Tuesday, March 2, 2021

Review: SimEarth

Title: SimEarth: The Living Planet
Publisher: Maxis
Author: Will Wright
Year: 1990
Rating: 4 of 5 stars

Sim Earth is a fantastic game by Will Wright, creator of the Sims and Spore. SimEarth was released by Maxis in 1990. As a 31 year old game, it's rough but lovable. It is based on the Gaia model and runs amazingly well on G3 Mac under OS 9. 

The purpose of the game or simulation is to use energy and feedback loops to advance your chosen lifeform to the highest level of technology possible. It's easier said than done, but well worth the effort. You are pitted against not only your own created mishaps, but random events such as weather, cooling, warming, etc. It's a great primer on what it takes to make a planet full of life. Events are predictable, but not repetitive. 

Earth isn't the only planet you can work with, the game includes scenarios for Mars and Venus. These are breathtakingly difficult. A simplified model called Daisy World highlights the power of the sun on Earth's environment. While it is meant to be a simulator type game, it dives into science fiction with some of the devices and creatures that appear. 

Each world scenario is broken down into the world map which is initially populated with land forms. As time goes on, the landforms morph under the energy of the sun and tectonic forces. Sooner, rather than later, life will emerge. There are dozens of Taxa of life, all of which are on equal footing to evolve and become intelligent. These taxa and landforms are all right out of your Earth and Biology text books from high school, they feel familiar. You can use the magnifying glass to observe their description and current state. As creatures become intelligent, you can guide them through different levels of Civilization with the goal of getting them to colonize other planets. 

SimEarth is educational in it's whimsy. You can bring back the Trichordates, a species of life with tri-radial symmetry. Or create Carniferns, man eating plants or even robotic life. All of these achievements have to be done between ice ages and hot, dry epochs. The game includes several scenarios which pose questions as to what hardships life can overcome with guidance or the limits of science. Terraform Mars and Venus, anyone? 

Time flies when you're creating life.

Monday, March 1, 2021

A-Wing Photo Test

I picked up this large scale A-Wing at Ollies for less than 10 bucks. 

I'm testing out embedded albums and it's not working out. I guess I am going to have to write some code later. 


coolme i jm b.ko,o lvo bbjuu
A-Wing Box



















Saturday, February 20, 2021

Review: Daughters of Darkness: The Mara Witch for Basic Era Games

Title: Daughters of Darkness: The Mara Witch for Basic Era Games
Publisher: The Other Side Publishing
Author: Timothy S. Brannan
Year: 2019
Pages: 79 pages
Rating: 5 of 5 stars

I gotta tell you, this is my second favorite of all of Timothy Brannan's Witch character classes for B/X era games. The Mara Witches are some of the darker characters types available to the player. In fact, I find them so dark they are actually a special type of character that should have one heavy restriction. 

In every edition of D&D, there have been a few character types that are so special that they are limited to NPC classes. The idea of a shaman character class has always been a part of D&D and only available to the DM as an non-player character. I know a thing or two about great NPCs, my children are actually named Nathan, Paul, Catherine on purpose. 

Shamistic casters open up the possibility of playing a monster across tropes. An expert may assist the party because they have a higher calling. A sage may invigorate the party with a quest. Basically these are all people who may pick the party over their clan against some greater evil or some higher cause. Someone who may save the day in a heel-face-turn. 

This one book makes the best case for making witches a PC class only. Never should a DM be granted such power. While there is the distinct possibility of a Mara witch choosing an evil or chaotic alignment the player has to totally embrace The Three-fold Law, no matter how injurious or dangerous it may be to themselves. In the hands of a player, the Mara witch can shine and become a legend. 

In the hands of the DM, the person who dictates the story and arranges the plots and creates the scenarios, the Mara witch is too powerful. If the DM is the only person who can invoke repercussions of violating the Three-fold Law, then the role of the Mara Witch loses it main strength, the role of tradition. This could and would happen because while the DM may desire a moral story where the Mara Witch falls due to their own evilness, vanity or pettiness, this class can march all over the party. 

