Category Archives: reviews

Fantastic Fest – First Squad

First Squad was interesting, it was written by Russians but animated by the Japanese  Studio 4°C, which did Animatrix and some other stuff, so the art is very high quality.  It’s about a girl named Nadya who is part of  the Russians’ own paranormal intelligence effort to combat the Nazis’.  Her cadre, the rest of the “First Squad,” is killed in training, but when the Nazis summon the ghost of a dead knight to turn the tide of the Eastern Front, she has to journey to the land of the dead to get them to help.

The interesting thing I thought was that it was done in the style of a documentary; the action would break and you’d go to a (real, not animated) crusty old Russian talking about their war experience or war history or whatnot.  Some of the events in the film, notably the starting and ending battles, were based on historical events so this added a very pleasing “beneath the skin of history” layer to it.

Other than that, the plot and action were kinda “standard” anime, though more coherent that some.  I liked it, though wouldn’t rave about it.   It’s probably the most concise thing I’ve seen out of the Russians ever, however, which makes it notable.

Indulgences, Waves One and Two Reviews Posted

My reviews of Indulgences, Wave One and Wave Two by Sinister Adventures are up on RPG.net.

These two products are four PDFs each, of adventures and supplemental material for D&D 3.5e or Pathfinder specifically designed to support a Razor Coast campaign – but any kind of sea-based adventurers will love them.  Check ’em out!

Cannon for Pathfinder

Field Grade Weapons

Most cannon are cast bronze, smooth bore, muzzleloading weapons, although some are breech-loading and older ones are constructed of iron bars welded and bound together. Because they are expensive and rare, many cannons are ornately carved and decorated, and larger ones often have unique names.

Cannon

Name	       Cost	  Damage   Weight      Range        Mount	Crew	Ready
Bombard	       10,000 gp  12d10    8000 lbs.   400 ft.	    -		6	10/4
Cannon          8,000 gp  10d10    6000 lbs.   300 ft.	    Very Heavy	5	6/3
Demi-cannon     6,000 gp   8d10	   4000 lbs.   250 ft.	    Heavy	4	5/2
Culverin        4,000 gp   6d10	   3000 lbs.   200 ft.	    Medium      3	4/2
Small culverin  2,000 gp   4d10	   2000 lbs.   150 ft.	    Light       2	3/2
Swivel-gun      1,000 gp 2d10/4d6   200 lbs.   100 ft./25 ft.	-	1	2/1

Damage: Assuming solid shot, this is the damage done on a direct hit. Cannon (with the exception of swivel-guns) cannot effectively be aimed at a specific person, but instead are aimed at a specific area with the intent of damaging a structure. Monsters that are size Huge or larger can be individually targeted (assuming they stay still for the several rounds needed to aim and fire the weapon). When a cannon hits its target area, it only does its listed damage to that 10x10x10 part of the structure, not any creature there. (On a natural 20, the cannon hits an unlucky person in that area dead on and does full damage to them as well.) However, cannons often do splash damage. If the cannon is using stone shot and firing into a stone environment (like most towns), this damage comes from stone fragments (slashing), or if the cannon is using any solid shot and firing into a wooden environment (like a ship), the damage comes from wooden shivers (piercing). Anyone in the 10×10 target area must make a DC 15 Reflex save or else take ¼ the direct damage inflicted by the shot from the fragments. For example, if a PC is hiding in a 10×10 wooden shack that is hit by a culverin inflicting 35 points of damage on the structure, he may take 8 points of fragment damage if he fails his save.

Crew: All members of the crew must have at least one rank in Profession: siege engineer.

Ready: Cannons all require the listed number of full round actions to reload and then aim with a normal crew. They must be re-aimed every time they are fired because their recoil moves them significantly out of place. If they are operated with a smaller crew than the listed minimum, the time it takes to reload them is proportionately longer.

Proficiency: All cannon require Profession: Siege Engineer (or Artillerist, or Cannoneer, or whatever you want to call it) to operate.

Inaccurate: All cannon have an inherent -4 to hit penalty due to the difficulty of aiming them precisely. This penalty may be reduced by 1 for every 5 points the gunner has in Profession: siege engineer. A gunner uses their base attack bonus, Int bonus, and other modifiers for range, vision, motion, etc. to determine their total attack bonus.

