on the weird elements (especially Chapter Five), with monsters, Nazi blood magic, and Soviet psychic powers. While the European Theater gets a lot of attention, the Pacific campaign offers just as much potential for weirdness amid sweltering jungles and vast oceans.

The last chapter covers the Axis powers and their monstrous creations. Standouts include the Axis Stitch (soldiers sewn together from multiple bodies), nasty mustard gas zombies, and Wehrwolves.

Graphically, the book looks excellent. Even with some recycled art from previous editions, it’s uniformly strong and captures the tone perfectly. My favorite piece is the Axis Stitch on page 163. Additionally, the front and back covers are also outstanding.

Axis Stich Monster for Weird Wars, Savage Worlds Rules
Axis Stich, one fearsome monster!
 
One negative: the hardcover binding is flimsy. My copy is already separating from the spine despite light use.

If I ran this, I’d draw heavily from Return to Castle Wolfenstein for visuals, there’s natural overlap there. Handled right by the referee, Weird War II makes for a fun, exciting break from traditional sword & sorcery.

In closing, I give it 4.5 out of 5 stars. How about you? Have you played Weird Wars?

Sunday, August 4, 2013

Talisman as I Know It – A Fond Look at the Fantasy Board Game

3rd Edition Talisman from Games Workshop Main Rules

One great game that one of my gaming buddies Simrion owns is Talisman 3rd edition. It’s a very fun game with many twists and turns. I’ve tried to purchase it for myself many times, but these days even the base game (without expansions) is costly on the second-hand market like eBay. The Realm expansions push auctions into the $150 range. Along with Lost and the Damned, it’s one of those items that keeps eluding me.

Talisman is one of our go-to games when someone doesn’t show up for game night. Looking at it overall, it’s one of Games Workshop’s better releases. The rules are not overly complex, the playtime is just right, and it remains engaging with several viable strategies. It’s a true classic, and many players still remember the older editions fondly.

The goal of the game is to amass enough power, obtain a Talisman, and ascend the tower to slay the Dragon King. In theory a player can accomplish this in a number of ways, but remember that everyone else at the table is trying to do the same thing.

3rd Edition expansions for Talisman from Games Workshop
All three of the Talisman expansions for 3rd Edition.

To get the full experience you’ll want the three main expansions: The Dragon's Tower, City of Adventure, and The Dungeon of Doom. The latter two add the additional Realms to the board. A word of warning: 3rd Edition has been out of print for a long time and commands high prices on the secondary market. I completed my full set plus expansions back in 2013 and it wasn’t cheap.

Character Selection & Gameplay

To start, each player randomly draws character cards and their matching minis. Many classic GW favorites are present: Chaos Warrior, Goblin Fanatic, Chaos Dwarf, Witch Elf, and more. Each character has its own special abilities. While some are stronger than others, all start within a similar basic range. (There’s still an active online community that creates fan-made characters for the game.)

The Outer Realms (Forest, Mountains, City, and Dungeon) are stand-alone expansion boards that connect to the main board. When traveling in these realms, players roll a d3 instead of a d6, which slows movement.

Game play is fairly quick with some classic Games Workshop flair: “If a rules conflict arises, roll a d6 — on a 1-3 you are right, on a 4-6 the other interpretation stands.” You roll a d6 to move, land on a space, and draw the appropriate cards. Early encounters can be deadly depending on your character. Combat is resolved through Strength or Craft. Warrior types excel at Strength fights, while spell casters fare better with Craft. Another player rolls for any enemies, so everyone stays involved even when it’s not their turn.

I’m of the mindset that warriors are generally the stronger choice if you want to win consistently. Good characters like the Ranger or Templar, and neutral ones like the Barbarian, are solid. Spell casters feel weaker early on due to lower Strength and limited spell capacity.

Magic is handled as a random draw from a recycling deck. Some spells are far stronger than others, and certain magic items or character abilities boost spell casting.

Strategies

There are several viable strategies. One strong approach is to become powerful enough to claim the title of High Wizard or Sheriff for big boosts to Craft or Strength. Attacking other players is allowed when you land on the same space, but I only do it occasionally, usually only when someone has a Talisman I need.

Evil characters often hunt for the Doom Sword (which restores lost lives on successful hits). Other strong items include the Sword of Power in the Forest and the Hammer in the Mountains. I’ve had good success heading to the Mountains or Forest once strong enough. In all my years playing I’ve mostly avoided the Dungeon, something I should try next time. The Mountains usually offer the best return on time invested.

Two things to keep in mind. One. with experienced players its possible the game can go on for basically "forever," especially if the opposing players have certain spells and another player is making a run against the Dragon King. 2. The nature of the rules is such that randomness can still effect even well built out characters with cards like the Toad, Witch or Imp. Be forewarned this game can go on for hours!

I’ve enjoyed many great games of Talisman with my friends and usually come out on top (much to Simrion’s wife’s dismay). In fact, I’ve won the last two times we’ve played! EDIT: Since I originally wrote this my family and I played quite a bit. I have even manged to win with the halfling out of all the characters!

