Generic Dungeons, Universal Dragons
Matthew Sernett, Jeff Grubb, Mike McArtor
Wizards of the Coast
$39.95, 288 pages
A purely functional book for D&D, the Spell Compendium is exactly as the title implies: a text collecting spells. As an 'options' book for players, it's hard to argue with the punch of the content. The book does exactly one thing. Spells from such disparate sources as the Complete series of books, the Wizards of the Coast website, and Dragon Magazine were compiled to provide an interesting, fresh set of magical effects for spellcasting characters. The book focuses solely on providing additional spells; My players objected to the title of 'compendium' considering the absence of the spells from the Player's Handbook (PHB). Unfortunately the search for novelty results in what you'd expect from a product like this: extremely variable. While some entries make you wonder why they weren't in the PHB, there are also many confusing or unbalanced ideas. At forty dollars retail it's hard to recommend a product that has such inconsistency in the content. If only on the basis of player/Game Master (GM) arguments, there's a lot of opportunity for frustration as a result of this book. This is definitely a title you can take a pass on unless you only play spellcasters and have a GM who is willing to negotiate with you.
Races of the Dragon
Gwendolyn F.M. Kestrel, Jennifer Clarke Wilkes,Kolja Raven Liquette
Wizards of the Coast
$29.95, 160 pages
The Races series attempts to fill the same niche with player species as the Complete series does with player classes. Each book concentrates on familiar races, gives new background for enthusiastic players, and offers up one or two new races suitable for character creation. Races of the Dragon is somewhat unique, in that it focuses solely on new races for players tired of the standard set. Specifically, it details the Dragonborne, Spellscale, and Kobold races as options for D&D characters. The Dragonborne are a race created, not birthed, a proud warrior race touched by the dragon god Bahamut. Spellscales are vainglorious sorcerers, an impish people with an ingrained sense of style. Kobolds are, of course, the diminutive reptilian race usually slaughtered in large numbers by early-level adventurers. Of the races discussed in the book, the Kobold information is far and away the most interesting to me. An often overlooked race, the simple creatures receive a good deal of fleshing out. As a member of a non-standard party or a quirky addition to your typical humanoid group the Kobold seems to have a lot of potential in this book. The other two races strike me as simple cosmetics: Dragonborne are statistically just magical orcs (though the concept of your character being reborn is an interesting one), and Spellscales feel like elves with shiny skin. The book also touches on half-dragons and dragonblooded creatures, and provides the usual assortment of feats, prestige classes, and spells (my favorite: Gnome Blight). As one of the iconic elements of fantasy, I can understand that there are some folks who just have to play dragons, and they'll find a lot to like here. Similarly if you're looking to complete your collection of the Races books, Races of the Dragon meets the standard set by the other titles in the series. Dungeon Masters (DMs) and non-dracophile players can safely pass; this one's pure candy.
Magic of Eberron
Bruce R. Cordell, Stephen Schubert, Chris Thomasson
Wizards of the Coast
$29.95, 160 pages
Keith Baker's Eberron setting has taken on a life of its own since it launched almost exactly two years ago. The background for Dungeons and Dragons Online, the pulp/noir/fantasy mashup is now Wizards of the Coast's premier product series. Magic of Eberron does a fantastic job of getting across core elements of the setting, elements that have been so far unclear or under-explained. With only two years of development behind it, there is still a lot about the continent of Khorvaire that's not nailed down. For example, creating magical items with Dragonshards is thoroughly covered. Dragonshards power many of the vaguely technology-inspired elements of the setting, and this fundamental flavour element speaks volumes about the world at large. Nightmarish Daelkyr magic, dragon magic, and grafting magic is also explored. Each of these elements not only adds rules grit to the setting, but explains and expands the background presented in the main campaign sourcebook.The tome also manages to balance the fine line between DM and Player content; background information is mixed well with feats, prestige classes, and spells. The Eberron preoccupation with 'places' also works well here, offering up barely sketched out dungeons to add information by example. This is definitely one of the most interesting and informative Eberron resources that has been released to date. Players and Dungeon Masters who are working with this setting should at least take a look. It may not fit your campaign's playstyle, but there is sure to be something here that will spark ideas for later.
Heroes of Horror
James Wyatt, Ari Marmell, C.A. Suleiman
Wizards of the Coast
$29.95, 160 pages
Most D&D products focus on the specific: a sourcebook covering a geographical area, a type of magic, a class or race. Heroes of Horror is the second book in a more thematic series that attempts to add a new twist to the standard Dungeons and Dragons game. Horror, and the previous book Heroes of Battle provides rules and guidelines to focus your campaign beyond the traditional fantasy tropes. As you may guess from the title, Heroes of Horror offers ways in which to include elements from the suspenseful and supernatural we normally associate with games like Call of Cthulu. I'm a big Lovecraft fan, and I was skeptical when I cracked the book if such delicate setting elements could be incorporated via a core book. I should have respected Mr. Wyatt's name on the cover more, because Horror is an unmitigated success. The secret to that success is the light touch the authors take with the source material. Instead of attempting to convey the genre in one go, they break the milieu down into digestible chunks. First they explain how to set the stage for a horror-style encounter (one specific fight, or scene). Then, using the language established with the encounter they expand that to an entire adventure. The Lovecraftian use of suspense, of lurid language, and the need to heighten tension over time is explored with ghoulish examples. Then they take the final step and work with the reader to understand what would be involved in a horror campaign. A series of adventures all with a horror theme could take the players into relatively untrod territory in D&D, and the book is a great guide for the journey. They add a mechanic for 'taint', the psychic residue left behind by dealing with the horrific, but that's just crunch thrown in to make sure you feel like you got your money's worth. Definitely not a book for every Dungeon Master, those that are willing to experiment a little with the traditional D&D experience will find a very worthwhile read here. Players need not apply.
