Book Review – The Role-Playing Game Primer an Old School Playbook (By: Chris Gonnerman)

The Role-Playing Game Primer is a book by Chris Gonnerman intended to be used as an introduction to RPGs in general and “old-school” RPGs in particular. “Old-school” here being mainly “retroclones” of older RPGs (as opposed to those games themselves) such as Gonnerman’s own “Basic Fantasy RPG” (Based on the Dungeons & Dragons 3rd edition rules using the Open Game License {That gets complicated}) and “Iron Falcon” (Based on older D&D {Also under the OGL}) games, and several others that are mentioned by name (but those names don’t really mean much to a person who isn’t in the culture yet). But just how good is it at being the “primer” it set out to be?

I’m not exactly the best one to evaluate this book, as I don’t really need “priming” on the whole RPG thing. I am far from an “old-school” gamer, but I generally know the differences in play styles between them and the “new-school” (or whatever they’re called) gamers. So this book was more of a curious read and not me actually looking for an introduction. And it was a nice, short read. The 62 pages have slightly larger than average text and a good amount of illustrations. These illustrations are either: stock images, those sent in by contributors for Gonnerman’s “Basic Fantasy” game, or maps of areas designed as examples. At least that’s my assumption, since, while the art is good, it varies wildly in style and has almost nothing to do with what is written on the page (a common theme in most “OD&D*” books I’ve seen). But it’s still nice to look at and gets the job done. (*Original Dungeons & Dragons)

The text is divided into chapters, but can be further divided in my mind into the first part, where Gonnerman describes new players starting up a game with the Game Master (GM) (using his own system as an example), and the second part, where he talks directly to the reader and gives them advice. I really like the first part. It does a good job of giving an explanation and examples for how to play a Role-Playing Game (even if the dialog is a bit unrealistic at times). It’s one of those reaffirming sections where one can go “whoo… I’m not doing this thing wrong” in reference to starting up and playing an RPG. And it’s short enough to not overstay its welcome. The second part needs to be taken with a grain of salt as it’s written with an obvious bias against newer RPGs (but maybe the title gave that away) that’s never really given adequate justification. One might, through some unlikely circumstance, come out of this book thinking that “old-school” role playing is simply “better” or “the way to play” rather than there being different sets of people who enjoy either. With that aside, however, it does do a very good job of explaining how “old-school” games work for both players and GMs while providing some nice tips along the way.

The brevity of this book is another plus. The language is nice and concise while being informative and not particularly confusing (as far as something being about an RPG can not be confusing). It moves along fast enough that it can be easily recommended as a read before diving into, or while beginning to read, one’s first role-playing game (it does help if it’s one in the older vein, though). The advice, information, and explanations are informative and well laid out (probably from years of experience) while being simply but not dumbly written. Aside from one humorous example where an “old school building” is referenced and in the text hard to differentiate from the many other times “old school” is used in reference to RPGs I was never confused when reading (though as I say I did know about the subject going in). Gonnerman’s experience in the area and writing skill show through when reading.

It’s far from and essential book, but it’s inexpensive (being print-on-demand), short, and well written. I would recommend looking into it as a beginner, but I have to question whether or not it’s really worthwhile with so many good forums, blogs, and videos on the subject out there. If one doesn’t want to sift through that content or wants a more focused experience, this book would work great (and I also can’t imagine you ever finding this review). Otherwise it’s more of a curiosity so that one may, like me, make sure they aren’t “doing it wrong” and maybe get a few helpful tips along the way (except for the part where he calls the traditional way to draw {dungeon} maps into question, but maybe the reason is only obvious to me).

Game Review – European War 4: Napoleon (iOS, Android)

In my quest to find as many apps with Napoleon in the image as possible, or just a good strategy game on the phone that fits my tastes, I came across and downloaded European War 4: Napoleon. I’ven’t looked the other 3 (apparently) but this one was the first to come up and looked interesting (I’m now making a note to look at the others). Is it grand strategy on a Napoleonic scale? Or like so many others just a veneer over something boring?

Campaign Select

Battle Select

My first impressions weren’t great; I’m not a big fan of the time period in warfare, but I’m willing to overlook that if the game is good, and they couldn’t have picked less exciting stills to showcase the game on the app page (foreshadowing). Still, it was on sale, had generally good reviews, and came up with other games that I’ve played in a similar vein (Risk, Strategy & Tactics, etc.). I thought it could easily be a game to add to my repertoire where I could swap out and play something different so I didn’t get too burned out, so I downloaded it and started it up.

