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lördag 28 juli 2018

A spot of D&D, and my life at the moment.

Greetings all, from somewhere deep inside the Tabletop Multiverse!

A lot of things have happened since my last post here, earlier in the month. Not least of which, that I have become a father for the first time. That's right folks! The Tabletop Multiverse has finally gotten an heir.

In more tabletop RPG related news, there really isn't much news. Most of my time has gone to changing diapers, helping the baby's mommy any way I can, and taking naps with the baby.

The new 5e campaign - where we are starting off by playing through the Storm King's Thunder adventure module, and then see where we go after that - I mentioned in my last post has been put on hold until August 11. Partly due to my baby situation, but mostly due to our DM having some IRL stuff that got in the way until then. I look forward to when it returns though. :)

My young wizard, and his raven companion, is a lot of fun to play for me. It has been ages since I last played a wizard, and I have strangely never played one in either 5th or 4th edition D&D. 

Yes. I have played 4th edition. And you know what? I had fun. I don't necessarily think that 4th edition is a bad game system. It is very good for what it is. Mostly though, I have fond memories of playing it because I have had a lot of fun with my friends while doing it. We have a 4e campaign that is currently in its... 6th year, I think it is? While it is nearing its end, it IS still ongoing. Once that ends though, I have no idea whether we will continue the next campaign using 4th edition, or switch it to 5th edition instead. I am fine either way, though I think I would prefer giving 5th edition more of a chance as I haven't yet played it very much.

Other than that, I am spending what little free-time I have at the moment, working on the game system, and world, for my own fantasy tabletop rpg. It still doesn't have a name unfortunately. Mostly because I can't make up my mind on what I want to call it. Though I am sure it will get one eventually, and when it does, I will probably mention it in here. :) Apart from that, I am also doing a bit of work on the side, on a separate tabletop rpg project that is more focused on mystery and horror. It has a name, but it is still very early days, so I won't reveal it just yet. I have a ton of other ideas as well. :)

Anyway, time for me to go help with the baby.

Until next time!



fredag 14 april 2017

Kickstarter for Journey to Ragnarok for 5th edition D&D

Greetings once more from somewhere within the Tabletop Multiverse.

History is one of my great interests in life, along side world-building, role playing games, and a few other things.

When it comes to my interest in history, one of the things I have read the most about is the Viking age. Not that strange really, since I am Swedish after all. The viking age was part of my people's history. There's a lot more to it than just plundering "heathens", going out killing and raping for fun. That's not a very accurate description of the "vikings" (though I much prefer to call them Norsemen, so I will do so henceforth).

Anyway, this isn't a history blog, so let's connect this to something tabletop-related.

I've played a few Viking-based tabletop rpgs in my days, for example games like Viking (a swedish game), Yggdrasil (by Cubicle 7), as well as GURPS viking supplements, and a few others. I might come back to those in a different post (or a few posts), as well as games based on other historical periods, because I do think some of the games are really good.

What I want to talk about today though is a new supplement for 5th edition D&D that is up on Kickstarter called Journey to Ragnarok, where you get to be part of a story that culminates with Ragnarok itself. The video on the Kickstarter mentions you fighting side by side with the gods themselves.

From the Kickstarter page:

The idea behind Journey To Ragnarok was to merge our biggest passions: the 5th Edition of the most famous roleplaying game of all time and, of course, Norse Mythology.
Every single event, NPC or encounter that will cross Adventurers' path is the result of more than 15 years of love and research, readings and travels.
Our intent is to let the Adventurers discover and explore the true origins of Norse Mythology, that has deeply influenced Fantasy literature, games,comics and movies.
It will be very interesting to see how they have handled the mythology and what, if any (though this is D&D so there will probably be some at least), fantasy elements they've worked in.

Then again, Norse mythology is full of enough uncertainties that there is ample room for that. :)

Either way, I am looking forward to seeing how it goes.

Currently (at the time of writing this), they are already more than 4 times over their goal, with 22 days to go on the Kickstarter. If you think it sounds interesting, or already know enough about it and want to help them unlock even more stretch-goals, head over to the Kickstarter and check it out!

