Sunday, 17 September 2023

Kharmlund: Session 1

 So I've been dipping my toes into running OSR games and I'm beginning to find that these are basically the only kinds of RPGs I could play that aren't just strictly a wargame with RPG things bolted on, like Mechwarrior Destiny. I don't love rpgs, I never enjoyed the culture and I was more interested in the other things people talked about with them - character progression, but socially being more important than anything else and eventually rising up to stuff like being a noble, leading armies into battle.


In short, a really cool wargaming campaign. Most people don't really seem to like that, and I guess that is fine, but I've gotten a few people interested into the setting that they would like to play in it. So I'm calling the campaign after it's OSR-type megadungeon: Kharmlund, which is in-universe for Long Dark.


Before I list our PCs, please understand that Kharmlund is heavily inspired chiefly by the Black Company, The Elder Scrolls a little bit of Warhammer, I have no mouth and I must scream and so on, but the first floor is meant to be more like a "classic DnD". The Dungeon is massive, I'm at something insane like 440+ rooms, and for those of you that feel the need to say it, I am aware that this is overkill. I mostly just want to build two dungeons: Kharmlund for the megadungeon I can always run, and then I also want to do a blank one with a table of shit for populating the doors quickly for portable games. That's...for another time however, and I'd probably build the table out of heroquest pieces, probably use my tiles I printed out forever ago. Something I can fit into something the size of a small toolbox and have it be a portable fantasy RPG. 

Offtopicofftopic. Alright. So the purpose of Kharmlund is that it's effectively a Dwarven hold that on the surface seems like your typical Moria clone, but the deeper you go it's meant to convey that the Dwarves got up to some shit. Like the Dwemer, but several orders of magnitude worse. Anyway, enough lore, let's tell you how our first little session went. Keep in mind I'm somewhat new into this crap so I might not get all of the rules right, I'm more interested in things like Battletech, Blood Bowl, etc. 


Anyway, here's the players I have:

Elf and Human Assassin - A good friend of many campaigns. He'll just play anything. He's shrugged and tried out every RPG, miniatures game, or video game I have ever purchased.

- Husband and Wife wombo combo. The husband likes to keep things silly, and the wife likes to keep things S I L L Y but they're great players. Show up on time, give a shit, offer snacks. Love them. Husband is playing a human thief.

- College Room-mate. He's big into RPGs and such. He's very against letting the party turn into the Glanton gang.

- Wildcard lady. I don't know her well but I know she likes to role play. We'll see.

- OTHER husband and wife combo. Husband is playing a Half Elf. I don't know what the wife plays like just yet but I'm very excited to see. The husband will cheerfully turn the party into the Glanton gang (he's very nice irl) 

- British guy. He's British, and I don't know how much he'll be playing but we'll see.

- Sweetheart. Nice lady from my college days. Kind-hearted but you know the nerdy kind girl is also the one most likely to be part of a death cult, so we will see, my friends.

-Girlfriend's Dark Elf Illusionist - she usually plays the 5e stuff and is wholly un-used to murder stuff.

Begin....

The party began their journey on a cart to Kharmlund. The party consisted of the Human Thief, the Dark Elf Illusionist, the Half Elf Bard and the Assassin. They'd hired three dwarves as hirelings and after poking around in the city above Kharmlund, called Dveghom, they entered proper, and came face to face with a wight.

Obviously throwing a powerful undead at them in such short order is such a rude thing to do, the party was (pleasantly? I hope :D) surprised to find out it wanted to trade, offering them five pieces of mellinated(mummified in magical honey) person. The confections basically count the same as WFRP fate points: 500 a pop, they're hard to make and such but they allow a free pass on a save or die roll, even after failure. He offered them freely to anyone from a magical race (nonhuman exception is orc) with the promise that upon their death, they would place two coins on the eyes of their dead comrade so he could be used for the mellifcation process. 

Then the party set to adventuring, but in three hours they managed to get a whole...four rooms explored! I was really impressed at how slow they were going, to be honest with you. Lots of careful behavior here, nailing spikes in to the ground to keep doors from swinging shut. The main highlights of the session were, upon hearing a large party of...something was approaching them, they ducked quickly into a room where eight ratmen were fighting over treasure. The ratmen were neutral since, while jealous of their treasure, wanted to also live. Kharmlund's denizens understand a "shh". There's far nastier things than just other humanoids. After whatever passed them by, the party backed carefully out of the room, unwilling to fight 7v1 in a tight space with no room to maneuver. They were forgotten by the ratmen, who basically function the same as the Skaven from Warhammer Fantasy - all of them are seething, arrogant, hateful assholes, to outsiders only slightly more than each other. Every one of these not-skaven considers every other living being to be some kind of tool, object for their own advancement.