Game/Round Start Screen

The game is a pretty simple, hex-based, cities-on-continents style game. Most of the maps are maps of Europe (but there are some in America and Mediterranean Africa) divided into hexes where units can be. The hexes have terrain that affects how the units move and sometimes “cities” which allow one to build new military units and which can be captured (which is usually a goal in a scenario). Capturing land and cities give you the ability to produce more of the game’s 3 resources: food, money, and machine parts(?). Farmland gives you food and I have no idea where the others come from (my guess is it has something to do with cities). Parts and money can be used to buy new units, upgrade cities, or create fortifications in the regular land (and something to do with generals and upgrades, but I can’t figure out how that works), and food is expended by existing military units per turn.

City Upgrade Cost

Unit “Recruitment” from City

Tavern Generals from City

Upgraded Tile Information

City Shop

Unit Items

Units are created in cities, each specializing in a different unit type: infantry, artillery, and cavalry. These are pretty cookie-cutter: infantry is cheap and good at defense, cavalry can move two spaces and is in the middle, and artillery can attack over spaces and is good at offense but terrible at defense. The more cities are upgraded, the better units they can build (you can also spend more gold to make units with more “troops” (life) but I’m not certain it has any real benefit). And some units are equipped with generals (again I think you can buy them but I can’t figure out how, it has something to do with cities and medals) that give them combat bonuses and the units around them slightly smaller bonuses. These generals are essential to use during combat, as units not being lead by one will crumble against an assault from ones that are. There are a few more complexities to the combat system: units can move and then attack, but can’t move after attacking (except when certain generals are involved, it seems), and they gain morale after victories and lose it after defeats or when enemy units are on two sides of their hexes (covering 4 or more of the six spaces around them) but how much this actually affects combat I couldn’t tell you.

Movement Select

Tile Information

Unit Upgrade

When your turn is completed, you hit a button to go to the next turn (and if you can possibly perform one single action it asks you “are you sure”, then you watch your opponent’s turn and can continue playing. The most annoying part about this bit is I can’t find a way to skip it (I have now found it, but it’s super tiny and hard to see and hit in the corner). It isn’t that long when compared to Civilization Revolution or Strategy & Tactics (but you can skip it in S&T) but it can run longer than I (who would like to play the game) would want. It’s a minor annoyance, but an annoyance none-the-less. This adds to the fact that the combat is fairly slow paced, with not much action happening and nothing dynamic (you can’t push enemy units out of territories or anything like that) going on. It feels a little tedious and boring after the first few missions. At this point I haven’t learned enough about the game to be good at it, and they are just throwing more and more enemy units at me and I have to hope I get lucky. It’s pretty obvious at the start that only having a few units would be boring, but increasing the amount of units just makes it tedious. They feel weighed down, and that might be appropriate for the time period but I don’t feel like Napoleon when I’m playing, I feel like one of the guys who lost. The strategy seems more to be in number crunching as you slowly move across the board and less in anything actually happening. This may not be the case, but that’s the feeling I get playing the game. I’m not excited, or thinking, I’m just moving, and sometimes not even that when I run up against mountains or rivers that bring my army to a crawl.

Conquest Mode

It’s entirely possible I’m just playing the game wrong, but the developer isn’t helping anything there by making the control layout pretty unintuitive; generally playing the game is easy, but navigating the menus and their tiny buttons needs a little work. It’s also obvious the developers aren’t native English speakers with the broken, poorly translated sounding tutorials. They get the message across well enough but I feel like I’ve missed something. There was probably something in there about the morale system or how to purchase generals that I missed, but they didn’t make my job easy there. And I quickly lost my excitement for playing this game (relatively speaking, I probably put some good hours into it before that point). There are 6 campaigns, only 2 of which are unlocked from the start, and I haven’t finished either one. I got to battles where I lost and couldn’t see any immediate way I could have done better, and there was no incentive there for me to learn how to get better, so I just stopped playing. That’s a bit similar to how I felt playing the first two Strategy and Tactics games, where the campaign mode is just annoying, but the large battle maps are great fun and allow for more overall strategy. This game does include a “conquest” mode, where you can play as most any country in the game and try to take over the whole map, but this doesn’t fix most of my problems with the game, being just as slow and lacking any obvious real strategy.