I'll see you all again, somewhere on the winding roads of the Tabletop Multiverse!

söndag 26 mars 2017

Kickstarter for Karvosti - The Witch Hammer

Greetings, once again, from somewhere within the Tabletop Multiverse.

Today we're diving into the world of the Swedish tabletop RPG sensation known as Symbaroum. Or, more precisely, the campaign they currently have on Kickstarter, namely: Karvosti - The Witch Hammer. It is for the english translation of the adventure, which is already out in swedish.

It's been up for a few days, but still has 15 days to go on it's Kickstarter run. Not that it really needs it as it has already been funded several times over. Then again, that also shows how much people are looking forward to its release. I think it is also a general indicator of the popularity that Symbaroum in general has been enjoying ever since its launch - and with good reasons! It is a great game to play, and has garnered a lot of interest. As a result it has already been translated in a few languages.

Did you enjoy adventuring in the Chronicle of the Throne of Thorns campaign? "Karvosti - the Witch Hammer" is a freestanding sequel to that campaign, following the "Thistle Hold - Wrath of the Warden" which was the first. It is going to be 152 pages of adventure.

From the Kickstarter:

Karvosti – The Witch Hammer is the second episode in the Chronicle of the Throne of Thorns. The 152 page book is a freestanding sequel to Thistle Hold – Wrath of the Warden and will be followed by five other episodes.
It is through these campaign and adventure modules that we will keep building the world of Symbaroum; aside from an in-depth introduction to a specific region in Ambria, Davokar or beyond, each book will introduce new optional rules and features: abilities, (monstrous) traits, mystical powers and rituals, creatures, artifacts, elixirs and much more.
Looking at this second episode in particular, it focuses on the cliff of Karvosti – the age-old thingstead of the barbarian High Chieftain, located deep within the forest of Davokar. The module is divided into three sections…
The Kickstarter is doing really well. With 15 days to go they have, at the time of me writing this, 418 backers, and have so far amassed SEK 327,429 (SEK = swedish kronor). Their goal was SEK 50,000.

Take a look at it if you haven't already, and if you like it give it a pledge. It'll help them unlock more stretch goals for what I think will be another really good product from them.

And if you haven't checked out the Symbaroum game, you can do so here.

Until next time!


söndag 12 mars 2017

Player influence on the setting & GM dice rolling trends

Greetings from somewhere inside the infinite expanse of the Tabletop Multiverse.

There's been a trend in the last few year - or longer? I'm honestly not sure - to make the GM's side of playing RPGs more 'lightweight' and streamlined, putting more of the focus on the players and giving them a greater influence in helping to build the world they are playing in. Some games even put the dice rolling in the hands of the players in order to free up the GM to focus more on the storytelling.

Generally speaking I am ok with this. Though I am not sure I understand it fully. As a GM, I am generally able to focus on the storytelling anyway. The rolling of dice has never really struck me as something that detracts from that. Though others might view it differently, of course. To me, it just feels like a natural part of it, that the GM rolls for the NPCs etc.

Then again, I fully agree that dice rolling should NEVER get in the way of the storytelling. Generally speaking, unless it actually matters you don't really need to roll dice for it. I am not going to make my players roll dice for walking down the street or do something that is routine for them unless there are external factors - like stress, gunfire, slippery surfaces, jumping over a chasm, or other things - that warrants them actually making rolls.

Having players be part of the world-building process through the medium of their characters is also something that feels kind of natural to me. It generally helps to build a fantastic world in the end, that will be more memorable to all due to the natural connection that the players, and their characters, feel to the world having had a part in shaping it. Also as a GM I find that it can be beneficial as it helps bring the world to life and someone else might think of something cool that you didn't think about. Only thing to keep an eye on is really to make sure that what they, the players, want to put into the world actually fits with the setting. If you can't justify a giant mech in your fantasy setting, don't put it in just because a player thinks it would be cool. Just saying. Then again, you might be able to re-flavour it into something that could fit a bit better. Taking the mech from the example above you might be able to re-flavour it into a golem or magical construct of some sort. In the end, you as a GM have the final say, and responsibility, to make it all fit together.