They found a room with a massive skull that opens for coins and slams shut when given them. Since nobody was dumb enough to try and steal from the large coin stash there, they simply threw a couple coins from their starting gold in and then left. 

Final major encounter was a massive contraption the next room over. Smashed ratmen bodies, a pair of statues, both beautiful statues of Vress, the dark goddess of poisoners, witches and any dishonorable killing. There's a huge chest in the room. What to do? After poking around, listening at doors and looking around but not up, they decide to test the room carefully - but seeing if the ratmen can be meme'd into coming in and opening the chest. The half-elf went alone, and took two dwarves with him (they were his hirelings) and returning the ratman room, they find a single survivor - bleeding and gashed, but smug and victorious. After some easy flattery the ratman decides to follow them - after all, he is smarter and better than them, he just killed seven of his fellows - and it's here the bard uses his mesmerizing (its an OSE bard thing) abilities (he played him a song about how much of a badass he was) to transfix and then charm the ratman into looking up to him. Then the ratman was told to go open the chest.

Ssssplat. The top of the room came down like a hydralic press and "mooshed" him, as I described it. The scroll and coins survived, although battered and warped some. Knowing how the chest is trapped, during the reset (the chest began to close again) the party propped it up with a ten foot pole, while caused the trap to half-reset. Then, the thief and illusionist held the chest propped while the Half-elf looted aggressively. All of this, start to finish took 50 minutes in-dungeon time. With 400 gp jangling in the Assassin's backpack, the party took their rest in the Skull Room and after a monster-free Wandering monster check, they left the depths of Kharmlund and headed back.

In town one of them bought a townhouse for 75 gp, not a great price, but it's not that good of a house. The mapper sold the map after doing a memorization challenge. The drow was given two minutes of looking at the Mapper's map and to draw as much as possible - they managed a sloppy but close enough recreation that I allowed the mapper to keep his map. The map was only for like, 4 rooms but the payout was a thousand GP for the map - 250 each. When the wannabe adventurers return to their base of operations and find out it's a shite map, well, they might have an issue. But you know, caveat emptor. 

 With that resolved, it was session wrap-up. There was much shopping done, and the party did well.


GM THOUGHTS: I really like this game. I have also realized that with the party moving at a pace of 1 room per hour that I massively overdid this dungeon - Kharmlund has 444 rooms. Oh well. We'll see what happens in two weeks.

 

Monday, 3 July 2023

Warhammer Fantasy Roleplay session #5: Those are NOT ents!

 

I really do like Warhammer Fantasy Roleplay.

There's not a lot to say, I just love the game and I love playing it with this particular group. We're five sessions deep (started in January, we're doing pretty well as busy-ass adults) and I just ran a fun little session last night.


It was a pretty fun adventure, guy needs wood, has access to a secret grove of trees and it turns out there's a guardian. Some beastmen where cruelly affixing warpstone to its body for the joy of causing chaos, and this guardian(a treeman, NOT an ent) took off running. The beastmen gave chase but lost the trail, returning to the grove just in time to come into contact with the PCs and get brutally murdered by them. A special shoutout to the halfling who critted with her sling and got a 99/100 and exploded the jaw of the spellcaster. There was bumps and some sluggishness as the group tried to remember how the combat worked - our last game was on the seventh of May, and with one of them being a mom and the other two being highly busy people it's fair to assume that there's just not a lot of brainpower being saved and stored to remember how to roll the math cubes and calculate the invisible health points.


The players found the guardian, dying from its infusion of warpstone and said some prayers to it and took a bunch of its seeds, There was some actual character growth with the dwarf trying to understand why people would ever like him as a person, due to his slayer status.


Honestly it was good shit and it's great seeing my players commit so hard.


Anyway, actual update coming soon. 

Saturday, 24 June 2023

Battletech Campaign Rules I like to use.


 Hello,

This system is heavily based on the map campaign of the Battle Companies for the MESBG.