Turn Ending

Game Save

Low Morale one Enemy Troops (and an out-of-place Armored Car)

Enemy Turn Passing

Now, aside from all of my picking apart and finding flaws, I actually like this game more than I thought I would. I’d seen it and its “family” of games before, when looking for better strategy games on mobile devices, and from the screenshots I thought it looked like throwaway garbage. But I actually had several hours of fun with it, and for a free game that’s a pretty good ratio. But it’s just not something I can get into, nor something I can really recommend. It’s slow and more obtuse than it needs to be, which kinda kills the grand-war-simulator(game) for me. From what I can tell it’s like the others in the series and if you’re a fan of those it will probably fit right in (but you likely already have looked at it then), but for most other people looking for a good, in-depth but quick strategy game on mobile, it looks like you’ll have to keep waiting (or play Strategy & Tactics or Civilization Revolution if those are “in-depth” enough for you).

Book Review – How to Draw Fantasy Art and RPG Maps (By: Jared Blando)

How to Draw Fantasy Art & RPG Maps: A Step by Step Cartography for Gamers and Fans is a book with quite a long name that is aptly described by said title. It’s a “how-to” art book detailing the creation of fantasy or “medieval” maps for use generally with role-playing games. I picked a copy up mainly to get some inspiration from the included examples and not to actually get any solid drawing information from, as my in experience most “how-to (art)” books I’ve read don’t provide any real benefit other than that (the worst being the “Step 1: Draw a circle, Step 2: Perfectly draw a bunny then color it” kind). But does this one break the mold?

All first impressions indicate that this is a fairly standard, if nicely produced, how-to-draw book. The almost 8½ x 11” size is nice and fitting while the 128 page length is right in the middle of books of this type (most good ones at least). The cover stock is decent and the inside pages are heavy and well coated. The image quality is phenomenal; it’s all nicely printed and well laid out (and meant to look old on the covers. meaning the damage to the corners caused by shipping doesn’t show up as much)

The actual content of the book is where it seems to lose purpose. Not necessarily the art, which is very good if a bit overly specific, but in the writing, which spends most of the books length telling you “now sketch/draw/fill in X” without giving any real hints, tips or tricks. And sometimes I get that, maybe there aren’t any “tricks”, but at that point the text could just be omitted. It seems like the author was only writing most of the book because it was supposed to be a “book” and not show-and-tell, but I’m not necessarily against show-and-tell, especially in this context. The worst part is that even with all of the unnecessary text there are constantly little blocks like pop-up ads in book form that “inform” the reader of “free content” on the publishers website (that I’m sure will be around for as long as all physical copies of the book last). I personally haven’t looked to see (now I have, it’s not much) what’s there but they are used frequently enough (to fill space I’m guessing) that it almost seems like there’s a second book online I should be looking at (there isn’t, just wallpapers).

Still, there is some good stuff in the book; scattered around are helpful “aside” boxes that have useful information (generally better than the regular guidelines) and most of the information and images are on a solid foundation. The shield chapter is particularly nice (if short) one where many examples and color palettes are provided to give the reader some inspiration. This stands in sharp contrast to the previous icon chapter where little-to-no variation or creativity-inspiring options are presented, with boring text that at times (citadels) is directly in opposition to the drawing being displayed. This chapter is by far the worst example of the main problem with the book; that is, just stating the obvious about what is drawn. I have eyes and can see that that is a circle, I also know that the first step in drawing it is a circle, but the book explains that to me. I kept reading in the hope that some interesting fact or technique would be presented but none were (or very few at least). It’s still a problem, but much less so in other chapters where the drawings being directed are actually slightly complicated.

But that’s always been a problem art books have. They provide very few options because they can’t provide more. They don’t know exactly what you want, and when they start to provide the reader with options they lose their cohesiveness. Even this book, which is very straight forward and “constricting”, seems to be about how to make two very different styles of map, but they’re presented as one, in chapter order like you’re supposed to follow. But if you included each of the elements suggested in each chapter as you made the map, you’d have a hard time fitting everything in nicely and you’d end up with a graphically confused and cluttered map.

The book fulfills the purpose I bought it for in giving general inspiration and techniques for creating “fantasy” maps, and it’s an alright beginners tool. The author is a very good artist even if he wasn’t given the ability to flex his writing muscles (that may or may not be there) and the whole thing is nice looking and well produced. I think it would have been better served (like most art books) as a series of images to use as “suggestions” or to draw inspiration from, but if one knows about that (perceived) flaw in books like this going in it is no real problem. If one is looking for actual instruction, the sections on supplies, inking, and digital manipulation at the start and end of the book will do the job with little in the middle being particularly helpful. I am glad I got the book, but I’m not sure how much I could recommend it; it’s nothing special in the world of “how-to art” books and I’m not much of a fan of the (quite digital) aesthetic. So maybe take a look at all of that “free content” on the publisher’s website before making a decision (it just takes one to a page to enter their email address to get “wallpapers”, hardly worth it. I’d try and leaf through the book at the store or with an online “quick look” feature before considering it).