If you haven't tried letting your players have a say in the world-building, I would recommend it. At least give it a try and see what you think.

Granted, I don't always do that either. I think it depends a bit on who the players are, and also some projects you want full control as a GM. For example, I am not going to let the players help me design a dungeon for a dungeon crawl. I want it to be a surprise and give them the full experience of the dungeon crawl.

I think player influence is good, but I am personally not convinced by the whole 'putting all the dice rolling in the hands of the players' thing. Granted, there are games out there who does it really well and have a well thought out system and mechanics for it. I enjoy those as well, but I think my preference will always be for the GM to be able to roll dice as well. If that makes me 'old school' by today's standards, then so be it.

Nothing can make the players nervous like the GM suddenly rolling a few dice, silently nod to him- or herself, and then continue on with the storytelling as if nothing had happened.

Then again, to each their own. I would highly recommend you try a few different systems out to see what kind of system you and your players like best. That goes regardless of whether you are relatively new to the whole tabeltop roleplaying thing, or if you have played for years but mostly stuck to the same small group of games. Nothing wrong with the latter, but it can always be good to try and experience new things.

Until we meet again, somewhere in the vast expanse of the Tabletop Multiverse.

lördag 21 januari 2017

Another broadcast from somewhere in the vast Tabletop Multiverse

Greetings from the far reaches of the tabletop multiverse. I hope I am finding you all in good health and a merry mood! :)

It's been roughly two weeks since my last transmission... eh, blog post. It's been busy weeks, but also good ones.

Sadly nothing new to report from the 3.5 game I wrote about in my last post (you can read about that here). It has been on a sort of unplanned mini-hiatus since then, due to IRL things popping up for various people and having to postpone it until next time. I am hoping we can get back to it in the coming week though.

In the meantime I have actually finished a second D&D 3.5 character - a catfolk, knight/bard/inventor/rifle-user (it's my DM's world and my character belonging to a knightly order essentially has turned him into... that. XD lol ). It seems like it will be a fun character to play though. It's going to be a Saturday game, that will be a bit on/off, so not every Saturday. Essentially, I have no clue how often we'll play. I am just going to wait for my GM to tell me when we play. I am looking forward to it though, and to trying out playing this character. I had a lot of fun playing my Shugenja character in the other 3.5 campaign, and I am sure I will enjoy playing this one as well.

One of the 'features' I am looking forward to trying out with the new catfolk character is the fact that he delivers most of his spells via the medium of magical bullets from his flintlock rifle. Now, I have played a 'gun mage' before, in the Iron Kingdoms RPG, though I have a suspicion that this catfolk character is going to be less broken in combat than my IK character was. XD lol I won't go into too much detail about it. It is possible that in a different campaign that character would have been less broken in combat. After all, when I played her we were all new to IK, including the GM!

It can be difficult getting new games off the ground though. I have a Mutant Chronicles campaign sitting there waiting for an opening (using 1st and 2nd edition MC), as well as some other ideas that probably will have to wait even longer. The problem is all the players need to find the time for it, but generally when some have time other's don't. Though I guess this is an issue all GMs & DMs face at some point in their lives. There's no rush for me though. We'll get around to it whenever we get around to it. The campaign isn't going anywhere.

Right. I think that will be all from me for today.

Until next time!

lördag 7 januari 2017

A new game

Greetings friends! Good to see you all again on this side of the new year. Let's hope this will be a really good year for all!

Recently, I got involved in a D&D 3.5 game which has its basis in a fantasy version of the Chinese story Romance of the Three Kingdoms. I don't think we are trying to faithfully follow the story, mind you. It is more the setting we are using, with some minor tweaks. Never the less, it looks like a very interesting setting and I think we will be in for a fun ride! :)

Anyway, we are using the Oriental Adventures books for it, and I am playing a female Shugenja character. A class which I have never played before. We've only had one session of it so far, which ended up being roughly 6 hours long. I have to say that for that session at least, I was really enjoying playing a Shugenja!

