Showing posts with label Game Review. Show all posts
Showing posts with label Game Review. Show all posts

Sunday, October 27, 2019

RedBlade Character Generator Review

RedBlade is a super fast character generator for Dungeons and Dragons 3.5. This tiny piece of software is lightning fast and full featured. Don’t let the price or size of the package fool you.
The Base screen is all business. Down the left side are buttons to guide you through the process. Select a name, class, multi-class, adjust hit points, etc.


As you select items, the graphical interface displays changes. Click the Abilities button to continue.

Rolling abilities couldn’t be easier. But what kind of player would you be if you didn’t reroll? The program orders the rolls high to low. Assign the highest first by clicking the ability button and proceed through the numbers sequentially. Should you wish to make changes ability assignment, use the arrow buttons on the right.


The Class button displays all the class skills and abilities available. Since I have selected a rather plain fighter, nothing is displayed.

Skill selection is a breeze. There is a drop down box for class and Class skills and Cross Class skills. The software tabulates points to Class and Cross Class skills. The initial selection occurs on the center screen and more ranks are added on the right with the arrow buttons.

The Feats screen is rather ingenious; not only are bonus feats displayed in their own area, feats with prerequisites are greyed out. Hovering on a feat displays a blurb about it in the bottom box.


Languages are a snap with this software. Class and race are used to create a list of languages, the number available is counted off on the top box.


Shopping for equipment is fun; this is my favorite part of character generation. RedBlade breaks equipment down in to a dozen or more types and will display standard magical versions. The only oddity of this screen is the fact that coins are optimized to the minimum quantity. Silver is automatically converted to gold while gold converts to platinum.

The software allows you to customize equipment in the form of masterwork creations or non-standard magical items. It is very comprehensive.


Through out the software, helpful pop ups will appear and describe issues. Each is very clear. To resolve the issue below, you may add more money or click the “Buy for free” check box.
Each screen feeds another, so selecting armor under shopping calculates information for both the “Equipped” screen and the actual armor class.

The Equip screen allows for multiple sets of armor and weapons. It is intelligent, allowing for two handed welt weapons. This screen will create a series of armor classes and to hit numbers on the final character sheet.


One set of equipment is labeled primary combat kit. Using the Dropbox allows for secondary kits such as bows.
The magic screen displays all things magical. Typical this is reserved for inherent abilities. Our fighter does not have any so the screen is blank.


The spells screen divides spells into level and class.  It will allow you to “cheat” and obtain more spells than normally possible. It will also calculate any bonus spells based on race, domain, class or ability points.  It will display both known spells and spells memorized. There is a row for spell DC which I find to be very handy.


The role play section is all free form. Basic information is entered on this page.


A separated area is available for history.


The last area is for goals. If an area is omitted, it does not appear on the character sheet. No need for clutter, eh?


“Finished” gives two options, character sheet and save. The sheet is saved as an HTML file and clicking the sheet button will display it in your favorite browser software.
Since RedBlade uses standard HTML portability is not a problem. Pages can be opened in Word or converted to pdf to fine tune printing.
All and all RedBlade is not the most comprehensive character generator, but if you want to quickly crank out characters, this is the tool for you.

Sunday, September 22, 2019

Review - Magic Items by The Raging Barbarian aka Simone Tammetta

Title: Magic Items - 1d100 magic items for (almost) every moment
Author: The Raging Barbarian aka Simone Tammetta
Rule Set: Agnostic
Year: 2019
Pages: 16
Levels: Low level
Rating: ★★★★★

Oh, this is the month of reviews. I am all off kilter and not reviewing my normal fair of historical books and D&D modules. Last week, I reviewed the wonderful Moldy Unicorn by Nate Treme.

Today, we are looking at The Raging Barbarian's Magic Items - 1d100 magic items for (almost) every moment. First, it's PWYW over at DriveThruRPG and second, it is ruleset agnostic. I'm a D&D player and generally like D&D themed items, but this agnostic book is great for little details and brainstorming. As advertised, it has 100 magic items. General attributes are mentioned, such as triggering mechanism and range. Exact effects are left to the DM. All and all, it is a list of great idea starters or weird little things to inject into a game for light-hearted fun.

The book also has a cool, non-distracting series of drawings around the edge. The images are lineart which saves ink and all of them beg to be colored.

All and all, 5 out of five. It's definitely worth dropping some gold and silver in the tip jar.

Thursday, July 18, 2019

Unreview - The Gardens of Ynn

When I found this title, I fell in love with the concept of a procedurally produced adventure. I meant to write a review of The Gardens, but I never could capture the core idea. What struck me most was the author's (Emmy Allen) desire to break out of her writer's block. Wow. That was an amazing idea and the end result is spectacular.