Misfire: Whenever you roll a natural 1 on an attack roll made with a cannon, the cannon might misfire. The crew chief must immediately roll a Profession: siege engineer check at DC 15 (the rest of the crew may assist). A successful check indicates that the wad simply misfired and the cannon must be reloaded. A failure by up to 5 indicates that the cannon is fouled and requires 2 full rounds to clear before it can be reloaded. A failure by up to 10 means that the cannon gains the broken condition and requires repair before further use. A natural 1 on this check means that the cannon has exploded and does its full normal damage to everyone and everything within 10 ft.

Weapon Descriptions

Bombard: Very large caliber front-loading cannon used in sieges. They fire hundred pound stone balls. Bombards are too large for most ships to carry. A variant of bombard that is used for indirect fire is called the mortars.

Cannon: A heavy bronze cannon firing a 36 to 50 pound shot, also known as a basilisk. These usually can only be placed on the bow mount of very large galleys.

Demi-Cannon: Also known as the cannon-perier, it fires a 24 pound shot. This is the heaviest weapon that can be fired from the side of a ship, and a large ship at that.

Culverin: The culverin is a medium cannon firing an 18 lb shot. These are the most common large weapon mounted broadside on sailing ships.

Small Culverin: Also known as the demi-culverin, this weapon fires a 10 lb shot and is suitable for mounting on many ships, including on the top deck.

Swivel-gun: Swivel-guns, which come in varieties also known as falcons, falconets, or robinets, can take a 1-2 pound solid shot or be filled with a dozen pistol shots. They do 2d10 damage with solid shot, but when loaded with pistol shot do 4d6 damage, less 2 points per range increment, in a 10×10 square. A gunner applies their Dexterity bonus to hit instead of their Int bonus with a swivel-gun.

Ammunition: stone or lead solid shot are the most common ordnance in cannon. There is also chain or bar shot which is effective against rigging (normal solid shot passes through rigging doing only minimum damage). Grapeshot or canister shot can also be used; this does not do structural damage but targets the crew, doing half the listed damage to all crew in a 10x10x10 area.

Analysis

Taking the Stormwrack method of doing ship damage, where e.g. a caravel has 24 hull sections with hardness 5 and 80 hp each, and six must be destroyed to sink the ship – it requires 3-4 good hits with a culverin to destroy one 10x10x10 section. Given that the cannon can only fire slightly better than once a minute, that’s a good balance of enough damage with promoting resolution by boarding and melee. A heavily armed small carrack might sport 2 culverins below and 5 demi-culverins on deck per side, which at that rate could sink a ship of its class but only with some work.

Example of cannon fire: A pirate sloop approaches a merchant caravel and decides to soften them up a bit before closing. They aim their two starboard culverins and fire. The base AC to shoot a caravel is -3 because it’s just a big ass object really (value taken from Stormwrack), or AC3 if you want to shoot at a specific section. In this case the pirates just want to hit wherever on it to demoralize the crew. The ships are 200 yards apart, which is three range increments out for the culverin (-6 range). There is a moderate wind (no penalty) and both the firing platform and the target are moving (-5 for each, says Stormwrack, though that seems high ). Total AC to hit is 13. The master gunner (+5 BAB, +2 Int, 10 ranks in Prof: SE) and a crew of three is manning one gun and a bunch of gunner pirate mooks (+2 BAB, +0 Int, 3 ranks in Prof: SE) are manning the other. So the two shots are +5 vs AC 13 (about a sure thing) and -2 vs AC 13 (hit about half the time).

Modern Warfare

A while ago, I was going to write some essays covering the “underserved” areas of RPGing – cop fiction, crime fiction, and war fiction.  I got through the cop and crime ones but got bogged down before I got to war.  There’s a lot of WWII type gaming out there but not much newer.

I’ve been working over it for a while, and as a preface here’s some books I’ve read on the recent war(s).  They are educational in general but also I will later demonstrate how the most successful military approach – small special operations groups embedded in the local populace – also solves a lot of the problems with creating a modern “War RPG”.

So without further ado, the list!  Together they have given me an extremely interesting and fairly complete perspective on the recent war. Presented in the order I read them.

