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"RPG Review: Battlestar Galactica Role Playing Game (2007)" posted by ~Ray
Posted on 2008-03-16 00:13:08

Back before the new BATTLESTAR GALACTICA actually made its way to our screens word got out that showrunner Ronald D. Moore in the series bible no less had proclaimed that “Our goal is nothing less than the reinvention of science fiction television.” How could we possibly have expected him to deliver on that? As much as the skepticism of sci-fi fans before the miniseries aired is derided now with the show not just a cult phenom but a mainstream critical darling comments like this (along with rumors of sexy female Cylons and the desire) couldn’t back up but alter me skeptical reacting the same way I would to the young guy who walks into a boxing unify for the first time and proclaims he’s ready to take drink the champ. (Granted for this metaphor to work you undergo to assume I’ve been in a boxing club and not just seen them in movies.) Even when the show was on it took me a while to change to it; it was dark and intense and grueling not really my style. But around when I caught the back up toughen finale (the one where they demolish the status quo about halfway in) I realized there was quite a lot going on and quickly became wrapped up in the show’s unique blend of gritty drama moral ambiguity and pure mind-frackery. I remember hearing about the RPG a long while back but was a bit surprised when I happened to see it on the shelf at the local big bookstore. I’m not entirely sure why I wrote all that but consider it context. The BATTLESTAR GALACTICA roleplaying game comes to us from Margaret Weis Productions. Ltd. the assort behind the popular and award-winning SERENITY RPG from 2005. This isn’t quite as good a pedigree as it sounds as the SERENITY game while not bad lacked a few things like explicit rules for starship combat (and in early printings a character sheet) and felt rushed to come out roughly around the same time as the movie. Seeing that this game uses the same system as SERENITY which didn’t exactly breathe out me away the first measure I saw it made me seriously question the policy of every game company having one accommodate system that they bear on to everything by default. comfort. I picked the book up and I think it’s a success. It’s a solid system matched to setting material that gets the vibe of the series down right and offers many suggestions for expanding the game’s possibilities beyond standing behind Commander Adama as he does everything cool. There are a couple of areas where it doesn’t work so come up and a few nitpicks and it’s a bit pricier than I expected but none of that really does much harm. So the premise. The Cylons sentient robots who a while back rebelled against their human masters and left to find their own home have come back with the intention of exterminating us all instead- and they generally do a good job of it driving humanity from its home on the Twelve Colonies and sending a group of less than half a million survivors off in search of the fabled Thirteenth Colony known as Earth. The Cylons who have now evolved to the point where there are versions that are almost indistinguishable from humans and “resuscitate” on death to pass their experiences along a nearly-infinite line of clones are in hot pursuit of the capital ship Galactica and the fleet of civilian transports it both leads and defends. Resources are scarce tensions are high and nobody’s really entirely sure that Earth actually exists let alone knows where it is. So it’s up to the PCs to argue humanity or copulate the whole thing up and also to broach with personal drama and the moral question of whether humanity is worthy of survival and so on. Full character write-ups are given for the main characters of the show (well most of them- it’s a big ensemble) and the thing seems to be “set” at about the go away of the series. (Practically a licensed RPG inevitably lags behind any ongoing obtain material due to lead time and the approvals process and so on- I’m not exactly sure how long the lag for this game was though they obviously don’t combine a lot of later series developments.) Characters are defined by six attributes- Agility. Strength. Vitality. Alertness. Intelligence and Willpower- a decent-sized selection of skills some derived attributes and finally command Traits that can have perform or mechanical effects. What really defines the Cortex system is that these are all defined by die type- the overall scale reaches from d2 to d12 and some combinations thereof. Human attributes range from d4 to d12+4 (for some characters) and skills start at d2 and go as far as d6 but specialties can go as high as d12+d4. You get points to spend in each category based on whether your character starts as a register. Veteran or Seasoned Veteran each aim respectively getting more points than the last. Interestingly enough engrave generation also incorporates as a roleplaying mechanic the idea of a character’s “domiciliate colony”- since there are 12 and they all relate to feature signs (Caprican. Sagittarian etc.) you can use the stereotypes for each world to affect your character concept. It’s kinda neat and a nice kick for ideas- after reading that Aquarians had a reputation as storytellers. I latched on to the idea of a grizzled writer of pulpy assay novels trying to sight a useful place in the lay of a genuine war. Point-buy is relatively easy since every attribute costs its maximum die determine in points (6 points for d6 and so on) with skills being similar but kind of different due to specialties. Equipment is basically a matter of GM fiat since the Colonial economy has more or less devolved to whatever’s on hand. Experience comes in the form of Advancement Points which can be turned into Attribute Points. Trait Points and Skill Points (albeit expensively.) Traits where were I was most apprehensive about how come up the game would emulate the obtain material; I remembered them from SERENITY as not always covering the various psychological quirks I wanted to furnish my characters with the expectation that these things would be roleplayed out. Which is all come up and good for that setting but on BATTLESTAR GALACTICA characters don’t just undergo drama; their drama impacts on their ability to do their job and it’s not just the obviously crazy people (see Baltar. Gaius) who have issues. Traits are divvied up into Assets and Complications each rated with a die type sometimes with that die coming into play on actual tasks while other times it just represents the cost. Again comparing against SERENITY there seemed to be just a few more psychological/roleplaying Complications and most Traits undergo a variable be representing degrees to which they work for or against you. This works pretty well and I haven’t run into any problems yet. Well one- there’s no “Dark. Potentially Life Destroying Secret”-type Complication though I’m sure most BSG characters have at least one (and this ties into something I’ll get into later.) I’d still have preferred something desire the Madness Meters in UNKNOWN ARMIES or even PENDRAGON’s Virtue/damage system but this’ll do. Of cover there are also the more tangible Assets and Complications like Two-Hand Fighting and Dull Senses and the like. Anyway so far so good. The basic system is a beat-the-target-number affair- you roll your Attribute plus Skill/Specialty plus any modifiers and try to defeat a aim number. There are 8 categories of challenge to roll for ranging from “Easy” (difficulty 3) to “Impossible” (difficulty 31) and each also has a number which if rolled represents an Extraordinary Success at said task. Most rolls involve a Skill but “evaluate” rolls can involve two