Saturday, 30 September 2023

Another Milestone

Well, I'm amazed that I've reached 50 000 views on my little blog, and so soon after hitting 40K.

Thank You!

The same sort of things are proving popular, and the fact that there is a wide spread of views throughout the 'back catalogue' suggests that most of the views are genuine.
At past milestones I've looked at what people have been reading, this time I'd like to reflect on the projects that fell by the wayside, the started but never completed stuff, and perhaps learn a bit about why. Who knows, I might even decide to return to some of them.
I'm not considering stuff that is, essentially, eternally ongoing, such as painting Reaper Bones for roleplaying, or adding to existing playable armies.

This one is embarrassing as it's the first thing I blogged about. The aim was to play skirmish games set on the Mars of Edgar Rice Burrows' John Carter of Mars books. As is often the case, this was a an idea dreamt up by Bodvoc (or Merlin as he was known then) and myself, I couldn't tell you who first came up with the idea. We were going to adapt the Middle Earth Strategy Battle Games rules (I think we found a document on the internet?). We had a small collection of 18mm minis from Black Hat Miniatures and I built a one metre game board. 
I don't really know why we never got any further. We were both working then, and gaming opportunities were very limited. We didn't get any games played, and I never even got any minis painted. Sadly, the game board succumbed to damp and had to be destroyed.
If I were to return to Barsoom I'd use Fistful of Lead Galactic Heroes, there's even a set of suggested stats for Barsoom.  I don't think I'd make a dedicated board, but I do have vague plans for some sort of terrain tile, and a red desert might be fun for a variety of Sci-fi games.

I started this army back in 2015 to give myself a new force to play the then new second edition.  Since I started them, second edition came and went, and I finished a regiment of sniffs and a regiment of fleabag riders. I've also got enough Sharpsticks for a horde, but (familiar story) they aren't based. I fully intend to return to these, as they will make up the bulk of a 500point Ambush force. I haven't tried mixing the old plastic goblins with the new ones yet, but I may well look into that in the future.
As to why they got abandoned? I'm not really sure, but I suspect that it was a choice between painting more goblins and painting more orcs for whatever battle was looming up. Once I've got the current lot of orcs rebased it sounds like a great time to get at least an Ambush force of goblins sorted out.

Another MisterC/Bodvoc joint project. This was a way to get the feel of playing mass battles in Middle Earth. We'd both played a bit of the War of the Ring game when it came out, but wanted to reduce the scale and rewrite the lists to be closer to how we imagined them from the books. In the end there was a lot of chat and a bit of painting, but this all came in useful when we moved to using Fantastic Battles, you can see the first lot of orcs here.
Our Fantastic Battles in Middle Earth project is alive and well, if a little neglected. I'm sure we'll return to it before long, and I have some Grand Plans in that direction.

A Song of Ice and Fire
This was more of a vague theme to my hobbying for a while. I built a Stone Crow and some Wildlings and began a rough hut. I'd initially thought of collecting enough to try the Never Mind The Billhooks rules, but more realistically I was aiming for Fistful of Lead warbands. 
I'll probably return to this at some point, though the drive to play Westeros set games has lessened. The idea of having forces of fifty to sixty minis a side with bright heraldry is still appealing, though I think now I'd use Dragon Rampant rules.

This is a biggie. I've lots of minis, and I've painted some of them, but I've never got as far as getting anything table top ready.
Basing has been a problem; I set out with a very clear mental image of how I wanted them to look, but nothing I tried came close. This was very demoralising and sucked all the joy out of the project. It didn't help that I wasn't familiar with the different units or what makes a good starting force.
I'm going to reset my expectations for the bases, build some minis afresh and do an Ambush force and see how they go. I've a fair bit of other stuff on at the moment, but I'll get back to these later this year.

Kings of War Dwarf Demo Army
At one time I had plans to have a box containing two demo armies plus the Quickstart rules and a bit of terrain to lend to people expressing an interest in the game. I've got the Orc army done, but the Dwarf army currently consists of just a regiment of Brock Riders. I have my existing Dwarves to draw from, but I need, at the least, to rebase some of them.
Part of the reason I did Dwarf buildings for the Second International Terrainscape Challenge was to come up with a 'look' for a Dwarven building to accompany the set. (I wonder if another Terrainscape Challenge would be fun? Perhaps next year).
This is one of those 'I want it done, but there are so many other things I'd rather work on' projects. I'm going to have to just bite the crossbow bolt and get on with it. Probably one unit at a time.

