Showing posts with label Dungeons and Dragons. Show all posts
Showing posts with label Dungeons and Dragons. Show all posts

Saturday, October 25, 2025

CRPGs vs. Table top RPGs

 

Something has come up.  And that is my feeling on table top RPGs and computer RPGs.  Obliviously, there has been some good ones on both sides.  For me, it's the Elder Scrolls series and the Dungeons and Dragons game.  I play both, although I have been playing table top more as of late.  And I'm still looking forward to the Elders Scrolls 6 game from Bethesda Studios.  So, the question is, which is superior to the other?

 Actually, the table top experience is actually superior to the computer RPG experience. At least, until Wizards of the Coast decided that their audience is toxic and they decided to expand their player base.  They show this with bad writing, bad illustrations, and bad editing.  So, lets talk about computer RPGs first, obviously they have the upper hand, correct?

 Computer Roleplaying Games

 Actually, I should be showing Starfield up there.  However, I don't play Starfield, I'm looking forward to playing Elder Scrolls 6.  Obviously, computer gaming has advanced since the first four Ultima games.  You've got first person view along with beautiful landscapes and modularity.  You can mod Skyrim, and many people have. I also modded Skyrim. I added new things to my Skyrim that I liked.  Skyrim, being a first person CRPG, has revolutionized leveling.  You choose your skills as you go up and you also customize your character to how you like.

With me so far?  Good.  The Elder Scrolls series is one of the best series for computer gaming.   They have four things going for them:

* Their Creation2 Engine.

 * Modified games.

* Exemplary graphics.

 * (Usually) good stories.

Skyrim is great to play and is a good diversion.  And while I can modify my game, no one Skyrim is the same (modually) as another Skyrim. However, the game gets old and it's tiring to play the same game after a few years.  So you hope that the next BethSoft game will be as good or better than the last. 

Tabletop Roleplaying Games

 So we come to tabletop RPGs.  So to me I get more satisfaction from running a tabletop roleplaying game than playing one on computer.  Sure you get amazing graphics (thank INVIDIA for that) from a computer RPG.  And sure you see amazing spells as flashy.  I mean look at your computer screen.  The difference is, with a tabletop game, I'm telling my own story.  And my players interact with that story. 

I'm currently running a Shadowrun 4th edition game and playing in a Rolemaster game.  Sure, I'm doing it over roll20, but very few people in my area have time to play face to face.  Although a face to face game is ideal, roll20 is a backup. 

So, what is the problem with Wizards of the Coast?  Well, they lie to their customers.  They treat their customers as toxic.  They consistently pay for bad illustrations, and they blame us for their shortcomings.  Still, I think that Dungeons and Dragons 3rd Edition is the best version to play.  Although other people may think that older or newer editions are the best to play from.  However, D&D 3e allows for greater player customization.  This way, my players can make different fighters, different Wizards, and different clerics.  All this based on their feat selections.  It's a win-win situation.

So, are CRPGs better than tabletop RPGs?  It's mostly how you play both games. 

Sunday, October 12, 2025

The Grand Duchy of Karameikos Review

 

My first Basic Dungeons and Dragons product review.  The Grand Duchy of Karameikos is the first in a series of Gazetteers done for the Known World, the campaign setting of Dungeons and Dragons (BECMI).  It's also called Mystara, but that came later. Anyhow, is the product worth it to buy?  Lets find out.  This product was written by Aaron Allston for TSR.  Cover artist was Clyde Caldwell.  I got a hard copy from Lightning Source and also a pdf copy as well.  Note, if you buy the hard copy, you will find that the cover has a lot of red (magenta) in it.  The hard copy is paperback instead of hard back.

The Grand Duchy of Karameikos is a small book, and comes in three sections.  The Introduction: where Aaron talks about the book.  The Gazetteer Section and finally the Adventures section.  Which is for the Dungeon Master.

Introduction.

Here, Aaron says he is pleased with the book.  He mentions that fantasy worlds often grow in leaps and bounds.  The world started with a map and a few lines of text in D&D Expert.  But that has grown into the Known World through published adventures that TSR, inc. had put out.  A lot of these adventures are available on Drivethru.   He gives thanks and shout out for a few adventures that he referenced to put together the Grand Duchy. 

Part One: the Gazetteer Section

Here is where the most of the detail about the book was written.  You get into the Grand Duchy's history, some of which is for the players to read.  And you also get into region's customs, cultures (there are two human cultures: one is the Traladara culture and the other is the Thyatis culture), and also talk about the demi-humans of the Grand Duchy.  The history of the region is recounted.  How the Traladarans had a golden age, but that came to an end.  How Thyatis conquered the region, and how a duke traded favors for the land.  You also get into detail about the economy of the Grand Duchy.  A calendar was made, and a list of NPCs for the land.  A lot of information was packed into sixty-four pages.  Which was an astounding feat for writers for TSR.

The Adventures Section

 This is for the Dungeon Master or DM.  It lists some adventures you can run for your players.  They are all short form, allowing the DM to use his creativity to flesh out and present to his or her players.  At the end of the section are the maps detailing the Grand Duchy, castles, cities, and other items. 

Hits

TSR at this time, relied on a full color cover.  Inside, they use a fortified tower to add visual interest.  The book is laid out in three columns.  The type is ten points small, and the art is awesome, even though it's black and white art.

Misses 

The (new) hard copy's cover has a lot of red tones.  Which takes away from the original.  The maps are printed in 81/2" by 11" inches, and it can be a little confusing at first when you see these maps.  Otherwise, if you like Mystara content, I would start with this Gazetteer.

The Future

Again the future is uncertain.  Although I will tell you that I'm buying the trademarks and copyrights to ten (10) D&D worlds.  One of these worlds is Mystara.  So I can say with confidence that the first project we are working on is the Grand Duchy of Karameikos.  

Monday, October 6, 2025

Dragonlance Adventures Review


 Here we come to Dragonlance, the High Fantasy world created by Tracy Hickman for TSR.  Today, I'll be reviewing the Dragonlance Adventures book for Advanced Dungeons and Dragons first edition.  Dragonlance is a world of war shaped by love.  At least I'm paraphrasing what Dragonlance is about. The setting of Dragonlance is the world of Krynn.  A world smaller than our Earth.  Although I wish it could have been bigger.  Dragonlance Adventures was originally written by Tracy Hickman and Margaret Weis.  It was published in 1987 by TSR, inc.  I borrowed the book from a friend, fell in love with the setting.  Now years later, I bought my own copy of the game world (I'll be working on a review of the DLCS (3.5e) later).

