Category Archives: Role Playing Games
Just completed my first play-through of this new “narrative adventure” by Fantasy Flight Games, and it was quite enjoyable! Further commentary coming soon!
To answer the question posed: yes.
Almost two months ago, I started a new job. I am the coordinator of the small extension campus for Prince William Sound College in the Copper Basin (Glennallen, AK). I also started teaching History 101 Western Civilizations I. I had all summer off, so there seemed to be ample time for gaming when not hiking and exploring the state.
That being said, I now have a dedicated gaming space where I can leave games set-up, so that will be a huge bonus to my being able to fully explore and complete play of most of my games! Yay! Really, having such a space makes a huge difference in our shared hobby.
Now, let’s talk about a few games!
Never having played the original, I was about to pull the trigger on purchasing a copy when I saw that it was going to be updated and rereleased. I waited patiently, and it has finally arrived.
As with all of the LNL reprints, the counters are smart, thick, and practically fall out of their sprues without having to tug or pop them. The map artwork is phenomenal and displays quite a bit of topographical game information directly on the terrain regions.
The rulebook is good, but I noticed an error and called upon the wonderfully available David Heath, owner/publisher at LNL, to clarify what I had discovered. He was surprised by my discovery but acknowledged that I had found something was amiss. In the rulebook description of the counters and the information printed on them, the rules indicate locations on the counters for attack strengths and so-forth which don’t match with the counters themselves. That’s because they lifted the rules from the original game which had different counter configurations than the newly released version. Oops.
I’d imagine someone got a talking-to the following Monday morning. Hopefully, the print run wasn’t too massive.
As far as gameplay, Raid & Riposte is quick and dirty. It’s a Cold War what-if scenario with a low unit count that utilizes area movement over hexes. In the one game I’ve played, the Soviets started off strong, but the NATO reinforcements were too much over the course of the game and eventually whittled the Reds down and out. Oh, and I love the sniper! I do wonder though if such a one person unit could really suppress and then take out a tank?
Raid & Riposte will be hitting the table again, soon.
As an old-school roleplayer, I am constantly searching for the end-all system or board game that will transport me across the decades and back to those memorable days in the late 1970s. As far as actual RPG systems, I may have found one that fits well with my family adventuring group I’m trying to start for the winter season which is rapidly approaching. I’ll discuss that system in a future blog.
As far as board games go, the quest continues. The ultimate roleplaying boardgame would need to feature character and story progression, the latter in some form of tied game sessions that form an arc or campaign. Flipping that around, the game should contain a randomized function wherein the player characters can do a one-shot dungeon or adventure while still progressing. I know, I know, there’s always the original Warhammer Quest. I do have the card game that was released a year ago, but the original board game is long out of print and woefully expensive. The title has been resurrected into Warhammer Quest: Silver Tower and reviews for this latest iteration suggest it’s on par with the first game. The card game is great, I might add, but Fantasy Flight Games recently announced they were cutting ties with Games Workshop, so the card game will not likely see any supplements.
Still, I delved into the Temple of Elemental Evil (ToEE) with great expectations. This is the second game in the D&D Adventure System I’ve tried in the last five years, the first being The Wrath of Ashardalon (WoA) which was released in 2011. The components are pretty good, the tiles made of sturdy cardboard that lock-together nearly seamlessly to form the dungeon world being explored. The miniatures are molded plastic and have a good amount of detail. The various cards for encounters, monsters and treasures are not as thick as a deck of poker cards, but serviceable.
The rules are straight-forward, and there’s really no need to house rule. I did, though, but only for one mechanic. See, characters are supposed to have encounters when they aren’t exploring, the mechanic for the latter an intricate part of the game flow. The rules state that encounters are binding, that they must occur if “A & B” conditions are met. Those conditions can occur in the middle of combat. So, whilst taking on a group of ogres, one member of the group meets the conditions for an encounter and in the middle of a battle they draw an encounter card. Thus they will meet or have occur an encounter with some one, thing, or event, that does not jive with the action taking place. It kills the immersion at times, and while some of the encounters might very well seem a natural occurrence, like an earthquake, some of them are completely out of place. Thus, I determined that no encounters will take place for characters during combat.
Unlike WoA, this latest game in the series does allow for certain character progression beyond simply attaining 2nd level. And there’s actually a town nearby, formed with the game board tiles, where some of the adventures take place. It’s filled with various NPCs, and allows for training characters after between adventures in the campaign arc. Such “training” is purchased in the form of Advance Tokens that allow a permanent increase to your character through combat, healing, and so forth. Still, your character never goes above 2nd level.
So, while the game is fun, and it does contain the trappings of an excellent roleplaying board game, it still doesn’t scratch the itch I’ve been hoping to find.