Orc's Drift Dragon Rampant
Bodvoc and myself played the first scenario in the Orc's Drift campaign, Kachas Pass (write up here and design thoughts here), but never got any further. There are several reasons for this, including me not yet painting up the required minis, something else coming along and me losing a lot of my files when I changed PC.
I definitely want to get back to this, I've always enjoyed the old second edition scenario packs. Now that, in theory, Bodvoc and I should be getting more gaming days, perhaps it's time to look at this again?

Deadzone
I've not painted anything for Deadzone for ages.  Probably not since the Ripper Suits in Orctober 2021.  I do want to get a few teams painted for the various factions, and I'd like to expand into Firefight territory, for the Marauders at least.
I should also sit down and work out a decent set of terrain.  I have a large box of the sprues, but far more than I need.  I may as well thin the collection down to what I need for games.

Dungeon Saga/Star Saga
I wnated to get full sets of painted minis and scenery for both these games.  I got all the minis for Star Saga done, but still have to finish the scenery, the doors especially.  Dungeon Saga-wise I only have a few undead painted.  I suspect if I raid my various stashes of RPG furniture I'll find more there (I know I did the well for Frostgrave).  We aren't doing either of these games at the moment, so the impetus isn't there.  I guess they could count as easy wins in terms of achievements though.
I should also mention the Conan game here.  As we've been playing a lot of board games recently, and after a years worth of trying to fathom Deep Madness, I don't think this is the game for me.  I painted the mummies and some of the gribblies, but I don't need the minis for RPG, so I guess it's the Bay of E for the game.

But What about the Rest?
There are loads more things I started and haven't finished, though I do intend to do so soon(ish).  The above projects are the dead in the water ones that I need to either cast raise hobby project on or scrap.

Before the Blog
I suppose I could also mention a couple of projects that I started many years before I began this blog. 

Kings of War Elves
I've shown my first KoW army, Orcs, in many battle reports, but I also started an elven army using Mantic's elves.  These are a bit 'marmite', folk either love them or hate them.  I like the thin, non-human look.  I've seen too many elves in miniature that are simply humans with pointy ears and hoods.  Perhaps an exaggeration, some have pointy chins as well.  I find the proportions of the Mantic elves to be subtly different and they work for me.  I have some issues with the original kits, the modern ones are much more flexible, but I have enough to do a small force.
I was inspired by the mention of the elven prince who fled up north.  Now, of course, this background has been woven into the Northern Alliance, but at the time I thought a force of winter themed elves would be great.
I came up with a paint scheme, mostly white with some blues, and even began converting plastic elk to make mounts for the cavalry.  I was using West Wind's yeti as Forest Shamblers and even tried putting skis on the war machine. 
Alas, the project was abandoned, partly due to a house fire and an enforced 6 months living in temporary accommodation.  Given the new N.A list I don't see much use for these any more.

6mm Fantasy
Even longer ago Bodvoc and I experimented with 6mm fantasy, using Irregular Miniatures strips of fantasy minis.  Initially we adapted a set of rules from one of the Wargaming magazines, with a generic rules set on one page, and specific rules and lists on a separate page for each race.  Rather like One Page Rules do now.  We never quite got these right (anyone remember average dice?) and moved to adapting other rules.  We had a good selection of different armies, Bodvoc certainly had elves, and I had dwarves, orcs and goblins.  Bodvoc has returned to 6mm with his Dark Elves for Fantastic Battles (you can see them towards the end of this post on his blog), using 25mm squares for the element bases.  I may well do the same, I'll have to see if any of the stuff I painted years (decades) ago is worth salvaging or is it the Dettol for them and starting afresh?