Anyway, I have collected up 3 reviews of The Gardens of Ynn and added a bit of commentary on each review.

The Gauntlet Blog, called the book "evocative" and praises the use of all five senses in the area descriptions. (Edit - You can also read part 2 here.) The Gauntlet takes the point of view of White Hack players, which is a step removed from typical D&D. This perspective enhances the review as it leaves the typical D&D archetypes out. While I don't play White Hack, Fraser Simons' review of The Gardens makes me wonder if I should.  

Bryce over at Ten Foot Pole, stress the Gothic Horror aspect while digging right into the mechanics of how to use this setting. Bryce is right that this is a setting book as opposed to an adventure, which something that the reader could overlook, something that Emmy Allen took a moment to confirm in Ten Foot Pole's comment section.

d4caltrops calls The Garden "elegant". d4 praises the binary aspect of "go deeper/go back" to control where the adventurers go in The Garden. Even better, he suggests easy ways to use this book as a means of transport for your characters. Talk about taking a great idea and making it better.

I was surprised to see that no one commented on the artwork of this piece, which I totally enjoyed. Its Gothic simplicity is wonderful. I love this style of art.

You can pick up The Gardens at DriveThruRPG for just a couple of bucks. You can also go and add the three blogs above for free. Why not do both?

Tuesday, June 25, 2019

Harpoon II Review for Macintosh OS 9

Title: Harpoon II
OS: Mac OS 9, 64k and Power PowerPC plus Windows.
Year: 1994
Producer: Three-Sixty Pacific
Setting: Combat Simulation
Number of players: 1
Rating: ★★★★★

One of my favorite games from the 1990's is Harpoon II, by Three-Sixty Pacific. 



If you've ever played Civilization and said, "Hmmm... I wish there were more micromanagement in this game..." then Harpoon is the series for you. The initial offerings for the series were simple 2d images of a simulated radar screen, more recent updates use 3d graphics. Personally, I like to the simple 2d. More natural for a simulation, in my mind. 

The game presents a series of scenarios, each of which allows you select your level of realism, control and side. The scenarios hop around the global from Greenland to Antarctica. Each force has specific victory conditions and you receive a ranking in for each condition.

When the game opens, you have a strategic map and a tactical map. You can create as many as you like. You can create formations and CAP patrols, activate ECM/Radar/Com, determine speed and altitude/depth, and a myriad of other functions for each unit. The group command allows you to keep assets together and a waypoint editor allows you to send them off to battle. Or you can leave it the AI. 

Never leave stuff to AI, it isn't that bright. One of the limitations of the game is that the AI only deals with certain parameters, the objectives and can be faked out far too easily. Be careful as you can easily issue orders that will result in losses for stupid reasons, such as planes running out of gas or subs tooling up to a battleship on the surface. The AI happily does that to your opponent.

One of the tricks to this is the time compression settings. You can slow things to a crawl or even pause, then leap to real time or faster to get to the meat of the action. By slowing moments before an important event happens, you can save, proceed to the event and if you don't get the desired result, quit and reopen the game for another chance.
All and all, Harpoon II is very much a tabletop counter game perfectly adapted for the computer. If you like Avalon Hill games, you'll love Harpoon II. It works under Mac and Windows and best of all it's always willing to play with you. 

As this product and equipment ages, I have noticed some bugs. I have a Performa 475 which runs the game very slowly, as it did back in 1994 with no issues. The Performa has OS 7.5.3 and 32 MB of memory, which is about the most it can have. When running the software on a G4, 450 mhz sawtooth, with 512 mb of memory under 9.2, the program hangs on launch. I've tried every solution that comes to mind to fix this but nothing works. One work-a-round is opening a saved game, which allows you to exit that scenario and pick another. There is something about the video file that launches on start up. 

This brings to mind another funny thing about Harpoon II. On a Mac, the Harpoon II folder has a folder called resources, which contains videos used at various points in the game. If you can match the size and name of the old video, you can replace it with something else. Anything else. 

I seem to recall using movie clips at one point...

Monday, June 24, 2019

Paranoia, Second Edition Review

Welcome to Alpha District, Citizen!

Let's start with the basics. Paranoia has been around for decades. This edition was produced by West End Games in 1987. It is a revamp of the first edition rules, which strips out much of the game mechanics in favor of pop-the-clutch-and-go fun. What was "removed" often ended up as an optional rule, which in the spirit of the game, could be ignored, introduced or changed willy-nilly during play. Players who claim to know the rules are deemed traitors and kills. So, computer, have at it. Whatever makes your players happy. And Happiness is Mandatory!