Board Game Creation Blogging Part 5 – Rethinking and Downsizing (w/ Making an RPG)

Where I last left off this series I was failing at Kickstarter, which was actually quite some time ago now. I’ve made two household moves and published a dozen books (of my comics) since then, among other things, so it’s kind of crazy coming back now. I definitely re-evaluated my position and have been looking into why I was unable get my game off the ground. I have made several games (and game-related items) since then, but they need some more polish before I blog about them.

I had mentioned at the end of my last post that I would be working on a smaller game; one that could more easily be kick-started for next time. And I have been (I’ve got a couple of good ones), but I thought as I was working on them, “why not go smaller? Or with less cost?” It was a hard thing to think about, especially since I’m a bit of a stickler for components (I want them to last a long time). I didn’t want to create a game that used a PoD service like the Game Crafter or one that was print-it-yourself as both of those would be “less than perfect” (don’t get me wrong, GC is a great product. I use them, and what they’re doing is really cool, but it’s a bit more expensive than I would like for the quality). It then occurred to me at some point (I will have a separate post about it) that a type of game that I would be interesting in making and that could be downloaded and printed by people easily was a role-playing game.

I had recently started trying to get more into role-playing, and since most of the major books are huge, intimidating messes (and I mean that in the best possible way, they are endearing messes) I went looking for short, simple RPGs online. And I found quite a few (22 is the number I currently have printed off in my binder, and that’s not counting all of the ones I found online). Most of them ranged from 1-10 pages, but one seems the most common length. There is a certain sense of satisfaction that I can understand would come from both writing and playing a “single-page” RPG. But none of these were exactly what I wanted. I wanted mechanics that were slightly more “intuitive” but still something you could “sink your teeth into”. I believed there was and is some room for something closer to my “perfect” version of a role-playing game, so I set about writing it.

bookcoverimage-rpglte

It took me far longer to do that than I had anticipated, but that was because it ended up much longer than I had thought. Not the rules, necessarily: they’re only 5 pages (though a bit cramped at around 7,000 words), but the “everything else” that comes with making an RPG. I’ve ended up writing 27 pages full of stuff for it, and in my excitement to get my ideas down I was writing some of the later pages before finishing the “necessary” pages, which would be: rules for playing the game, rules for running the game, and some pre-built enemies to go in the game (a “3-book” structure if you will, a-la D&D but with only 5 pages for each section). My plan was to put these “core rulebooks” up online and maybe a few “supplements” (1-page extras) after that, then combine them all into a book that would be the “beta” for the game. Hopefully. people would then play it and I would be able to gather feedback and write some extra stuff for the “first edition”. I still hope to do that, but I did it a bit backwards and finished the book first (it took me far too long to write this post), so now that it’s already out in the wild (though at the moment only purchase-able through me personally) I will be putting the PDFs up for download on the dragoncompany.org site.

Core Rules Beta (PDF)

Game Master Guide Beta (PDF)

Monsters/Bestiary Beta (PDF)

Beta Character Sheet (PDF)

I’ve been using a print-on-demand service to print my comic books for a few years now; so going with them for the beta version was a simple choice. Even with them being PoD I don’t anticipate the print version of the beta getting a wide release. I think it is good and playable, but I’d like to add a little more polish before putting it up on Amazon like my comic books. Also the PoD service only does paperback books, and I do hope that after I’ve put the contents up online and gathered some feedback and done some more playtesting to get everything collected for the first edition in a hardback (or likely both formats, as I want the game to be as accessible {inexpensive} as possible), not just to look like other RPGs but because I like the feel and longevity of a good hardback. In any case I’ve put the beta files up, and I hope you use them, play the game and let me know what you think.

