I love Return to Dark Tower. Having played 13 times with a group and 6 solo, I can safely say it was worth the money, especially since people still like it, want to play it, ask about it, etc. It's a dub. I recently bought sleeves, token upgrades, and the Hordes miniatures upgrade because, well, why not? I love this game.
There's an RPG. I liked the base game, MAZES enough, so I figured, with a bit of extra cash in my pocket, I would pick up this game. I also bought everything for it, because nobody else seems to have, and it needs to be reviewed.
tl;dr This game kicks ass. Before I get to the meat of the RPG, I'm going to review the accessories. With photos!
DICE TOWER ACCESSORY / ROLEPLAYING KIT
I am very mixed on this one. It's got what I would call a mixed value.
The actual tower itself is cardboard, and it's got one of those covers, very nice colors and glossy. Cardboard is hard. It wouldn't hold up your weight, but it's thicker than like, cereal box. Probably just a little thinner than say, the Leviathan box for GW(any of their thick boxes) similar. It's sturdy, has valuable stuff on it.
The top half and the bottom half have magnets on them so the tower stays together and you can rotate it to face you. I actually really liked this.
However. The actual tower is not functional enough as a dice tower, as it works about 90% of the time. There's an insert you put in the "top" of the tower, and a tray you put between the top and bottom. Your dice emerge from the tower from a front door, and while it didn't happen a lot, it does happen that the dice, even when dropped to give them more energy to bounce, in my testing, did get stuck a small amount of the time.
Tower's center. The dice got stuck here a couple times in testing. Hm.
I dunno man. You can get dice towers. You don't really need them unless you have asshole players who will literally throw their dice across the room without one. If you know someone with a 3D printer, you can get them for a few bucks and there are free STLs everywhere. Even a 3D printed one from an online seller should be relatively cheap. I dunno. It's not great. The cheat-sheet elements on it are fantastic. The value it adds? I don't know. Because while that's useful, the system is so simple that they put these cheat-sheet elements everywhere. It's not great.
Dice! For all your needs.
The dice included are fine. They're colored to match the palette of the original game, but unlike the official MAZES dice you can buy, they are not coming with little symbols on them. The official dice come with crowns and keys, this one should honestly have come with the banners and reinforcement symbols. Disappointingly, it did not. They're fine however, and if you're a Towerhead(I am coining that term) there's a variant, gold colored reinforcement dice. It's the same quality as the RtDT game.
The sheets included are garbage. They include the tally sheet and the main character sheet, but they're tiny, and the colors, bright and vibrant in the books and basically every other accessory, are washed out here. They're double-sided too, and they're just too goddamn small. Second picture is it on top of a 6x4 inch MDF board I'm using for Hobgoblin move trays. These add zero value to the product. Complete waste of time. They will never be used at my table, holy hell.
The tokens? They're almost exactly the same as the ones for the board game. I've included one of each of the board game tokens. Slightly smaller, good thick cardboard, they're fine.
The last thing is the cards. These are awesome. Nice, thick cardboard, glossy, they come with player aids:
- Resolvers for the game (this limits the value of the tower) but also include the "scale"/mass battle resolvers
- A card for every single pre-built hero in the game, which are all of the heroes in the expansions and base game. Just fantastic, you could hand out blank sheets then just let people choose characters based on their art alone, then fill out.
- A card for every board game Adversary(final boss) and every board game foe(normal enemy)
- Player aid for the darkness metacurrency and explanation on the back what it does.
- Player aids for every single march action in the game and for bonds.
- Player aids that list all of the named locations, one of each for each kingdom(if you don't have space/interest in the map)
The cards win. They're the best thing here. They do take away from the value of the rest of the package. So if you want to buy this thing, it's 50 USD. The tower works 90% of the time, the character sheets are garbage, the dice are perfectly fine but lack official branding, the tokens are high quality and the cards are probably the best RPG player aids I've ever seen. Value is up to you. It will look cool on the table.
Adversary Screen
The Screen is a typical GM screen. Same thick but not heavy cardboard, glossy, some art. The front has the tower on it, which is a good choice and a couple monsters. It's up there. I like the thing.
Otherwise there's not a ton to say. It's cheaper, but you know. I don't use GM screens, really.
Okay, now to the meat of the matter...
Before we can talk about this game, we have to talk about MAZES. MAZES is an RPG system that borrows a lot of "story game" elements and is full of references to other works.