Not a Good Day to Die: The Untold Story of Operation Anaconda

A very interesting book about a major operation in Afghanistan when the military’s focus had already been diverted to Iraq. Also shows how some of the military intra-unit political BS, seemingly undiminished since Civil War days, fucks things up bad. A good read especially because maybe we’ll actually be trying to go back there and take care of business soon. And man, the terrain is awful. “Sorry,our Apaches can’t fly though air that thin.”  Did you know that Holistic Design came out with a “d20 Afghanistan” game when the war was new?  I have it, it’s pretty good.

In The Company Of Soldiers: A Chronicle of Combat

This one’s OK… Written by a Pulitzer Prize winner, but basically just him following the 101st Airborne in the initial assault on Baghdad. Interesting and action-packed, but necessarily limited in scope. Bonus in that he’s hanging around with Petraeus in the early days, when he was just a major general commanding the 101st. He spends too much time with the officers and not enough with the line units so it’s a bit white-collar. I’d only give it three out of five stars but we’ll be seeing Petraeus more later.

The Last True Story I’ll Ever Tell: An Accidental Soldier’s Account of the War in Iraq

Not awesomely written because it’s just the memoir of a Florida National Guard grunt, but it’s the most pure “soldier experience” of the lot. His unit got kept over there for like three years because his CO wanted to get some of that wartime glory. He ended up all fucked up, hooked on Valium and post-traumatic-stress-disordered. Great look into the everyday soldier’s life over there and how bad it was/is. Definitely movie ready, like that FX “Over There” series or something. Did you know there’s an interesting ashcan RPG called “Black Cadillacs” that tries to insert this kind of experience into a war story?

Imperial Grunts: The American Military on the Ground

Dang, I got ripped off at Half Price Books, this hardbacks’ on sale for $6.99 through Amazon. This is a really scholarly military history book, more than a Black Hawk Down memoir type – the author (who also wrote Balkan Ghosts) goes to every major theater and hangs out with the grunts in everywhere from Colombia to the Philippines to Iraq. He gets a really good view into the weaknesses of the American approach – our specops work fine, but as an organization overall the focus on technology, force protection, etc. is harmful. He basically comes to the exact same conclusions that Petraeus will later as he rewrites the book on COIN before heading back to Iraq. Holistic also did a Colombia d20 RPG, which seemed an odd choice of country to me (they also did Afghanistan and Somalia) but having read this book I understand, and see that the Holistic guys were pretty well plugged in.

One Bullet Away: The Making of a Marine Officer

Now this one’s awesome. This guy went to Dartmouth and decided to go Marine ROTC. I remember his father told him “The Marines will teach you everything about life that I love you too much to.” He later joined First Recon, the even-more-elite arm of the Marines. The book covers everything, from boot camp on through to the end. He brings together the painful on-the-ground experience of “Last True Story” with the analysis of a highly educated mind of “Imperial Grunts.” He leaves the military because he sees that their anti-civilian approach was so damn retarded (going on to a dual Harvard Law/ Kennedy Business double major program). Oh, and you know that Rolling Stone guy’s “Generation Kill” book that HBO made into a series or something? It was THIS GUY’S UNIT.

The Gamble: General David Petraeus and the American Military Adventure in Iraq, 2006-2008

All the previous books were older. This one is kinda the payoff for all of them though. Turns out after the initial run on Baghdad they squirrelled Petraeus away at the Army war college and he rewrote the book on counterinsurgency (literally). A retired general named Keane saw how jacked up things were and pulled strings from retirement to basically bypass the Chiefs of Staff and get Petraeus and others in place commanding in Iraq and give them the latitude they needed to get stuff done. Basically he recognized the entire approach was wrong and that the military had deliberately tossed out everything they learned from Vietnam. The surge, which I admit I thought was a retarded idea, wasn’t just a “throw more heads at it” play, it was part of a transformation from the approach, so well illustrated in these previous books, of “hide in a fortress, then drive around in armored Humvees to see if anyone will shoot at us” to the more “community policing” model of COIN that Kaplan identified as so successful in other theaters back in Imperial Grunts. In the end, though, it portrays the surge as being successful at achieving more modest goals – but the question of “no really, is it worth doing?” is still unanswered.