What does the game include?

  • 136 page "rule" book
  • 16 page booklet describing the life of a troubleshooter
  • 1 20 sided die for something or other
  • One box with colorful pictures 
  • Not listed on the box are supplemental items such as character sheets, charts, (dis)loyal tests, vehicle control schematics, NPC charts and reports.  
The rule book includes a mini adventure demo in the front and a longish scenario or module in the back. The artwork is wonderful, while not perfect or extraordinary, it captures the theme of the games mind-bending laughs with a touch of sarcastic paranoia. This edition was compatible with all first edition modules, which is nice. 

Game play is quick. Each player is entitled to 6 clones, one at a time to represent the player's character. Unless the computer decides otherwise. As one character dies, another clone appears to take his or her place. Sometimes, they remember what happened to the last clone and sometimes they do not. Unless the computer is optimistic about the lethality. In which case, a second, third or 20th clone can be played at the same time as the other 1, 2, or 19. This will increase the likelihood that the player will turn on themselves, leaving other players bemused, horrified or shocked. 

In one session, I had a player holding 20 character sheets like a hand of cards and when he dropped sheet, that clone died. The book is chocked full of insane tips for pushing the charac... er... playe... er... maybe character's? paranoia buttons. My personal favorite is reading room descriptions with a stryofoam cup over your mouth to simulate a broken speaker.  

For a game that revolves around comedic death, the character creation process is robust. As are the choice of weapons and suggestions as to when to use them on your friends.. There seems to be a section on combat, but it is sort of optional. Except the coveted rear position, Troubleshooter. The motive and ability to bushwack other players is fun. Fun leads to happiness and Happiness is Mandatory! 

The included 19 page module, "Into The Outdoors with Gun and Camera" is laugh out loud funny. It works in tandem with the rules, basically forcing the players and computer through most of the rules. 

One issue I see with this set is the concept that the computer is ruthlessly hunting for "Traitors", a concept that was awesome and understandable in The Cold War, but perhaps won't play well with younger people today. 

You can check out Paranoia at DriveThruRPG

Saturday, February 2, 2019

Robotech: Battlecry (2002) - The Unreview.

Thanks to the blizzard conditions, my son busted out a game that is older than he is: Robotech: Battlecry.

On our 50" TV, the image is a bit blurry but the game is still fun. I always liked this game because it didn't use the 'gon crunching graphics, instead going with the flat looking color pallet of the comic books and TV shows. The voice acting was excellent and the imagery memorable. The story nosedives into a pyrrhic victory, which is forgivable since the game did an admirable job of staying in canon.

The game featured a good story mode and the 1v1 battle mode on a variety of maps. Progress through story mode unlock various Veritechs and paint schemes for a (limited) customized feel.

The game's combat system seems glitch filled at first, but you are in a Veritech. Enemies will hover in your blind spots, behind you or dead ahead and under your nose. If you let them stay there, they will kill you. Enemy bosses are overpowered and you face them after wave upon wave of enemies, with you armor depleted. How can you survive?

Change and adapt. A Veritech is a fighter jet, a hovering vehicle and a flying robot. Jet mode is quick and has the most long range missiles and powerful guns. Gerwalk or Guardian mode can dodge left and right while flinging missiles and gunning down enemy missiles. And of course, the Battloid mode is a killer robot.

By shifting from one mode to another in rapid succession, you can capitalize on the advantages of one mode while actually in another. These tactics don't seem obvious until you play 1v1, which is a little crazy. Starting in fighter mode, you lob missiles, boost for speed and then deploy counter measures before switching to Guardian mode. In this mode, you can strafe, lob missiles and shoot incoming missiles with your gun before going to Battloid mode to hose enemies and missiles will automatic fire or precise sniper fire. You'd do all of that in less than 5 seconds, over and over again.


Oddly, there are no melee attacks.

No console game would be complete without a choice of cheats. Cheat mode can be entered by hold L1 and R1 and pressing left, up, down, X, right, triangle, followed by start. A keyboard appears to enter the codes.

One shot kills - BACKSTABBER
One shot kills in sniper mode- SNIPER
Quick weapon recharge - MIRIYA
Inverts controls - FLIPSIDE
GU-X ammo recharges faster - SPACEFOLD
Invinicibility - SUPERMECH
Missiles recharge faster MARSBASE
Turns off ALL cheat codes - CLEAR
Unlock all levels - WEWILLWIN
Unlock all Veritechs, Maps and Medals - WHERESMAX
Unlock all multiplayer levels - MULTIMAYHEM
Unlock new paint schemes - MISSMACROSS

These cheats are preserved though saves so be careful. Re-entering a cheat turns it off, which is less than obvious. CLEAR of course turns them all off, too. One thing to keep in mind is that the one shot kill codes can ruin your fun, especially in missions where you need to rescue or keep someone alive. One accident shot and they are dead.