GURPS For Dummies
Adam Griffith, Bjoern-Erik Hartsfvang, and Stuart J. Stuple
Wiley
$13.99, 410 pages
Wiley's series of cheery yellow books continues to expand beyond the borders of technology. This title, along with Dungeons and Dragons for Dummies and Dungeon Master for Dummies seems to represent a new commitment to pen-and-paper gaming. I'm not going to question it, I'm just going to enjoy it. With GURPS for Dummies, there's a lot to enjoy. GURPS stands for Generic Universal RolePlaying System, and is designed with the idea that you can run any kind of game you like using the rules they provide. Anything from fantasy schlock to post-apocalyptic sci-fi to hard-science space adventure can be represented with the system. The downside to the flexibility the system provides is that it's ... a little fussy. GURPS character creation relies on set of advantages and disadvantages, each of which has a point cost or payout. This entry in the Dummies series distills down the complexities into the most basic elements, and then walks the reader through point expenditures step-by-step. Even if used as nothing other than as a first-time player aid, this text is well worth the price of admission. Above and beyond that, they walk through combat, running a GURPS game, and provide some guidance on creating a campaign world suitable for use with the rules set. The combat section is especially brilliant, breaking down options, actions, and skill rolls, and explaining what the best route to finishing a fight is likely to be. My players often joke that no one actually plays GURPS, because the popularity of the system's sourcebook content far outweighs the popularity of the rules-set. Just the same, if you do find yourself looking to get in on a game this is a worthwhile explanatory text for a very ambitious system.
GURPS Space
Jon F. Zeigler and James L. Cambias
Steve Jackson Games
$34.95, 240 pages
While it might be that no one plays GURPS, it's easy to understand why the books sell so well. GURPS supplements are works of art in the roleplaying industry. They're well researched texts, something similar to an informational piledriver. I've known grad students in difficult college courses who refer to GURPS books as a way to get a handle on the assigned subject matter. GURPS Space is a new edition of a classic sourcebook for the line, complete with updated scientific information and new rules to match the fourth edition of the rules-set. Quite simply, this book is the finest resource you will find for running a campaign set in space. It covers, exhaustively, every detail you'll need to consider when your players blast off into the black. The granularity of the subject matter begins quite large, expounding on information like methods of propulsion, interstellar organizations, and the theme of your campaign. It then quickly descends into the nooks and crannies of off-planet science, offering up the rules governing a moon's tidal force on a planet ((T = 17.8 million x M X D)/R^3), as well as the proper placement of planetary orbits around a star. The text has random generation rules for everything from individual alien species to entire solar systems, and ties it all together with a great discussion of future societies at the end. They even include guidelines if your players decide to conquer a planet or two, and what that would entail. ('The Cortez Option', as they call it.) Even if you don't play GURPS, it's hard to recommend against this book if you're considering running a game in the briny black. Heck, even if you don't roleplay, there is enough here to keep a space nerd happy for a month's worth of afternoons.
A Player's Guide to Ptolus
Monte Cook
Sword and Sorcery
$2.99, 32 pages
Five copies of this small sourcebook showed up in my mailbox last week, a harbinger of the release this August of the massive 600+ page Ptolus setting book from Malhavoc Press, in conjunction with the Sword and Sorcery imprint from White Wolf games. The book being released in August is going to be an enormous campaign setting book thoroughly exploring a single city. The five copies I received in the mail were 'rewards' for preordering the book, intended to be given out to my players to excite their appetite for the setting. I'm a sucker for a setting, so here's one of my cynical player's assessment of the book: "Who know if the final price will be worth it, but the little promo looks good. Admittedly I read it pretty late at night, but I didn't notice anything really worth complaining about. I liked how there's a strong element of evil in the setting, not just 'island of civilization beset by darkness' type stuff." In short, the Player's Guide gives every indication that the larger book will offer up a pretty unique setting. Firearms sit side-by-side with swords in the markets, and the populous is well-informed about the dangers of spellcasting. Minotaurs and cat-people walk the streets without incident (or, at least, little more than subtle glares), and every street in the city will be named and numbered. Here's hoping this year's GenCon will see the release of another really worthwhile campaign setting from Malhavoc.
What be this pen and paper of which you speak?
Congratulations to Zonk. You've authored an article containing 14 words (or words containing) 'spell' - and not a single spelling mistake (unlike this post).
Truly, a Slashdot first!
I await the spelling mistakes in the inevitable dupe (and the corrections to my spelling in the inevitable replies)
There are shills on slashdot. Apparently, I'm one of them.
Ive been loving what WOTC has done with the D&D franchise. Many say they dumbed it down(and they did), but they completely rivtalized what was a dying franchise save the hardcore. My only complaint is that Eberron is not appealing at all imo. Not many groups have been bothering with that setting. Forgotten Realms/Greyhawk still seem to be top dogs by a far margin. I just cant get into the Eberron setting.
http://forums.palladium-megaverse.com/viewtopic.ph p?t=57048
Doesn't look promising.
"Made up/misattributed quote that makes me look smart. I am on
Y'know, if it had been modded Offtopic I'd be irked but lick my wounds. Mentioning an RPG company in trouble in the context of a story about paper/pen gaming platforms wasn't meant to start an argument, it was a comment that not everything is rosy in this arena and it's worth looking at.
Oh. Wait. I get it. Someone got offended by a sig satirizing someone else's sig.
"Made up/misattributed quote that makes me look smart. I am on
I have to agree with the GURPS Space thing. I haven't played GURPS in probably 15 years but I still love to read some of the books. Especially GURPS Space is very interesting reading because it compiles a whole bunch of research knowledge down into a single digestible book.
The ratio of people to cake is too big
You know, this story justs reminds how much I've wanted to get into pen and paper rpgs lately, but can't find anyone within 50 miles who runs them. I don't know if it's just Pittsburgh or what, but the internet is pretty useless for locating games, and as a beginner I can't really start my own. I think if some of the bigger companies came out and made like a uniform game location tool, popularity would skyrocket.
"Pacis per supernus cerevisia quantum sufficit."
The fourth edition is really great. Totally reworked a lot of things I thought were broken from the beginning. All skills progress at the same rate now. DX and IQ cost way more than HT and ST now, but they don't increase in cost. Advantages and Disadvantages can be modified with Enhancements and Limitations. The rules have, in general, been simplified and made logically consistent.
