Saturday, February 4, 2023

ZineQuest 5 + ZineMonth 2023: Here We Are!

 It's February and ZineQuest is back on Kickstarter, with a load of small but awesome ttrpg zines.



It's ZQ number 5, and the event returns to the regular February edition after last year's shift to August, which brought us the ZineMonth event, so now we have TWO platforms to check! But don't worry: I've done that for you.

Let's see what's going on, beginning with my OSR game of choice: OSE.

The Old-School Essentials Projects

Advanced Ancient Academy - An expanded version of the classic one page dungeon adventure by Stuart Robertson.

Old School & Cool Vol. 4: The Undead Issue - The fourth issue of Wind Lothamer's OSE zine focuses on undeath, with options to use undead creatures as player races, plus an undead-themed city, tables to create new unique undead monsters, new spells and magic items, and a mini adventure. Volumes 1, 2 and 3 of Old School are already available at dtrpg, and you can check my review of vol. 3 here.

Gary's Appendix - Issue 2 - A Thoughtful Zine for Old School Essentials - The second issue of Jeffry Jones' unique zine, offering essay-like articles on DMing, world-building, and other OSR topics. This issue focuses on languages, currency, and religion, among other topics.

Delver 7: Resources for the Random-Rolling Referee - Delver hits issue 7, continuing the series of collected random tables of all kinds. The first 6 issues are up at dtrpg.

The Doom of Blackwinter - An OSE (and Zweihander) adventure set in frozen mountains, against fey creatures, by Mark Meredith. 

CANDLE III: Fantasy Audio Magazine - The third issue of this unusual zine + cassette (and digital audio) combo. Check out issue II, which also features Kaptain Carbon, Danger Bear Art, Luka Rejec, and even me!

Ziggurat of the Blood God  - A zine adventure for OSE,  DCC, and Mork Borg, written by Christopher Willett, with strong horror vibes.

Odyssey - Black Tales RPG - A grim take on Ulysses' journey, for OSE, Mork Borg, and even 5E.

Other OSR Zines

Plenty of interesting OSR projects!

Dungeon Malarky - Levi Comb's new zine: a guide to hazards, magical items, strange plants & bizarre spell components for GMs.

The Electrum Archive - Issue 02 - Expands issue 1's science-fantasy tabletop RPG written by Emiel Boven and inspired by games like Morrowind, Ultraviolet Grasslands, Mothership, Dark Sun and Cairn. 

Cloud Empress: Ecological Science Fantasy Roleplaying - a Nausicaa-inspired fantasy campaign setting for the Mothership RPG.

Loot Hunters - Pouch of Gold - A system-neutral maps, adventures, and random tables, just perfect for OSR games. Also check out last year's Loot Hunters - First Coin.

Bio-Drones & Cryo-Clones - A biopunk facility-crawl zine for Mothership RPG by Chris Airiau, with insane art.

MisAdventure Games: Horror Compendium (upcoming) - apparently a collection of spooky adventures.

A Home Reforged (upcoming) - A dwarven-themed OSR zine, based on The Black Hack.

Carapace & In the Heart of Oz - a Hex Flower RPG Bonanza - A double-features zine project by Goblin's Henchman.


Beneath the Sea of Dust 1 - A a revised, re-organized, and even play-tested compilation of Ray Otus' Dungeon23 journal.

AMMU: A Whimdark Adventure (upcoming) - A system neutral RPG adventure through the corpse of an eldritch god.

GRANDMOTHERSHIP - A sci-fi TTRPG about senior ladies in space - With a title like that, this deserves a look.

Other Zine Projects

TLD RPG - An indie RPG with OSR influences, designed by Billy Blue.

La Masseria (upcoming) - An investigative RPG Zine set in the folklore of a farm in Southern Italy, designed by Alessio Spalluto. I'll have to check this because it's set where I was born and grew up!

Electrocube War Adventures - A transformers zine for Erik Bloat's Valor Knights RPG.

MEKKAKONKRETE - A chiptuned fantasy RPG - A zine project on the new Crowdfundr platform, with Mechas in a medieval world, with insane art!