So that's a look through some of my abandoned projects. Have I learnt anything, apart from the fact that my aspirations outstrip time available? Well, yes, I think so.
If a project takes a long time to get ready then it's likely to be supplanted by something that's already ready or that needs just a little bit of extra. This usually happens if I'm looking at two new armies plus terrain.
If I'm already enjoying something I'm more likely to invest hobby time there than something different. That said, I do tire of long term projects, and there's always the thrill of the new. When I was doing Palette Cleansers this worked admirably.
I learnt the hard way during Lockdown that I need a goal for my hobby. Sometimes this can be the pure joy of painting a particular mini, but there's no point starting an army if I don't have a realistic chance of playing games with it in the not too distant future. Thus I found it relatively easy to do my Karpath army, Bodvoc and I were doing a slow grow campaign and were pretty regularly playing games.
The counterpoint to this is that I hate to feel forced to do something. Hobby shouldn't feel like a job. Or at least, not a demanding or tedious one.
So it's a balancing act. Fuzzy targets would seem to be the most effective long term, but a hard target helps short term.
At the moment I seem to be doing very little wargaming.  There's the MESBG stuff, but nothing else.  I'm still running D&D, albeit online (so no need for minis or terrain).  This tends to take away the impetus to crack on and get stuff finished. 




Thursday, 28 September 2023

Dungeons and Dragons Adventurer Issue Two

I picked up a copy of Adventurer magazine issue two. Here are my thoughts.

The pack includes another set of dice, a large poster map and the magazine.

The magazine
Another twelve loose leaf pages (24 sides). Again, the first page is cover and contents and uses the same artwork as issue one, but with gold spot colour rather than red.

Sage Advice covers advantage, disadvantage and inspiration, and short and long rests and hit dice. 
Useful stuff, and pretty much complete for the topics.  I think that the description of long rests uses the same text as the PHB.  This can (and has) cause confusion regarding what disrupts a long rest.

Then come two pages introducing Spellcasting, covering the basics of spells (spell slots, duration, components etc). Concentration is covered, as is how clerics and wizards prepare spells
There's enough information here for beginning spell casters to function. So far the only spells we have seen are on the pre-gen character sheets, though, of course, D&D Beyond has more information. 
I note there is a mistake in the examples given using the pre-gens.  The wizard is stated as having three spell slots rather than two.

Character Creation has a page on the human race species, then covers rogues, with a brief overview of the class, followed by a look at sneak attacks.
Presumably we will get the major PC species covered in a like manner, similarly the classes. The human page is general background stuff rather than any actual rules.
Given the amount of information required to run the different classes this is going to take some time to build up a full rulesbook's worth.

Lore gives a very general look at the Forgotten Realms.
This is the kind of thing I'd expected in issue one, but the encounter in that issue needed the Phandalin background.

The Adventure can be run using the pre-gens from issue one, still first level. As with my look at issue one, I'll put details in a section at the end to avoid spoilers.

I'm using words like 'overview' and 'introduction' a lot. The series so far seems a bit like reading the first couple of paragraphs of the relevant sections of the Players Handbook. 
I suppose this is inevitable. The format allows for later issues to fill in details, and there simply isn't enough space cover everything in one issue.  There are frequent mentions of D&D Beyond as a source of further information and choice.

The dice
The standard set of seven dice. This time gold flecked translucent. They look good and shiny, and I suspect that they are better quality than the cheap ones available on Wish. There's no tin this time. 
Another nice dice set. Still only one d6 though. I believe that dice bags are another 'freebie' later in the series. The dice sets are supposed to be colour coded to the adventures. I suspect they are front loading these so that all the players get a set early on.

The map
This is a hex map of the Sword Coast, the same area covered in both the Lost Mine of Phandelver and the Dragon of Icefire Peak. The map is large (76cm x 56cm) and glossy printed on card. The map has five mile hexes and has several adventure locations marked.
This is nice, though I have a couple of minor issues. I prefer six mile hexes (fits easily with adventurers' travel speeds and also with sight distances), but five miles seems to be the current WotC standard. 
If the map is intended as a play aid it does give away future adventure locations ahead of time. I know my players would immediately want to explore everything. Worse, this issues' encounter is further away from Phandalin than another site marked on the map.
It does allow us to know a bit more about Adventure one as a whole, though, which is interesting. In my deeper delve into issue one I suggested that there might be some kind of floor plans in this issue, well there isn't.  I guess they may have been too adventure specific?
A map of the town of Phandalin on the other side would have been very useful. Perhaps we'll get one later?