If you can find a copy of the 3rd Edition, it’s well worth it. For me this gets a solid 5 out of 5 stars.

What about you? Is 3rd Edition you preferred version of Talisman?

Monday, July 29, 2013

Weird West Roleplaying Game Review – The Ultra-Light $1 Western RPG



At 8 pages and $1.00 for the PDF, Stuart Robertson’s Weird West Roplepalying Game Basic Rulebook doesn’t get more spartan — or cheap. But for some reason the price and style feel just right.

Starting off, the cover is cool, though it does mirror the art for A Fistful of Dollars — which, as a fan of the trilogy, I appreciate. The whole PDF is in black and white, and for some reason this works fine. It gives the game a stark, gritty feel. The font used for the title “Weird West” is just right, and of course the tentacle in the logo is a nice touch. It does have a watermark on it for your purchase. I would hope, however, that people don’t feel the need to pirate a $1.00 PDF…

If you are looking for an ultra-light ruleset for your Weird West games, this is it. I can’t say that enough — it takes “rules light” to a whole new level. A PDF with 8 pages (one being the cover and one the opposed fighting chart in the back) means the actual game is only about 6 pages. That has to be some sort of record.

With all this said, for an experienced role-player the ruleset is probably right up their alley. Certainly with years of judging, a GM can easily wing the areas that need filling in. A beginner, however, would likely be lost, as it’s not developed enough for newcomers.

Characters have four attributes and a “path” to guide one’s character — it can probably fit on a 3x5 index card. The game is d20-based and utilizes the d4, d6, and d12. Levels and hit points make an appearance in the form of Stamina Points.

For one’s character, magic and weird west abilities are all lumped together, which in the interest of spartan rules and space probably makes the most sense. There are spells like Electromancy, and then skills which are treated as magic, like “Fastest Gun in the West.” Later still is Shaolin Monk (which to me should be a skill, but it’s not my game). The player has 4 points to split amongst the attributes (Fighting, Grit, Magic, and Skill), but must place at least one into Grit. Leveling is fairly simple — the group decides when to do so (usually between game sessions).

Initiative is handled with a simple mechanic: higher-level characters go first. Combat is fairly straightforward, using the familiar mechanic of rounds and an opposed roll vs. the defense. Modifiers are simple to understand, with firearms ignoring armor — which is a bit puzzling in a Western setting… The Man with No Name in A Fistful of Dollars notwithstanding.

Weapons are broken down by dice, with rifles doing the most damage at d10, the ever-trusty pistol at d8, and the lowest being unarmed attacks at d2. Further, a character’s path (aka class) determines what type of dice they have for unarmed combat: magicians utilizing the lowest and fighters the highest. Once reduced to zero Stamina Points in combat, death is a possibility on a roll of a d6.

Skill checks are easy to resolve, with examples of typical tests appearing on page 6. Also on the final page of text are some pieces of advice for the GM and ideas on how to play.

The main criticism I have is that it is not clear whether or not there is a traditional GM in the game. Only on page 6 does the word “referee” appear. The text seems to assume there is one earlier, but it’s not until later that it becomes clear.

If I go too much further it will reveal the whole game, as it’s so short. Suffice to say I like the system. All in all, it looks like an interesting game. I have no major plans to run it, as I’m well into the creation of my own Western game, but as a source of inspiration it was worth the price. It does have the honor of being one of only three Western-style RPGs I read while creating my own (the other two being Boot Hill and Western City).

Lastly, for my game Hurled into Eternity it will probably become a supplement down the road. (NOTE: As an update — my game is under a number of revisions right now and the version that is up has some new changes coming, making the game even better. Stay tuned.)

Saturday, July 27, 2013

1st Edition Warhammer Fantasy Role Play - A Small, But Vicious Dog

 

Warhammer Fantasy Roleplay core rulebook
Trollslayers are always cool.

A few years back Fantasy Flight Games released the 3rd edition of Warhammer Fantasy Role-play. At first, I thought about purchasing the latest edition. The problem was, that much like when Wizards of the Coast went to 3rd edition with Dungeons and Dragons the move to 3rd edition WFRP resulted in a vastly different game, and hence no sale for me. 1st and 2nd edition Dungeons and Dragons are pretty much the same game and interchangeable, same for 1st and 2nd edition WFRP. 3rd edition in either case? Not so much.

In thinking about that new version, my mind hearkened back to one of my best friends and the rousing games of Warhammer Fantasy Role-play that we played in his basement. We adventured through the Power Behind the Throne series almost to the very end and had a blast in doing so (I played a rat catcher with a whose name I forget, but I do quite clearly remember his small, but vicious dog(s): Rat Hammer and Rat Hammer II, after the first one bit the dust fighting some Skaven. My rat catcher had uncovered the Skaven tunneling under Bogenhaufen quite by accident while cleaning the cellar of a noble family all on his own. My rat catcher and the dog killed two Skaven and I scored a magical dagger that had a flame attack in the bargain, also made for some interesting trophies to his ratting pole. No, don't ask me how I remember this stuff 20+ years later...