Dungeon Delver: A Card+Zine Crawl (upcoming) - Dungeon tiles + a generation system? Sign me in! Looks like something I might use with HeroQuest!

Candied Blood - An adventure set in a hungry candy factory, playable with both To Change and Trophy Dark. 

And More!?

Well, while you're checking crowdfunding, here's a bunch of projects which are not zines but you should definitely take a look at.

Yoon-Suin: The Purple Land, 2nd Edition - The new edition of the 2004 acclaimed, seminal OSR setting toolbox by Noisms Games.

Cities Without Number - the cyberpunk RPG from Kevin Crawford, the creator of the acclaimed Stars Without Number and Worlds Without Number games.

Wrapping Up

Lots of interesting projects here, and lots more I've probably missed. Use the comments below to add to the list!

Tuesday, January 24, 2023

Expanding HeroQuest: The Hammer of the Beast

 So I got this cool minotaur mini and, it being bright red plastic, I started to wonder how to use it as a HeroQuest hero...

Mightier than the barb!

I feel a minotaur hero would be completely wrong in the game canon. So how about some kind of transformation effect? Look at that awesome hammer! So here comes...

The Hammer of the Beast

A hero wielding the Hammer of the Beast attacks with 4 combat dice. If all the dice roll a skull, the hero becomes a raging minotaur!

While transformed, the hero attacks with 5 dice and defends with 5, regardless of the previous statistics and gear. He must always move towards the nearest enemy with a free adjacent square and attack it, and cannot move away from the enemy until he kills it.

The transformation ends as soon as there are no more monsters on the board.

Cannot be used with a shield, can only be used by the Barbarian.

Transformation Effects In Your HQ Game

Of course the Hammer of the Beast is designed to suit my specific model and personal taste. But you can introduce similar effects, based on the cool models you have around, or if you feel you need an excuse to buy new models, of course!

The easiest way to add a transformation effect is to make it the special property of a magic item. It can be a ring, amulet, mask, etc.

Then you may go one of two ways: the transformation can be activated voluntarily by the wielder, or it can have a specific trigger, like my Hammer, or it can have a specific "cost".

For a voluntary activation, I would make it available once per quest.

If you go with a trigger, you can choose a lot of different situations. For example: losing 1 BP; losing more than 1 BP from a single attack; having only 2 or less BP left; rolling all skulls (or black shields) on an attack roll; rolling all white shields (or black) on a defense roll; slaying an enemy; slaying a monster of a specific type; being targeted by a spell... the possibilities are endless really.

A "cost" activation means the hero must sacrifice something in order to activate the effect. It could be a BP or MP, or a specific type of potion, or a piece of metallic equipment, etc. Of course a "cost" should only be applied for a really powerful effect.

Then you must of course define the effect of the transformation. It can be as simple as granting a single extra skill (flying, becoming immaterial, ranged attacks, and so on), or a boost to the dice (extra movement, or attack dice, or defense, or a combination), or a complete substitution of statistics ("you become a gargoyle", for example).

The official Druid heroin, for example, has a (bear form) Shapeshift spell card that grants +1 AD and +1 DD. The effect ends as soon as she loses 1 BP, but she can gain the spell card back again if her BP are healed back to the starting amount. This is the type of simple design that I love in HQ. You don't really need a ton of fiddly rules, they rarely add to the fun!

If the transformation is really powerful, you may want to add some sort of drawback, as I did with the minotaur, who must charge into enemies all the time.

Finally, you probably need a condition that ends the transformation. This is the same as the trigger above.

Once broken down into steps, the creation of such items or effects is quite easy. The best way to do it is to always start from the concept you want represent (or the mini you want to use!). Figuring out the game statistics is usually fairly easy from there.


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Into HeroQuest? Check out my other HeroQuest posts!



Saturday, January 21, 2023

Expanding HeroQuest: My Homebrew Heroes

Here's a bunch of custom heroes I've designed for HeroQuest, based on the minis I have. As you can see, I love simplicity, and I hate to have extra cards.

I'd love some feedback especially regarding balance when compared to the four basic heroes.