There are three phases in a campaign turn:

Expansion Phase: Players may move 4-12 hexes. There's no need to "turn" like in Classic Battletech. Moving 8 phases means that you cannot take Battlefield support into battle. Moving 12 means you give a free battlefield support card chosen at random to your player.

Battle Phase: Players take their forces, roll on scenario and location tables and battle!

Consolidation Phase: Players do the "math" for their guys and set up for the next campaign turn.

Depending on number of players, there's only so many turns in a year. Campaigns will last a year. For two players, campaign years last 6 turns. 

ATTACKING FORTS: Player with the fort may deploy after where they like.

CONSOLIDATION PHASE: 

FORTS: COST 100 WARCHEST POINTS, BUT GRANT 1D3 BDP ON ITS OWN HEX AND EVERY HEX AROUND IT.

CITIES: GENERATE 200 WCP A TURN

INDUSTRIAL: GENERATE 500 WCP A TURN, BSP COSTS -10%

BATTLEFIELD SUPPORT: 1 BSP/CARD. 1 BSP IS A RANDOM DRAW FROM A DECK OF BSP CARDS FOR ALPHA STRIKE. MAXIMUM OF 10 CARDS.

COSTS FOR REPAIRS, HIRING NEW PEOPLE ETC

 
 


******EXPERIENCE FOR MECHWARRIORS******
XP TABLE
Survive a mission: 1XP
All Objectives Complete: 3XP for each survivor
'Mech Kill: 4XP

 
******MECHWARRIOR ADVANCEMENT******
XP COSTS TABLE:
Improve Skill: 5XP + 1 additional XP per improvement.
BUY NEW PSA: 5XP + 1 additional XP per PSA.
ALL NEW MECHWARRIORS START AT SKILL 4(3 FOR CLAN)

******SALVAGING MECHS******
Roll 1d6 for each mech,
1 - Mech was ruined beyond recognition
2 - Salvage: 125 Warchest Points
3 - Salvage: 150 Warchest Points
4 - Salvage: 175 Warchest Points
5 - One piece of equipment undamaged (Five free bubbles of repair to any 'Mech)
6 - Mech chassis is yours, damage and all! 


******BATTLEFIELD SUPPORT******
1 BSP CARD: 1000 WARCHEST(PERMANENT, REFRESHES EVERY BATTLE, 10/CAMPAIGN)
 
 
******TURRETS******
Light Turret: 10/5 Pilot skill 3
Medium Turret: 25/5 Pilot skill 3
Heavy Turret: 50/5 Pilot Skill 3
Pillbox: 100/5, Infantry scale weapons only
 

Thursday, 18 May 2023

You find a flyer from the front: A Ninth Legion Deserters update

 What a may it's been...


Welcome back to my hobby blog. It's been nearly a year since I updated, but I've managed to really start engaging with my miniature wargaming hobby in the most full-time way I can. I was on the 'employment insurance' for about six months (thanks Justin!) after losing my job at the weed farm, but I've managed to find employment with a corporate position, and it's union and pays pretty well(for where I live. If this was vancouver it would be starvation wages, but thankfully I live in a place that I own and I have extra money to buy my plastic toy soldiers, so I'm pretty happy about it all things considered).

I was looking back on my life, and all the things I've done to me,

I'm still looking for the answers, I'm still sear- hold on, that was Mr. Osborne's line.

No, I'm been thinking a lot about what I want from my hobbies, and how it relates to spending. I was diagnosed with ADHD when I was a young lad and those tiktok videos about ADHD "resonate"(ie, can be related to in some fashion) and that probably relates to why my first year of being into the miniature wargaming hobby caused me to, hm, let's say overcommit to being a part of games workshop gaming lines, leaving me with some of my first miniatures ever painted (and boy, do they look like first minis ever painted..) and also buying a ton of Warhammer Underworlds and also buying Space Hulk and also buying the Dominion boxed set despite not being interested in Stormcast or Kruleboyz and also the Kill Team Starter set and also purchasing Blood Bowl Second Season edition and also getting into Battletech and also...

and also. and also. and also.

If you're the kind of person who likes shiny and new things all of the time Games Workshop really does have you covered. You will be left with a mountain of half-finished projects and an empty wallet. What a nightmare! Do not believe the lies about whether or not you can "spend less money" on your hobbies by playing games with a "low model count" and other such nonsense. If you're the kind of person who throws reams of cash at new things then the "only 2-4 models for an army!" game will not help you save money. That's all self control. You can buy a single warhammer army and never buy anything else again and be fine. You can buy the "cheaper" warhammer underworlds and not even realize on your 15th warband, you could literally have just...bought the goddamn warhammer army and been good to go.