Thoughts
After the excitement of issue one, and the thrill of fighting rats, Adventurer is settling down to providing more rules.  Given that there are only eleven pages of content, including three of an adventure, that's not a lot of room, it looks like it'll be a few issues before the players have enough information to make truly informed decisions within the game.
I wonder if more small guides, like the combat one in the previous issue, might help. Magic would be a good start.
I do feel that DMs need more advice. So far the encounters do include hints and tips, but I think the way a game plays out at the table top needs more explanation.  This could be me speaking through 40+ years of playing, and there's a wealth of information out there (probably too much).
I'm sure that a group with one player who already has some knowledge of the game will do very well with Adventurer. As I said last time, there are cheaper and more complete ways for mixed groups of beginners and more experienced players to start. Perhaps a totally novice group will find this ideal.
Checking against the latest One D&D playtest document, I can confirm that the rules in Adventurer are essentially fifth edition.  WotC are claiming that One D&D will be compatible with fifth, so I suppose that Adventurer will still be useful once One D&D is published.



Finally, to avoid spoilers earlier...
The Forgotten Vault
This is listed as Adventure One, Encounter Two. It is a simple 'fetch quest', though nicely done. 
The heroes are hired by a Phandalin NPC to recover something from the titular vault. 
I like the reasoning behind why he needs help rather than doing this himself, though it's a magical effect that works automatically that I'm sure any wizard would want to learn.
There are a couple of potential combats, a trap and a hazard.  It's fairly straightforward, but I can imagine it would be a lot of fun at the table.
The six pages include a bit of DM advice, though less than last issue.  One page is a player handout, though it is printed on the back of a monster stat block, making it difficult to use in play, and it is a genuinely important handout containing some useful information and clues.  The stat blocks could have appeared on one page, with the monster pictures on the back of the handout.  I'd like to have seen this also available as a download.
Once again there is no mention of experience points, I guess that they are going for milestone experience.  Given the very structured nature of the product this is understandable (looking ahead on the Hachette website, one of the future issues deals with  levelling up.
I like this adventure, there is a lot more to it than King Under the Hill.  My main gripe is the set up. It is simply given as a quest with the assumption that the heroes will take it on.  Indeed its not even clear how the heroes find out about it.  There's no tie in to the previous encounter other than they both start in Phandolin.  There is the potential for some interaction with the quest giver, Daran Edermath, but its very much a case of you decide to do his quest so he gives you the map.  All these points are easy to fix, and below are my suggestions on how to do it.

Daran was one of the villagers captured by the cranium rats in King Under the Hill in issue one.  Impressed by the heroes efforts, he is looking through his old adventuring gear with a view to rewarding them. In doing so he finds the map and then contacts them.  
This makes the adventure much more personal, deepens the heroes' connection with an NPC, and rewards them for their previous adventure.
I'd also be tempted to allow the heroes to access the vault via the river.  It should be easy to alter Daran's map to hint at the river (indeed, it probably needs some extra text to indicate where the heroes should cross the Triboar Trail).  Clever players can then make the link between the river on the overground map and the one on the map of the vault.

I suspect that Adventure One is focused on the hidden elven kingdom of Iliyanbruen. There is brief mention of it in King Under the Hill, and one of the locations on the map is an elven crypt.


Monday, 25 September 2023

Dungeons & Dragons Adventurer Partwork - A Deeper Delve

I've had time to read through the first issue of Adventurer, so here's a more in depth review. I'll talk about the contents and add my thoughts, both about this issue and future issues, as far as can be determined. I'm trying to work out if it's worth getting more issues.  You might want to check out my initial look at the magazine here.
And a warning, there will be some spoilers for the adventure, so I'll look at that right at the end.