All the minis, with the basic game heroes for size comparison


Archer [bowgirl from the Legend of Drizzt board game]

Move 2

AD 2

DD 2

BP 6

MP 4

Starting gear: short sword, bow (2 AD)

Special rules: monsters and heroes don't block line of sight. Cannot use shields.

Armory: I've added to the armory a 4AD long bow she can buy (500 coins).


Cleric [from the 2001 D&D adventure board game]

Move 2

AD 2

DD 3

BP 6

MP 4

Starting gear: mace (2 AD), shield

Special rules: +1 AD vs undead. Once per game, at any time make all heroes recover 1 lost BP. Can only use blunt weapons.

Armory: I've added to the armory a 3AD warhammer he can buy (250 coins).


Druid [elf wizard girl (?) from the 2001 D&D adventure board game]

Move 2

AD 1

DD 2

BP 5

MP 3

Starting gear: staff

Special rule: At the beginning of each quest, choose one animal companion to accompany her. Cannot use helmet, heavy body armor such as chain or plate.

Animal Companion: shares the same statistics as the druid (gear included), and plays immediately before or after the druid.

The bonus applies to both the beast and the druid.


Duelist [various guys from the Wrath of Ashardalon board game]

Move 2

AD 3

DD 2

BP 7

MP 3

Starting gear: broadsword

Special rule: +1 AD vs monsters without adjacent heroes.


Knave (my simplified version of the Rogue) [two-daggers guy from the Castle Ravenloft board game]

Move 2

AD 1

DD 2

BP 6

MP 4

Starting gear: dagger

Special rules: +1 AD vs monsters who are adjacent to other heroes. +1 AD when using dagger or short sword. Cannot use shield, helmet, heavy body armor such as chain or plate.


Warrior [fighter (?) from the 2001 D&D adventure board game]

Move 2

AD 2

DD 3

BP 7

MP 3

Starting gear: short sword, shield

Special rules: His movement is never hindered by any type of heavy armor.


Scout [thief girl (?) from the 2001 D&D adventure board game]

Move 2

AD 2

DD 2

BP 6

MP 4

Starting gear: short sword, bow (2 AD), tool kit

Special rules: Once per turn, when in front of a closed door, he may roll a combat die. Skull: the content of the room behind the door is placed on the board but the door stays closed. White shield: nothing happens. Black shield: the door is immediately opened. This skill doesn't count as an action. Cannot use shields.


Halfling [from  the Legend of Drizzt board game]

Move 2

AD 1

DD 2

BP 6

MP 4

Starting gear: dagger, sling (1 AD)

Special rules: opponents attack him with -1 AD (minimum 1). Can move through enemies and heroes. When searches, draws 2 cards and picks 1. No shield, no two-handed weapons.


The druid and the halfling are the two that I feel might be unbalanced: the druid might be too strong (it's like you're playing 2 heroes, and the gear you buy for one works for the other too), the halfling too weak.

Thanks in advance to anyone who'll want to chime in with some feedback!

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Into HeroQuest? Check out my other HeroQuest posts!


Thursday, January 5, 2023

New Year New Game Sale 2023: My OSR Recommendations

   The New Year New Game sale is on at DTRPG, and here's the offers I recommend.

Whether you've never played OSR games, or you're a veteran looking for something cool, here we go.

This year, despite the sale name, a lot of OSR adventures and supplements are included in the sale!

OSR GAMES

Old-School Essentials - Classic Fantasy Rules Tome - The best retroclone around, a faithful reproduction of the B/X D&D rules, with an exceptional work done on the text to make it clear and user-friendly, with an egregious layout. Recommended if you're new to the OSR and want the distilled, simple experience of the original B/X rules. Everything you need to play in one book. Also, my favorite OSR game.

Dungeon Crawl Classics RPG Core Book - A glorious OSR game that is not a retroclone but captures the feel of old school games, with unique mechanics that build on a solid d20 system, generally compatible with other OSR stuff. Recommended if you want a more modern cut, while true to the spirit of OSR... and you like crits and fumble tables. And then there's 100+ DCC adventures and supplements that are also on sale.

