A website dedicate to games of all favors and varieties, from video games to good old D&D.
Thursday, February 18, 2021
Shout Out!
Tuesday, February 16, 2021
Oh, Dear. What Happened? Review of Farscape Roleplaying Game
Design: Ken Carpenter, Rob Vaux, Keith R. A. DeCandido, Gavin Downing, Lee Hammock, Kelly Hill, Christina Kamnikar
Rule Set: d20
Year: 2002
Pages: 320
Number of players: 2 or more
The TV show Farscape ran from 1999 to 2003 and was followed up by a 2 episode mini-series called The Peacekeeper War. The Roleplaying Game was released in 2002, which would have been in between Seasons 3 and 4. For this reason, the book only covers the first 2 seasons or so of action.
This is an interesting RPG as it tops out at 320 pages, which is one more than the Star Wars RPG which was produced by WotC. What is interesting about this is, WotC managed to cram 4 movies worth of information into a book 1 page shorter than the Farscape RPg as a stand alone work while The Farscape Roleplaying Game assumes ownership of The Players Handbook. Farscape was published sometime in 2002, which makes this The Player's Handbook the 3.0 edition. Maybe? In June of 2003, the 3.5 edition came out. If you did not play D&D, you wouldn't even know.
The results are rather interesting. As is the rest of the book. If I reviewed the first 144 pages, this would be a 5 star review. This section of the book is a recap of everything in the series to that point, plus a short story called 10 Little Indians. The layout is incredible, the information is dense, and it really captures the essence of Farscape.
However, this isn't that review. One of the stand out features of this book is the artwork, which is entirely from the show. All of it is great and it is laid out exactly like a product in this universe would be laid out. Titles appear in a machine-like flowing script which is readable with the proper skill (DC 30). Second, the margins are thick while the columns are diagonal. It's cute for the first 144 pages, but when you actually need information, it's really hard on the eyes. Like MySpace banner hard.
From page 145 on are the rules. Remember that disclaimer about needing the Player's Handbook? Yeah... I'm not so sure. Which is a good thing because I can't tell if this means 3.0 or the 3.5 edition. I think the 3.0 edition, but it doesn't seem that necessary. If you missed that caveat, you could probably play this game not realizing something was missing. It isn't that it's missing words or that the grammar is odd, it's the layout of the book that jams your comprehension. It's just that distracting.
Like The Player's Handbook, you pick a race, a class, generate stats, select feats, skills and powers, then select equipment. All of that works well, it's a proven method utilized by many products in the d20 line. And that is where it gets weird. I can't point to a single thing that would require another book, which is probably my gamer hack-it ethic running wild. It sure seems odd.
One of the flaws in the book is, being a recap of season 1 and 2, who and what the characters are not presented in a way that plays out in the TV show. Primarily, this shows up in the pregenerated characters. John is not particularly strong or smart according to his stats, which doesn't really fit with being a physicist and astronaut. On the other hand, all of the characters do seem to be balanced when only that group is considered. However, they are all rather high level, which you would think would lead to much higher stats.
Scorpius is listing as having a 9 strength, while D'Argo has an 18 which is not quite right. I would buy the 9 for Scorpius if he had some sort of Rage feat that allowed him to overpower other, stronger characters for a short period of time. He is a man with an actual cooling system, after all.
All and all, the book seems incomplete even when paired with the PHB and some that feeling is definitely problems caused by the layout.
At $9.99 at DriveThruRPG, I'd say it's for fans of the series or a person who wants a great coffee table RPG book. It is stunning to look at. Literally.
Two stars... only because I love Farscape.
Sunday, February 14, 2021
Review - X-Wing Miniature Game
Credits: A Game by Jay Little
Rule Set: Unique to set
Year: 2014?
Pages: 24, 16 and 4 page booklets
Number of players: 2*
Rating: ★★★★★
I picked this game up for my son a few years back and we played it a lot. My son has his X-Wing and TIE models on a shelf in his room. I started this post at 4:45 am, which is why you won't see images of those parts in this review. I'll see what I can do when my son and our sun gets up.
As I understand it, this system is full of power creep which really doesn't effect the gameplay of this set. This is also the first edition rules, which is different than what is currently on the market. So on to the game review.
This version of X-Wing was produced for Star Wars: The Force Awakens. I had to guess at the date because there isn't one on the box. The box is solid, it will hold up well on the shelf. Inside are 3 booklets, totalling 44 pages of information for game play. The graphics are incredible and a valued addition to the game as they present gameplay information, not random photos from a at the time unreleased movie. It's a good thing the box is as sturdy as it is, it's loaded with parts. 3 painted models, cards, dice, tokens, templates, etc. It's a lot of parts, but nothing extraneous.
The first play guide has you in the seat of your beloved X-Wing or TIE fighter and blowing the snot out of your enemy in minutes. The instructional method is a familiar one: learn the basics as you play, add more rules, play again, then master the all rules and go crazy with new adventures.