The Magazine
The magazine consists of fourteen pages (28 sides) designed to be separated and placed in ring binders. This is the same system Hachette have used in their Games Workshop part works. The different sections and sub sections build up over the weeks, presumably to make up a complete set of rules, along with background for the Forgotten Realms and a series of adventures.
The first page is just the cover, with contents on the inside. The cover art is very good, showing four adventurers fighting a bunch of skeletons. 
The next four pages are Sage Advice, split between three pages of Overview, giving a bit of background and history of the game, the difference between DMs and Players, the scope of the game, the general structure of play and how to use the dice. There is then one page of sub section B, The DM, giving a brief idea of what the DM's role requires.
There's a surprising amount of information in here, the basic sequence of play for instance (DM describes the situation, players decide what their characters want to try to do, DM describes the outcome. Repeat).  I'm not sure it's necessarily presented in the best order, and I do have some issues with some of the information (they missed a great opportunity to describe the 'checklist' all DMs should go through - can it fail? If not just narrate success. Can it succeed? If not just narrate failure. In all other cases determine what character abilities are relevant). But suspect that newcomers will find this interesting/useful. 

Character Creation gives an overview of abilities, species,  background and class. We are introduced to the four pre-generated characters (Crantor Thranax, human rogue, Eirina Illoris, elf fighter, Reizagar Stormhelm, dwarf cleric and Merovich Farfoot, halfling wizard). 
Ability scores, modifiers and proficiency bonus are next, then Species, with a focus on those of the Pre-gens. Character class is next, with information tailored to the starting characters, and finally a page on equipment, with nice illustrations of some of the equipment packs.
Some useful stuff, indeed I've used the illustrations for my online group already.  The big omission here is a guide to creating your own characters, but there is mention that this will be dealt with in future issues, and if the idea is to get people playing as quickly as possible then pre-gens are the way to go.  There's also frequent mention of D&D Beyond throughout the magazine, so I guess they are providing a way for the curious to find out more.  

Lore gives a very brief introduction to Phandalin. 
A predictable choice, given it's importance in the old Lost Mine starter set, the Dragon of Icefire Peak set and the recent Shattered Obelisk book.  Still, it's always useful to have a well developed town as a home for adventurers, and Phandolin is great for that.

Finally there is a six page Encounter. It looks like the magazine will feature a series of Encounters that build into Adventures.  Each Adventure is colour coded, and has a matching set of dice!  I gather that the Adventures take a party from first level to fifth and I gather that the early Adventures at least are using milestone experience rather than awarding it for monsters killed and quests completed.
In case you are ever a player in this, I'll give more details in a separate section near the end of this post, so you can skip it to avoid too much prior knowledge.

The Dice Tin
A tin. With dice.

Seriously, it's a nice set of dice, black plastic with red numbers, and they come in a foam insert in a tin with the Adventurer logo on the lid. As I said previously, this justifies the purchase on it's own. Amazon have sets of dice that work out slightly cheaper, but consist of multiple sets of seven, and they come in a cloth bag rather than a tin.  The foam insert even means that your dice don't rattle, though you'll have to lose this if you want to add any more dice.
The only downside I can see is how to pick out your Adventurer dice tin out from everyone elses at the table top.

The Combat Guide
This booklet is half page size, and has staples designed to fit in a ring binder. It covers the combat sequence, lists most (though not all) common options, explains hit points, damage and death saving throws and gives an example using the pre-generated characters.
This is a useful booklet, and I plan on sharing it with my players.  Not every option is covered, Dodge, for example is missing, but both Help and Disengage, important to encourage players to do more than just stand there and swing at opponents, are covered.

The Character Sheets
There are four pre-generated characters, already introduced in the Character Generation section and illustrated on the cover.  The sheets are well designed and clear to read, though the text is perhaps a little small for aging eyes in places. 
While there are no surprises in the choice of human, elf, dwarf and halfling, or rogue, fighter, cleric and wizard, they are avoiding the stereotypes of halfling rogue and elf wizard.  
These are nice character sheets, and I hope we will get some blank ones. Mention is made of D&D Beyond again for more character sheets.  
I do struggle to read some of the smaller type though.

Extras
While the various flyers don't add to the collection, they do allow us to see some of what is in store in future issues.