 Dragonlance began as a series of modules, starting with  Dragons of Despair and ending with Dragons of Triumph.  That was forty years ago. 

 What it contains 

Dragonlance  the book is separated into chapters. The first part of it deals with the Universe of Dragonlance as the people of Ansalon see it. The dragonlance world is on three philosophic pillars: Good, Evil, and Neutrality.  There are three philosophies of these pillars are: Good Redeems its Ownor the law of Paladine, the supreme Lawful Good god; Evil Feeds Upon Itself, or the law of Takhisis the Dark Queen; and Both Good and Evil Must Exist in Contrast, which is the law of Gilean, the supreme Neutral God.  A fourth law exists that is important: The Law of Consequence: which was given by the High God himself.  A proper Dragonlance campaign is built around these four laws.  Promoting the power of truth over injustice, good over evil, and granting good consequences for good acts, and bad consequences for evil acts.

The next section talks about one's lot in life. There are three new classes in Dragonlance that are discussed: the holy orders of the stars, the knights of Solamnia, and the Wizards of High Sorcery.  A member of the Holy Orders of the Stars worship one of the eighteen true gods of Krynn. Which are manifested as constellations in the sky.  The knights of Solamnia is an order of knights dedicated to Paladine, Kiri-Jolith, and habakuk.  The Wizards of High Sorcery gain their power from one of the three moons that orbit Krynn.


Besides the dragons, which are divided into good and evil dragons; there are three races of Krynn created by the Gods to represent an ideal.  The first of these are the Elves, which are created by the good gods of Krynn.  For them, they can choose good or evil, but mostly choose good.  Ogres, which used to be the most beautiful of all the races, were created by the evil gods of krynn.  They allowed their abuse of power to warp their minds and bodies.  The last of the races to be created where the humans, created by the gods of neutrality.  They were given the right of free agency, to choose good or evil themselves.  After these races came all the others.  Gnomes, goblins, hobgoblins, dwarves, kender, and so on.  Some of these came about because of the Greygem of Gargath.  Others are offshoots of the original races. The draconians, however, are a perversion of Good dragons.  Although late in the War of the Lance, the ritual that created the evil draconians was performed on evil dragon eggs, creating good draconians instead.


  

As we continue with going into Dragonlance Adventures, one learns that alignment has a definite effect on what is available.  A Wizard of High Sorcery, for instance, has his or her spells chosen from different schools based on his or her alignment.  A White Robe is limited to certain spells which are considered good.  A Black Robed wizard is also limited to certain spells which are considered to be evil.  A Red Robed wizard has the greatest amount of spells to choose from.  Alignment is also tracked in the game based on the players' choices.  In one dragonlance game I was in, I played Raistlin and he eventually became a good guy in the game.

The new classes are eventually discussed after races.  Each new class is renumerated.  Beginning with the Knights of Solamnia. There are three orders of knights, beginning with the Knights of the Crown, then the Knights of the Sword, and finally the Knights of the Rose.  The knights of Solamnia are three orders of knights for good on Ansalon.

The Tinker gnomes come next.  Most, if not all, Gnomes are tinkers.  They constantly love to make new contraptions.  Their technology rivals that of Victorian England; and they have never seem to advance higher.  Their contraptions also prevent the other nations of Ansalon from developing technologically past the Steel age.

After that is my favorite class on Krynn, the Wizards of High Sorcery.  Basically they are magic users, but they draw their powers from the three moons of Krynn.  The Orders of High Sorcery are also divided into three: the White Robes of Solinari, the Red Robes of Lunitari, and the Black Robes of Nuitari.  Those wizards that wear the white tend to be good, those that wear red tend to be neutral, and those that wear black make wickedly evil choices.  Of course, the Wizards of High Sorcery may choose their order, and the color of their robes, after taking the Test. After that, a few new spells are described according to the D&D game.


 After that, the Holy Orders of the Stars are discussed.  There are three orders of clerics on Ansalon.  There are the good clerics, which represent the gods of Good.  Then there are the neutral clerics, which represent the gods of Neutrality.  And finally the evil clerics, which represent the gods of Evil.  Each draw their magic from these gods of their order.

 Next, the races are given statistics.  But the races' origins are explained in this section of the book.  I have already mentioned their origins before in detail.  But there are some differences that should be noted. 

 

If the Elves were united on Krynn in the past, in the present day they are divided. The elves are divided into the Silvanesti elves (high elves), the Qualinesti (wood elves), the Kagonesti (the wild elves), and the Dargonesti and Dimernesti (or sea elves).  All of them are created to be good, by the Good gods.  However, they have been divided and not united as one race.  Which is a shame, really.  However, they are one of the few races that can go up to the Towers of High Sorcery and learn magic.

The dwarves come after the elves.  The dwarves are divided into a number of clans. But for game purposes, the dwarves are divided into Hill Dwarves, Mountain Dwarves, and Gully Dwarves.  There are evil dwarves, but they aren't included in Dragonlance Adventures as a race you can choose to play.  After this, comes the Ogres as player characters.  The ogres are divided into Irda and Minotaurs as playable races.

Character skills are discussed as a final on the Character chapter. After that we get into the unique Creatures of Ansalon.  The first of these creatures are the draconians.  Starting with the spell wielding Auraks, then the Baaz, and the rest.  Each of them a perversion of Good dragon eggs. After that, we get AD&D stats of the other creatures of Krynn.  Of course, most of these new creatures are described in more detail in later products.  Of important note are the dragons. Each of the dragons of Krynn are noted, and each are power incarnate.  After that, two of the Gods are described as dragons, Takhisis and Paladine.

 Ah, so much material packed.  We go on to the world that was.  This chapter describes the world of Krynn in the past.  There is even a map provided as Ansalon as it was during the Age of Might.  This chapter goes into detail about Huma, Magius, and Fistandantilus. It also talks about Astinus (who looks like Gilean for some reason).  After that comes a section of magical items in Krynn.  Included are potions, scrolls, medallions of faith, and other items.