I have the "Characters," "Campaigns," and "Magic" books right now and have been waiting for the "Space" book so I can update my third edition space campaign. A new version of "Vehicles" would be nice, too.
Not to be too fanboyish, but GURPS beats any other tabletop RPG hands down for clarity, simplicity, realism, and playability. Plus it only uses 6 sided dice. It has the largest collection of licensed game worlds of any system, including Conan, Uplift and Riverworld, among others. Plus, it has a huge collection of historical supplements allowing people to role play in historically accurate game worlds from the Aztecs to the Vikings.
So all you other RPGers out there who haven't, please give it a try. You have nothing to lose but your huge bag of polyhedral dice.
- None can love freedom heartily, but good men; the rest love not freedom, but license. -- John Milton
There are a lot of things WoTC could be doing to revitalize D&D, but they're not doing any of them. Lets have a look at what they did do:
A long time ago, probably in someone's basement Ed Greenwood developed Forgotten Realms. He developed it for his group, and someone caught wind of it. It turned into phenomenon. It was home grown, made purely for fun, and spawned countless wonderful hours. He wasn't a professional, he didn't do it for money, he did it to enrich his group's play.
WoTC tried to duplicate that by soliciting submissions from everyone and creating a new line based on their original home grown idea. They had judges, a competition, etc. I'm surprised Fox didn't air it. Forgotten Realms was far from dead, and many continued to enjoy playing in it. They decided to abandon what was working, and try and force the same success the line had had under TSR.
I'm not sure how this has worked out for them. I've only just gotten the Eberron Campaign setting, from the bargain bin, over 50% off. That is probably pretty telling.
What else have they done besides trying to capture old glory? They gave the video game license to Atari. I really hope they gave the license itself a tube of KY after doing so. Atari has done nothing but produce crap. Temple of Elemental Evil was the only product that showed promise, and Atari bungled that beyond recognition. Its actually shown so much promise that a group of fans have gone on to work diligently in recreated B2: The Keep on the Borderlands. Atari long ago abanonded it. This engine had the potential to be the next "Gold Box" line of games. Instead they created a mediocre RTS, and a mediocre MMORPG. Because those are all the rage. They also had that bad LoTR rip-off with Demon-stone or whatever it was.
Sometimes the right thing to do is suck it up, give Troika a little more money and realize that you could probably sell 5-10 more games using that engine without a problem.
What else is around the corner for D&D? NWN2. Ah...Bethesda. The providers of such quality games as Oblivion. Anyone with a critical eye can easily realize what a bad console port the PC version of this game is. Its VERY shiny. Its a lot like that hot model with the vacant stare. I don't really want to talk to it the morning after. I'm not particularly optimistic about NWN2.
>>I'm not particularly optimistic about NWN2.
The original NWN had a crappy campaign. However, I was patient enough to wait for all the cool community made modules to start flowing into the NWVault. Because of all the homemade modules, NWN has been on my PC ever since it debuted and I play it a few times a month on average. If NWN2 has that kind of replay value, I won't care about the quality of the campaign.
Ok, i give up. What's Bethesda got to do with NWN2? Obsidian Entertainment is developing NWN2, Atari is distributing.
What about Shadowrun? Doesn't that count as well: 4th edition and all the suppliments coming out this summer?
I don't understand people. All I want to do is be accepted. When I brought this book to school I got beat up!
Do you guys understand this? I guess some people just truly don't appreciate D&D books.
Good grief....D&D...D&D...GURPS...D&D.....
/.'s radar:
You make it sound like the only books coming out for pen-and-paper gaming are D&D and GURPS supplements. There's a lot more than that in the past 6 months.
Here's a few new releases that seem to have flown beneath
- Exalted 2nd Edition - http://www.white-wolf.com/exalted/index.php
- Weapons of the Gods - http://www.eos-press.com/products-wotg.html
- True20 from Green Ronin - http://true20.com/
- Shadowrun 4th Edition - http://www.shadowrunrpg.com/
- Mutants & Masterminds 2nd Edition - http://www.mutantsandmasterminds.com/
All excellent books. I suggest taking a look.
-PARANOIA is fun. D20 is not fun. The Computer says so.
-The Computer
Ever since the release of D&D 3.0e, my friends and I only relied on the Dungeon magazine for our campaigning fun. There were additional purchases, such as the 3.5e revisions of the core books, and even the main Eberron core book upon its release. Other than that, I just summarized the last 5 years of gaming for my friends and I.
Things have been coming around lately, over the past year I'm starting to see more and more interesting stuff being released. Its like a new wave of D&D hype is building up, and i'm already prepping for it. I stumbled across a full (level 1-20) campaign for dragonlance. The products that have been published for D&D 3.5e Dragonlance can be seen here. I have picked up and read the 'Key of Destiny' and 'Spectre of Sorrows'. This campaign storyline is immensely epic as your PCs (Player Characters) play as the heroes of the new age (Age of Mortals). I have also picked up all the core and resource books that goes along with this new campaign. All that is left is for the 'Price of Courage' to be released later this month so that I can run my friends through it in June.
I have not been this excited to run a campaign in a long time. So much material was developed to assist a DM run an incredible full feature story line that i'm sure it will be the most memorable. I for one appreciate the work that all these publishers have been working into this style of gaming.
It'll be one hell of a ride and I recommend that any DM that reads this comment to check out the dragonlance.com site and see all the new goodies.
If i wanted to hear bullshit, i'd go to church.
That was me thinking about something else half-way through a long post ;)
;)
The example I meant to give was about Kotor II and how they didn't really do all that much with what was given to them, it didn't really look better, and it seemed to have a lot of issues Kotor I didn't have.
you'll have to forgive me because I just started stats this week, and I read like 75 pages of it today
I haven't really taken much of a look at Eberron, other than using the 4-page character sheets from it for out Forgotten Realms campaigns since they're laid out better than the standard 3.5e sheets. Our group pretty much does FR exclusively and has been doing so since 2000. We're familiar enough with the world's religions, geography, and political climates that we don't need to rely on the books for every little detail.