Subscriber Bonus
Subscribers get a free issue, a dice tray, a DMs screen (with new artwork), a free binder (though you'll need to buy more if you collect the whole set) and a dice jail.
Subscribers get free postage, so if you are seriously collecting all, or even a lot of issues, it's probably worth doing, and the bonus items are generally useful.

Looking Ahead
Those flyers reveal that future issues will also have sections covering Spellcasting and Combat (the Combat Guide is, I suppose, the start of this?).  The Encounters build up into Adventures, the included Encounter is coded Adventure 1/Encounter 1, so presumably it continues in issue 2. 
Issue 2 also introduces Spellcasting, Advantage and Disadvantage and talks about running a rogue.  The Freebies are another set of seven dice, gold this time, and an adventure map, which I assume is some from of floor plans.
Issue 3 looks at conditions and skills and has an article about the Red Wizards of Thay.  The Freebie is a set of character minis for the pre-gens.  These aren't 3D minis in the sense I'm used to, but full colour flats printed on transparent plastic.  Wizkids, among others, have produced these in the past, and I imagine that if the magazine regularly includes these then a new DM will soon have a decent collection.
I believe that issue 4 has a giant d20, but I'm not 100% sure.  I can't work out anything else about further issues.

*EDIT* the Hachette website gives more detail on future magazine contents, though nothing about the 'freebies'.



The minis from issue 3

The 'Freebies'
If you're familiar with Hachette's Warhammer 40K/Age of Sigmar part works you'll be used to seeing a load of 'free' plastic and paint.  I suspect that most people are buying these for the minis, not the magazine, but I could be wrong.
When they previewed Adventurer back in January the plan was to include dice with each issue. They have revised that, and now will also include adventure maps (floorplans?) Inspiration tokens and miniatures. These last appear to be the plastic figure flats that WizKids have brought out, judging from the picture of issue three above.  Whilst I'd have liked to have seen proper 3D minis, I'm certainly not short of them, and if this means that they can afford to include a good collection for new players and DM's, then that's a good thing. They don't need painting either, and are much easier to store.

Thoughts
What do I think of this?  Production values are high.  The artwork is good, with some nice new pieces, particularly featuring the pre-gen party.  Some artwork is reused from earlier WotC publications, but is used intelligently.
The gradual build up of rules may work well, but personally I'd find continual mentions of stuff being covered in future issues off-putting.  However, I'm a keen D&D player/DM who already possesses lots of rule books and scenarios.  I've been playing for 45 years more or less, so it's difficult for me to imagine what someone starting out might need.  This leads me to an important question...

Who is it for?
Honestly, I'm not sure. I can see the appeal of Hachette's various GW part works to players of the games. They consistently provide minis worth more than the cover price, as well as a set of rules, background and modelling and painting guides.  
But Adventurer magazine isn't really about the extras. While it's nice to have several sets of dice, there is, apparently, a limit to how many are useful at the table. Adventure maps, if they are floor plans, will be very useful, and the minis will hopefully build up into a comprehensive collection for new DMs and players.  It's all about the magazine building up a complete set of rules, a guide to the Forgotten Realms and a series of adventures.
Cost wise at £1.99 for the first issue, £4.99 for the second issue and £8.99 thereafter for a projected 80 issue run, that's £708.20 for the set. That's quite a few WotC hardback books.  However, it's a cheap buy-in if you just want to try a few games, and the intention is that you can play from issue one onwards.  I'm not sure in practice how well this works, there are some things I'd expect, such as a short example of play, that are missing.  Even the example in the Combat Guide simply states what each character is doing rather giving the player's comments as they interact with the Encounter.
I would imagine that players who begin this way might be rather frustrated if a particular option isn't covered for many issues. I suspect that a lot of people will start with Adventurer and move to the books or a starter set, and never forget that the fifth edition basic rules are currently available for free on the WotC website.  The roll out of options is, of course, controlled by the release schedule. This may not be too much of a problem for the players, especially if they are unaware of the possibilities they may be missing. It's more problematic for a DM wanting to design their own adventures, so perhaps the idea is that every DM runs the included Encounters/Adventures and nothing else?
Even when the collection is complete I don't think it will read well, certainly not like a rulebook (though the WotC rulebooks are disorganised and often dry).  I remember collecting the old Games Workshop Strategy Battle Games in Middle Earth part-work in the early 2000s, and that had the same issue.  The bulk of the rules were covered in the earlier issues, but remembering where to find particular rules could take ages.  Adventurer mitigates this with the loose leaf  format.
Another problem is that of edition. 2024 marks the fiftieth anniversary of Dungeons and Dragons. WotC are in the process of revamping the rules. The current fifth edition is to be replaced by OneD&D. They are playtesting new rules and have made it clear that they are work in progress. There are signs of the Adventure rules following the playtest, for instance, OneD&D uses the term Species rather than 5E using Race, as does Adventurer.