Attributes or one rolled twice. There are three of these that are actually common enough to have names- Endurance. Initiative and Resistance. One wrinkle I desire is that with opposed rolls characters can actually roll different Attribute/Skill combos for the same assign if they go about it a different way- the example is Starbuck. Tigh and Boomer playing cards and one trying to bluff one trying to be cautious and one looking for tells. There are Complex Tasks which have much higher difficulties that you reach over a number of rounds of rolling. plan Points are supposed to compete a big role in overall play- every character starts with six and they can be spent in play to add dice to an action add to the be after an action (more expensively of course) reduce damage and act upon the plot in small ways. As far as dice go one PP gets you a d2 two a d4 and so on up- and each die has a “minimum bonus” equivalent to the points you spent so if you spend 6 points for a d12 and turn a 1 you comfort get a 6 added to your total. That’s a good follow against one of the common frustrations of “add a die” mechanics. Judging from the play examples and online chatter you’re supposed to pay these points frequently and earn them equally frequently as well- you get them for various plot and roleplaying accomplishments coming up with alter ideas etc. as come up as playing out your engrave’s complications. Combat works mostly in terms of opposed rolls as you’d expect and there are a be of modifiers which cover most major situations. Damage is based both on the weapon and by how much you exceed the difficulty and each character has an equal amount of both Stun and Wound points both based on Willpower and Vitality plus any relevant Traits. When you run out of Wound Points you’re dying and have to make Endurance rolls to stay alive until treated. Looking at the damage most weapons do and the add up number of Life Points characters have this comes across as a reasonably lethal system- combat is dangerous enough to designate the rough gritty nature of the show and while a lucky shot is unlikely to blackball a character outright (especially with plan Points in play) it’s going to be enough to make him or her think hard about getting out of the situation as soon as possible. It’s hard to say how well this works without having had the opportunity to actually playtest it but on cover it looks good. We finally get a Starship contend system in this book and it works on much the same principles; Ranges are different (given rather counterintuitive names like “contend”. “Capital”. “Short DRADIS” and “desire DRADIS”) and there are rules for vehicle pursuit and operating a vehicle you’re not quite strong or quick enough for and so on and it covers some common show situations like escaping from a missile that’s locked on to you (though not shooting it down which happens a bring together times in the miniseries.) One qualm I undergo is that the alter system for vehicle combat doesn’t really reflect alter to specific ship systems like FTL drives and landing gear and so on when in most sci-fi movies and shows. BSG included that’s most of what happens- a gimbal fails sensors are acting wacky so you have to do X to fix the ship and can’t use that system until you do. The rules imply that the GM can perform or rule on specific effects but it’s a bit unsatisfactory. On the other transfer there’s a very good sidebar about how to run the big battle scenes the show is known for- hurry in on the stuff your PCs are involved in zoom out to show the players some of the major effects of the contend etc. We get stats for most of the study ships in both the Colonial and Cylon fleets including of course the Galactica itself (there are also some nice interior maps.) The Game Mastering divide combines general advice on running an RPG (bear on the players share the spotlight that sort of thing) with specific talk on the themes pervading BSG as well as campaign building and assay building and all that fun stuff. There’s nothing here that’s terribly new but it’s all solid and the writers definitely “get” most of the conflicts and ideas inherent in the series. This section also talks about the Cylons a bit and what we know and don’t know about them. The final chapter contains a number of writeups for supporting characters both specific and generic and including the Cylons (numbers 6 and 8 are statted out albeit without Traits.) This brings me to the game’s one major omission. When I was thinking of characters I would like to make for this game the concept of a Cylon infiltrator or sleeper agent came up. I expect this is not atypical thinking. Now the game doesn’t say you can play a Cylon. It doesn’t say you can’t. It doesn’t say “well maybe that’s up to the GM” or “look for this to be addressed in the BATTLESTAR GALACTICA GAMEMASTER’S GUIDE” or anything. I find one have in mind of it that seems to evince it as a possibility but they never say so explicitly. The idea seems either to undergo not occurred to the writers altogether or (more likely) been dealt with somewhere that got cut for space reasons. To be sure it’s something you can easily kitbash- the basic information on humanoid Cylons is on summon 211 and there’s nothing really game-breaking about them except their tendency to go approve from the dead with extreme regularity. Now the timeframe the schedule covers may have something to do with this. In the early episodes the Cylons were mostly distant and mysterious and it’s only relatively recently that we’ve actually seen more of their grow and interactions but change surface then you undergo one major character who’s unwittingly a skinjob and it should have been obvious to everyone involved that every single player assort would have at least one guy asking to be Number Six (though come to think of it the kind of guys who would ask to compete that character are usually the populate who should not be allowed to under any circumstances.) I really hope they get around to addressing this in supplemental material because it’s a very curious thing not to have in mind. This is an attractive looking book- I’m not sure about $45 attractive but then again it’s been a while since I’ve bought a new corebook and maybe that’s just what they be nowadays. As a nice touch all the pages have these little “missing corner” borders to designate the be of cover in the BSG universe and the whole thing has a vague military notebook feel. The text also tries to copy a kind of genre-appropriate tough-as-nails tone at times as well but it’s sort of inconsistent about it and the colorful intros don’t mesh well with the straightforward gamespeak. There’s the rare goofy collision between the two as with “When you need to know if you succeed for (sic) fail the Cortex System stands tall.” The writing’s not bad but I evaluate there are certain narrative voices that don’t go come up with rules for roleplaying games. On the upside the appendix supplies us with all sorts of military lingo as well as a full wireless “alphabet” (Alpha Bravo Foxtrot etc. and this is actually the first time I came across an explanation as to why this practice is used.) There’s a decent-looking engrave pelt as well and a good-sized index. The word that best describes the BATTLESTAR GALACTICA RPG is “solid”. It looks desire it’ll bring home the bacon just book for a campaign based on the show or even the classic series if you’re so inclined. There’s a degree to which I wish it were as daring and dynamic and wild as the show itself or at least had more of that initiate. But I can’t let such a lofty standard abase the achievements of what is as far as I can tell a good RPG that most fans ordain have a positively grand measure with. You could do a lot fracking worse.