FR is a great setting with a lot of structure but enough open gaps to make up your own storylines. I wish WotC would stop treating it like a bastard child like it has since Eberron came out.
Its not the campaign itself that I care about. I see NWN more as it was originally intended. Originally it was meant as a modable DMing tool, they included the campaign to add some value to the purchase. So you could play it out of the box. I think Obsidian is placing too much emphasis on the campaign from the bit I've read about it, and I'm worried they're going to be dropping the ball on the more important parts, like the modding tools.
I really hope they don't try to significantly alter the gameplay itself either. I think most people are really just looking for:
1)Improved graphics support
2)more modding tools
3)more included resources like more creatures, spell effects, etc
I used to play in Mystra, and I know the feeling. Once TSR got on the FR bandwagon, Mystara dropped off the map, very little was released for it under AD&D rules, and you had to work everything out through conversion charts, etc.
What I want to know is when someone will put out a new version of Twilight : 2000 (GDW - RIP)? We spent many a Saturday when I was in the Army playing that one.
--- This
Power, Blood, Death, etc... Can't you just be happy in your Mom's basement with your porn torrents and astroglide?
I used to be all about D+D. But ever since discovering Burning Wheel I really don't care anymore. As far as I'm concerned Burning Wheel is the be all end all of RPG systems.
http://www.burningwheel.org/
The GeekNights podcast is going strong. Listen!
3e and 3.5e suck because:
Feats - although some may argue a way to individualize a character, actually complicate the process of level advancement tremendously. Further, with the possible exception of a handful of them, they seem largely geared towards producing the power-character... a character who is, by the time he reaches 20th level, a pen and paper version of some sort of anime fighter character from Dragonball Z.
And speaking of reaching 20th level - WTF??? I can count on one hand the number of characters I played for years in pre3e AD&D that even made it past level 8, and I only had one ever make it as high as level 12. With WotC's new rules, a player can very easily and within the framework of the rules as given acquire a 20th level character within a few months of gaming a few hours every week.
Skills - which complicate the process of character creation and level advancement, as players often spend considerable time figuring out which skills they should put skill points into. A simpler mechanism was employed back before the Skills and Powers option was created for 2e, you either had the ability, or you didn't. There was nothing else to keep track of. 3e's mechanism involves too much beancounting.
Ability score increases every few levels - this further propogates the mindset that the only good character is an uber powerful character with great stats. Although there are some fabulous roleplayers that do play 3e, they are vastly outnumbered by players in their teens and early twenties whose time could be equally well spent playing a video game.
Stacking modifiers for combat - While initially appearing like a simple idea, it actually is very complex, because you're adding, for example with a missile weapon, your base combat bonus, your dexterity bonus, your range bonus, any bonuses that are applicable because of class abilities or feats, and magic bonuses. Further, not all of these bonuses apply in every situation, so one can quickly lose track of what they should be adding together and what they should not. Again, this is bean counting that does not enhance game play.
3e's spell selection - Ugh! It sucks! Really! It might initially appear to be largely the same as earlier editions, but closer examination shows that it is not. Many spells are simply rehashed versions of a spell at a lower level but with more power. And even worse, IMO, is the fact that the different classes' spells are not particularly distinctive; spells for one class are often little more than renamed versions of another spell of the same level in another class. This is especially bad with psionics, which once bore the distinction of being very unique and different from spellcasting now feels like nothing more than just another class of magic.
Any class can do anything at the cost of a feat or cross class skill - This option almost completely dissolves the class archetypes that were once a staple of fantasy roleplaying games.
Overall mechanics - 3e, when all is said and done, is little more than a pen and paper version of a computer game like Diablo or some such thing. It is a poor, poor replacement for classic AD&D and I, for one, mourn its loss. AD&D had a balanced ruleset in the sense that making changes to the game, or house-ruling, was not only possible, but encouraged, and that doing so was unlikely to cause any serious ramifications outside of the domain in which the house rule was made. However, 3e goes overboard, trying to meticulously "overbalance" the rules, and the result is a result so firmly laid out that sometimes even the simplest change by a DM can have far reaching implications that throw game balance out the proverbial window.
WotC has turned my beloved hobby into a game that appears to be explicitly designed to appeal to the instant gratification desires of today's videogame generation. The only similarities between it and the original game that Gary Gygax created are highly superficial.
File under 'M' for 'Manic ranting'
What about White Wolf?
They've got a bit going on as well, especially as they're in the middle of releasing books for their new Mage series.
Kotor II was released early at the demand of Lucasarts. The early release is why the game appeared half-finished and had plenty of problems. It was half-finished, Lucasarts just didn't care.
I used to think that was an extremely well known fact, since every gaming site in the known universe carried something about it. Apparently, there are still people deriding Bioware for Lucasarts not giving them time to finish the game.
If you ignore the other uses of a tool, does that make the tool less useful, or you less useful?
I've been closely following Obsidian Entertainment's development of NWN2 and so far I'm quite happy with their approach. They've completely redone the graphics and toolset, kept the part of the game that worked (rules engine and scripting system), and are focusing on a single player game that so far sounds quite good.
In the last few days, they've released new screenshots (and here), as well as new movies. So far, it looks to be a very pretty game at least.
Slashdotters, please: if you're sick and tired of shelling out twenty to forty bucks for the latest supplement, how about throwing a little money to some of the little guys who are making truly innovative stuff? Look here for some ideas on where to start, and I'll plug a few of my favorites. (Disclaimer: I know one of the authors of some of the following games. He's a great guy. But he doesn't pay me to say this, or to plug his games.
Please make a few indie developers happy. You have nothing to lose but your twenty-sided dice.
There is only one campaign we will play: George R.R. Martin's A Game of Thrones http://www.agameofthronesrpg.com/. I am not too keen on the D20 system but AGoT takes out the one thing that is broken in D20: the Magic System. No enchantments, no magic. If you are dead, you are d-e-d dead. A great campaign setting for one of the best Fantasy epics of all time.