Then comes the chapter on the War of the Lance. Here, the heroes of the lance are described, and along with the world of the Dragonlance Saga.  While these characters are also introduced in the Dragonlance modules (and yes, I bought them from Drivethru), their older and more powerful versions are given here.  Also given is a map of the continent of Ansalon during the War of the Lance.  After that are appendices given of what AD&D monsters are in Ansalon, a race chart, a character alignment tracking chart, and other important tables and charts.

In Conclusion

In one hundred twenty-eight pages we get the whole lands of Krynn and everything you need to run a game for AD&D.  And both Tracy and Margaret has packed a lot of information about the world of Krynn and how to run it for the AD&D game.  However, the material in this book is, rather, dated.  Of course, the DM's Guild supports the world of Krynn for D&D 5th Edition.  And people have been putting out works for Dragonlance for D&D 5th.  However, with the new direction Wizards has going for 5th Edition onwards, Dragonlance seems dated and packaged for a different audience.

So, what about Dragonlance in the future?  Well the future is uncertain.  It really seems that Wizards isn't taking care of their brands very well.  They are probably changing them for their new vision of D&D.  One thing is for sure, Dragonlance classics, as this book, are available on Drivethru for print and digital.  I suggest buying a copy of both.   After all, Wizards won't change the old books (including the DLCS, which will be reviewed later.)

Saturday, October 4, 2025

Strixhaven: a Curriculum of Chaos Review

 

The mission of Strixhaven University is to discover and preserve magical knowledge, to disseminate that knowledge from one generation to the next, to promote free and open study of magic in all its forms, and to enhance the lives of people through out the world through the use of magic.

-- Strixhaven mission statement

 Hello everyone, today I'm reviewing Strixhaven: a Curriculum of Chaos for Dungeons and Dragons. I received the book from Amazon and have been reading it forwards and backwards. This book was produced and released in November of 2021, and it describes a magical University setting coming out of the Strixhaven set for Magic: the Gathering.  Strixhaven: a Curriculum of Chaos is a Wizards of the Coast product.  The original designers for Strixhaven are Doug Beyer, Taylor Ingvarsson, Jess Lanzillo, Meris Mullaley, Fox Allison, Annie Sardelis, Emily Teng, Andrew Vallas, James Wyatt, and Art Zirulnik.

 Strixhaven University is a college setting that is set in the World of Arcavios.  It was originally a Magic: the Gathering product produced by Wizards of the Coast.  Apparently, the people at Hasbro felt that it was such a success that they told Wizards to cross it over in D&D.   And so they did. What we got is Strixhaven: a Curriculum of Chaos.

First of all, I think this product is twenty years too late. With the Harry Potter craze in the early nineties as well as the early 2000s, this product could have cashed in on the Harry Potter mania that swept the world with the Harry Potter movies. However, we know that Wizards did approach J.K. Rowling about doing a Harry Potter roleplaying game based on then, the d20 System.  She didn't like the idea. However, great ideas take time.  I think, while not a direct translation of Hogwarts to D&D, you can't help but wonder if Strixhaven was actually inspired by Harry Potter.


 Strixhaven, itself is divided into seven chapters, although most of the relevant information is in the Introduction.  Unlike Hogwarts, which is designed to teach very young wizards and witches, Strixhaven is an University.  Designed to teach older, college age kids.  Strixhaven's university is laid out like Cambridge or Oxford.  There are colleges mixed in a town.  Currently, there are five colleges. The first college is Lorehold, which explores the past and preserves the history for future generations.  It was founded by the dragon Velomachus Lorehold.

Second is Prismari College, and students of Prismari use the elements to practice the arts.  It was founded by the dragon Galazeth Prismari. Quadrix college is third, and it focuses on the mathematical aspects of nature.  Quandrix was founded by the dragon Tanazir Quandrix.

The fourth college of Strixhaven is the Silverquill college.  Students of Silverquill study the magic of rhetoric, poetry, oration, and writing. It was founded by Shadrix Silverquill.  The last is the college of Witherbloom.  The college teaches the magics associated with life and death. The founder was the dragon Beladros Witherbloom. 

Although the University can be placed in any world, again the University takes place on the world of Arcavios.  The world itself was formed when two other worlds collided and coalesced into one.  At least according to Arcavian legends.

Chapter One of the book goes over life on Campus. It gives an overview of the entire University.  From the Central Campus to the various colleges.  And there are maps to the whole thing.  This part of the book isn't very detailed, allowing players and DMs to fill in the blanks with their own creativity.  although there are a few locations that are given detail, DMs and players can fill in the blanks and cracks.  This is a good thing about the book, in my opinion.


 Chapter two of Strixhaven provides Character Creation details for Dungeons and Dragons 5e (2014). It introduces a new race called the Owlin, and provides character options for different characters, although I feel that the whole world is geared towards mages.  But there are options for the other classes of D&D.   Included are new feats, new spells, and new magic items.

  The next four chapters of the book include a campaign designed to take Freshmen (level 1 characters) to all the way to the end of their senior year (level 10).  Naturally, this is the part I don't like.  The adventures, which will go down in history as being classics for adventures set in a school; are not what they could be.  That is, adventures that actually challenge the characters according to the classics.  While fun (I've seen the adventures run in action), and people could have fun with it, because of space they are lackluster and lack potential.

Chapter seven includes the monsters of Strixhaven.  From the dragon founders, right down to the students.  This chapter contains stat blocks for forty different new monsters.  From those who learn to those who are trying to undermine the college.  They are all there.  In the back of the book is a map you can tear out.

 


 Hits

The art in the book is beautiful.  Taken from the Magic: the Gathering cards, the art is expressive, full color, and bring Strixhaven to life.  Wizards hits it out of the bull park with the art.  The art is expressive, gorgeous, and takes you to a world where the University of Strixhaven could exist.  The art is Realistic.  Whether oil paintings, or digital, it's very expressive.

The  layout of the physical book is two columns, with no justifications.  The book is laid out so it's a fast read.  With a simple layout such as that, I suggest getting a copy of the physical book.  I must have read it ten times before doing this review.

Misses

 The book could have been bigger.  The art of storytelling is part of roleplaying.  The adventures seem rather luckluster.  More could have been a part of the adventures.  They could have actually got real storytellers to work on the adventures and make them better.  The villain in the story is well developed, but when you see the art for him, he's rather comical.  They should have focused on the Oriq, as they are real threats to the campus than a bullywug looking for revenge.