I also upgraded my PC with a new GPU and power system just in time for Darktide, only to immediately lose interest in the game after less than forty hours due to not really liking the 40k setting as much as the excellent Old World setting. And generally finding I just don't really like videogames unless it's wintertime because it's harder to get around in winter.

Basically I needed to bring my stuff into focus. Get far, far more aggressive about actually playing the games I wanted to play (I didn't do as much tabletop stuff in 2022 but I also managed to hit the beach with my more outdoorsy tabletop gaming friends on eight different occasions in a mostly wildfire smoke free summer so I don't consider it a waste, especially since the sky is a lovely vomit yellow currently...). I've been logging it in my journal, which I mostly keep for bullet-point to do lists, but I think I've done well so far - actually playing and running the games I bought. 

Here's a quick rundown: 

INIS - 12/02/23
Warhammer Fantasy Roleplay Session #1 23/01/23
Warhammer Fantasy Roleplay Session #2 19/02/23
Dungeon Bowl  09/03/23
Blood Bowl 7's 18/02/23
Cyberpunk RED #1 05/03/23
Cyberpunk RED #2 18/03/23
Warhammer Fantasy Roleplay Session #3 02/04/23
Space Weirdos, two games 11/04/23
Space Weirdos 17/04/23
Warhammer Fantasy Roleplay Session #4 07/05/23

And that's just the non-Battletech stuff. I've been going hard on arranging Battletech shit this year.

Classic Battletech (Campaign #1) 09/02/23
Alpha Strike (Teaching Game) 11/02/23
Classic Battletech (Campaign #2) 19/02/23
Classic Battletech (Teaching Game) 04/03/2023
Classic Battletech (Campaign #3) 04/03/2023
Classic Battletech (Teaching Game) 05/04/2023
Alpha Strike (Teaching Game) 11/03/2023
Alpha Strike (Teaching Game) 12/03/2023
 Classic Battlech (Weird Grinder) 19/04/23
Classic Battletech (8000bv Batchall) 30/04/23 

So uh. Yeah. I've been getting my money's worth. And it's not stopping. Fed up with the slow dripfeed of news regarding the Old World I decided to look into getting some Rank and Flank armies on the table and playing games, and after taking a few sniffs at Dragon Rampant, Kings of War, Hobgoblin etc, I settled on on Age of Fantasy: Regiments, because why not? I've been slowly building up an IXLD army for that setting, I finished some Mordheim guys and hey - oh holy of holies, I have finally built enough models for my Skaven army that I can field them in a game. So I'm playing Age of Sigmar this year. A lot if I can help it. 
 
Here's my general hobby plans for the rest of the year:

Warhammer Fantasy Roleplay
Age of Fantasy: Regiments will be added into the game's systems if I can figure out a way to get the players into a situation where they need to lead armies into battle against their enemies. I know you may be thinking "Holy shit Klang, you have deep-ass pockets" and the answer is I'll probably be looking into using cheaper miniature company figures to do this. Wargames atlantic gives you, for example, 40 Halfling soldiers in a box, which can be built as pike, sword, or bowmen. All of them. For about 50$ CAD, or about 37 usd. Less than a buck for a mini? They also have decent Empire chaff proxies in the Conquistadors box and decent Goblins. There's also the Oathmark miniatures from North Star Military Figures. 30 Tolkien-esque Orcs in a box and you can build them as, again, Hand weapons, bow weapons or as pikemen. They also do dwarves, elves, humans etc. Don't get me wrong, I still bought a Steam Tank for the IXLD but basically, I can teach them an easy to learn system and they can do heroic stuff that doesn't involve killing Bloodthirsters of Khorne.

Blood Bowl
I'm just a humble player in the league. I hope I do well. No more buying BB stuff for me, however. I have three teams and I think that's basically all I need. 

Battletech
More battle reports coming for this. Alpha Strike campaign starting. I have a custom army for it mostly built aside from two missing ones. Nothing else to say here, we start on the 20th of May.
 
Age of Sigmar
I finished my Skaven army. Now they need to be painted, mind you, but I can start playing now, and uh, yes I am going to.

Saturday, 24 September 2022

Heroquest XP Play Report and a four-quest review.