ChozSun
ChozSun.com
I have a huge collection of Rifts RPG books as well as several other Palladium books. At one point, I had most of the books they had printed. But I feel they've really strayed. Their game system is broken and the point of each book is to just supply bigger, better, badder weapons and spells and whatnot. It completely throws off the game balance. It's been a while since I've played Rifts and I'm much happier with the new D20 system.
That said, I'd hate to see them go under given the circumstances as reported.
Who said Freedom was Fair?
Bioware didn't make Kotor II...
Obsidian did.
I believe much or part of Obsidian is old Bioware employees, but not the same.
Either way, Atari isn't any different than Lucasarts in that regard. They screwed with Troika and the release of ToEE. Taking an older build and at the last minute forcing them to make game breaking changes (like removing children from the game, which broke somethings, and having them remove the brothel which broke other things).
First, some background. I'm 34 years old, but I started playing 1st edition D&D when I was in 7th grade. I played D&D fairly consistently until college, but starting playing again after the 3.5 edition came out. Every campaign I've ever played in, with one brief exception for a Forgotten Realms game in high school, has been homebrew. But I'm currently playing two campaigns with the same gaming group; one person DMs their own homebrew campaign, and the other, a brand-new DM, is running an Eberron campaign.
These are some of the things I like about Eberron:
1) It takes familiar D&D staples and makes them interesting. For people who feel constrained to stick the to the Rules As Written, Eberron gently gives them permission to bend (or break) them; this can also serve to wake up players who might feel compelled to attack every goblin on sight, because "everyone knows goblins are evil". Chromatic dragons and metallic dragons are not constrained to their usual alignments. A cleric of an Eberron deity is not required to be within one step of their deity's alignment (although they still get the undead turning/rebuking options and, more importantly, the holy/unholy aura generated by the connection to their god). Clerics in Eberron are not tied to being a follower of a single deity; the Sovereign Host pantheon and the Dark Six pantheon are valid options, and Player's Guide to Eberron has clerics of an entire plane of existence and of the nation-state of Riedra. With two nations of non-humanoids -- the goblinoid empire of Darguun and the monstrous lands of the Shadow Reaches, ruled by a trio of night hags -- PC options are more varied while making intergrating backgrounds easy.
2) It makes it easy for the PCs to stand out. One of the design goals of Eberron was that the majority of NPCs will not have PC levels; they use the generic "NPC classes" from the DMG a lot, and introduce a new NPC class, the magewright (a magically-enhanced craftsmen). It also makes it easy for casual players to get up to speed in a relatively short amount of time. Many NPCs as written top out around 8th or 9th level -- the two exceptions that spring to mind are the Lord of Blades, a 12th-level NPC who is the leader of a group of warforged that assert superiority over the "fleshy" races, and the head of the Church of the Silver Flame, who has the powers of an 18th-level cleric so long as she remains in the capital city of Thrane. So in a relatively short amount of time, players can rise to the top of their game. One downside of this is that WotC provides few options for epic- or near-epic-level play in Eberron, although the Player's Guide to Eberron suggests taking one of the major themes and building a campaign around them.
3) The focus of many of the Eberron products is adding options for storytelling. There are certainly DMs who don't need a book to tell them what a human who was tainted at birth by the horrific daelkyr is capable of, or what a knight sworn to the service of the necromancy-friendly nation of Karrnath can do. But not everyone has the creativity (or more importantly, the time) to work such things out, and a gaming business doesn't make money off of the Dms who just need the core books. I tend to think of WotC products (or any D20 product, really) as options; you can either use what they provide you verbatim, you can tweak something for your own campaign -- maybe the bone knights of Karrnath become the sentinels of K'Dar, God of the Underworld in your campaign -- or you can simply use the ideas presented for inspiration. (Thrane, a nation under the mostly-benevolent rule of the Church of the Silver Flame, is a pretty good model for how a theocracy might operate in practice.)
4) Some of the Eberron products are really well-designed. Although the Ptolus sourcebook may end up surpassing it in size and depth, Sharn: City of Towers was a well-written product focused on the signature location in Eberron, taking you from the top of the highest towers t
I thought RoleMaster/SpaceMaster were the most fun systems to play (only in small groups... a GM and 3 players, 5 at the extreme). WoTC just tried to make a simplified form of RM and named it the new D&D. I've tried the new system and it just seems like a watered down RM. Of course, with RM you pick/choose the skills and stuff you wanted, otherwise you'd end up practically having the butt-wiping skill (which you could fumble!) but when you got the subset of skills to cover the depth you wanted, it was fun. There's nothing like getting really lucky and stabbing that bad guy through the eye, killing him instantly!
All I know is, when I was buying AD&D manuals the Players Handbook, Monster Manual, Deities and Demigods each retailed for around $11. The Dungeon Masters' Guide was maybe $12.50. That, a bunch of clear plastic dice, a few afternoons crafting the world's most elaborate and comprehensive character sheet (complete with box to draw your guy in), and one friend who was sucker enough to buy the Dungeon Master's Screen were pretty much all you needed. Lead figures were optional (albeit cool).
Breakfast served all day!
How does this work again? You just write "/roll" on a piece of paper with a pencil and then the DM shouts out numbers between 1-100?
-- Stu
/. ID under 2,000. I feel old now.
OMG. I read through the entire thread and I honestly have to say - I have no earthly idea what you people are talking about.
Yea, I know D&D and played it as a kid. But I haven't the foggiest clue about anything else mentioned on this entire page. It's like I just got a blinding hot dose of unexpected geekdom and I kind of dig it.
You do know there are more than two RPG companies, right? If you're going to claim to take "the ... industry's temperature," you might want to look at, you know, the industry.
As with many mass market items, look to the smaller press for the more innovative and interesting ideas. Not every game is for every RPGer.. it's worth it to check out some of the indie games out there. From the serious and gritty, to the silly, there are a lot to choose from. Below are only a small
y l
sample.
http://www.sorcerer-rpg.com/
http://www.anvilwerks.com/?The-Shadow-of-Yesterda
http://www.septemberquestion.org/lumpley/dogs.htm
http://www.adept-press.com/trollbabe/
http://l5r.alderac.com/rpg/
Obviously, you're not a fan of Eberron, but I think the setting has promise. It makes several bold moves and at the same time, it retains compatibility with other D&D settings and the system as a whole.