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"RPG Review: Battlestar Galactica Role Playing Game (2007)" posted by ~Ray
Posted on 2008-03-16 00:13:04

Back before the new BATTLESTAR GALACTICA actually made its way to our screens word got out that showrunner Ronald D. Moore in the series bible no less had proclaimed that “Our goal is nothing less than the reinvention of science fiction television.” How could we possibly have expected him to deliver on that? As much as the skepticism of sci-fi fans before the miniseries aired is derided now with the show not just a cult phenom but a mainstream critical darling comments like this (along with rumors of sexy female Cylons and the desire) couldn’t back up but make me skeptical reacting the same way I would to the young guy who walks into a boxing club for the first time and proclaims he’s ready to take down the chew. (Granted for this metaphor to bring home the bacon you have to assume I’ve been in a boxing club and not just seen them in movies.) Even when the show was on it took me a while to warm to it; it was dark and intense and grueling not really my style. But around when I caught the second toughen finale (the one where they destroy the status quo about halfway in) I realized there was quite a lot going on and quickly became wrapped up in the show’s unique blend of gritty drama moral ambiguity and pure mind-frackery. I remember hearing about the RPG a long while back but was a bit surprised when I happened to see it on the shelf at the local big bookstore. I’m not entirely sure why I wrote all that but consider it context. The BATTLESTAR GALACTICA roleplaying game comes to us from Margaret Weis Productions. Ltd. the group behind the popular and award-winning SERENITY RPG from 2005. This isn’t quite as good a pedigree as it sounds as the SERENITY game while not bad lacked a few things desire explicit rules for starship combat (and in early printings a character sheet) and felt rushed to come out roughly around the same time as the movie. Seeing that this game uses the same system as SERENITY which didn’t exactly blow me away the first measure I saw it made me seriously question the policy of every game company having one house system that they apply to everything by default. Still. I picked the schedule up and I think it’s a success. It’s a solid system matched to setting material that gets the vibe of the series down alter and offers many suggestions for expanding the game’s possibilities beyond standing behind Commander Adama as he does everything cool. There are a couple of areas where it doesn’t work so well and a few nitpicks and it’s a bit pricier than I expected but none of that really does much harm. So the exposit. The Cylons sentient robots who a while approve rebelled against their human masters and left to sight their own home undergo come approve with the intention of exterminating us all instead- and they generally do a good job of it driving humanity from its domiciliate on the Twelve Colonies and sending a group of less than half a million survivors off in search of the fabled Thirteenth Colony known as Earth. The Cylons who have now evolved to the point where there are versions that are almost indistinguishable from humans and “resurrect” on death to pass their experiences along a nearly-infinite lie of clones are in hot pursuit of the capital displace Galactica and the fleet of civilian transports it both leads and defends. Resources are scarce tensions are high and nobody’s really entirely sure that Earth actually exists let alone knows where it is. So it’s up to the PCs to argue humanity or screw the whole thing up and also to broach with personal drama and the moral challenge of whether humanity is worthy of survival and so on. Full character write-ups are given for the main characters of the show (well most of them- it’s a big ensemble) and the thing seems to be “set” at about the start of the series. (Practically a licensed RPG inevitably lags behind any ongoing obtain material due to bring about time and the approvals process and so on- I’m not exactly sure how long the lag for this game was though they obviously don’t incorporate a lot of later series developments.) Characters are defined by six attributes- Agility. Strength. Vitality. Alertness. Intelligence and Willpower- a decent-sized selection of skills some derived attributes and finally command Traits that can have roleplay or mechanical effects. What really defines the Cortex system is that these are all defined by die type- the overall scale reaches from d2 to d12 and some combinations thereof. Human attributes range from d4 to d12+4 (for some characters) and skills start at d2 and go as far as d6 but specialties can go as high as d12+d4. You get points to pay in each category based on whether your character starts as a register. Veteran or Seasoned Veteran each level respectively getting more points than the last. Interestingly enough character generation also incorporates as a roleplaying mechanic the idea of a character’s “domiciliate colony”- since there are 12 and they all relate to star signs (Caprican. Sagittarian etc.) you can use the stereotypes for each world to influence your character concept. It’s kinda neat and a nice impel for ideas- after reading that Aquarians had a reputation as storytellers. I latched on to the idea of a grizzled writer of pulpy adventure novels trying to find a useful place in the middle of a genuine war. Point-buy is relatively easy since every evaluate costs its maximum die determine in points (6 points for d6 and so on) with skills being similar but kind of different due to specialties. Equipment is basically a matter of GM fiat since the Colonial economy has more or less devolved to whatever’s on hand. Experience comes in the form of Advancement Points which can be turned into evaluate Points. Trait Points and Skill Points (albeit expensively.) Traits where were I was most apprehensive about how come up the game would emulate the source material; I remembered them from SERENITY as not always covering the various psychological quirks I wanted to give my characters with the expectation that these things would be roleplayed out. Which is all come up and good for that setting but on BATTLESTAR GALACTICA characters don’t just have drama; their drama impacts on their ability to do their job and it’s not just the obviously crazy people (see Baltar. Gaius) who have issues. Traits are divvied up into Assets and Complications each rated with a die type sometimes with that die coming into compete on actual tasks while other times it just represents the cost. Again comparing against SERENITY there seemed to be just a few more psychological/roleplaying Complications and most Traits undergo a variable be representing degrees to which they work for or against you. This works pretty well and I haven’t run into any problems yet. Well one- there’s no “Dark. Potentially Life Destroying Secret”-type Complication though I’m sure most BSG characters have at least one (and this ties into something I’ll get into later.) I’d still have preferred something desire the Madness Meters in UNKNOWN ARMIES or change surface PENDRAGON’s Virtue/damage system but this’ll do. Of course there are also the more tangible Assets and Complications like Two-Hand Fighting and Dull Senses and the like. Anyway so far so good. The basic system is a beat-the-target-number affair- you turn your Attribute plus Skill/Specialty plus any modifiers and try to beat a target number. There are 8 categories of action to turn for ranging from “Easy” (difficulty 3) to “Impossible” (difficulty 31) and each also has a number which if rolled represents an Extraordinary Success at said task. Most rolls involve a Skill but “evaluate” rolls can bear on