I have no nostalgia for Heroquest. I didn't have access to a lot of "cool" things growing up, so, in effect, if I enjoy something from the old days, you can generally be sure it's probably pretty good, since I'll be coming into it fresh, untainted by nostalgia.


I really liked Heroquest's conception, which to me, seemed like a fun little dungeon crawler for people who know nothing about DnD and other games like it. It is a remarkable teaching tool, but far too simple for people over the age of 12, I would say. It's hard to actually note this, since I know people with children under the age of ten who basically pull off pro-level Fornite maneuvers I have no inclination to learn(this is me coping hard, I wouldn't be able to do them). I do really wish I'd had access to a copy of Heroquest when I was younger and people who would play with me, because my only experience with tabletop RPGs in college was Disney propaganda about how they would turn you into a gibbering junkie and a jerkoff who said, "Sure, you can play" and handed me a confusing tax-form looking sheet and told me to fill it in with no assistance. Yet, now, with some RPG experience, Heroquest is a little too simple. Roll a pair of dice to move. Take an action, most of which auto-succeed unless it's a trap(debatable on searching for treasure, you do pull a treasure card, but the deck appears without a specific count to have either half or slightly more of a "fuck you, you get a monster or damage" variety of cards in it. Otherwise, that's about it. 

 Enter Heroquest XP, a fan mod that does what several other mods of Heroquest do for the game - adding experience and character progression! I've seen a few here and there and a lot of them don't really do it for me - if you're going to just add races, let people pick whatever of the four races they want, add in a leveling system, maybe even ability scores and skill trees - just play DnD, or Shadows of Brimstone. At least, that's the way I see it. 

Heroquest XP does away with all of that shit and does something fun and interesting with the game, while making it a much more difficult experience for the players and a more fun one. I don't think I'd recommend it so small kids, but gamers who like to screw with systems and cheese and such will have a really good time, at least in my case. So whirr went the printer and out came the scissors, a little tedious for sure, but slotted nicely into sleeves I quickly had a small rulebook and  64 cards.

How does it work? There's a new sheet. Sadly, this is the way, but conservation enthusiasts and legacy mechanic haters will be happy their pad of sheets is worthless and won't be pulled apart to sate the dark gods. I guess. 



You don't pick whatever race you want, and you don't add ability cards. It's still Heroquest. Take four heroes and their starting equipment. Add 25 XP to start and sift through your cards. The cards can be played instead of taking a normal action, many are one-offs, everyone has a passive "level up" card, and some can be taken as free actions and some have conditions for recovering themselves after use. Mind points have more value than the base game. The cards have a base cost that doesn't scale, and you can buy some of them multiple times.

But.

But.

Buying cards also gives Zargon a card for each one you have, meaning he gains more each purchase of a player card. Level-ups are kind of mediocre, since they only afford one body or mind point and in return, ho ho, in return Zargon gets a new card like "destroy the entire room and do three no-save body points to everyone in it" or "everyone must roll a d6 for each mind point they have, if they don't roll a six, they are paralyzed for Zargon's round and cannot defend themselves" or "this monster gets a spell card, Zargon presents two cards to the players and they choose which one the monster gets", etc. There is no safety either, Zargon gets more and more options to fuck with the players and in return, the players get a larger host of abilities to defend themselves. And the difficulty does a good job re-scaling, if the Barbarian is sent screaming to Khorne's mighty realm, never to return, you make a new Barbarian with none but the standard starting XP, and if he had four XP cards, the Zargon player reduces down by three for the next adventure. 

On top of this, if there are no monsters on the board, Zargon begins to flip over cards from the treasure deck until one of the negative card effects appears, but instead of it happening to a specific player, Zargon can choose. If a Zargon wanted to treat the game like it was a competition one supposes he could simply direct all ire to the wizard, then elf, then dwarf and finally barbarian, but I roll a d4 and let fate take it's course. It's a far more difficult game, because in base Heroquest, no monsters on the board means it's time to fidget around, and in Heroquest XP, it means constant attacks by wandering monsters. The orc is a simple foe, but once you get to things like the Fimir/Abomination, things become harder. We tend to play rules as written, because why not! 