I like the warforged for several reasons:
*They're not just "humans made of metal" (role playing not withstanding)
*They impose unique needs on players
*Their background isn't based on mysterious, powerful "ancients" who are gone now
*They can add as much or as little steampunkishness as you like
The other races are fairly par for the course, but I don't dislike any of them. The fact that some otherwise minor monsters (e.g. Rakshasa) play a major part in the world is nice. The use of dragons was fairly novel, but not overbearing (such as the way they were used in Arcana Evolved, which is a very nice system modification, but sometimes grating as a setting for me).
Overall, it's just a high-magic D&D world like you would expect, and I think it caps off the spectrum nicely when viewed in combination with the other D&D worlds including Greyhawk (I run a game set here), Forgotten Realms (I love the basic concept, but haven't been able to make the time yet to dive in), Dragonlance (not a fan personally, but I know a few people who enjoyed it), Ravenloft (S&S did some good work on this, under their license from WotC), etc.
Have you looked at RPGNow? It's an e-bookstore that sells PDFs of various games--some from the bigger gaming companies, others from small companies that you've never heard of, such as this giant robot RPG that was written by a friend of mine. Many of these are just as imaginative, if not more so, than a lot of the stuff you'll find from the larger companies--but since they're so small you'd never have heard of them.
Editor Emeritus and Senior Writer, TeleRead.org
Your Paranoia comment got me wondering, is this excellent game still around? Turns out it is! I thought it went out of print ten years ago, but a new publisher, Mongoose, is publishing a brand new edition. Okay, sorry Steve Jackson, but this just bumped "Space" off the #1 spot on my must buy list.
- None can love freedom heartily, but good men; the rest love not freedom, but license. -- John Milton
Obviously, you're not a fan of Eberron, but I think the setting has promise. It makes several bold moves and at the same time, it retains compatibility with other D&D settings and the system as a whole.
I didn't say I didn't like Eberron. I said that I don't particularly like the way that WoTC went about creating it and seemed to almost toss FR to the side in the process. I haven't formed many opinions on it as I haven't really explored it, but given that its in the bargain bin, it might indicate that its not doing that well.
One of the nicest RPGs is finally running on the mac, and is rock-stable! On to YASD!
Before you mod this down, I'd like you to know I have my Powerbook on a table, AND I use pencil and paper to write down my Inventory when I die - cheating as much as I can.
All the hallmarks of tabletop D&D'ing. Don't judge me.
"*Their background isn't based on mysterious, powerful "ancients" who are gone now"
Incorrect; there have been multitudinous hints that Merrix D'Cannith received/recovered the basic blueprint of a warforged from a giant ruin in Xen'drik; Grasp of the Emerald Claw's climax basically confirms this.
The role of the writer is not to say what we can all say, but what we are unable to say. -Anais Nin
This thread is exactly why Slashdot needs a dedicated tabletop games editor; these kinds of stories need to come out more often, so people can work out their frustrations and actually get around to discussing the topic at hand.
It seems like 5% of the posts are about the actual story, and the other 95% of the posts end up being:
* D20/3e/3.5e sucks
* (Insert campaign world) sucks
* WotC sucks
* Only losers need sourcebooks -- give me the core rulebook(s) and I'm happy
* Tabletop gaming is for losers
* Computer RPGs are for losers
* Why not mention (insert gaming system)?
No, it is technically a spelling mistake. Zonk meant to use populace and spelled it populous. Just because populous happens to be the correct spelling of populous does not keep it from being an incorrect spelling of populace. Of course, Zonk could have been using populous in its correct form, as an adjective, and failed to us a noun. That would be a grammar mistake, but its unlikely that was the case.
"GURPS for UNIX Geeks"
This would be a pretty cool introduction to the GURPS system. GURPS is very UNIXy in the sense that you have a pretty good generic system that allows for small pieces to be integrated into it pretty much anywhere you want.
Or maybe a joke about if operating systems were tabletop role playing games...
GURPS would be Linux (or maybe *BSD)
D&D would be Windows
Warhammer would be a Mac
I don't know, any others?
LedgerSMB: Open source Accounting/ERP
I'll stick my head in here and mention that the 2nd Edition of the Ninja Burger RPG is now available at DriveThruRPG, RPGNow and SJGames' e23 as PDFs, with a Print-on-Demand option through Lulu.com at RPGNow.
The new edition is based on the PDQ system that's used in the cult hit Monkey, Ninja, Pirate, Robot from Atomic Sock Monkey Press, which is obviously what inspired the current Slashdot Poll.
Feats and class abilities
Can they be used to make cheese-monkey uber-twinkie characters? Yes. Can they also be used to individualize a character, so that YOUR 8th lvl fighter is different from all of those other 8th level fighters? Yes, Yes, Yes! In 1st / 2nd Ed there were not a lot of difference (mechanically) from one fighter to the next. In 3.5, you can create the character that YOU want to play. There are still plenty of room for house rules and imagination. You just have a lot more flexibility, more options in the core mechanics.
2) The D20 System
A lot of people complain that it is a dumbed down system consuming all the competition, but in fact the game is marvelously elegant in it's execution. There is a reason so many systems have jumped on the bandwagon. It's a good place to be. Saves, Attacks, Skills are all resolved via the same streamlined method. Except grapple checks :) Those are just silly.
The skills are so easy to use once you understand them fully, allowing for a lot of flexibility in what your players can accomplish. Compared to the clumsiness of non-weapon proficiencies? Like night and day. I don't know where all of your bean counting comes in, but the skills system we use doesn't slow down play a bit. I am not saying that there isn't some math once a level, but come on, it's 3rd grade math. Once a level. Sure, large combats with high level characters do take a while, but it isn't the math that is slowing things down. It's all the players. You know, the ones playing the system you hate and they seem to enjoy.
I am not saying that 3E is perfect. But from one crotchety old fan-boy to another, it's actually pretty good.