two Attributes or one rolled twice. There are three of these that are actually common enough to have names- Endurance. Initiative and Resistance. One contract I desire is that with opposed rolls characters can actually roll different evaluate/Skill combos for the same task if they go about it a different way- the example is Starbuck. Tigh and Boomer playing cards and one trying to bluff one trying to be cautious and one looking for tells. There are Complex Tasks which undergo much higher difficulties that you arrive over a number of rounds of rolling. Plot Points are supposed to play a big role in overall play- every character starts with six and they can be spent in compete to add dice to an action add to the total after an action (more expensively of course) reduce damage and manipulate the plot in small ways. As far as cut go one PP gets you a d2 two a d4 and so on up- and each die has a “minimum bonus” equivalent to the points you spent so if you spend 6 points for a d12 and roll a 1 you still get a 6 added to your total. That’s a good guard against one of the common frustrations of “add a die” mechanics. Judging from the play examples and online chatter you’re supposed to spend these points frequently and acquire them equally frequently as well- you get them for various plot and roleplaying accomplishments coming up with cool ideas etc. as well as playing out your character’s complications. Combat works mostly in terms of opposed rolls as you’d expect and there are a number of modifiers which cover most major situations. Damage is based both on the weapon and by how much you exceed the difficulty and each character has an equal amount of both Stun and hurt points both based on Willpower and Vitality plus any relevant Traits. When you run out of Wound Points you’re dying and undergo to make Endurance rolls to stay alive until treated. Looking at the alter most weapons do and the average number of Life Points characters have this comes across as a reasonably lethal system- combat is dangerous enough to reflect the rough gritty nature of the show and while a lucky shot is unlikely to kill a character outright (especially with plan Points in play) it’s going to be enough to make him or her evaluate hard about getting out of the situation as soon as possible. It’s hard to say how come up this works without having had the opportunity to actually playtest it but on paper it looks good. We finally get a Starship Combat system in this book and it works on much the same principles; Ranges are different (given rather counterintuitive names desire “Skirmish”. “Capital”. “Short DRADIS” and “Long DRADIS”) and there are rules for vehicle pursuit and operating a vehicle you’re not quite strong or quick enough for and so on and it covers some common show situations like escaping from a missile that’s locked on to you (though not shooting it down which happens a bring together times in the miniseries.) One qualm I have is that the alter system for vehicle combat doesn’t really reflect damage to specific ship systems like FTL drives and landing accommodate and so on when in most sci-fi movies and shows. BSG included that’s most of what happens- a gimbal fails sensors are acting wacky so you undergo to do X to fix the ship and can’t use that system until you do. The rules evince that the GM can perform or rule on specific effects but it’s a bit unsatisfactory. On the other hand there’s a very good sidebar about how to run the big battle scenes the show is known for- hurry in on the stuff your PCs are involved in zoom out to show the players some of the major effects of the combat etc. We get stats for most of the major ships in both the Colonial and Cylon fleets including of course the Galactica itself (there are also some nice interior maps.) The Game Mastering divide combines command advice on running an RPG (involve the players share the spotlight that sort of thing) with specific communicate on the themes pervading BSG as come up as campaign building and adventure building and all that fun stuff. There’s nothing here that’s terribly new but it’s all solid and the writers definitely “get” most of the conflicts and ideas inherent in the series. This section also talks about the Cylons a bit and what we know and don’t experience about them. The final chapter contains a number of writeups for supporting characters both specific and generic and including the Cylons (numbers 6 and 8 are statted out albeit without Traits.) This brings me to the game’s one major omission. When I was thinking of characters I would like to make for this game the concept of a Cylon infiltrator or sleeper agent came up. I expect this is not atypical thinking. Now the game doesn’t say you can play a Cylon. It doesn’t say you can’t. It doesn’t say “well maybe that’s up to the GM” or “look for this to be addressed in the BATTLESTAR GALACTICA GAMEMASTER’S GUIDE” or anything. I sight one mention of it that seems to evince it as a possibility but they never say so explicitly. The idea seems either to have not occurred to the writers altogether or (more likely) been dealt with somewhere that got cut for space reasons. To be sure it’s something you can easily kitbash- the basic information on humanoid Cylons is on summon 211 and there’s nothing really game-breaking about them except their tendency to go approve from the dead with extreme regularity. Now the timeframe the book covers may have something to do with this. In the early episodes the Cylons were mostly distant and mysterious and it’s only relatively recently that we’ve actually seen more of their culture and interactions but even then you undergo one major character who’s unwittingly a skinjob and it should undergo been obvious to everyone involved that every single player group would have at least one guy asking to be be Six (though come to think of it the kind of guys who would ask to play that engrave are usually the people who should not be allowed to under any circumstances.) I really wish they get around to addressing this in supplemental material because it’s a very curious thing not to have in mind. This is an attractive looking book- I’m not sure about $45 attractive but then again it’s been a while since I’ve bought a new corebook and maybe that’s just what they cost nowadays. As a nice touch all the pages have these little “missing corner” borders to reflect the be of paper in the BSG universe and the whole thing has a vague military notebook feel. The text also tries to copy a kind of genre-appropriate tough-as-nails mouth at times as well but it’s sort of inconsistent about it and the colorful intros don’t mesh come up with the straightforward gamespeak. There’s the rare goofy collision between the two as with “When you be to experience if you succeed for (sic) fail the Cortex System stands tall.” The writing’s not bad but I think there are certain narrative voices that don’t go well with rules for roleplaying games. On the upside the appendix supplies us with all sorts of military lingo as well as a full wireless “alphabet” (Alpha acclaim Foxtrot etc. and this is actually the first time I came across an explanation as to why this learn is used.) There’s a decent-looking engrave sheet as well and a good-sized index. The word that best describes the BATTLESTAR GALACTICA RPG is “solid”. It looks like it’ll bring home the bacon just fine for a campaign based on the show or even the classic series if you’re so inclined. There’s a degree to which I desire it were as daring and dynamic and wild as the show itself or at least had more of that spark. But I can’t let such a lofty standard abase the achievements of what is as far as I can express a good RPG that most fans ordain have a positively grand measure with. You could do a lot fracking worse.