The game contains many glitches, one of which is fun for the user. Completing a space mission with the Super Veritech allows the player to continue to use that loadout on missions which it would be precluded. The moment you save, that option is gone.

I would love to rate this game, but since it is my favorite despite all of it's warts. I won't. I'll just say I won by playing out my favorite children's show.

Do you have any favorite games that have been passed from one generation to next? Let me know over on Mewe or right here in the comments.

Sunday, July 22, 2018

Knight Hack Review with Reflections


 Title: Knight Hack
Author: Philip J. Viverito,
(1st edition by The Jogglers, which also included Ed Backer, Richard Kohlbacher)
Rule Set: Hack Series
Year: 2005
Pages: 52
Setting: Western Europe, North Africa, The Near East and Eastern Europe 1000 AD to 1400 AD
Number of players: 2+
Rating: ★★★★★

The original Hack series was born in 1991 and it was a reflection of the times. Knight Hack, Third Edition was born in the 21st century and is also a reflection of now. The game has a evolved so much, it is hard to see how 1st edition relates to third, except on first principles. This is a game for gamers, written and tested by gamers.

As the person responsible for supplying the art for original book, I have to say third edition is by far superior. Most of the clipart is gone, replaced by full color images of the game in actual play. The rules have been simplified with a new D-10 system, which reduces the rule length from 52 to just 19. This is accomplished by the removal of the concept of troop type and the premade Q.R.S. or Quck Reference Sheets for each era and type of army. The rules now have a proper table of contents and an index in addition to the required charts and 38 pages for the Q.R.S.

I hate to say it, but everything I knew about and all that I did for the first edition is gone. And the rules are better for it.

I've posted about my first Con in 1977. I still have the brochure. It was a formative time for me. I would have been all of 5 years old, and there I was watching WRG, Tractics and most importantly to me, D&D being played for the first time.  It left quiet the impression.

Fast forward a few years and I was in to all of these Games Designer's Workshop and Task Force products. I had Robots, Striker, Traveler and Federation Space. I still have them.

At the end of the day, knew that something like Knight Hack would be made. My parents made sure that I knew enough about games, the importance of play and of inspiration to know that things change and usually for the better.

Tonight, I stumbled across one of my first coloring books: Camelot.


The copyright is 1967, by the Whitman Publishing Company. You know, parents who make something like this one of the first coloring books is instilling a love a play, games and history. 

Drive Thru RPG carries the first edition rules here and Third Edition here.

Tuesday, June 19, 2018

Game Review - Knight Hack

Title: Knight Hack
Author: The Jogglers, Philip J. Viverito, Ed Backer, Richard Kohlbacher
Spearpoint Article: Lynne Viverito
Cover Art: Me
Rule Set: Hack Series
Year: 1991
Pages: 52
Setting: Europe, 1000 AD to 1250 AD
Number of players: 2+
Rating: ★★★

And now for something completely biased.

Way back in the 1980s I was very privileged to belong to a gaming group called the Jogglers. I wasn't even an official member, I was more like a mascot and computer nerd. I can't tell you how many games I played between 1988 and 1992. I recall a couple of occasions where a local mall was rented out for play testing, but then turned into mini-conventions to play dozens of rule sets. The Joggler's love their games. When I wasn't play testing this or that, I was editing clip art for the book. My brush with fame came from being able to use this:


The layout of the book was exceptional for the time. We used a Thunderscan and Imagewriter II to process photos. Clipart from 3.5 floppies were the source of much of the line art. The text was written in MacWord, MacDraw and MacPaint were the tools for maps and diagrams.

Knight Hack was born a fast playing historical miniature game. Initially, each turn takes about 15 minutes. After a little play, adept players can get this down to just a few minutes or less. Whole games can be played out in as little as 2 hours. The rule set allows for 15 and 25 mm figures. It was game made by players for players.

So why do I give a game that I play-tested and contributed to only 3 stars? The game evolved and improved with age. Second edition obviously merits 4 stars and Third Edition receives 5.

Drive Thru RPG carries the first edition rules here and Third Edition here.