At the start of the session we had our first battle. My Shugenja had a bit of a difficult time noticing what was going down though, because of some really bad dice rolling. Eventually though, she noticed something and went downstairs to see what was going on. Now, before the session I wasn't sure how I was going to enjoy playing a Shugenja. But once we got the session going and I got into my first combat, I felt much better about it. Her beam-type attacks and the flaming sphere really showed me she could be fun to work with. I do think though, that she will be better against several enemies rather than targeting a single enemy. We shall see though. She also has some out of combat utility spells that I am hoping she will find uses for. Though that will depend on what kind of game it evolves into being. If it is a game that focuses a lot on combat I might not be able to 'waste' the spell uses outside of combat, in which case I might have to re-build her a bit. But we shall see how it goes.

I think I will have a lot of fun with the character, though I am still trying to figure out her personality and such, and I need to get around to actually writing down a backstory for her. So far, all I know for certain is really that she is 20 years old, she's from Japan, she's a Shugenja, and she is nobility. She is also travelling with two other characters, one PC and an NPC, both of which are Samurai. I'll see if I can return with a better description of her here on the blog once I have her more fleshed out as a character.

Anyway, that will be all for me for this time.

Until next we meet, somewhere in the tabletop multiverse!


onsdag 16 november 2016

Progress

Greetings fellow citizens of the Multiverse!

Again, sadly, IRL stuff has taken hold of my time and I have been unable to write in here as often as I might have liked.

I have been getting some stuff done though. I have FINALLY been able to make a map that I am half-way decently satisfied with for my world-building project. It is a map of the northern-most continent, and I am very happy to have it mostly done. I am still tweaking it and changing bits and pieces here and there, but the general lay-out of it should be ok. I've been wanting to have these maps done for quite some time now as I feel that they (this map and other ones I have in the pipeline) will help me visualize the world more clearly. It is one thing having a bunch of pages of written text, but once you see it come alive on a map it really helps bring it all to life. At least for me it does. Also the maps help me to keep track of things.

As the eagle-eyed reader might have noticed, yes, that means I have been spending time learning to use Campaign Cartographer 3+. It and I are slowly coming to an understanding. It still has a few things about it that annoys me from time to time, but then again no program can do everything. And honestly, half the times it is probably (it is) I who have done something wrong and the program is simply doing what I just told it to do.

Overall I would say that CC3+ is a very good program for map-making. I do think I will need to sink some more money into it in the long-run if I want to be able to make all the maps properly that I want to make. Though that is for later.

On the world-building front there has also been a bit of writing done. Not as much as I would have liked perhaps, but then again a lot of that time has gone into the map-making instead, so I guess it is for a good cause.

I really can't wait for the time when I have the world at such a stage that I can try playing some kind of tabletop RPG in it with friends. :) Which tabletop RPG that might be though, I haven't got a clue yet. I might even end up running with the home-made rule-set I have been working on. In a way, I am kind of hoping that I can do that. It would be fun to try out a rule-set that has actually been made for that world. But we shall see.

Time for me to sign off for now.

Until next time!

fredag 11 november 2016

D&D inducted into the National Toy Hall of Fame

Greetings everyone, from somewhere in the Tabletop Multiverse we call home.

It's been a few days since my last post. This has mainly been the result of a very busy IRL schedule and not having the energy to write posts. Hopefully this will turn around shortly.

Today's post will probably be a short one, but it will be a good one. I think. Hope.... I'll just leave that decision to you guys.

Dungeons & Dragons, the tabletop role playing game that we all love, have been inducted into the National Toy Hall of Fame. Yeah, I hadn't heard of the NTHoF before either. Nevertheless, D&D is one of 62 toys inducted this year. It has come a long way since its humble beginnings back in 1974, at the hands of Gary Gygax and Dave Arneson. It has grown quite a bit since then and is today perhaps the most famous and well-known tabletop RPG on the market.