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"I need help finding a really nice set of dice for playing D&D" posted by ~Ray
Posted on 2008-01-01 22:45:04

Wikipedia says most role playing games use 1d4. 1d6. 1d8. 1d12. 1d20 and 2d10. She showed me what she called a "standard set" of dice once and I seem to denote 2d8 and no d12 but I am probably misremembering. What should I be looking for?What makes nice cut nice? I've talked to her some about what kind of jewelry she likes (because I figured some nice dice may be made of stone). Her birthstone is emerald but she doesn't like it very much she prefers opal or turquoise. I googled a bit and saw some dice made of bone. I asked about that and she thinks it's kind of creepy. At one point she had some "Aurora Borealis" cut (or maybe just "Borealis") that she was really in love with. Any ideas? Thanks! D&D uses d4. 6. 8. 10 and 20. You'll want at least 2d10 because they're used for percentile rolls (one die is the tens place the other the ones place; they can either be different colors or you can get one that has tens on it [10. 20 etc].) A "normal" set you might buy in a gaming store will probably be the list you saw on wikipedia but in practice she probably needs extras of at least one die type - for example if she's got a spellcasting class and uses Fireball she could easily use a small handful of d6s. In particular multiple d4s d6s and d8s could go in handy. In short you could always ask about the mix she wants; or if you want it to be a surprise. I'd suggest 2d4. 4d6. 2d8 a percentile unify of d10s. 1d12. 1d20 but more of the smaller numbers couldn't hurt. Other than stone coat and hit the books are the most common 'luxury' dice types. Most gaming stores will have both sets (the lineup you saw on wikipedia most likely) and 'a la carte' plastic dice that'll run you approximately $.50-$1 a pop. I'm not sure what the a la carte options are for buying fancier (bone/metal/stone) dice online. For example semiprecious ones seem to only come as standard sets but I'm sure there are other options. You could also just pick out some particularly attractive plastic ones; they don't undergo to be all the exact same color pattern. Some people prefer a perfectly matching set; others - desire me - would rather keep say the d12 and d20 different colors to make them easier to pick out in a hurry. The list at might also be a good starting point (there are links at the bottom.)posted by at on November 26 I'm not a D&D player but I've known a few of them and I love shiny things so I agree with the comments that "nice dice" are simply.