In the hands of a player, this type of witch is very subtle and powerful. To the player, chaos and evil don't really matter much because they have to abide the fact that their magic could backlash on them. Chaos and evil can take many different forms, but this witch class requires that guiding hand of the player to be an effective character. Someone who feels they have something to win and something to lose. 

Having created a number of character classes, including a book specifically about NPCs called "Zero to Hero: Uncommon Commoners", I think can say this character is so different it must be left to a player to make them come to life and should never be given into the hands of DM, except for the rarest circumstance. 

This book follows the format of the other two books I have reviewed, The Amazonian Witch and The Classical Witch traditions. Like the other two books, except for outward facing abilities like spells, no mechanic system introduced upsets other character classes, which is very important for consistency. All spells are well written and does not cause a power race with the standard character classes. While specifically written for Labyrinth Lord, it could be added to a great number of rule sets with little problems. 

Like the other two books, it has great cover art, wonderful interior art and nicely formatted tables, with blue tint for easy reading. I think this series of books captures the great cover art of second edition D&D while also maintaining the rougher aspect of the B/X era D&D books. The balancing act was well done. 

A final highlight to all of these witch themed books is the idea of Tradition. Each book paints an image of the many kinds of witches that have existed in mythology. While there may be a few changes in powers and abilities, each one is similar enough to easily grasp in a readthrough. 

Unlike the other two reviews, I spent most of my time looking over the spell lists. This book has 36 pages of spells. And every time I thought to myself, "I would tweak this spell in this way..." I found a second spell that met whatever my imagined need was. Not only are the spells well balanced for this class, they support one another to create a dark mysterious vibe. Which also reinforces the idea that witches need to handled by actual players and not thrown as NPC so the DM can run over the party. 

Reviewer's note: The date is taken from the forward, this could be the most recent update rather than the original publication date. If that is the case, my apologies but then that also means the author is providing an excellent experience by routinely updating his works. 

Thursday, February 18, 2021

Shout Out!

My White Box review got a nice shout out from Jeremy "frothsof" Smith on the Humpday RPG show

Now I have to back and relisten to the show. It also makes me want to dust off the cobwebs on my podcast and the list of podcasts I share. I feel like it can and should do better.  

Tuesday, February 16, 2021

Oh, Dear. What Happened? Review of Farscape Roleplaying Game

Title:  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
Rating: ★★

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.

February 16th edit: 

I see it! This book is missing two parts for running a home campaign. First, it doesn't have the Experience chart. Second, it doesn't explain CR. Really? Because those two omissions actual require two books, not one. You kind of need the DMG and the PHB. 

But not really, which sort of BS. The information missing from the experience chart is in the d20 SRD. Like the one on Hypertext d20 SRD, which is an excellent site. I give it 5 of 5 stars for helpfulness. You'll also need a challenge rating calculator if you want your players going against monsters. Or Critters as John would call them. Again, Hypertext d20 SRD to the rescue. 

I am not sure why I didn't see this at first. It could be that edit blindness everyone gets when looking for extraneous words and typos. Or more likely, I couldn't see it because I would want my players to be the cast of the show. Be the heroes, which makes the experience chart unnecessary. 

I feel the missing Challenge Rating is actually in universe. The heroes throw in against anything they can, anyway they can. Crackers and Nuclear Weapons are both combat items in this show. CR was never a factor when it came to putting the heroes in the action grinder. 

After finding these two omissions, I would suggest one other change for the at home game. Use Vitality and Wounds. Farscape has simply relabeled Hit Points as wounds. Zero wound points is out cold, -10 is death. The WofC Star Wars RPG (click for that review) used Vitality and Wounds, which I feel is more cinematic. Vitality is how much punching around you can take, while wounds are limited to taking serious a blaster shot. One will knock you low for a day while the other one ruins your year. Also, considering how Control Points are used to activate powers, this game has more in common with Star Wars' Force Points than D&D spells or spell like powers.   

Back to your review, as it was written back in January of 2020. 

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.