In a recent adventure, the players needed to steal gold from chests in a Dread Warrior's stronghold and return them to a prince and the players realized that with Abominations being the spawning monster of the dungeon, they would be having quite a few difficulties very quickly. When they found what was effectively a boss room, they fought a dangerous and deadly encounter indeed, and then afterwards, they left a single goblin alive. This, the wizard put to sleep, you see. The players gathered up their gold, and then proceeded to slow-march out of the massive dungeon, me unable to spawn a single god-damn thing because, well, as you see, there was an enemy on the board. The final stretch of the journey was mostly really just funny, as a single goblin, finally awoken after five rounds of the party walking away and, in blind desperation, trying to murder the dwarf and failing to score more than a single hit then entire time. At some point he managed to get ahead and score a few hits on the barbarian, but end of the adventure, the players use of strategy had neutered Zargon's ability to spawn more dangerous foes. 

So, it's a better game. Feels a little Descent-ish, but simpler, and honestly, a bit more fun, as I have never once enjoyed Descent. There are mechanics you can use to account for what is, a literally harder game. The difficulty scales up, and then down, and overall it's good fun. The rules are on BoardGameGeek, and I am telling you now, go to that site and give them a once over, it's certainly worth the time. It's still Heroquest, but advanced enough to still be Heroquest and not just be an RPG-lite without any of the advantages of an RPG-lite.

Tuesday, 28 June 2022

Thoughts on Return to Dark Tower(Core Game, No Expansions)

 I'll admit that I never got to play this game, or the vast majority of board games and fun gimmicky things when I was a kid. My family was not middle class enough to splurge in such ridiculous ways, so the only board game I was basically ever of was in the "normie" tier of board games, like monopoly and battleship. We also didn't have TV, so I just...never heard of any of these games until years later, on youtube.


But something called to me, with this game. I will save you the spiel, we assume you know what the game is here at Batreps. But something really did call to me. 


The mixture of RPG and Board game is a long sought after prize, and there's been very few games I've played that have done it well. Heroquest was effectively a simplistic DnD-type game to try and cash in on the RPG craze. Its cousin, Warhammer Quest was (likely) an attempt for Games Workshop to control that space, with their large catalogue of minis and a pre-made world and army of designers and artists to corner the market. I've played many of these. Many many many. Gloomhaven, Descent and it's Star Wars themed half-brother, Imperial Assault, Massive Darkness and such. I don't think any of them really function well or do the thing that they're trying to do very well. These are very pretty games with lots of miniatures, but they're either so simple they trend towards boring (Heroquest) or they're so complicated they trend towards turning the table into a massive scrap pile of tokens, minis, board pieces and cards - arrrgh! Not to mention the setup times.

Dark Tower at first glance had me concerned it would be more a silly novelty - a neat prop for my 10mm games of Warmaster and not a hell of a lot else, with a semi-decent game that probably didn't really end up being worth the money. Oh god, and its an app game, and I'm still part of that core of gamers who cringes at legacy games requiring to destroy cards or add stickers. An App game, which will one day in the future, be literally impossible to use, is something that I would usually never consider.

I can tell you that this game kicks ass. Return to Dark Tower is what I'd like to call "on the right track" for doing an RPG/Board Game hybrid.

The first reason I think so is because the game has Great and Meaningful Character Progression, you start off as a fairly good character, and every single virtue(think of these as 'feats') you gain from the game afterwards just makes you stronger, have more utility, and the game is generally designed at least a little bit around you progressing, as the game gets fairly tense in the last two months. You pay for unlocking more using a currency called spirit, which is gained anytime you cleanse a place of skulls, defeat foes, or successfully navigate dungeons, so it feels like you are getting stronger through adventuring. You also pick up gear and treasure to gain Advantages, which you use in combat (by enemy type), so you have actual goals for how you want to build and customize your character, and this also means you can get extremely powerful with only a full inventory and no extra unlocked virtues.

The second reason is because the game Removes All The Tedious Bullshit. If you're going to play an RPG, there's usually a fair amount of book-keeping you need to do, and you also need to do preparatory work. The hope of the RPG/Board Game hybrid is that you a) the amount of book-keeping is reduced through the use of tokens and cards, and b) the preptime and setup are also very small. Many of the hybrids that exist don't really do this very well at all, and I don't see how Journeys in Middle Earth, Heroquest or Gloomhaven are really worth giving up the one thing RPGs have over all of their board game cousins: limitless possibility, constrained only by the rules and the player's imagination. They're either too simple to be worth it or, in some cases, actually have more work for everyone to do. 