 The Future

 So, what holds to the future of Strixhaven?  Well, that remains to be seen.  There is a rumor that Magic the Gathering might return to Strixhaven for their 2026 line up.  If you play Magic the Gathering, this is good news to revisit the world of Arcavios.  However, I must tell you that I bought the book for business purposes.  I'm going up to Wizards of the Coast to buy the copyrights and trademarks to eight campaign settings, and Strixhaven is one of them.  I'm also buying the copyrights and trademarks to D&D 3e.  I'll own Strixhaven.  I'll be able to develop Strixhaven for Dungeons and Dragons 3.0.

Is this what the future holds?  Well, I'm old school D&D, and Old School is best.  There are things that can be done for Strixhaven to improve on it.  Especially in the adventure department.  But we will see what the future will hold.  Maybe Wizards will change their mind and not let me have Strixhaven.

Thursday, July 18, 2024

Oriental Adventures (3e) Review


 Welcome to the third edition of Oriental Adventures (OA)OA 3e contains all the stuff necessary to play a campaign centered on the Orient (again, Japanese culture is ascendant in OA 3e, but there is a reason for this).  Oriental Adventures introduces a new campaign setting for use with Oriental play, Rokugan.  Now the reason why OA was produced is because Wizards of the Coast sold the Legend of the Five Rings (L5R) card game to Alderac Entertainment Group (AEG).  However, when they put up L5R for sale, I wanted to buy it.  However, I lacked the resources to buy it -- even the resources to consistently support it.  However, AEG was a good steward of L5R for upward to 2017, when they sold L5R to Fantasy Flight Games. 

Despite that, I desired the rights to L5R, and I'm waiting for my time to buy them.  Since I have the resources right now to purchase the rights to L5R.  Plus, Fantasy Flight Games is not doing a good job supporting L5R, despite the beauty of their books.

OA brings Rokugan (L5R's fantasy land) into the d20 System.  At first, I thought that the d20 System would not be a good fit for Rokugan, however when AEG put out Rokugan later, they did a good job making the setting of Rokugan fit the d20 System.  The book was published over twenty years ago.  The writer is James Wyatt.  The book came out in 2001.

Overview

OA is a book trying to play the kid who wants to be a friend to everyone.  OA includes the setting of the Legend of the Five Rings into it's framework, but at the same time it's trying to be an update of the Original OA (reviewed here earlier).  The book tries to be all things L5R and all things Kara-Tur (in the Forgotten Realms).  Still, it's a beautiful book -- printed in full color -- the art in the book brings Rokugan, and other realms in the Orient, to life.

The book starts with an introduction, and James Wyatt did a good job of writing it.  Adventures in the Orient (although L5R takes it's primary inspiration from the Sengoku era of Japan, there is some Chinese and Indian influence).  The idea is to have adventure in an exotic land.  And Rokugan is certainly exotic.

The next chapter goes over character creation, and the players should ask their DM about the setting and rules to play in.  Then races are introduced, including humans and Nezumi (which are found in Rokugan).  Spirit folk, Koboruku (asian dwarves), Vanaras (based on Hamuman from the Ramayana) and Hengeyokai.  The last fit in a campaign that is not Rokugan.

 


Then classes are introduced.  There are few classes from the Dungeons and Dragons Player's Handbook that are introduced as a way to fit the Asiatic concepts of Rokugan and Kara-Tur.  But the book introduces two new classes: Samurai and Shugenja.  The Samurai class in the original OA is suprisingly very adaptable and flexible.  Player characters would be able to customize their Samurai character in a number of ways.  The shugenja class is the same way, although presented as a variant of the sorcerer class.  Another new class introduced is the Shaman class, which is a variant of the cleric class in the PHB.  Finally, the Sohei and Wu Jen are introduced, which are classes updated from the original Oriental Adventures.  If one is running a Rokugan campaign, then only the samurai and shugenja are the new classes to include in that setting.  After that, there are a few banned classes that don't fit in the world of Oriental Adventures.  But the NPC classes are discussed.  One, the Aristocrat, is included in Rokugan as a courtier.  However, Rokugan introduces the courtier class, which will be discussed in the next review.

After the character classes are introduced, then the prestige classes are talked about.  Of note is the Ninja Spy prestige class.  While not worked as a full class, the idea behind the Ninja spy prestige class is that a group of player ninja start out as another class, and then takes the ninja spy prestige class  when they are ready for it.  This graduates them into full ninja.

Another prestige class of note is the Yakuza, which is good for rogues, apparently.  The yakuza prestige class in Rokugan makes a perfect fit for the Kolat and other organized crime families in Rokugan. There are other prestige classes.  Some of them fit the monk class.

By Aaron Lovett

 

After that, character options: skills and feats -- are discussed.  The skill section includes on how the skills fit the Rokugan campaign setting.  Of course, new skills are introduced in the Rokugan book.  Then a number of feats are introduced.  Most of these feats are ancestor feats, where the characters in a Rokugan campaign takes an ancestor feat for their human bonus feat.  However, Rokugan has a different feat option.  And there are a few feats in OA that are regular feats.

After that there is a chapter on alignment, honor, and equipment.  In an oriental campaign, honor is better to use than alignment.  However, Alignment is discussed anyhow.  In some oriental campaigns, alignment might still be used.  In Rokugan, honor takes precedence over alignment.  Though this still discussed.  Then a number of equipment is also discussed.  After that, combat is covered in another chapter.

After that, magic is discussed.  This is an important chapter, since it goes through the Shugenja spells that are available to certain Rokugani Shugenja schools.  The new spells also update the spells from OA 1e, allowing wu jen and other spellcasters of Oriental campaigns have their magic.  The only schools missing are the schools for the Isawa family of the Phoenix clan.  This was, sort of, rectified in the Rokugan book.  After that comes a chapter on magic items.

Then comes a chapter on monsters.  While the chapter on monsters discusses which monsters from the Monster Manual fit in Rokugan, many more monsters -- such as seven varieties of oriental dragons -- are introduced.  Some of the monsters are introduced fit in Rokugan, but many do not.  After the book on monsters comes a chapter on campaign design.  Which is a good chapter, to say the least.  This next chapter provides options with which the GM/DM can design a campaign.

