Posts

Showing posts from March, 2018

Dan's Top 19 RPGs - #11 - Vampire: The Masquerade

Image
I saw Vampire: The Masquerade  a number of times at the local Waldenbooks in the early 1990s. As a poor college student without a lot of free time I didn't make that many gaming purchases back then - and without a regular book there didn't seem much point in purchasing it. But every time I was there I flipped through it and was amazed - it was different from any other RPG I'd ever seen. From the evocative art to the comic book style story within to its themes. Eventually I wound up purchasing it. Truth to tell, I've not gotten that much play out of it - in that, it resembles Pendragon - a game I really like but have gotten very little opportunity to play. However, the few times I've played it were a blast - whether it was dark and moody or superheroes with fangs, it was a blast. There's a number of things about Vampire that I found - and still find - appealing. I love politics and Vampire games can be all about politics - high stakes politics in the style

Actual Play: Tell Me, Have You Seen the Yellow Sign? Part 2

Image
[ Part One ] [ Part Three ] Strange is the night where black stars rise, And strange moons circle through the skies, But stranger still is Lost Carcosa. - "Cassilda's Song" in  The King in Yellow  Act 1, Scene 2 Based on the classic  Call of Cthulhu  adventure "Tell Me, Have You Seen the Yellow Sign" by Kevin Ross. Originally published by Chaosium in  The Great Old Ones , revised version published by Golden Goblin Press in  Tales of the Crescent City. Setting: New Orleans, LA; Monday, January 31, 1921 - Tuesday, February 1, 1921 Characters: Earl Crowley - Antiquarian settled in Arkham Jordaine Furst - Strasbourg-born Great War spy for France Fredrick Tardiff - Great War veteran, Kingsport artist Summary: After dealing with a bout of paranoid madness, the investigators limped their way back to their hotel to recover from the shock. The next morning (rather late morning), going over Gavvin's notes, they decided to go to

Dan's Top 19 RPGs - #12 - Marvel Super Heroes

Image
There have been a number of RPGs based on Marvel Comics but my favorite remains the original game, as published by TSR in the 1980s. It's been around 25 years since I've played the game but I still have very fond memories of the game. I believe TSR made the game from 1984 to 1993. There were two main rules sets - the original basic game in 1984 and the advanced game which was releases in 1986. TSR later published a revised basic set. The game reflected the changing Marvel universe - it began with a strong Bronze Age of comics feel, though over time it acquired the Iron Age feel of late 1980s and early 1990s comics - the proliferation of X-Men teams, supernatural characters, etc. Though strongly rooted in the Marvel Universe, the game had rules for your own characters, teams, headquarters, etc.  The mid-1980s saw a number of "table-based" RPGs - Chill, Gamma World, Marvel Super Heroes, and Conan are the biggies I can think of. Of the TSR games, I think Mar

Dan's Top 19 RPGs - #13 - Dungeon Crawl Classics

Image
We're entering a region of my Top 19, probably up to number 6 or 7, where I'd almost be inclined to list a 6-way tie. I like all the games on this list a lot and we're hitting the games that I really, really like. Dungeon Crawl Classics  came out around the time I started this blog so it has a special place in my heart. It takes the D&D 3.x rules and strips them down. It then looks at the stripped down rules and decides they've not been stripped down enough. And then it decides to strip them down a bit further. And then it adds a few gazillion tables for critical hits, spells, deities, etc. It takes Appendix N of 1st edition Dungeon Masters Guide , the inspirational reading section, as its source material. This gives it a mix of science fantasy, weird fantasy, swords and sorcery. Inspirations like Robert E. Howard, Lin Carter, Manly Wade Wellman, HP Lovecraft, L. Sprague de Camp, Andre Norton, etc. It did introduce me to a number of authors I've come to gr

Dan's Top 19 RPGs - #14 - Icons

Image
I have a mixed record with superheroes. I love superhero comics, but my success rate with superhero campaigns is rather limited. That said, there will be some superhero entries on this list - games I have had the opportunity to play and enjoy. I had the opportunity to clock some time running an Icons campaign and definitely had a lot of fun. It's clearly a relative of Fate, though with a good dose of TSR's old Marvel Superheroes RPG in the mix as well. Icons does a good job of emulating what you see in a comic book. Characters can slam foes and send them flying. By using Determination, characters can activate Qualities (like Fate Aspects), avoid Trouble, and up their effort to retry failed tests. A character who dies is out of play for at least an issue, but after which may make a miraculous return based on an explanation come up with by the GM and player. No, this is not a gritty simulation of realism. Superman, Captain America, Phoenix, Bucky, Professor X, Doctor D

Actual Play: Tell Me, Have You Seen the Yellow Sign? Part 1

Image
[ Part Two ] [ Part Three ] In early 1921, the investigators depart Massachusetts to investigate a mysterious death in New Orleans... Based on the classic Call of Cthulhu  adventure "Tell Me, Have You Seen the Yellow Sign" by Kevin Ross. Originally published by Chaosium in The Great Old Ones , revised version published by Golden Goblin Press in Tales of the Crescent City. Setting: Boston, Mass. and New Orleans, LA; Friday, January 28 - Monday, January 31, 1921 Characters: Earl Crowley - Antiquarian settled in Arkham Jordaine Furst - Strasbourg-born Great War spy for France Fredrick Tardiff - Great War veteran, Kingsport artist Summary The investigators received a telegram from the great occultist, Étienne-Laurent de Marigny of New Orleans asking them to travel to New Orleans, indicating he required their services in an investigation. Leaving Boston on Friday the 28th, they arrived in New Orleans two days later after an uneventful rail journey. Much

Dan's Top 19 RPGs - #15 - D&D 5e

Image
Back in 2015 I gave my first impressions of the 5th edition of D&D. Beyond that brief campaign I haven't clocked much 5th edition time but my impressions remain - it's a great game. It takes a number of lessons learned from the 3rd and 4th editions of the game. Here's my big takeaways on the 5th edition. First, it takes away the necessity of 3.x games to very carefully balance encounters and to plan player characters from first level. It removed the "grind" often found in D&D 4th edition and stepped back from a number of decisions made in there that made the game feel less like D&D. One interesting lesson it took from 4th edition was a "proficiency bonus". When making a roll in something core to your character you add it to your d20 roll, otherwise you don't. A fighter would add it to attack rolls with his sword, a wizard would apply it to her spell rolls. Any character would use it for skills he or she is proficient in. It applies