The quest continues…
Football season is upon us, and I always get a little nostalgic for a little gridiron board gaming during this time of the year. So, I brought out this classic and played the first game of the 1980 Miami Dolphin season against the Buffalo Bills. The score of my game was 19-6, the Bills completely shutting out the Dolphins by only allowing them two field goals. The actual game saw a very similar score, Bills winning 17-7.
Wow! For a game based entirely on statistical data taken over the course of one year, it doesn’t get much closer than that to a true simulation. What’s interesting is how the data is compiled, wherein every game of every team is watched, run through a series of algorithms which then produces the team charts for the next year. So, the 1980 season is based on the actual performances from 1979. Perhaps there was some subtle attrition or devaluing of player statistics to take into account the offseason affect, too? Regardless, the system works and reflects an accurate simulation of football.
And the tradition of Paydirt lives on in Data-Driven Football (DDF). Maintained by Ron Pisarz, Jr., DDF is available as both a board and PC game and is available for the current season. Some older seasons are available, too. What’s great is that Ron explains his design process of compiling the year-to-year data so I’m not left scratching my head wondering how this game magically seems to get the simulation down without any effort. The game is 95% spot-on to its real-life counterpart. I own the PC version of DDF, and I recently played the first Miami Dolphins and Kansas City Chiefs game from 1972, the Chiefs getting crushed by the ‘Fins, 41-27. The actual game found the Dolphins in the win category, 20-10, and they would go on to win Super Bowl VII and become the first (and only) team to go undefeated in an entire NFL season. Yet, as indicated, my win against the real game was wildly different in the scoring…which is why I gave DDF a 95% accuracy.
And, yes, I’m a glutton for punishment: I’ve been a Miami Dolphins fan most of my life. That’s why I play the old seasons, hoping to recapture the former glory of a team that seems in a perpetual downward spiral.
I have several other games I’m currently meandering through, more of them strategic in nature than these, as well as two separate RPGs. Look for my comments soon.
Thanks for reading, and take care!
Modiphius Entertainment has just announced a new role playing game set in the Star Trek universe, Star Trek Adventures.
Several interesting tidbits from the announcement:
“Star Trek Adventures will cover Star Trek the Original Series, Next Generation, Deep Space Nine, Voyager and Enterprise as well as all of the original and Next Generation films. It does not include the new reimagined films by JJ Abrams.”
“Star Trek Adventures will use the Modiphius 2d20 game system (Mutant Chronicles, Infinity, Conan, John Carter of Mars) designed by Jay Little (Star Wars: Edge of the Empire, X-Wing Miniatures Game). Modiphius is also sculpting an accompanying Star Trek miniature figure line, the first to be produced in 17 years. Resin and metal 32mm-scale hobby figures will feature classic Star Trek characters and crews, boarding parties and away teams. Geomorphic tile maps of burning Federation ships, mysterious colonies and embattled Klingon cruisers will set the scene for dramatic new voyages in the Final Frontier.”
Star Trek Adventures is set to release during the summer of 2017.
This is pretty exciting news, but I just wonder if I’ll ever get Robin to play another RPG with me..?
Today my wife, Robin, and I started–and completed!– the “Maidens of Moordoth,” a beginning adventure for the BareBones Fantasy RPG by DWD Studios. We started shortly after Noon and wrapped up just at 4 PM. I knew she was having a good time when I offered to stop the game at two hours, but Robin was eager to see what would happen and to learn the terrible secrets alluded to at the outset of the adventure.
She was very quick to pick-up the rules. Robin is a veteran of D&D 3.5 and 4.0, not to mention forays into old school Traveller, Shadowrun, and a host of other RPGs, so I figured BBF would be easy enough. She loves the rules to BBF and said of them, “They are straightforward and logical, without the fiddliness that dragged the other games out.”
She really enjoyed the combat, too. I had sorted out old D&D minis to utilize during battles. We figured MOV with a tape measure, as well as ranges for missile weapons and spells. Combat was quick and decisive, with little room for error. Interestingly, three rank-1 characters held their own, although one of her mains’ came within a few BP of unconsciousness during the battle in the Treasury Room.
A wonderful experience all-around! I look forward to GMing further adventures in the kingdoms of Keranak with the Iron Maidens of Moordoth.
Between eating the traditional turkey dinner at Noon and a Lean Cuisine dinner for supper, my wife and I played a game of Shakespeare: The Bard Game and one of Survive: Escape from Atlantis! I lost to Robin in both games by rather large margins, too, after several weeks of glorious victories in our HtH games. The weekend is not over, yet.
The RPG front is looking promising, too. I have recently discovered the BareBones Fantasy Role Playing Game by DwD Studios. I’ve read most of the character creation section and I really like the way the game seems geared towards the heroes and the stories in which they’ll be involved. I have no idea when, or if, I’ll ever get a chance to run a game of it.