Worlds Without Number - Kevin Crawford's masterpiece, and one of the most successful games on the whole DrivethruRPG platform. A great game in itself, and a book with tons of tools to generate everything, from world building to adventures, whatever game system you prefer.

Solar Blades & Cosmic Spells, and Sharp Swords & Sinister Spells - Both of Diogo Nogueira's original games are a blend of OSR and modern sensitivity, with streamlined rules and inspired tables.

Maze Rats - a modern classic among non-retroclone OSR games, by Ben Milton.

ZWEIHANDER RPG: Revised Core Rulebook - the Warhammer Fantasy Role Play retroclone... 'nuff said!

AND OSR ADVENTURES & SUPPLEMENTS

Despite the promotion is supposed to be about new games, this year quite a few supplements and adventures made it through the mysterious DrivethruRPG automatic selection and are on offer:

OSE official adventures Hole in the Oak and Incandescent Grottoes. Highly recommended!

And 50+ more third-party OSE-compatible titles are on sale.

The Gardens on Ynn - A point-crawl adventure set in an ever-shifting extradimensional garden, with a system to generate content while you play.

The Stygian Library - Gardens of Ynn's twin, this time a dungeon set in an infinite, extradimensional library.

Luke Gearing's Fever Swamp - a hex-crawl sandbox adventure compatible with BX d&d and its clones.

Pauli Kidd's big huge Wolf's Head Tor, a 233-page mini setting, with a megadungeon included, developed from the author's original 70s campaign! Can you imagine something more old school?

Brad Kerr's latest adventure anthology book, Wyvern Songs. Probably THE OSR BOOK OF THE YEAR 2022. It's so good. I've reviewed it here.

Peril in Olden Wood - An acclaimed, big huge regional adventure for OSE, level 3-5.

Puzzle Dungeon: The Seers Sanctum - A challenging 10 room dungeon for smart players to figure out. Reviewed it here.

Chris Kutalik's Slumbering Ursine Dunes - A widely and wildly acclaimed setting, point-crawl, and sourcebook, compatible with BX d&d and its retroclones.

Ben Milton's The Waking of Willowby Hall - A lovely adventure scenario for Knave.

WHAT ABOUT MY STUFF?!?!?

For reasons I can't fathom, my OSR stuff was not selected for the current sale. No worries though, the Falkrest Abbey adventure for OSE is still up for just $1, and my OSE e-zines are out there as Pay What You Want.

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Into OSR? Check my other OSR posts!

Wednesday, December 28, 2022

HeroQuest: The Arena Quest Set-Up

  Here's another of the improvised HeroQuest games I played with my 7yo son was particularly interesting so I thought why not share it on the blog? You can see it in the picture.






 

The board: I used the arena from the Immersive Battle Maps book.

The set-up: The hero started at centre of the board. I placed one of each type of the green and white monsters at sides of the arena. I should have placed the grey ones too from the beginning, at another side, but I didn't, so I added them at a second time.

The objective: Defeat as many monsters as possible before succumbing. When a hero reaches zero Body Points, the challenge is over and they are taken out of the arena and healed of all wounds. For each defeated monster, the hero receives a reward of 10 gold coins.

I didn't think of a special prize in case all monsters were defeated, but now I think it could be a great addition.

Special Rules: At every Zargon's turn, 1 monster enters the arena. Zargon decides which one enters.

Setting your own Arena quest

Ideally, this set-up works best with a large areas. If you only have the standard HeroQuest components, I suggest putting all the open doors on the board, carefully placing them (and the wall blocker markers) to create a maze-y environment. You probably want to exclude the 1-square corridors, because those will create boring fights. Then, I would put the heroes in the central room, with four open doors, and the monsters grouped in the furthest rooms.
 This might actually be more fun than a single, large, open area.

Scaling with Players

I went with 1 monster per monster type, and had 1 monster enter the arena at every Zargon's turn. With more players, I guess it should work with 1 monster per player entering the arena at every turn.

What Story?

The arena set-up can fit well as an alternative to the trite "you've been captured and wake up inside a cell" scenario. This time, you've been captured and the diabolical Big Bad Guy wants you to entertain him.

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Into HeroQuest? Check out my other HeroQuest Posts!


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