More on the RPG angle later, but I wanted to share the bibliography first.

Game Geeks on D&D 4e – Part 1

Game Geeks has a comprehensive, albeit negative, review of D&D 4e.  He echoes my concerns about back compatibility, role pigeonholing, etc.  There will be a Part 2 next week.

Rules for Reviews

I read a lot of RPG reviews from many good sources – RPG.net is my favorite, but there’s a lot of places hosting them out there.  I’ve written a fair number of RPG reviews myself over the years.

Roger Ebert has issued a blog post called “Roger’s little rule book” for film critics, describing ways in which he feels film reviewers should write and behave in order to best serve the public who reads their reviews.  I think many of his points are equally valid for RPG reviews!  Except that no one’s flying RPG reviewers anywhere first class, sadly.    Anyway, if you write reviews, give it a read.

A Quick Primer For Old School Gaming

I came across a link to this today and have promptly lost track of where that was, so first, props to the unknown blogger or columnist who brought this to my attention.

Anyway, it’s a free e-book on Lulu called “A Quick Primer For Old School Gaming.”  I’m not normally into the retro-gaming movement, but I think this is important because it focuses not on the specific “recapture exactly how old D&D felt in my youth” aspect of it, but instead very incisively points out four things – conceits, if you will – that distinguished gaming back in the day and that perhaps we are starting to miss more and more.

The author, Matthew Finch, calls them “Four Zen Moments.”  They are:

  • Rulings, Not Rules
  • Player Skill, not Character Abilities
  • Heroic, not Superhero
  • Forget “Game Balance”

I agree with all of them, but the first is the most important.  I really saw it when I ran some AD&D 2e recently.  Without rules for micromanaging how many fricking inches you can jump, the game flowed faster and I as the DM had a lot more flexibility to make judgement calls – and to also use those to nudge the story.  And we didn’t use a battlemat, which made combat alive again.

Some of these aren’t universal goods, like “Heroic, not Superhero.”  Superhero games are fun too – Feng Shui was liberating to me because all the PCs start as ultra powerful badasses, so you are freed from the level grind mindset that too much D&D inculcates.  But I do like some low level stuff in my D&D – heck, I remember fondly the “zero level PC” rules that came out from time to time (Greyhawk Adventures, IIRC, was my favorite).  I do think that’s a weakness in D&D now.  If you want to start as studs, then start at level 5 or whatever.  But the approach of making level 1 superheroic denies an entire play style an opportunity.

Anyway, good stuff, and worth mulling over.

Where To Get You Some RPG Reviews

It’s a simple question.  Where do you go to find good reviews of RPG products, so you know where to spend your hard earned dollars?

The answer, however, isn’t so simple.  But as a guide, here’s some of the key places to go read RPG reviews, with some reviews of their reviews!  (Oh, I can be so meta).

RPG.net.  RPG.net is the site I prefer to submit my reviews to.  They print reviews of anything – a given week may have reviews of super mainstream D&D products, other established products like HERO, independent games, super old games, totally fringe PDF games…  Their volume isn’t huge but is larger than most, maybe 2-5 RPG reviews on every Monday and Friday, but they are notable for having the most complete reviews.  The average RPG.net review is long, steps through each chapter of a work, gives summaries and analysis and opinions – there’s not a formal standard, but the understood bar of review quality is the highest of all the review sites.  They also do board game reviews and occasional “other” (book, game) reviews.  Annoying in that you can’t edit your reviews once you submit them, but nicer than average in that the reviews section isn’t just a forum, it’s real pages.

TheRPGSite.  This site has fewer reviews, maybe a couple a week, just put into a forum.  The reviews are also in depth, and lean more towards non-mainstream games but non-“indie” in terms of the formalized FORGE/Indie Press Revolution crowd.  Reviews are pretty much all RPG.  A larger percentage are by a core set of people, especially RPGPundit, so you may agree or disagree with the reviews in bulk based on your philosophical leanings.

ENWorld.  Higher volume (a fistful every day), in a customized forum.  Some are comprehensive but some are shorter.  This part of ENWorld was dead a while and has just relaunched so I’m unsure about the sustain rate on it, and the historical review database is offline.  They also have sections for lots of non-RPG stuff.  Much more d20-oriented than the other review sites.