Slashdot never reviews anything but supplements from the mainstream publishers. Some of these D&D supplements have been out for a couple of months now; I've seen them in stores.
Given who and what they review, I honestly have to wonder if they have no taste or if they're getting paid for it. Honestly, none of the smaller publishers could afford this kind of product placement, and none of these supplements are really worth a review. They're just more feats, more prestige classes, more races, etc -- in other words, nothing innovative and nothing that significantly expands your options for game play.
I'd love to see a review of a beautiful game like Weapons of the Gods, but you aren't going to see it around here.
If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").
If people are going to talk about GURPS, I have to throw in my obligatory comment about Hero Games and the Hero System (what GURPS should have been). Many of you probably know the Champions superhero rpg, but Hero Games covers the spectrum of rpgs (similar to GURPS). There's nothing like a game system that lets you knock bad guys completely through brick walls. ;)
If they made the English edition metric, I'd consider it. However, I'm primarily interested in modern and SF RPGs, and there's no way I'm going to be using feet, inches and pounds in a modern or futuristic setting.
Hence, it's T20 for me.
GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
For the last couple of years I've been packaging the support line for the current edition of PARANOIA, the RPG of a darkly humorous future. The new line now has a dozen supplements (see the Mongoose Publishing PARANOIA page) and an enthusiastic and growing fan base at the leading fan site, Paranoia-Live.net. The reviews of the new line have been so congratulatory, even The Computer would approve. If you remember the glory days of PARANOIA from the early 1980s, or if you want to understand what all those old grognards mean when they say "The Computer is your friend," check out the current line at your friendly local game store or online.
A couple points:
1) Demonstone was a fine game, if a little short.
2) Oblivion is the best RP released since Morrowind, whether or not you think it looks too much like a console port. (And BTW, what the hell does that have to do with how fun the game is? In case you haven't noticed, consoles have fun games on them. Would you have been happier if there was no port and it was 360-only?)
3) What the hell does Neverwinter Nights 2 have to do with Bethestha?
4) What the hell game *do* you like? Do you like any video games at all? How about WOW? How about a nice RP-based MUD? I think in your little rant there, you've managed to alienate every RPG except perhaps KOTOR, so it would be enlightening to know whether you have a good game in mind, or whether you just happen to hate ALL RPGs and haven't realized it yet.
Comment of the year
> for clarity, simplicity, realism, and playability.
Sorry, but you're being way fanboyish.
I like GURPS quite a bit, so I'm hardly "anti-GURPS", but saying it beats any other RPG for simplicity and playability is just not believable. I could never get a game started because almost all the gamers I knew found GURPS way too complicated and too hard to play.
Indeed, that's a key reason GURPS has languished in obscurity for so long, while White Wolf's games became so big---they're so much simpler to understand and play.
More than that, though, a serious problem that GURPS has always had is confusing realistic with complicated . There are detailed rules for all kinds of things, but if you actually check the results of those rules against reality---which I did as a hobby for a while---you'll find they often fail badly. In fact, the fact that the rules are highly detailed often makes them less realistic than more abstract rules, since the "well, maybe this is the reason" explanations that work for abstract rules (e.g., "-6 to hit at long range") are excluded by the greater detail in the GURPS rules (e.g., "-2 for speed + -3 for range + 1 for size + -2 for evasiveness + -1 for light +
If you really think GURPS is "realistic", you haven't checked the rules against reality. A great many of them have all the hallmarks of being arbitrary decisions that fail to model the real world.
Now, that doesn't mean GURPS isn't a good system; it just means that if you say it's "hands down" the simplest, most playable, most realistic system out there, well, be prepared to have very few people agree with you, and for very good reasons.
(Keep in mind, I quite like GURPS, but I'm objective enough to recognize these problems. They're not enough to ruin the system for me, but they are for the large majority of gamers. It's worth a try, but don't be surprised if it's not to your taste.
As an aside, it's interesting to note that I've never seen RPG partisans quite so loyal as GURPS fans. I suspect the complexity of the system appeals to a certain type, some of whom feel a fierce pride in having mastered a "superior" system. Reminds me of the more obnoxious "l33t Linux h4x0rs" sometimes. Not the parent poster, just others I've seen.)
Green Ronin has released True20, which slims down the d20 rules and uses the damage save mechanic they popularized in Mutants & Masterminds.
Troll Lords is publishing Castles & Crusades, which is basically AD&D with AC that goes up and a cool, but simple mechanic to handle saving throws and skills (i.e. the SIEGE engine). Even better, it's 99% compatible with pre-3.0 D&D, so if you have old material you can put them to use with little or no work. Gary Gygax's Lejendary Adventures is also available from the Trolls. Speaking of Gygax, you can also get his Castle Zagyg series (written for C&C), which is, of course, Castle Greyhawk by another name (all the books for this aren't out, yet).
I.C.E. has put out HARP, which is related to RoleMaster, but simpler and condensed.
Basic Fantasy rules are available onlin; essentially a free version of original D&D.
FATE (a variant of FUDGE) sounds pretty cool.
Savage Worlds is another popular system that follows the "streamlined and fast" model for RPG systems.
Chaosium has been releasing new material for Call of Cthulhu, including Secrets of San Francisco and Tatters of the King (Hastur/King in Yellow adventures).
RuneQuest is returning from the ashes.
Some of your rant seems to be a little misinformed. Beyond what others have already pointed out...
> WoTC tried to duplicate that by soliciting submissions from everyone and creating a new line
> based on their original home grown idea. They had judges, a competition, etc. I'm surprised
> Fox didn't air it. Forgotten Realms was far from dead, and many continued to enjoy playing
> in it. They decided to abandon what was working
FR is far from dead - WotC has by no means abandoned it, and it just makes you look silly to claim otherwise. Take a look at the upcoming products - most are generic, one is FR-specific, and one is Eberron-specific. That's pretty typical.
Just because Eberron has been added doesn't mean FR has been removed. Classic false dilemma fallacy.
1) It was a pretty big rip on Return of the King. used the same engine if I recall, and it was basically the same game with new skins and sounds.