After this chapter comes an overview of the land of Rokugan.  Plus the setting begins the Four Winds saga (the emperor is killed, and without a designated heir, his four children try to take the throne). Also, the land of Rokugan is described in some detail, with some prestige classes compatible to each great clan.  After that, was a chapter on the Shadowlands.  Taint rules are introduced here, along with the Maho-Tsukai prestige class and a monster template.


 

Hits and Misses

Again, Oriental Adventures tries to be something of a child that wants to be your friend.  While the focus is still on Rokugan as a setting, other options fit other settings. This is a strength, although a weakness at the same time.  Some people still think that the d20 system wasn't a good fit for Rokugan, I beg to differ.  OA does a good job, and Rokugan does a better job, of fitting the setting of Legend of the Five Rings to the d20 system.

Conclusion

I do believe this book is a good book to get if you are planning a game in Legend of the Five Rings, and find the EDGE Studio's version of Rokugan to be unlikable. While the EDGE Studio does a good job (and I was reading the book for purposes of review), I think both AEG and Wizards of the Coast did a finer job of fitting the world of L5R to the d20 system.

Tuesday, July 16, 2024

Way of the Ninja Review


 

The Way of the Ninja book is a sourcebook on the ninja and shinobi of Rokugan.  It was published containing mechanics for both Legend of the Five Rings second edition by Alderac Entertainment Group (AEG) and the d20 system by Wizards of the Coast (WotC).  It was published by AEG.  It was written by Shawn Carmen, Rich Wulf, Seth Mason, and Aaron Medwin.  This book is no longer available on Drivethru, and must be downloaded via torrent.

What Way of the Ninja is

It's a book describing how the ninja work in Rokugan, the land of Legend of the Five Rings. If you were expecting something like Kishimoto's Naruto, you're mistaken.  There are no mystical ninja clans with Genjutsu or even Taijutsu; just ninjutsu.  However, the ninja in Rokugan are treated as a myth and fairy tale around Rokugan, which helps the ninja of Rokugan immensely. Unlike the lands of Naruto, where the ninja operate fairly in the open, the ninja of Rokugan operate in the shadows.  However, like the ninja of Naruto, the ninja of Rokugan fulfill various contracts -- which can be anything from espionage to assassinations.

Way of the Ninja also goes into the history of the ninja and how Hantei I, Rokugan's first Emperor, was the first person to give the ninja a job.  He told his brother Bayushi to watch, and thus from this order, the ninja were born.  Of course, the Bayushi and Shosuro ninja first gathered intelligence on each of the Great Clans, and then started to strike on opportune moments to prevent terrible things to happen.  When one of the later Hantei learned of the ninja and their dishonorable acts, he called the then Scorpion champion to explain himself.  His brother, who was daimyo of the Bayushi ninja, was executed. This forced the ninja to work underground.  Splitting up into various factions and ninja families.  And they continued their tasks to watch over the Empire.  For the Hantei never rescinded his order, which was to "Watch!"

Overview 

The book begins describing what a ninja is, and of course they are more than just men and women wearing black and a mask committing the most heinous dishonorable acts.  Some of them do have access to Magic (the Shosuro), some of them work for the shadowlands (the Goju), some for the nefarious Kolat (the Kolat).  Still the book goes into other clans that might have ninja operations.  The Crane Clan, for instance, have the Daidoji harriers -- which act a lot like the ninja -- so they are included.

The book also goes into possible Ninja types that can be played, and a few contracts. Like sabotage and of course, assassinations.  This book also has various information on the dojo of the ninja families, which the Scorpion has two (two different families of ninjutsu is controlled and maintained by the Scorpion).  And also the Kolat has several ninja families working for them.  However, the book doesn't get into genjutsu or taijutsu.  But, it has suggested character classes and prestige classes that are trained in the book.

After the major ninja families are explained, minor ninja clans are covered.  Including a whole village of peasants that operate as ninja.  After this, the enemies of the ninja are explained.  Yes, in Rokugan, the ninja do have enemies.  While in Naruto the ninja war was conducted against another ninja faction, Rokugani ninja face enemies who are investigating their shadowy and criminal acts.  After this, the ninja's equipment, in Rokugan, is given.  Then new treatment on d20 skills and feats are given at the end of the book.

Critical Hits

This book is a valuable book for GMs as well as players.  The first, for information on conducting a ninja campaign within Rokugan.  The second, because it expands on the information given in Rokugan, which will be reviewed later.  While the ninja is given a full class in Rokugan, before that was the ninja spy prestige class given in WotC's Oriental Adventures (which will also be reviewed later). Much of the mystery of the Ninja of Rokugan is explained in this book.  Although to add mystery to an all Ninja campaign, the GM should read the Ninja and their Secret Techniques by Stephen K. Hayes.  Watching Naruto might give the GM some ideas on how to run a ninja campaign, but there are some high fantasy elements in Naruto that won't work in a Legend of the Five Rings campaign.

Critical Misses

The book doesn't go into Taijutsu or Genjutsu, which would frustrate a lot of Naruto fans.  However, it does what it does.  It describes how the ninja work in Rokugan and how they employ their secret arts in the world of Legend of the Five Rings.

Conclusion

You should get this book if you are planning a ninja campaign in your Rokugan game.  Although EDGE Studio hasn't put out a ninja book yet for Legend of the Five Rings 5th edition, they should because there are a lot of ninja fans out there.  Of course, you can get this book and use the information therein to convert to the current edition of Legend of the Five Rings. I would say that the EDGE Studio is missing out on an opportunity to put out a ninja book for their version of the game.  This book is useful, however, if you are running a d20 campaign based in Legend of the Five Rings.

Tuesday, December 12, 2023

Why Shadowrun is better than D&D

 

Shadowrun is much better than D&D by all accounts.  Although Dungeons and Dragons from Wizards of the Coast is marketed as the best Roleplaying game, you have to remember that D&D, and Pathfinder, and most level based games have a knack of pidgeon-holing your character into a particular role.  If you choose to be a paladin, then you are stuck playing a paladin (because that's your character class).  Although 5th edition has been trying to tool with alignments, it still doesn't bring you the freedom that Shadowrun has.  Shadowrun is clearly superior to Dungeons and Dragons in a number of ways.