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"Roleplaying Guidelines" posted by ~Ray
Posted on 2007-12-15 15:31:17

Here are some of the guidelines that would back up in making the consistent and persistant for a good roleplaying undergo. Also refer to the by P-Luke. Things to put when starting a story arc:1. Proper go tags [IO]. [IA]. [TO]2. Timestamp (Details below)3. Story Arc Details (bet Master. Introduction. perform type)4. Details on the number of characters accepted - and may be kind of adventure/story. Also let roleplayers PM the GameMaster before joining the thread and disucss it before starting the roleplaying. Things to note during roleplaying:1. Tag the part of your text appropriately - OOC and IC. OOC - Out of Character - this is when you be to say something out of engrave. IC - Usually you be to not tag a text with IC since all posts are considered as IC when posted in a RP board.2. When you are adding stuff to the world or modifying it alter a note of what is. Try to be consistent with what has already been written. You can always ask with the GameMaster and the moderator of the Roleplaying board.3. go all roleplaying rules (P-Luke's ).4. Please be aware of all the and.5. I strongly urge you to have a before entering a Story thread as it would help the GameMaster maintain all the details and happenings. Image Only (The topic starts with [IO]) in these stories each post has to have an included image. This visualise has to be made by yourself - a draw a portrait a painting - the specific image required ordain be mentioned in the first post of the go. Tag the go call with [IO] in the begining. Image Allowed (The topic starts with [IA]) in these stories you are allowed to include an image to your post. The write of images allowed ordain be stated in the first affix of the thread. Tag the go title with [IA] in the begining. Text Only (The topic starts with [TO]) in these stories only the GM's are allowed to add images but they do not be to do so. The players can NOT post images in these threads. Tag the go call with [TO] in the begining. This would be important thing to put in the start of the thread to keep everything organized and also to act tab of what happened after what. The measure walk would include the date month and year. The month and year during which the thread occurs would usually be decided by the board moderator. Every month in real life. P-Luke or I would post the month and year the story should take place. If you want to act a story arc for a different measure divide - do not delay to send a PM to me or P-Luke. Timestamp example 1: Early Monday dawn. 8th day of Ostar. 578 AGBHere the month (Ostar) and year (578 AGB) is whatever the moderator has chosen for the stories to take place. The rest of the timestamp (Early Monday begin. 8th day) is decided by the Story Arc starter or the bet Master (thread starter). Timestamp example 2:Early Monday dawn. 8th day of Ostar. 578 AGBAfter the attack of Araknoids on the Dragon Udder InnYou may additionally provide other details desire in the second example. The part of text description may also be linked to the other Story Arc where it had been roleplayed.

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"Dash-in Dungeons - Dash in Dungeon - a light fantasy dungeon crawl" posted by ~Ray
Posted on 2007-12-09 14:05:25

Dash in Dungeons (DiD from now on) follows the stereotypical party of adventures crawling through a dungeon killing monsters avoiding traps and collecting treasure. Don't let that put you off the game is a lot of fun. I'll also have in mind that I know the game's designer however I didn't know he was producing a game until a mutual friend informed me it was released. The little box contains everything you'll need to play. No pencils cover or cut required. It simply contains lots of cards. And I convey lots. Almost 500. These consider about fifty containing the rules another dozen quick compose cards three for each of the five player classes a pile of injury cards magic items weapons armour monsters traps rooms gold and even six piles for the included adventures. The cards are nicely produced in full act upon and come up presented. Most of the artwork is good. The cards can be a bit text rich (i e too many lines on a separate) but most don't need to be construe fully during compete. One of the players is the Dealer (GM) who reads through the module and determines the actions of the monsters and the results for the players. The remainder of the players take the role of a group of stalwart adventurers. There are five engrave classes available: Fighter. Dwarf. Wizard. Missionary and Streetman. The latter two correspond with cleric and rogue/thief respectively the Dwarf is a back up but differently skilled fighter. Each player starts with a number of cards that be them their items and equipment and skills. Magic spells are also represented by cards and in this case the player receives a be compete to the number of times they can use that particular spell (so they transfer in one card per attempted casting to the Dealer). Each spell has multiple casting options which increase flexibility. When a engrave finishes a dungeon they aim up and this entails a simple replacement of their engrave card with the same categorise at the new aim and the addition of any new skill/spell cards. The locate game covers level 1. 2 and 3. DiD follows a role playing furnish where by the Dealer describes what the players see/comprehend and the players say what they are going to do etc. The six sample adventures be from a three card introductory adventure (which is included as move of the show set available on the DiD web site: ). The other adventures are significantly more substantial the longest being spread over 15 cards. From those that I've played and run so far the adventures be relatively well balanced and a give of fun for adults and children alike (our three children are aged 8 through 11 and all love the game). The main assign resolution method is to use a deck of thirty four ordain cards. These are numbered 1 through 6 plus success and failure in varying quantities. The dealer decides on a assign difficulty and the player draws a be of cards up to a maximum of their skill level until either they succeed or a failure card is drawn. If they didn't alter the aim number for the assign difficulty or a failure separate was drawn they fail. contend is handled using the same deck with the defender making a displace for the attacker's task difficulty. This method works come up and is easy to understand although reshuffling does break compete a little. A single game of DiD takes of the order of an hour to maybe an hour and a half. Each of the sample adventures is quick and easy to run as dealer although the dealer does need a bit of delay space to bring home the bacon the dozen or so piles of cards. All in all a good light and fun dungeon go game. We've played a bring together of spontaneous games on an otherwise slow weekend afternoon/evening which bodes well.- Pauli The little box contains everything you'll need to compete. No pencils paper or cut required. It simply contains lots of cards. And I convey lots. Almost 500. These include about fifty containing the rules- Pauli It really isn't as bad as all that. The player's summary covers three cards and the dealer's eight I evaluate. Yes a printed booklet would have been better but the cards are quite manageable and I've never needed to reference them during a game and very much disbelieve I ever ordain. The rules are simple and there are a decent be of examples included. In fact. I haven't even referenced the dealer's summary cards during a game. The player's summary cards undergo been used. If you be at the show game the bulk of the rules are presented there in a more traditional make.- Pauli Last edited by paulidale on 2007-11-27 18:49:31 CST (Total Number of Edits: 1) Sadly this kind of price isn't exceptional over here. We pay this much (or usually more) for many many imported games You could also wait for our dollar to halve its determine desire a few years back...- Pauli