/. and the oblivion forums. It has to do with the crappy "in-order" processor the 360 uses. Those are the words of developers, not me. Actually I grab you the link so you don't whine: http://crystaltips.typepad.com/wonderland/2005/03/ burn_the_house_.html read the stuff from Chris Hecker about the processors. Oblivion is exactly what he predicted. The same crap only shiny.
2) Consoles do have fun games, but if you're going to release a high quality PC game, you need to make it for the PC. It was lacking a lot of basic features, like key-mapping, and some of its mechanics were dumbed down to account for the 360. The AI was also trashed because of it. Something I've already linked to and explained several times on
3) Read the whole thread before commenting, I already corrected the Bethesda/obisidian mistake. I meant to compare the subpar performance with kotor II
4) Wow is crap. All MMORPGs are, because they're not roleplaying games. They're hack n slash crap. Not all, Eve is reasonable since its not about the level grind, and Wish would have been amazing but was canned (I was in the Beta). I also really liked Temple of Elemental Evil, as you can see I praised its quality, I didn't like the way Atari handled it and killed the franchise before it had the chance to get off the ground.
I'm also a big fan of D&D in general. I'm not particularly happy about the way WoTC passed off on FR and tried to make a "new FR" by trying to force the process with Eberron. I also quite enjoy Palladium's Heroes Unlimited and After the bomb games.
I like quality, I don't like garbage shovelled out by a company to try and make a buck.
Hackmaster is the One True Inheritor of the AD&D title. All those new rules, all the needless additional rolling, the Need A Rule For Everything Because I Lack An Imagination generation of D&D might as well flush itself now, while it still has a modicum of self respect left.
... and the combat mode of the Hackmaster GM shield puts the fear of god (a.k.a. the DM) back into players who are far too used to rules lawyering their way to 20th without a single resurrection!
Put the Dungeon back in D&D, the Gummy back in the Gummy Elemental, and the Betty back in the Skipping Betty fireball.. skip the crap, stick with Hackmaster!
Bring back the 20-or-die poisons, the lethal curses and diseases, and the System Shock rolls! Ha ha haaaaa....
Some of the GURPS books really are good references for other things, like writing. I especially recommend GURPS Religion (the design of gods, real-in-the-setting or not), Atlantis (the original legend and spin-offs), Bio-Tech (gengineering), and the Transhuman Space books (advanced tech of all kinds).
Revive the Constitution.
D&D 3.5 seems to be more like WoW... the end-game is in sight, and actually seems obtainable. You can have a great story getting there, and once you're there, you feel all powerful and good about yourself, but it's probably time to start again.
The old D&D was more like a grind (less like an action movie) as far as progress went.
People like not having to be hardcore to get to the good stuff (simplified, generalised and unsupported psychology FTW!), so this is popular.
The books are still out there for the older stuff, and it always seemed more free-flowing anyway, so extra books are less important. If you needed story ideas, you could go read a book (any book, fantasy, sci-fi, fiction, non-fiction).
-Steven
Do you know of a good cyberpunk rpg with playable rules for the cyberspace?
l ) I wish I could take a look at it!!!
I have tried a few (fron cyberpunk 2020 to GURPS cyberpunk) but non of them was simple and yet accurate enough (and yes I know those 2 reqirements are in conflict).
I am still looking for a system that does not make the "netrunner" some kind of mage with programs instead of spells and somehow resemble the real experience of "hacking" without requiring all the knowledge.
I've heard of the mythical GURPS Hackers that was beeing developed when Steve's Jacksons home was raided (http://www.chriswaltrip.com/sterling/crack2m.htm
It wasn't mythical, nor was it GURPS 'Hackers'. You are referring to the original release of GURPS Cyberpunk. The FBI raided his home and company offices and effective shut down his business for a couple days. Their pretext was that the sourcebook was going to be a 'manual for computer crime'. Steve Jackson Games promptly sued the federal government for damages and to make a long story short they won the case.
Steve Jackson Games' side of it can actually be found on their website at this address:
http://www.sjgames.com/SS/
I've only just gotten the Eberron Campaign setting, from the bargain bin, over 50% off. That is probably pretty telling.
I'm not running or playing an Eberron game at the moment, but the setting is decent. It was created for the player in mind. They had a contest, took submissions for campaign settings, and Eberron is the one that won. There are aspects to the setting that rub me wrong, but I think anyone that has been playing a long time will see stuff they would have done differently. Eberron is perfect for anyone interested in pulp Indiana Jone-ish type adventures with lots of intrige.
"Only one thing, is impossible for god: to find any sense in any copyright law on the planet." Mark Twain
"I am still looking for a system that does not make the "netrunner" some kind of mage with programs instead of spells and somehow resemble the real experience of "hacking" without requiring all the knowledge."
Shadowrun certainly meets part 1. The "real experience of hacking" consists of sitting at a desk, perhaps occasionally doing something very clever and leftfield. Not really something you could roleplay.
p.s. Shadowrun is ace.
I am still looking for a system that does not make the "netrunner" some kind of mage with programs instead of spells and somehow resemble the real experience of "hacking" without requiring all the knowledge.
This depends entirely on your opnion on what the "real experience of hacking" should be in a cyberpunk game. IMO the best approaches are either: some kind of mage with programs instead of spells (for people who like flashy netrunning), or some computer related skills that you simply roll for information gathering and anything else you want to do. The rest is just roleplay: handle it the same way you handle players looking for and meeting people and rolling Streetwise or Savoir-Faire, or burglars sneaking around and rolling Lockpicking to get into the building.
You don't need a big system if you don't want one. and the best part is that this works in any system.
Oh yes and let's not forget the weird ass 18/00 - 18/99, none of which are as burly as 19. And then 25 isn't 25% buffer than 20... it's a cloud giant compared to an orc or something.
The best part for me was that the extrodinary strength scale went not from 18/00 -18/99, but rather from 18/01 - 18/00. (A really, really, REALLY stupid notation artifact, IMHO).
All the techniques ever used to make men moral have been themselves thoroughly immoral... (Nietzsche)