Character Creation


 

Take for instance, the differences in character creation.  Dungeons and Dragons has you rolling for attributes, or buying them with points.  Or you may start out with a particular array.  Shadowrun, and particularly 4th edition, has you buying your attributes with 200 build points.  Now, of course Pathfinder and Rolemaster has you buying attributes too.   Just that both of these games handle the next step differently.  By your race and role.

Both Shadowrun and Dungeons and Dragons have you choose your race.  In Dungeons and Dragons and other games like it (Pathfinder, for instance) you choose your race: whether elf, human, dwarf, halfling, gnome, half-elf, or half-orc.  In Dungeons and Dragons, your race confers you certain benefits.  Like for instance a human may get an extra feat, and an extra skill point.  And an elf may get other benefits.

In Shadowrun you pay for the privilege of playing a different race other than human.  This represents how rare each metatype other than human is.  Like it costs 20 build points to play an orc, and 30 build points to play an elf.  And each metatype, other than human, has certain advantages in Shadowrun (see SR4A, page 81).

In the next step you choose your role.  In Dungeons and Dragons role is defined by your class, in Shadowrun, you define your role through the taking of qualities (something like Advantages and Disadvantages in Steve Jackson Games' GURPS).  Dungeons and Dragons still has you picking a class.  In fact, many players would pick a class based on the party's needs and not their wants. 


Take for instance you wanted to play a paladin.  In D&D you'd pick a class called paladin, and this determines some basic factors about your class.  In both D&D and Pathfinder, this would be your base attack bonus, your saves, and your class abilities. In Shadowrun you make your own role.  You aren't pigeon-holed into a particular class and role (say, like tank or healer).  You make your role your own. You want to play a mage?  Then you spend 15 build points to take the magician quality and gain the powers of a magician.

You want to play a paladin in Shadowrun?  Then you take the code of conduct quality and choose Chivalry as your code of conduct. In Shadowrun you define your role.

Both games have skills.  In D&D, skills define what you know and feats define what you can do.  In fact, in third edition D&D, the fighter got all the feats and the rogue got all the skills.  In Shadowrun, there are active skills -- which are defined as what you can do; knowledge skills, which define what you know; and language skills, which define how well you communicate in your chosen languages (Shadowrun's world is a global village). 

These are chosen through build points (you get a lot of build points).  In D&D there isn't a lot of skills, but there are a lot of feats. In Shadowrun there are more skills -- however room is given for the Game Master (Dungeon Master in D&D) to define other skills if the need arises.

After you build your characters, you go on adventure in D&D, and in Shadowrun you go on shadowruns.  In D&D you are expected to be good, in Shadowrun, you're a criminal. Both games offer an escape, and both games handle these differently.  As a result, both have their flaws.

Game Concepts

The flaws in both games are in the mechanics (or game physics as I like to call them).  D&D has you rolling primarily the d20.  That's why the system as a whole was called the d20 system during the 2000s. 

Shadowrun uses the d6.  In fact, it uses dice pools, which are multiple d6s.  If you roll a 5 or a 6, it's called a success. If you rolled more 1s than you have 5s or 6s, you glitch.  And if you roll just a number of 1s and no 5s or 6s, you critically glitch.  Which is a spectacular failure in Shadowrun.  While in D&D you roll the d20 to resolve most rolls, in Shadowrun you roll d6s.  While the chances are just about the same, you find that you have a better chance of success in Shadowrun than in D&D or Pathfinder.

Conclusion

Both games have their flaws.  Both games have their strengths, and both games provide some fun.  While in D&D you primarily play a hero (depends on which world you play in, remember?),  in Shadowrun you play a criminal out to break the law and are considered a deniable asset to your patron.  In D&D you become the Man.  In Shadowrun you stick it to the Man.  Although Shadowrun is better than D&D, you play different roles in both, and in both you can be successful in having fun.

Wednesday, May 10, 2023

Central Casting: Heroes of Legend Review

by Paul Jaquays

 Ah, the Tour de Force of random tables and charts for your fantasy roleplaying game.  Central Casting: Heroes of Legend was written to help you as a gamer figure out the background of your character.  From unusual births (such as, being born exactly at Noon or Midnight), to childhood events and events in your adolescence.  To events in young adulthood, this book has it all. Although it's dated (like how it treats homosexuality, we now know that there is nothing wrong with a homosexual). This book is still useful in creating a 3D character.  Although some roleplayers tend to think up their characters whole cloth for fantasy roleplay, others could use a little bit of help.  As such this book is out of print and buying a copy from Amazon is way expensive: it costs almost a thousand dollars on Amazon.  So it's best to download it from the Internet (as if anyone is willing to spend that amount of cash for this book.)

What's in it?

Paul goes over how characters in most roleplaying games are one dimensional.  Actually, characters are often one dimensional.  Even characters I created do not have the depth to them.  I just go with a character with a small background and then proceed to play them.  The tables and charts in this book proceed to change all that.

The book takes you through some considerations for your character. The book talks about survival skills (something that equals the skill survival in Pathfinder first edition and Dungeons and Dragons 3rd edition). Literacy, motivations, and generating NPCs using the tables in this book.  The tables begin with your character's race.  Of course you could choose your race, or randomly generate the race. Races in the book include humans, elves, dwarves, half-elves, halflings, beastmen, reptilemen (Dragonborn or lizardfolk), orcs, and half-orcs.  Although your fantasy campaign might have their own races.  

By DomCritelli from Shutterstock.

The book continues with a random table choosing culture (and this goes from neolithic and stone age cultures to decadent cultures). Then you can randomly choose your social status and whether or not your character is legitimate (bastards are possible).  Reasons for being illegitimate (like your character's mother might be a harlot), then your character's family, your character's siblings, then birth order.  The tables are relentless -- birth order, your character's time of birth, place of birth, even exotic birth locations.  Then you see whether or not your character had an unusual birth.  After that, your character's parents and important NPCs can be randomly generated.

After that, you can randomly generate what happened during your character's childhood and adolescence.  First, you figure out how many events happened during your childhood and then you roll.  This table, unlike other tables in other products (Ultimate Campaign, for instance); does not pull any punches.  It is very detailed and controversial.  One of the events that happens in childhood or adolescence (since you are using this table twice) is that the character could have been sexually molested.  There's even one where the character enters a political marriage with another (arranged marriages can happen).