It uses the Polymorph system. The system gives each player a sigle die - d4 - d6 - d8 - d10, and that's basically your character. There's four types of checks, Books for brain stuff, Boots for agility things, Blades for murder, and Bones for any sort of physical save or strength check etc. The numbers as you likely have seen with the resolver are static. There's Edges to give you more variety in your build, and when you roll the "1" you succeed if the check has something to do with your die type. The highest number on your die is an auto-succeed - but as the GM accumulated metacurrency, namely Darkness - it goes from autosuccess to negotiated success, to never working and becoming an autofail. It's a fun little system, not really built for leveling up but good for telling stories in shorter campaigns. There's spellcasting which uses the dice but there's a lot of abstraction here and it's more about the fiction than the dice. So if you're a fighter(d8) you're going to roll the 4/5/6/7 to hit people a fair bit, and during the start of the adventure you're going to autosucceed a lot. You can fluff this as a battlemage throwing fire bolts or a guy stabbing people. "Blade" is not literal, it's combat. Not a bad idea. There's a health system, you don't get a lot of health but enemies don't do a ton of damage, and the game is sort of designed around you spiraling a bit the longer the adventure goes. You wouldn't go into Kharmlund here but you might want to check out Gahamenzant, my Lankhmar-esque cit1y setting. Never Conquered! So what's different about that compared to here? This is a good system for first time roleplayers, kids, people who just want a small amount of mechanics. It's horrible for people who want any sort of granularity. Like, treasure/inventory is a metacurrency you spend if you have it, you don't mark down 100 gp, you mark down 1-3 treasure points or whatever, and that's a communal resource.
Compatibility
This is so compatible, mostly because the system itself is so simple/good. The book provides specific page numbers and gives clear instructions on using everything from MAZES here and vice versa. Honestly? The word I would use is "fuckin' stellar". I am aware that's two words.
Map
There's a map. I don't like it, it's just a paper map, and if you're buying this, you have Dark Tower. So use that, or the tally sheet which has the regions listed.
Lore
There is an interesting mass battle system. I don't necessarily agree its the best way to resolve these, you should just be rolling down the neoprene mats, pulling out your armies of miniatures and having an epic fucking final battle. Alas, this is also fine. The mechanics basically just get another set of names: banner is the same, books becomes tactics, boots becomes march, blades becomes battle, bones becomes defend, and reinforce is the same. Still, it's a nice attempt at doing a mass battle, similar to other OSR games that just sort of say "do a normal fight but say it's a battle".
There are new metacurrencies that mostly function the same as the old ones. There's Spirit, and it does the role of Stars in MAZES. Spirit is casting "big" spells that wouldn't be cantrips, pulling off heroic actions, succeeding when you should have failed, overriding GM fiat. The d4(paragon) character gets four of these. The d10(sentinel) gets one. Treasure is the same as MAZES no changes. That's fine but it's a bit disappointing there aren't like...coin tokens or something. Then there's danger, which replaces the "hearts" from MAZES. Hearts functioned as HP and you spent them to both attack and absorb damage. Now, you take "danger". When you take a "danger" you roll. If you roll above, you're fine. For now. If you match, you're removing all danger, and getting an additional action. If you roll lower, you remove all danger, and take a "consequence". This means you immediately drop, are removed from the scene, take a corruption and finally the Adversary/GM gets a Darkness. Finally Danger is rolled at the end of the session, you basically roll a die for each danger you still have on a table using your class die and the results can either be nothing, the Adversary gets more darkness and such. In MAZES you take conditions and get back up when HP is depleted, worse off than before but not the worst, eventually you will be rolling to not die. I like this system a lot, it's waaay better than the one MAZES uses and it works well since it's a great way to tie in the board game mechanics.
I'm not going to go into corruptions super heavy, they're basically conditions but there's more than the four standard ones, they're all from the board game and MAZES. You remove them by resting at the end of your session and there's also mini-quests you can do to cleanse them. If you get 3 corruptions, like the board game, it's game ove-I'm kidding of course. The GM gets a fiat, which does various things, but usually they just get carte blanche to be bad to you.
There's a really good idea here: You have another "resource" called forces. In this game, you're an accomplished hero gathering forces and solving quests to build up your forces. The player gets to say what their army is, what they do, whatever. It's fun, fluffy stuff. You get a starting forces count thats the max number of your dice. You get 36 tokens in the accessories box, so you have 27 tokens used up and nine more as a float. You get as many spirit tokens which is sort of pointless but what-ever, it works. Also, they can act in your stead with the reinforcements roll as mentioned before. It's a good idea for an army/domain system. Each "forces" in the final battle is an entire army you can use. They still basically function like hit points in a battle, but yeah. Neato stuff.
One downside is for the character creation, which is generally good, each kingdom has a "homeland" generator that requires a d20. Why would you do this? There's no d20 in this game.
All of the characters from the game are pre-generated here if you don't want to make one, but you can obviously make one easily.