Conclusion
I really want this to succeed.  It has the potential to bring a lot of new players into the game, and the wider field of roleplaying (it would be great if there were mention of other games' systems, but obviously that isn't going to happen).
I don't think many people will follow it through to the end of the run.  I'm sure this is normal for many part-works anyway.  
It's certainly not aimed at me as a long time player, and I wouldn't recommend it to friends unless they were a group with no previous experience or access to an existing group.  My personal recommendation would still be Lost Mine of Phandelver and the free basic rules document, especially if you have access to a player or DM with some experience to guide play along. 
Failing that, Adventurer may just be the thing, a gradual build up of rules so there's no overload of information at the start.




And finally, ignore this if you don't want mild spoilers.

The Encounter
This looks fun and should provide a good introduction to the game.
It actually contains several possible combats, along with non combat interaction with NPCs (and an extra NPC to add to the Phandolin roster for future adventures) and some interesting treasure.
The choice of opponents, Cranium Rats, is an interesting one, especially with regards to the BBEG in The Shattered Obelisk.  The location, the Stonehill Inn in Phandolin is great. Given how useful it can be in future adventures, a full colour floor plan would have been nice, but perhaps this is coming in a later issue? The description of rooms is sparse, the DM will need to improvise the details.  
There are frequent box outs of advice to the new DM. I suspect they will phase these out over time, giving more room for a more complex Encounter.
There are some niggling errors, such as the location of the cellar entrance and where the stairs lead to (conflicting information in the room descriptions and the general information though it is obvious from the maps).  I also wonder if there are sufficient instructions to a new DM on how to run an adventure, but I've been playing for so long that I find it hard to judge such things.

Tuesday, 19 September 2023

Board Game Night - Aliens AGDITC

The Monday night games group have been playing a lot of board and card games recently, see my thoughts on Era here.

Last night we had another go at T'Other One's copy of Aliens: Another Glorious Day In The Corps, from Glae Force Nine. The game is nicely produced with lots of tokens, cards, good quality boards and, of course, lots of Alien minis (and a few Marines). The game is co-operative, with the players trying to achieve the mission goals while the A.I. controlled Aliens try to stop them. 

I've played this a couple of times before, indeed my first game seemed so easy that I wondered what the fuss was about (we had to find Newt and get her off the board. We were incredibly lucky to find her first thing and convince her to follow us).

Last night's Bug Hunt was a different matter.
Part way through the game. The marines are the green minis, the three piles of cards control various hazards, provide equipment and indicate the passage of time within the game. The white blobs are blips.

We had to eliminate all the blips before running out of time. The game has an elegant way of using cards to measure time, sadly even with my character, Frost, using the flamethrower we just ran out of time.
"Game over, man. Game over"

The game was pretty fast moving and very tense. I felt it captured the feel of the second Alien film nicely. 
It's been a while since we got any minis out and it was great to see T'Other One's nicely painted 'bugs'. He also has some great 3D terrain, which, while not required (we didn't use it last night) certainly adds to the look and feel. 
It would be fun to try the scenario again and see if we can do better.

Wednesday, 13 September 2023

Dungeons and Dragons Adventurer Issue One - First Thoughts

I managed to find a copy of  Hachette's Adventurer magazine and here are my initial thoughts. 