Besides that, certain events require you to go into other tables. And there is a lot of them. But, the book maintains that in childhood and adolesence a personality develops -- so you may get certain traits based off of your character's history that you roll up.

From Shutterstock.
After that there are many tables with which you can generate your character's history and personality.  A lot of them.  From randomly generating personality traits, to love, to others, to non-humans, to time in the military, to being enslaved, to unusual skills, this book has it all.  Even something that is GM only.

Conclusion

If you are looking to go beyond what Ultimate Campaign and other similar character generators offer for generating your character's background.  This book provides that.  Unfortunately, unless you are ready to pay a small fortune for this book, I suggest downloading it off the internet.  It may be illegal, but it's the only way you're going to get it.  The book is worth it to get off the Internet, or to pay for the near one thousand dollars for a copy.  It's an excellent resource for your fantasy campaign; even though it's jaded and dated.

Sunday, May 7, 2023

Pathfinder Campaign Setting: The Inner Sea World Guide

 

From Paizo.com
Thought I should do something Paizo related.  Don't worry, I'll be getting to the Pathfinder Roleplaying Game in quick order.  Right now, I'm reviewing the Pathfinder Campaign Setting: The Inner Sea World Guide.  Why, because I have a hard copy I can check out and go through it chapter by chapter.  It's an ambitious project -- recounting the Inner Sea region for campaigning using your favorite game system, not just Pathfinder.  Although I suspect my GURPS peers may have a conversion guide up (soon I'll be reviewing GURPS Banestorm and GURPS Fantasy).

The Inner Sea World Guide is quite simply, a guide to a piece of the world of Golarion called the Inner Sea.  It's as ambitious as the original Forgotten Realms Campaign Setting for 1st edition, 2nd edition, and 3rd edition.  My copy came as new, and I also have a digital copy. I refer to the hard copy I got from Amazon.  It's also the third incarnation of the Pathfinder campaign setting.

Disclaimer

This work is a fantasy world.  Thus it has many gods and the people are usually polytheistic.  Plus, there is nothing tying it to the Electric Universe.  You shouldn't take it as reality, it's a work for a game and therefore not real.  Yet. 

 Overview

Inner Sea World Map
 Lets get into it.  The first part of the book is the Introduction.  It welcomes you to the Inner Sea, a campaign setting that works with Pathfinder and written for Pathfinder.  However, like I said, you can use The Inner Sea with just about any game system you wish.  Including FATE, Rolemaster, and Dungeons and Dragons.  It describes how a god of humanity died and now the world is in need of heroes. It also describes the Inner Sea region as the trading and cultural hub of two mighty continents: Avistan and Garund.  These are based on Europe and Africa, respectively.  The book provides a broad overview of the Inner Sea region, yes.  And already I have an area I'd like to run a campaign in.  Also the introduction goes over the Pathfinder society, which is like the National Geographic Society.  Kind of.

The next part of the book goes over races.  And there are many different races that are recounted in this chapter, mostly human ones.  Then it devotes a page to the common races in Pathfinder.  The first chapter is scant, to tell the truth, but most of the meat of the book is in Chapter 2 -- The Inner Sea.

The Inner Sea region chapter goes over the Inner Sea in detail.  First water ways, including the Eye of Abendego -- which is a perpetual hurricane, like the Red Eye Spot of Jupiter. Then we get history.  And a good part of it. After the timeline, we get into the roll of nations.  Each nation in the Inner Sea region gets four pages detailing it's culture and a map of that nation.  The first nation, Absalom, gets turned into Absalom station in Starfinder (another game I'll get to reviewing).  Each kingdom and nation has a theme going for it.  For instance Andoran is based on the American Revolutionary War, while Cheliax is a kingdom where devils rule. And Jalmeray (an island kingdom) is based on Medieval Hindu India.

After the roll of Nations and Kingdoms, some effort is put forth on what is beyond the Inner Sea. Including Arcadia, Azlant, Casmaron, and Tian Xia (which is based on China and Japan, I'll review the Far East later).  Also what is recorded is the Solar System of Golarion.  Which I'll get into detail with my Starfinder review.  After that the lost empires of the Inner Sea is recounted in a section called Before the Inner Sea.  It's a hefty chapter full of information for you and me.


 

The Religion chapter goes over the Gods of the Inner Sea. There aren't a lot of Core Deities worshiped in the Inner Sea region, this is different from the Forgotten Realms powers -- where there is a a lot of them.  There are two additional domains for Pathfinder in this section and each Core Deity gets an overview of what their area concern and their domains. After that, there are a few other deities and Archdevils and demon lords.  And then other powers that are worshiped as well.  After that there is a whole section of Philosophies that are covered.   Then the great beyond is also covered -- these are the outer planes.  And each is given a section.

After that a chapter is devoted to life in the Inner Sea. This chapter covers trade, weather and climate, languages, coinage, and technology.  Animals and plants are also covered in this chapter. One of the technological wonders it covers is the moveable type printing press. Since it makes printing spell books easier, its also instrumental in publishing books on a far range of topics.

After that, the book covers Factions in the Inner Sea on an entire chapter devoted to them.  Each major faction has two pages devoted to them. After that, the chapter on Adventuring is covered.  Here you find ways on how the classes are worked into the Inner Sea, from alchemists to magi to the wizard.  Then there is a section of Prestige Classes remunerated.  From the Harrower to the Hellknight, to the Red Mantis Assassin.  Then there is a section of new feats, along with new equipment and spells.  Finally there is magic items.

The book's final chapter is on monsters.  And there isn't a lot of them.  However, they are there as suggestions for use or conversion into your favorite roleplaying game systems.  Then there is an index and the Open Game License with it's lengthy Section 15.

Conclusion

At three hundred and eighteen pages, this is a hefty tome.  But one that should be considered if you are adventuring in the Inner Sea region with your favorite game system or Pathfinder.  Conversion from Pathfinder to GURPS should be easy.  Some monsters may need work to do, but beyond those the book can be used as is.  I suggest you purchase the digital version first before getting your hard copy, just to see if the Inner Sea is somewhere you'd like to adventure in.