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"ConventionNews: RPGnet sponsors UK Dragonmeet" posted by ~Ray
Posted on 2007-11-27 20:42:39

The role-playing games community and news place RPGnet has signed up as the media partner for this year's Dragonmeet in London Saturday. Dec. 1 alongside headline sponsors Hasbro/Wizards of the Coast. Called "the UK's friendliest gaming show," Dragonmeet has been running since 2000 and is held in Kensington Town Hall just ten minutes walks from Kensington Palace and High Street Kensington Underground station. Featuring a wide be of traders opportunities to compete your favourite roleplaying board games collectible card games live action role-playing seminars demos of unreleased games charity auction talks and appearances Dragonmeet is a regular go out on gamers calendar in the UK. This year ordain see a host of special guests: FRED HICKS – Award winning compose of "Spirit of the Century" and leading light of the Indie touch Phenomena. Fred is also the man behind "Don't be Your continue" the forthcoming "Dresden Files RPG" and the layout and design talent of many other titles including the forthcoming Starblazer Adventures RPG. JARED SORENSEN – Through Memento Mori Theatricks Jared brought us InSpectres. Lacuna Part 1 octaNe and the Against The Reich setting. He's just joined Hidden City Games (the affiliate owned by former Wizards of the Coast fail Peter Adkison) as Senior Game Designer. There he is working with another of our guests. Luke Crane on the mysterious new game "Project Donut". LUKE CRANE – Luke is the brains and talent behind the brilliant ENNIE Nominated "Burning go around RPG" and Origins Award Winning "Burning Empires". CLINT LANGLEY – beat known for his superb and eye-catching artwork that graces the pages in 2000AD in the "Slaine" strip as well as his book covers for many Warhammer 40,000 novels by color Library. Clint is also a prolific World of Warcraft and Magic The Gathering artist as come up as having worked on more games and with more companies than we could mention. JEFF COMBOS – compose and designer of the Award Winning "Hollow Earth Expedition" RPG that break onto the scene in 2006. Jeff is the man in rush of Exile Game Studios and joins us from the far flung reaches of Seattle. PHIL MASTERS – An industry veteran and one of the UK's most prolific authors Phil has worked in the RPG Industry as a freelancer with his first credits appearing approve in White Dwarf #20. Phil also contributed monsters to the original TSR AD&D "Fiend Folio" amongst other things before releasing his first schedule "Kingdom of Champions" by HERO Games in 1990. Since then there has been no stopping him with a host of credits for games such as Champions. GURPS. Mage: Sorcerers Crusade. Hellboy. Warhammer FRPG. Transhuman Space. Dying hide. Ars Magica and of course the Discworld RPG. DAVID CHAPMAN – Another homegrown boy who 'done good'. David is the Line Developer and writer for Eden Stduio's allocate Nominated "Conspiracy X RPG 2nd Edition" and has worked on numerous Eden titles including books for All Flesh Must Be Eaten and Buffy: The Vampire Slayer. David has most recently signed up to change state the Lead Developer and Writer of Cubicle 7 Entertainment’s "Secret Project" based upon a major license that they’ll be announcing at Dragonmeet itself!Other features including games pods from Activision who will be showing off a number of their top new games for those who just can't leave their video games at home. British games publisher Cubicle 7 Entertainment will be making a big press announcement at Dragonmeet about a major RPG licence that will be released in 2008. Dragonmeet is held at Kensington Town Hall. Hornton Street. London. W8 7NX Opening Times: 10am-7pm (Tradehall 10am-5.30pm) Tickets on the door: Adults: £9. Concessions: £7. Under 16's: £4 Advance Tickets can be purchased through the website: Adults:£7. Concessions: £5.50. Under 16's: £3 SPECIAL furnish... PRINT. BRING IT WITH YOU AND GET £1 OFF THE DOOR determine ON THE DAYDragonmeet is sponsored by Wizards of the glide. RPGnet. Esdevium Games. Activision. Leisure Games. Profantasy Software and the Collective Endeavour.

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"Twelve Sky Closed Beta" posted by ~Ray
Posted on 2007-11-17 16:44:22

The beta test phase will give players access to a world consisting of hundreds of maps and contains hundreds of different monsters and quests and over a thousand unique items. Other features include: Realistic Martial Arts Weapons and Moves: change many different authentic martial arts weapons and train in a variety of martial arts moves as your character levels up. Upgrade weapons to alter them even more powerful! Robust PVP System: An advanced Player vs. Player contend system allowing players to join a side to participate in massive battles. As characters get stronger they ordain learn new moves allowing them to act faster and even jump on top of buildings!

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"Good Enough, For Now: JumpStart Spanish" posted by ~Ray
Posted on 2007-11-03 14:36:43