A bit of research (Wikipedia artice) on the National Toy Hall of Fame, tells me that it is based in the U.S. and was established in 1998. The wikipedia article says that:

"...recognizes the contributions of toys and games that have sustained their popularity for many years. Criteria for induction include: icon status (the toy is widely recognized, respected, and remembered); longevity (more than a passing fad); discovery (fosters learning, creativity, or discovery); and innovation (profoundly changed play or toy design)"
I would definitely say that Dungeons & Dragons more than meets all those criteria.

If you haven't checked out D&D yet, I strongly suggest you do so. It might be a bit tricky picking which version to start with, as it is currently on it's 5th edition, but if you are having trouble deciding I would probably suggest starting with 5th edition as it is the latest one and you might have the easiest time getting the books for it, and you are also more likely to find people online who can help you out.

Again, a big contratulations to Wizards of the Coast on the induction of D&D into the National Toy Hall of Fame. It is always nice to see a game that has meant so much to so many people, for such a long time, get a recognition such as that. :)

Until next time!


torsdag 27 oktober 2016

Halloween Horror Sales!

Greetings my fellow citizens of the Tabletop Multiverse.

For those who haven't noticed yet, there are tabletop Halloween sales going on all around the place online at the moment. I thought I would link you to a couple of them to get you started, in case you wanted to go see if you could find a good game for Halloween. If you haven't seen my earlier post on 11 tabletop horror games for Halloween then you can take a look at that as well for some gaming suggestions. :)

Here's a quick list of links to a couple of places that are currently (at the time of writing this) holding halloween sales for tabletop RPGs, and the like.

DriveThruRPG

RPGnow

To most avid tabletop gamers out there, both of those websites will probably be familiar, but for any who haven't found their way to them yet, they are good places to find tabletop rpgs.

I would also recommend visiting the websites of various publishers to see if they have a sale on any of their products. Again, you can find link to some of them in my 11 tabletop horror games for Halloween post. :)

Until next time!

torsdag 6 oktober 2016

Reflections on my world-building project and mechanics

Greetings fellow tabletop enthusiasts!

A lot is going on over here with regards to IRL stuff, so I once again apologise for the lack of posts. However this blog is something I am doing out of my own free will because I like it, and it is not earning me any money, so I am not really sure why I just apologised for not blogging more often. XD lol Oh well.

I'm still working on my world-building project, as well as finding that I have renewed energy to work on the game mechanics for it as well. Not to mention I might have found another little game-mechanics side-project that I am also working on. It might seem like much, but switching between the two helps keeping me from getting too tired of one project, and both projects also help spawn ideas for eachother, so that is good. Yes. I am talking about game mechanics for tabletop RPGs here. :)

While the first set of mechanics is meant to be used with the world I am also creating, if I ever get to run a tabletop RPG game in it, the second set of mechanics is a bit different. They have nothing to do with the world I am building, but is more meant to be used for a Noir-style game, or a heist-game or similar thing. It feels different than what I am making for my world, and it should. Again, neither of these systems will probably ever be made into something I will sell or any kind of official product, but even if I am just intending for them to be used by me and my friends (if the systems ever get that far in development that is), I still want to do it right and not just take an already existing system, add a few houserules and be done with it. I'm not saying that doing it that way is wrong however, I am only saying that I want to try and build it from scratch instead. I enjoy the challenge. Admittedly, chances are that in the end some rules might be similar to things that already exist elsewhere, etc. It is almost impossible to do something completely, 100% original, as so many game systems already exist out there. But hey, if it is just for me and my friends, I don't really think it matters. :)

Sadly I have not been practising my map-making skills any more lately. I really should get back to that, but I rarely seem to find the time, or something else has my attention instead. I will try and get back to it when I can, but I have learned not to force it or promise too much. I will get to it when I get to it, basically. Maps will be a useful tool for me, I know this. They will act as a reference point as I continue to build the world. Writing is all good, but it isn't until I put it down on a map that I can see the actual relations and borders between different nations, cultures and races. It is an invaluable tool for me.