Saturday, May 6, 2023

Nudity and Censorship

Picture by Chunie.
 Hi everyone.  I am LDS, I grew up in a culture where nudity always equaled sex.  Predominately.  Thus, when my father went to Italy, he came home with three miniature sculptures.  These sculptures were the Leaning Tower of Pisa, Michelangelo's David, and a sculpture of Diana.  In my early teenaged years, I perved on the sculpture of Diana.   And I'd have this problem for ten years, because nudity equaled sex in my eyes.  Only when I was twenty-four did I break the cycle.  So, what's the point about this?  We live in a culture where nudity is both reviled and admired.  All for the wrong reasons.

How did we get here?

Easy, I'll have to take you back about two hundred years. A certain sculpture was unearthed in Pompeii.  It's below.  It's a sculpture of Pan having sex with a nanny goat.

Naples National Archaeological Museum, CC BY 2.5 <https://creativecommons.org/licenses/by/2.5>, via Wikimedia Commons

SCANDAL!  Many people thought that it was wrong, and classical art was depicting Pan having sex.  With a nanny goat by all things!  Children must not see this!  So they locked it away, censored it, to protect the children.  What happened is irrational to say the least.  But it did happen.  Why?  Because Victorian society believed that the body must be hidden.  That nudity equaled sex, and it's something that happened in private.  Behind closed doors.  And that was the day that Pornography was invented.

Now, don't get me wrong, the Victorians did a lot for us.  There were a lot of invention and incentive that went on.  However, the culture repressed anything that had to do with nudity. In fact, they had clothes for grand pianos, lest the legs of pianos would be perved on. Yes, Victorian culture was repressive. And the effects of such echoed down through the Twentieth and Twenty-first centuries. Irrational attitudes about the human body will persist.  And Madison Avenue exploits them.

Censorship

The response is to censor the body. And how that has become a problem. In a Nation where Freedom of the Press is enshrined with our Constitution, the response to censorship is overwhelming.  To this day, the body had been censored in America.  Although now this has been challenged where the nude body of a woman is in every fashion magazine. And the nude body of a man is viewed with revile.  Naked women sell, that's for sure.  Both to men and women.  However, as we get more Authoritarian, we have censored nudity every where, since nudity equals sex in our culture.  No where do I see this as apparent as in Roleplaying Games.

In the Beginning . . .

I was there when the OGL came out.  And it was a Wild West as far as RPGs came out.  Of course, Wizards of the Coast put out the STL guide for products using the d20 logo.  But there was products that featured nudity.  Female nudity, of course, but nudity was there.  Then Wizards played the censorship game and one of their employees published a book called The Book of Erotic Fantasy that dealt with sex in the game.

Still the ban was there, and if you published a book you better not have nudity in the art or have the license revoked.  It's to protect the children.  And Thomas Jefferson advocated that there won't be censorship in a free society.

Pornography and Censorship

I know you who are parents that are reading this, that you want your children to be protected.  But Pornography depends on two things to thrive: censorship and shame.  Censorship of nudity, because the body must be hidden -- especially the penis of the male.  Shame, because through shame, pornography must thrive.  Can we as a culture get rid of Pornography?

The answer is a resounding yes!  But it would take some changes to our culture. One must come to accept that our fear and anger at the naked human body is irrational.  Both male and female.  We must throw off this irrationality towards our own bodies.  We must look at the naked human body as good, not evil.  Read Heinlein's novel Stranger in a Strange Land.  Go to nude beaches, and leave behind your swimsuit.  Take your kids with you, and show them pieces of art from the Renaissance.  Teach them the body is good, and natural.  Be nude around your children.  Fight against censorship.  Show your children that the nude body is a good body to look at. 

Dungeons and Dragons Player's Handbook Review

 

The Dungeons and Dragons Player's Handbook is considered to be old school gaming right now.  I remember when Dungeons and Dragons 3rd Edition burst on the scene back in 2000 (almost twenty three years ago).  It was a revolutionary phenomenon.  It was designed by a luminary cast of designers, one of them was Johnathan Tweet.  I bought all three books, knowing that I can get the kind of character I wanted.  I was really excited then and I'm still excited now (through the Pathfinder Roleplaying Game, which I'll review at a later date).

What was cool about 3.5 is that it offered players customization of their characters beyond the scope of Advanced Dungeons and Dragons Second Edition.  Put out by Wizards of the Coast, the company also put out a system reference document and opened the system under the OGL.  It was a revolutionary move in the history of Gaming.  Finally, people can produce their own derivative work for D&D through the OGL.  This caused many works to be made, like the Crucible of Freya from Necromancer Games (which I shall review later on).

This is the 3.5 book, that came out later.  I bought a pdf of the book, and I expect to get hard copies from Drivethru soon.  The book is divided into eleven chapters, all which describe the game in detail.  The first thing you see in the book is a description of the Character Creation process.  You start with abilities, select a race (human, elf, dwarf, gnome, halfling, half elf, half orc).  Then you select a class, choose your skills (according to each class), and then select your feats.  Humans start with two starter feats and more skill points.  Finally an alignment is selected and equipment is bought and paid for.

Then, with your character created, you can start play.  Although it doesn't get heavily into Roleplaying, there is a chapter on combat -- which includes miniature combat (or combat using miniatures).  Combat is resolved through rounds, after every player (combatant) takes a turn, the combat goes on to another sequence of rounds called a Turn.  Each weapon or spell used does a certain amount of damage.

After that, magic is discussed.  Although the making of magic items is discussed in the Dungeon Master Guide (3.5).  Another book which I will also review. 🔍  There is a large number of spells you can choose from to cast: as a caster.  The magic system is still the Vancian system in D&D, something that is improved upon with Guardians of Order's Advanced d20 Magic.

Hits and Misses

The system is dated, but it's tried and true.  This becomes apparent with Pathfinder, which I will also review shortly.  It's a good system, one that you can invest in.  Also, if you like character customization, then this is the game for you.  If you prefer one of the later games, that's good too.  There are other games you can try that's also out on the market.  Also, not everything in D&D 3.5 is open game content.  So you can't create derivatives on most of the items that Wizards had put out for D&D.  This was because Wizards owned the OGL.  Something the Open RPG Creative license aims to rectify.

Rokugan d20 Review

  It seems that a lot of people from China are viewing my blog, based on my blog's statistics. Although, I'm no Communist -- and I...