Dark Tower solves this problem really well. The App actually takes so much stuff off the table and puts it into the aether. Without the App, Return to Dark Tower would require: 

1. An events deck, with separate cards for each different boss, companion, and monster. This would need to be put together for each and every game, alongside a deck of cards for tower events. I guess a die would be required to see whether or not you actually have events, because you can lose events.

2. Monster decks for each and every enemy and boss in the game. There would be zero room for any art, either, because you'd need the specific advantages there. Which would also mean that combat is way easier, because you would be able to see whether or not an advantage was worth spending, which would slow decision time more, or you would need to have some kind of sleeve that hides it, which would be more components. There's also an adversary that edits monster decks, so you better add for that as well. So likely the advantage system would need to be changed completely. 

3. Some kind of indicator of what turn it is and what month it is.

4. The tower would be the worst fucking thing in a game ever, because without an App to do everything it would probably require a lot more effort. You'd likely draw from the events deck how many cards, and then if you draw a tower, you'd likely have to manually rotate things, it would add a bunch of cost and not really do much than just be...I don't know, kind of a crappy dice tower wannabe.

The conclusion I think is that without the App making your life easier, this would probably join the other Kickstarter games that were overly ambitious, too expensive, and not worth your time. With the App removing scads of cards, tokens and other nonsense, you have a really good little game, and the tower has been an instant hit, even among people I know who kind of roll their eyes at big silly components like that. It's a deeply charming piece of game, making fun sounds and dropping skulls to cause issues for you. 

So it really does add everything you'd want. It's simple, the playtimes are short, you will go on a whole-ass campaign of dungeon crawling, monster slaying and world saving and it's simple enough you can teach this experience to small children. It's not quite "cracked the code", but it's really, really close to hitting that perfect ideal of the RPG/Board Game hybrid, and designers looking to stand apart in this crowded cottage industry should look to Dark Tower before releasing another clunky dungeon crawling boredom fest.


- Klang out

Tuesday, 14 June 2022

War of the Rings: Yarp/Klang Batreps 1-3

This is an accounting of the first three battle reports I played with a local friend, who will simply be called Yarp for his anonymity and because I didn't ask his permission , or really want, to use his real name.

The game is War of the Ring, and I'm not going to summarize it here. Please check out the excellent video review from Shut Up And Sit Down if you want to know more. This is going to be just me talking about the good and bad times I've had with my opponent. I'll be playing the same faction every single time as well: The Shadow.


Edit: I have been informed by some of the good dudes on Reddit, that in fact, we played the game incorrectly. Whoops!


Game 1

 Mainly a tutorial game, we made it about seven rounds in. I spent a few rounds mustering, and then I gathered a very large force in Minas Morgul and I invaded Gondor. I managed to take Osgiliath easily enough, but ran into my previously not well understood concept of stacking. Stacking means you cannot have more than ten units in a single battle, and if you say, have ten army units and you invade a guy with five guys, the aggressor must discard (they are not killed, returned to supply instead) down until there are only five units. This isn't a combat strength measure, it's a "physical mini", and heroes and minions/companions do not count towards the total.


Anyway after being forced to discard most of my army, I got utterly shitstomped in battle, at which point Yarp shrugged and moved in to take some free real estate. Ignoring the tenets of "let them come to you", I sent everything else in Modor against his now much larger army, and found myself destroyed. He causally moved around taking territory and finished the game with 6 victory points.

Lesson learned: Do not be the aggressor. And Minas Tirith is almost a fool's gambit to try and take, since army size is generally meaningless if you're invading.

 

Game 2

 I lost this one. As well to my own Hubris, my eye was too much on the prize and I got, well, very reckless and got my ass beat.

Ignoring Gondor and Rohan, I instead began to build up power in the North, and my general strategy was to take most of the North (and if Sauron takes the entire north, he wins the game) and then start picking away at Gondor and Rohan.


Things did not go to plan. I got a little too cocky, far too much 'emptying out' of my troops from Key positions and I learned you just get a place for free if nobody is defending it. 

I managed to conquer Rivendell and Lorien. Lorien managed to stay alive, although they lost many troops in the process. Which is a good thing, you should 100% be throwing men at Free Peoples armies because even a single hit is devastating, unlike the Shadow, which just moves them back to the supply. Sometimes it's a valid strategy to "waste" good units so you can recruit them elsewhere for the Shadow. Having Saruman on the field with all of his Wargs in an Army makes for a terror, but now Orthanc is undefended(unless they're there). I had a "super army" at Orthanc, a "big army" at Rivendell and a "large army" in the far east, the plan being to sweep, but since I'd emptied out Moria and Dol Goldur, the Elves were able to take those places with a smile and a skipp and I wasn't able to reinforce sufficient troops in time to stop the bastard. 