Book Review - A Brief Study of TSR Book Design

Title: A Brief Study of TSR Book Design
Code: N/A
Author: Kevin Crawford
Rule Set: D&D
Year: 2015
Pages: 26
Number of characters: N/A
Levels: N/A
Rating: ★★★★★

A Brief Study of TSR Book Design is one of those excellent finds for any game master or would be B/X author. In just 26 pages, Mr. Crawford covers the design element of decades of publications for Dungeons and Dragons books. He covers the ins and outs of fonts, margins and styles used in games from the 70s, 80s and 90s. Get your game on!

Mr. Crawford also gives sage advice on direct copying of styles for a variety of reasons such as technological updates, copyright issues and creativity. This is a surprising and useful find for the would be module author and at its price of free is unbeatable. Easily a five star rating.

Friday, June 3, 2016

Module Review - BSOLO Ghost of Lion Castle

Title: Ghost of Lion Castle
Code: BSOLO
Author: Merle M. Rasmussen
Rule Set: D&D
Year: 1984
Pages: 32
Number of characters: 1 - Solo Play
Levels: 1-3
Rating: ★★★★★

This is an impressive and iconic module, meant for one player. Crammed into just 32 pages is a solo adventure complete with special solo rules and sample characters. Lion Castle is a wonderful starter scenario for groups or an introductory game for just one.

The five star rating is for the expansive and creative writing and world-building that appears in this module. Lion Castle gives the player the ability to try out new things in a limited setting. The module pulls no punches, this place will kill you more often than not. Fear not, this module is also there every time you wish to play. In fact, it is suggested that you note where your last character died so that the next one can acquire his equipment.

This is one flaw in the game/scenario. If you run a series of character’s through the Castle and noted where the prior characters fell, you can break the game with equipment and magic items in quantities not ordinarily allowed by the rules.

All and all, this is an excellent module.

Where to Buy:
DrivethruRPG

Wednesday, June 1, 2016

Module Review - S2 White Plume Mountain

Title: White Plume Mountain
Code: S2
Author: Lawrence Schick
Rule Set: D&D
Year: 1979
Pages: 16
Number of characters: 4-10
Levels: 5-10
Rating: ★★★★☆

White Plume Mountain is part of the Special series. It is meant for Advanced Dungeons and Dragons and expects a large number of characters at relatively high level. Interestingly enough, the scenario spells out that many adventures into the dungeon will be required and may cause a rotation of adventurers through many sessions. That is a nice touch. I like the long term play and replay-ability.

This style of play is engrossing as early failures and setbacks to the player characters are muted by the ability to retreat to complete safety of the nearby town. This is very different than most dungeon crawls, where characters must horde limited resources. Instead, players find themselves on a quest to obtain 3 magical items: Wave, Blackrazor and Whelm, protected by powerful masters and inventive puzzles and challenges. Backtracking enables inspired progress, resupply and fairly realistic game play. This adventure takes the learning curve for games and makes it a positive. White Plume Mountain is more like The Moonshot than D-Day.

This module also features wonderful artwork. My personal favorite is the fighter on page 6. It isn’t the best, but captures the character's reaction so perfectly. The fighter’s “WTF” look is classic: “Who jumps platform to platform over hellishly hot mud? Everything in fighter school trained me not to do this.” The images for Blackrazor, the Mountain itself and Keraptis are iconic of classic Dungeons and Dragons.

Where to Buy:
DriveThru RPG
As a part of a set, S1-4. or as a stand alone product. I really must by this. I really need to stop impulse buying. I'm am so gonna buy this.
DriveThru RPG also has Dungeon Tiles and a new version for 3.5 Adventures.

Tuesday, May 31, 2016

Module Review - B2 The Keep on the Borderlands

Title: The Keep on the Borderlands
Code: B2
Author: Gary Gygax
Rule Set: D&D
Year: 1979 and 1999
Pages:
Number of characters:
Levels: 1-3
Rating: ★★★★★


This is one of my favorites, the star rating says it all. The Keep hovers on the edge of sandbox wilderness, one that is your to explore. The Keep is the perfect place to kick off an adventure, the players can obtain all they need to fully explore the environs.


As a carryover from B1, the advice sections are present and highly valuable. There are also handy details such as gossip and the willingness of the lord of the Keep to provide the player characters with man-at-arms and magical items.


Where this module shines is in the tactics provided for each group the characters encounter. Some of them are embryonic or silly, but in keeping with the intelligence level (or madness) of the inhabitants of the Caves of the Unknown.


One of the better things about this adventure is the player mapping is logically constrained, allowing them to make mistakes, but not so bad as to create a mapping nightmare like In Search of the Unknown.  


Where to buy: DriveThru RPG