The first session can be played in 10-30 minutes as you learn the rules. Its really nice. My first impression of the game was that it was a copy of Top Gun**. There are some similarities, both where made for a movie, both had some cool tokens and a move, react, shoot, repeat method of play. But that is where it ends.
There is one thing missing from the box that sets this game apart from the others: A Game Board. There isn't one. Players are told to find a good sized table, lay down some felt or a black table cloth and have at it. Sure, you can buy one but the rules clearly state it isn't necessary. Movement templates guide the ships, unlocking them from the play space. The lack of a board is actually a strength. Not having a grid or hexes to lock your pieces down gives the game the same fluid dynamic of Star Wars space combat. You feel like you're in the cockpit.
This game brings back a lot of memories in one tiny box. I have already mentioned that it felt a bit like a better planned out version of a Top Gun** Movie game from the late 80s, which was an apparent skin of the Aerotech game (which is available via the Battletech Compendium at DriveThru. It has the movement guides like the turn keys of Car Wars. Combat is handled with dice where each player rolls dice at the same time like Risk, with the twist that the defender's dice eliminates the attacker's damage. There is a I-go-you-go approach to terrain, which is a hell of an old school call out to games like WRG. And it's Star Wars themed.
First edition games may seem rough, but this one isn't. Gameplay and rules are tight, with carefully considered options. Gameplay pops and snaps into place naturally, it's like something from the Spice Mines of Kessel. And since it's a vehicle for selling models as add-ons, it very successful at that.
*While intended as a two player game, there are 3 models which could be divided among 3 players. For complex missions, one could add a game host. My initial playthrough was with 3 young children each having a model and myself acting as a gamehost, so 4 people can be involved. Whatever you do, it just works out.
** I wish I could point you to the Top Gun game I had back in the 80s/90s, but I have never seen one except the one I bought from the shelf of my local Hobby Shop back when the movie was hot. Since I lost my copy, I don't even have a picture. It was pretty cool at the time, coming with about a dozen tiny plastic airplane tokens.
Friday, February 12, 2021
No Cheating! Repost from MeWe.
The path forward is murky |
Right now, I have three tabs, Game Reviews, Appendix N+ and 2021 Game and Book reviews. At the end of 2021, those will collapse to two pages/tabs: Reviews and Appendix N+.
Once that happens in or around December 2021, I can launch my 2021-2 series on Appendix N+. This will be about books formative to game play and scenario creation, post-1977ish. The Population of Loss review is the kernel of an idea to start my Winter 2021-2 series on Superhero themed gaming posts. I now need to read the rest of the titles in the series because this series is wildly different than other superhero titles.
So on deck, I have a couple of post series planned:
Spring 2021 - Models
Summer 2021 - Outdoors Game sessions,
Fall/Winter 2021 - Superhero gaming,
Fall/Winter/Spring 2021-2 - Appendix N+.
Thursday, February 11, 2021
#TBT - Star Viking Game Review
Credits:
Designer: Arnold Hendrick
Graphics Design: David Helber and Arnold Hendrick
Cover Painting: Bob Depew
Rule Set: Unique to set
Year: 1981
Pages: 24
Number of players: 2*
Rating: ★★★★
Star Viking places two players head to head for the survival of civilization. Well, one of you will defend the Federation civilization, the other will try to destroy it. The Star Viking boxed included a rules booklet, two dice, a folded sheet of 154 die-cut cardboard counters (each 1⁄2” square), and a sheet of 12 map tiles, each representing a star system.
Game procedure is easy, but as with all simple things can result in hideously complex results. The players are at cross purposes from the start. The Viking player selects his or her forces while the Federation arrays the map tiles and his or her defenses. Turns are divided into strategic and tactical moves. Tactical moves are only required when both players are in the same place.
The map tiles are divided into sectors, with large cities representing more than one sector while sleepy moons are one sector. These sectors are equivalent to a hex. Some sectors are vacuum, while others are in an atmosphere. They are either contiguous or connected by an orbit line.
There are 20+ units available to the players, each one having a tech level. The sector's tech level determines if a unit can be placed there. For example, a sector with B tech level can support B and C type units.
Each turn is divided in three, Strategic Segment, Tactical Segment and Politics and Economic Segment. Strategic is for moving vast distances, tactical is for combat and Politics and Economics represents responses such as building new ships or plundering.
One interesting twist on this game is, players purchase victory points to win. There are automatic victory conditions, if the Vikings sack the capital or one player accumulates twice as many victory points as his or her opponent via purchasing on or after the 7th round. If the game lasts all 12 rounds, then the player with the most victory points wins.
*This tiny set of rules has multiple expansions presented right in this set. The first variant is to play as a solitaire game. It suggests automatic movement by die roll, but doesn't include any tables. You are to make them yourself. The second is to use two hostile Viking players for a 3 way game. This requires having 2 boxed sets, which is easy to do since you can print them yourself. The third is to merely extend the number of rounds to 20, 30 or more.
There is exactly one errata, this was a very well produced game from the get-go and still provides hours of entertainment 30+ years later.