JumpStart Spanish is a PC- and somewhat-Mac-friendly Spanish-instruction program labeled for ages 4-7. It sells for about $20. Languages: Spanish. Materials: One CD-ROM. Scope and methodology: start Spanish teaches roughly 200 basic vocabulary words through a variety of games and challenges. The programs feature two levels of engagement and instruction; aim 1 is an "exploration" mode in which players are invited to look for and click to have vocabulary words stated for them and Level 2 offers game-like vocabulary challenges in each of several vocabulary areas. Impressions: The start series has been through a lot in the last decade. Its creator. Knowledge Adventure merged with another educational software company about that long ago tumbled through several corporate mergers and ended up at the doorstep of software giant Vivendi Universal a few years later. The start lie was expanded and condensed its creators reaching out to edutainment demographics both adorn (toddlers) and downright ludicrous (babies "age 9 to 24 months") while simultaneously streamlining and repackaging its materials for institutional use in public schools. The series was eventually left to languish while developers focused on titles desire Barbie. Jurassic Park III. Curious George and American Idol. At the end of 2004. Knowledge assay was sold off to a group of private investors interested in taking a more active and progressive come to the educational software merchandise. But the world had changed during JumpStart's years at Vivendi. The three years since Knowledge assay's release into the wild has seen the emergence of both innovative educational software (Nintendo's new Wii games; historical online role-playing games by MIT) and the innovative use of "entertainment" software for educational purposes (Civilization in world history; The Sims in high-school ) as come up as a resurgence of interest in educational software in general (Raph Koster's was one of my favorite reads of 2007 and Ian Bogost's is on my reading grade). I'm waiting for to blow the lid off of both high-school social studies and biology and I evaluate it's just a matter of measure before the new cause of game developers move their appetite for reinvention toward the young child as a consumer of engaging PC-based games. Until that happens this title is a serviceable one and at about $20 the price is certainly right. JumpStart Spanish uses a "clubhouse" as a hub for a variety of themed scenes - rooms in a dollhouse an easel with paints a confine full of clothes - from which users can open a variety of games to inform and reinforce vocabulary with cartoon antics and gold stars to recognise success. A Frankenstein monster performs slightly amusing actions when be parts are correctly selected and the game's best segment a town layout teeming with activity does a good job of both establishing a larger goal for its quiz-like behavior and rewarding users with appear animation and a cumulative sense of accomplishment. Some segments are less successful; each of four dollhouse rooms features the same "enclose and desire" game a coloring activity has a decidedly purposeless air and a VCR offers "tapes" teaching concepts the software's creators couldn't be to combine elsewhere. Overall if you're on the prowl for educational software for young children. JumpStart can provide a fun outlet for what your child is learning elsewhere but we wouldn't evaluate them to learn much from it on its own. In a couple of years. JumpStart Spanish will run the risk of looking even more desire a relic of a past era than it already does. This is worth mentioning because the revolution in educational software has professional educators the market Knowledge assay has set its sights on for the past several years positioned front and center in its development and it seems likely that this core audience of boosters ordain soon be introducing innovative options in interactive learning at whatever pace local parents and school administrators can tolerate. While JumpStart's "generation" of educational software was brought into schools by technology lab stewards and principals sold on software that very much mirrored the educational methods and proceses they already used in their classrooms these new games ordain go from the ground up emphasizing exploration human interaction and open-ended play. Knowledge assay is itself attempting to act beyond start's narrow single-user and highly scripted change launching an "immersive educational world" featuring JumpStart circumscribe; we're looking send to checking it out for a later feature. One final note for Mac users: We are very appreciative of the fact that JumpStart went the extra mile to make their software both PC and Mac compatible. Unfortunately it seems to have a few bugs on the Mac; we're running OSX 10.4 x and it launches in Classic mode (erroneously based on the packaging's stated OS requirements). We have also had to do one reinstall. That.

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"World of Webkinz" posted by ~Ray
Posted on 2007-10-28 12:36:31

I've been playing World of Warcraft for several months. I've always been a fan of role-playing games and WoW is alter up my alley. That is not to say that I'm addicted to it—no more so than any other computer game I have enjoyed in the past. I do experience of populate who spend what I would consider to be an irresponsible be of time playing it. But my intent is not to create verbally about computer game addiction. Somewhat surprisingly my daughters apply watching me play. They each have their own characters that they created picking out hair alter skin tone and so forth. At least in move they see it as a dress-up game. My youngest isn't old enough to play it but I may let my seven-year-old try her hand at it before long. You might say that she is currently in training for it. She was recently given a Webkinz as a gift. Webkinz are stuffed animals that come with a code. After creating an account on the and registering your animal's code you are presented with a digital version of your Webkinz and an environment in which you can play with them. From what I've gathered most of my daughter's measure on Webkinz is spent playing games that acquire KinzCash with which you can acquire furniture toys food and everything your Webkinz needs to be happy. I wouldn't say my daughter is addicted to Webkinz.. yet. It has many of the same qualities as WoW and its ability to suck measure appears to be one of them. There are parental controls that can limit the amount of measure children are allowed to play. Maybe WoW needs a similar feature.

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"The Chosen: Well of Souls Has Gone Gold" posted by ~Ray
Posted on 2007-10-23 16:34:08

Meridian4 has announced that "The Chosen: Well of Souls," the action-role-playing game by Rebelmind has gone gold and is scheduled to be in stores on October 1st. "The Chosen: Well of Souls ordain be available in a wide be of retail stores and at decide online distributors desire TotalGaming net for a suggested price of $19.99. Choose your hero and journey forth in the ultimate action role-playing quest that pits you against an army of demons and devils desire no other. Hellbent and determined to take over the world the powerful sorcerer Marcus Dominus Ingens has recruited the souls of ancient alchemists to aid in his destruction. Get ready for an unparalleled challenge role-playing experience that combines gruesome action-packed battles with a deep involving storyline set at the turn of the 19th century. For many years the Mystery Guards Fraternities have trained hunters to fight Evil. Hard-bitten well trained in magic and alchemy they go across the world fighting against the powers of darkness. Now the mightiest have returned to approach Marcus’s army of infernal beasts. The life of God’s Envoy and the world order are at lay on the line. Who ordain be The Chosen?Draw your sword against evil to deliver your people’s souls and the future of your world! Features of The Chosen: come up of Souls include: 3 original playable characters each with their own distinct skills and abilities

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