 

Oh well. At least "literally leaving your backdoor open because you fell for the 'orcs will gettum'" meme is at least consistent with the lore. So I won the Lore victory, because Aragon declaring himself King and then going to Lorien to stomp face is not normal.

 

Game 3 AKA the game where I played like you're supposed to. 

I also took proper notes so we could have a really good time with this one. 

 

The first turn went about as well as it could go, since we were both pretty familiar with the systems now. Gandalf and Aragon immediately split from the party and began to hot-foot it to their proper places so they would man up to their respective final forms and get those extra dice. I managed to roll enough of the appropriate die that I was able to bring the other four Nazgul into play. Otherwise - mustering. Sauron and Saruman joined the war (alone). Saruman was brought into play. 

 Turn two was extremely boring. Mustering, placing guys where I wanted them (Mount Gundabad got itself an Olog-hai and a Nazgul to deter any backdoor invasions, and I just threw more guys into Dol Goldur). 

Turn three, Legolas separated from the fellowship. Umbar joined the fray and moved some armies close to Dale. Otherwise, various 'play on table' cards began to come into play.

On turn four, Harad's relatively decently sized army (bolstered by card plays) was able to move with two Nazgul to Dale, slaughter the defenders, and prepare for the next incursion. The armies in Moria and Dol Goldur got bigger and the Free Peoples began, and I need to make this clear - *dumping* elite units into Lorien to prevent it's capture. Both of our armies around Lorien and in Lorien were massive, meaning it was a bait fest to see who would have to discard 7 units to respect the Stacking rule, especially with Gandalf joining the defence of Lorien.

So on turn five, I took the Woodland Realm. Around this time, Rivendell left with a reasonably sized host and moved around the map as I moved to take Erebor, where Legolas awaited. 

Turn six, I took Erebor and the Iron Hills, and, though smacked up a bit, moved back to Erebor and mustered some more troops. Rivendell moved closer. 

On turn seven the Elves of Rivendell, while I mustered an army, moved in and re-took the Woodland Realm, and then, just for the memes, took Dale as well. 

Turn eight, the Battle of Dale was the highlight. Due to shitty rolls, nasty combat card plays and more, the Elves and Dwarven host at Dale managed to bait the forces of Sauron into an "everyone's dead, Jackass!" scenario. And then just to piss me off the Free Peoples started mustering regulars at Dale. I was forced to muster in the Woodland Realm to counter this.

Turn nine, the Dwarves would simply Not Stop and while I mustered forces to take Dale he (for funnies) split a dwarf off and recaptured Erebor again, so I attacked early, before he could summon anything special and took back Dale. Just barely. And then Erebor.

 Then Rivendell, because fuck you and the horse you rode in on, Elrond. At this point, the Victory Points count was getting really high, so the Ringbearer pulled what he called a "gamer move" and used all three of the Rings of Power he had and started zooming up the track to Mordor. I had no eyes with which to search. I allowed this.  On the tenth turn, I brought in the Witch King, rallied and invaded towards Rohan with a sizeable host. Unfortunately, the Host of Isengard's Wargs were all hanging out in the North. 

 Ten eleven, we had a Battle of Helm's Deep. And if you think the Battle of Dale was bad, the battle of Helms Deep had us using all of our combat cards in every single turn, losing 1-2 units a turn, and then finally it was down to the wire. If he won the 1v1 battle he would've killed the Witch King and 4/5 the Nazgul. Thankfully he didn't, and I got my eighth and Ninth victory points. 

 Into the final round, it was very, erm, close to the wire. Frodo had 9 corruption, was in Osgiliath, and once he entered Mordor, every single "fuck you" tile would be added to the pot. So he started moving in, and I drew the beige "3" on his third movement, dialing his corruption to 12 and ending the game.

 

Overall, the third game was our longest and it turns out you just need to be slower and tactical. I had an enormous amount of fun playing against Yarp and I look forward to many more games, but we both agreed it was better to wait until I got the expansions in a week or two to add more, uh, fun to the game. 

 

Klang out

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