The Enemy Within series for those not in the know, is basically the Games Workshop equivalent for the classic G1-3, D1-3, Q1 series for 1st Edition AD&D in terms of the "defining adventure of the system". It is widely hailed as one the greatest module series of all time in the pen and paper RPG arena and I agree up until Power Behind the Throne. With the next module Something Rotten in Kislev it started to come off the rails and especially Empire in Flames were let downs. Empire in Flames was pretty much non-canonical and even for the inconsistent Games Workshop its fluff and background really didn't mesh. Anyways instead of Empire in Flames, which is pricey despite its meh content there is the fan made Empire at War which replaces Empire in Flames.

Come to think of it I should probably write a review of all of the modules.

As a system I think Warhammer Fantasy Role-play was very good. Character creation was fast and didn't require a major amount of time which was a good thing considering the short shelf-life of characters in the game. The character races were certainly not balanced with elves and dwarfs being particularly unbalanced. The crux of WFRP is that a character engages in a career, and then improves his character with experience points that he gains through (and surviving adventures). From there each basic career has a career exit.

Warhammer Fantasy Role-play starts with all characters in the basic career paths ranging from Agitator to Woodsman with a focus on variety. There are even regular classes like Laborer and apprentices that really reinforce the idea of regular people who set out on adventuring, can't get much grittier than that. Funny because in many corners of the web gritty play is all the rage, Warhammer is far more gritty and less high adventure than any of its contemporaries, yes, including 1st AD&D.

Basic careers run the gamut from some very weak, to some very powerful. The fighting classes are probably the way to go with a few other specialized careers with an eye towards spell casting in the advanced career section. Particularly the pit fighter, protagonist, squire, soldier and mercenary amongst others that are well suited for survival. In fact we remarked that we should have just run a game with all warriors and see what the results would be, but we never did. Of course we came to this observation after a number of our characters met untimely demises and the school copier was ahem "getting a workout".

One of my favorite parts of WFRP was combat! Unlike AD&D (its main competitor at the time) the combat system made logical sense: armor doesn't make a character harder to hit, it absorbs damage. That is not a knock on AD&D as it was the grand daddy of them all, it just didn't make sense. In combat major wounds could happen with messy and amusingly graphic deaths via the critical hit charts. Characters even after several advanced careers were not unstoppable killing machines except for the "naked dwarf syndrome".

Armor comes in three flavors: leather, chain and plate and reduces corresponding damage the better the armor. Not all weapons are created equal and require skills to wield them effectively.

Magic was the wild card in the whole thing and the fabled Realms of Sorcery that was supposed take the place of the "stop gap magic system" in the Core Rulebook. Players and GMs had to make do with what was presented for somewhere around seventeen years, Realms of Sorcery comes out, and then the game moves to 2nd edition! In terms of magic items the game was fairly low powered certainly compared to its main rival D&D. The supplement Apochrapha Now expanded the list. Players of D&D might be disappointed in the magic system which is not as high level as D&D nor as expansive of a list for magical items. But for a grittier or low adventure system you can't get one much better.

Realms of Sorcery rulebook cover

Monsters are well thought out and most of the major ones that one would imagine to be there are in the setting. One thing I always wondered was did GW downplay dragons in the Warhammer pantheon of monsters on purpose given the prominent nature of them in D&D, at least in spirit if not in the actual game?

Perhaps the thing that kept bringing players back was the story of the Old World, the setting. The Old World is a near approximation of Europe with the twist of the Old Slann changing the world to suit their creations. One of GWs greatest strengths has been their IP, and fluff, but as mentioned previously not something they always keep straight.

One of the great side benefits of 1st edition Warhammer Fantasy Role-play was the fact that one could use 3rd edition Warhammer Fantasy Battle, The Lost and the Damned and Slaves to Darkness all together. The Lost and the Damned and Slaves to Darkness were great resources and certainly great values for the price (they are outrageously priced on eBay now). While 3rd edition Warhammer Fantasy Battle was unwieldy it still is my favorite edition of the game. GW (in an instance of doing something right) actually gave the purchaser something for his value.

Lastly, to wrap it up the art across the line was consistently great: grim, dark and moody and violent. The art really captured the time in the industry and for the edition quite well. There is a mix of color and black and white throughout and while some of them are reprints that appeared in their line previous they are still cool to look at. Plus anytime John Blanche does art for a game system it's going to be cool.

Be sure to look at my o review Death on the Reik first as it is probably my all time favorite Warhammer Fantasy Role-play module, (rather than start at the beginning of the Power Behind the Throne series: Shadows over Bogenhaufen) and ranks in my Top 3 of any modules, regardless of system.

How about you, thoughts on 1st Edition Warhammer Fantasy Role play?