RPGNow.  Loads of volume; most products in their catalog have a couple reviews at least.  The down side is that most are a short paragraph at best.   Here’s a representative example. But the star rating and number of readers is surfaced on the product page, so you can quickly see the popularity and average opinion of the game.

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Clone Wars – Threat or Menace?

I had heard that the new Clone Wars animated Star Wars movie was “the suxxorz” via Ain’t It Cool News (no link because the review was taken down due to studio embargo) and other such sites. Even Ebert ripped the movie a new one. I was ready to believe it; I think Lucas somehow went crazy in the long intermission between the two trilogies, and I hated the second trilogy with a passion, especially Phantom Menace. In fact, I bet you didn’t know this, but your friendly Geek created the Death to Jar Jar Binks Home Page, which gained some popular and media note following the release of Phantom Menace. So I was quite prepared to stick it in and break it off Lucas with Clone Wars. I hadn’t planned on seeing it at all, but I took a father-daughter day with my six year old today and she wanted to see it; it’s the only new kids release out. “I saw Space Chimps for her, I guess I may as well see Clone Wars,” I thought.

“This is more betterer than the real people ones,” she whispered to me halfway through. And I have to say, I agree. Clone Wars wasn’t bad at all. In fact, it was kinda good.

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4e PHB Readthrough – Chapter 10: Rituals

Finally we reach the last chapter in our Dungeons & Dragons Fourth Edition Player’s Handbook readthrough with rituals.

Rituals is a new thing for 4e.  Because the old spellcasting system has been retired and what are called “spells” now are really just powers like any other class’ powers, a lot of old effects didn’t really fit in the powers system.  These range from the more-utility-than-utility like Arcane Lock to the old favorite Raise Dead, to magic item crafting.

Rituals are found in books or scrolls, like spells in older editions.  But you don’t have to be a spellcaster per se to use them, you just need the Ritual Caster feat (and that’s only to do them from books; anyone can cast one from a scroll).  In general they take a while to cast and use up some kind of expensive component.  Rituals are lightly skill linked – some use a skill check to gain a better result, but many don’t really use or require the listed skill.  They have a minimum level needed to perform them.

I think rituals are pretty neat; they have the potential to make memorable effects (like Raise Dead) more memorable.

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4e PHB Readthrough – Chapter 9: Combat

We’re closing in on the end of our chapter by chapter dissection of the Dungeons & Dragons Fourth Edition Player’s Handbook. This time – combat!

Much of this chapter is familiar to players of any edition of D&D; I’ll stress the differences (being an intro to D&D for noobs is beyond the scope of this readthrough). Most of it is familiar, only different in the fine implementation details. As we get started, everything sounds familiar:

  • Six second rounds.
  • Roll init once per combat. It’s d10 + 1/2 level + Dex mod.
  • Surprise round starts us off, and those surprised grant combat advantage.
  • Use miniatures! Especially D&D Minis!

Much of the meat here is in the definitions. 4e isn’t’ quite as “definition based” as Spycraft 2.0, which went from a good game to an exercise in tedium in one version, but it makes a stab at it – your old Magic: The Gathering playing skills will serve you well in terms of strict interpretation.

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4e PHB Readthrough – Chapter 8: Adventuring

After the awfulness that was the magic item section, we resume our readthrough of the new Dungeons & Dragons Fourth Edition Player’s Handbook.

The first section is “Quests.” These are the new way they’re factoring adventures, into multiple “quests,” where a quest has a goal and a reward. It refers to the DMG for more, but I don’t really like the MMORPGey feel – a player can propose a quest for the DM to vet to get a “stake in the campaigns’ unfolding story.” Maybe it’s grumpy grognard-itis, but I don’t recall my characters needing specific rewards offered to “find my mother’s remains in the Fortress of the Iron Ring.” I’ll withhold judgment till DMG readthrough time.

Next, they discuss encounters, artificially separating them into combat and noncombat types. This seems like an odd artificial distinction to me, but is apparently because the DMG has separate rules for “skill challenges”.

Experience points. They cap out at 1 million (30th level). Same deal as in all previous editions otherwise. Except that when you level you go “ding”, glow with yellow light, and immediately go to max hit points. (No, not really.)

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