Contents
The first issue pack contains a 14 page booklet covering a bit of background to Dungeons and Dragons, what the role Dungeon Master involves (interestingly they don't use the more modern term Dungeon Moderator), an introduction to players characters, a bit about the town of Phandalin of Lost Mine/Shattered Obelisk and Dragon of Icefire Peak fame, and a short 6 page Encounter/Adventure.
There is also a pad of four pre-generated characters, a small booklet running through combat and a tin containing a set of seven dice (d4, d6, d8, 2xd10 D12 & d20) in a foam insert. 
Additionally there are leaflets listing subscriber benefits and an overview of the series, which will come in useful for working out what future issues might contain.

A Closer Look 
This is a bold attempt to make Dungeons and Dragons accessible to people. Just as with Hachette's various Warhammer 40K and Age of Sigmar part works, the collector will end up with a comprehensive set of rules in loose leaf binders (one of these is one of the subscriber's extras). The rules are presented clearly, and in the likely order that you might need them. As with the previously mentioned part works, the loose leaf format allows them to build up different sections covering Sage Advice (background to the game, advice on playing etc ), Character Creation, Lore (predictably for the Forgotten Realms), DM's advice, Combat and Encounters (mini adventures).

The booklets are full colour throughout, and I think it's nearly all new artwork. Slightly disappointingly the map for the adventure is only black and white, but it is clear to read.

Final Thoughts
So is it worth it?  Well yes if you're a role-player.  £1.99 for a nice set of dice in a tin justifies the cost alone.  Good luck hunting this out.

However, is it worth buying future issues or even subscribing?  I'll do a deeper delve into the first issue, looking at what I think does and does not work in a future post and try and work out who this is aimed at.

Wednesday, 6 September 2023

Rescue: MESBG Battle Companies

Now that we're up to speed with painting*, we had another game. As my hero Shawish was lost last game, I had to rescue him while the Fiefdoms were trying to capture him, so we played the Rescue scenario.
As we were playing the mission as a direct response to the previous game we decided that Shawish would start out alone rather than accompanied by two warriors.
We also made a few adjustments due to our smaller table size, three foot square rather than four feet. The hero started in the centre of the table as normal and the Fiefdoms at least six inches away. The Harad reinforcements arrived at the end of the second turn, essentially using up their turn two movement to cover the 'missing' 6" of table.

Opening Moves
The Fiefdoms troops amass in the ruins north of a wood. They believe that their target is hiding in the wood, but can't see him yet.

Shawish makes a break towards where he hopes the rest of the Harad force may be. The Fiefdoms troops flank the woods, cavalry on one side and infantry on the other.

The Harad force arrives at last.

The Middle Phase
Despite the appearance of the Harad force the Fiefdoms march on. Qayid and Khamsa charge the enemy horse while the archer contingent move forward a little and draw their bows.
To no avail. Every shot either misses outright or fails to wound. 

The cavalry skirmish continues, with Khamsa unhorsing his opponent. Qayid is rocked in the saddle by the Dol Amroth Captain, but the Fates have more in store for him and he survives.
Neither sides archery is effective, but the Fiefdoms infantry are closing the gap.

Khamsa continues his assault, running down a Clansman, and Sabea shoots a Man-at-arms. It's not all Harad's game though, Sita falls to an Axeman of Lossenarch.

End Game 
Khamsa rides down a Blackroot Vale archer as the Harad bowmen engage the Fiefdoms infantry, placing themselves as a living shield for Shawish. However, another sneaky Blackroot Vale archer is able to catch him in the flank and cut him down despite a desperate Parry (two failed Fate rolls, 2s, so his point of Might didn't help either). 

Victory to the Fiefdoms.

Aftermath 
All downed troops survived, though the new Fiefdoms knight was badly injured and only the use of Healing Herbs saved him. 
Sabea was promoted and Arbaea gained a point of Might. I'll be replacing the Healing Herbs that I used (though in fact they weren't needed as I rolled well) and buying a horse for Shawish. I might look at buying more troops, but I find trying to control too many means I sometimes miss their various skills. As seven of my ten troops are now Heroes, this becomes more more of an issue.

Another great game, and really exciting to play.  We hadn't played for a few weeks and I, at least, was a bit rusty.  A few turns in and it came back to me though.
We liked the scenario, and it would be interesting to play it on the recommended four foot square. 

*I now need to paint up a couple more Raiders.