Game Review – Civilization Revolution (iOS, Windows Phone)

(Note: the NDS version of the game is similar to the mobile phone versions, but I have not played it and thus don’t know the differences. The console version is from what I can tell, completely different. This is also not a review of the more recent Civilization Revolution 2)

Civilization Revolution is a video game by Firaxis Games, made for consoles and mobile devices as opposed to the PC, where the game series usually resides. I have the iOS version of the game, so that’s what I’ll be discussing. The game uses touch controls, and is more similar to Civ IV and predecessors than Civ V and successors, though a bit toned down.
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The gameplay is understandable to any who have played a Civ game. It isn’t as complex, but it gets the job done. The game is played on a randomly-generated map divided into squares (not hexes like Civ V). The squares are either land or water, and contain various resources. Players play as various civilizations (Romans, Zulu, Chinese, etc…) or more technically (an all-seeing, all-people-commanding, forever living god in the form of) a famous leader from that civilization (Napoleon, Cleopatra, Montezuma, Etc…) and compete against other civilizations to either: be the first to conquer all other capital cities; make the most gold and build the world bank; have a lot of culture and build the United Nations; or develop all of the technologies and reach Alpha Centauri. They can build cities and then buildings in those cities to give them bonuses, or use the cites to build units to make other cities, trade with other cities, explore the world (there are artifacts that can give one bonuses), or wage war on other civilizations or barbarians.
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Cities themselves are only one square on the map for the purposes of combat, but can grow and influence an area around them, using resources to increase the food or production of a city. All of the various units have their own abilities, movement, and strength that can be upgraded after winning battles. Getting more technology allows one to build more advanced and stronger units. Land units can’t cross water in this version, but they can get in ships and be transported to various other places. Air units can’t land on ships, but can fly over mountains (among other things). There are various terrain benefits and deficits on the land, but they are relatively simple.
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Unlike other versions of Civ, units do stack, meaning in theory an infinite amount of units can share the same square. The tech tree, also, while still there, has much less nuance than in the PC versions of the game. After meeting other civilizations, the player can also interact with the other leaders. This almost always leads to nothing, as they never have any knowledge. It looks like there was a much more ambitious inter-civilization interaction ability planned, but unfinished. At least in my version, the only way the player and other Civs interact is by going to war or stealing cities with culture. And nothing really seems to influence when others will go to war with you more than you just being in their way or the strongest player. Combat is also simplified: it is unit vs. unit (or army vs. army if units combine {3units of the same type to one army. They can’t be split after joining and die as one unit}), and one unit will be destroyed. The victor can be injured, but has a maximum of three hit-points and this decreases as tech becomes more advanced. A warrior has three hit points, a horseman two, but a tank or an infantry only has one. And a final, glaring difference between this and the PC versions is the nukes. One can only build one nuclear weapon, but it will destroy an entire city (except a capital) and all of the units in it, and in the 8 squares around it. I think that maybe being able to build two would be more fun, but I can see why they made the choice as it simplifies the nuclear aspect of the game, and being able to build multiple city-crushers might break the game.
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The overall control is nice and intuitive. Some of it does need explanation, and getting into very specific city controls can require some menu navigating, but this is handled very well on default, and even on the hardest difficulty level I have completed the game many times without even thinking about messing with the default city settings. Units move easily, selectable options on what to build or what technology to research are large and easy to click or scroll through. Scrolling through stacked units can be a pain if there are quite a few (10 or more) but that rarely comes up, since units can be combined into more powerful armies. Looking around the map and plotting future courses for ships is also easy. The only real navigation problem comes with nuclear weapons, which can technically fire all over the world (I believe), but are difficult to launch past the screen they are created on (zooming out only helps a little).
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Even with all of the simplifications, though, it’s still quite a complex and long game for phone play, and a full game will generally take several hours and most of your battery. It is possible to save multiple games (though I have yet to get mine to work: that’s my problem and not at all related to the game) and I would recommend that. Though if one can’t save, like me, or only wants to complete one game at a time, the game does a very good job of always loading up right where it left off. The game seems fairly processor-intensive and my phone does get hot while playing, and the game has at several points crashed on me. I’m running an older phone and the game brought me right back to where I was, so the problem was understandable and I couldn’t really get mad. The graphics and animation are generally nice and smooth and well defined. I’m not the biggest fan of the cartoon-y look, but it gets the job done and I’ve never really like Civ’s graphics anyway, nor have I played it for the graphics.
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In the end this game does a great job of being “Civ on the go”. The empire building, invasion, and growth aspects are still there while trimming some of the things that would make some people more frustrated or confused with the larger game. I find that while I wish there was more depth at times, I’ve definitely kept coming back for more and I can certainly see how adding much more would make it an mobile-unfriendly game. It works well as a game, runs well on the platform, and is a great introduction into the Civilization series. If the games seem interesting I would certainly recommend this one both as a starting point or one to look out for.