I think that is all for this time.

See you all later!

lördag 1 oktober 2016

The Atlas of Rokugan supplement from Fantasy Flight Games

Greetings!

A few days ago, Fantasy Flight Games announced that The Atlas of Rokugan for the Legend of the Five Rings tabletop rpg is now availiable for purchase.

I've always enjoyed the look of Legend of the Five Rings, even though for some reason I can't seem to get more than about half-way into making a character before I am bored with it and have to take a break to return later. None of my friends seem to have that issue though, so I guess it is just on my end. I can't understand why though, because looking at it I really shouldn't have an issue with it. The system itself is ok though, and I would recommend it to anyone interested.

The book itself contains maps of the lands, castles and cities, as well as comprehensive descriptions of the settlements and provinces found in the land of Rokugan. It also contains detailed explorations of the imperial capitols of Otosan Uchi and Toshi Ranbo, as well as the city of Ryoko Owari - three major cities. According to DriveThruRPG the book contains 20 full-colour maps.

The book contains one chapter for each of the Great Clans, as well as for the Minor Clans and the Imperial Holdings. There are also chapters regarding the Shadowlands as well as the forest of Shinomen Mori.

I for one can definately see this book being a helpful tool for any GM wanting to run a game of Legend of the Five Rings. Or for any player who wants to learn more about the world their characters inhabit.

If you are interested in reading more about it, the link to Fantasy Flight Game's article on it is right here.

And if you are interested in buying it you can do that at DriveThruRPG.

See you all later!

torsdag 15 september 2016

Review Time: Let's take a look at the Symbaroum tabletop RPG

Greetings fellow travellers on the twisting roads of the tabletop multiverse!

Today, I though I would give my thoughts on one of the latest tabletop RPGs to come out of Sweden. As a Swedish person myself, who grew up playing a lot of other Swedish tabletop games back in the day, it is good to see the resurgence that swedish tabletop RPG's have had in the last few years, and continue to have. Symbaroum is a product of Swedish company Järnringen. While Symbaroum isn't a new version of an old game, like a lot of the others are, it instead is a brand new game which has had some remarkable success since it came out. It quickly got an english translation and it has just kept on going since then.

Let's start off by taking a look at the game itself.



So, what's the game like?

Symbaroum is a dark fantasy game set in a rather dark, grim, and deadly world. The world itself is well-defined as it takes place in and around the vast and mysterious Davokar forest. Symbaroum is the name of the region, or rather - as the book explains - it is the name of the civilization which dominated the region up to about 1000 years prior to when the game is set.

The Symbaroum core rulebook is broken down into three sections, or 'books': The World of Symbaroum, Player's Guide and Game Master's Guide. At the end of the book there is a 20-page adventure which can also be downloaded from the company Järnringen's website.

The first book is all about the fluff. Here you can find information about the world, the setting, and the history, etc of the region. It also takes a look at the various factions that exist in the world - for example the noble houses of Ambria, the settlers of the land, the barbarian clans, the church of Prios, Ordo Magica (a magical order), the elves of the Iron Pact, etc. It is also worth pointing out that the elves of the Iron Pact are not the friendly, exotic and pointy-eared humanoids that we are accustomed to from a lot of other fantasy games and worlds. These elves protect the deeper parts of Davokar against intrusion, and won't hesitate to kill intruders on sight. 

There is also Thistle Hold, the last bastion of civilization just before the edge of the forest. It is a well fortified town, and a center of activity, both opportunity and crime. It is not, however, the capital of Ambria, that honor goes to Yndaros instead. And there is a chapter describing it as well. Finally we have Karvosti, a plateau next to a lake on the western side of Davokar. It is the place where the barbarian folk hold their Thingstead twice a year

All in all, the first book does a really good job of setting the tone.
Book two deals with the rules, without the fluff. The system is an amalgam of crunchy, dice-based systems and more narrative storytelling based ones. It feels solid and is good for putting the characters in the spotlight. Each character belongs to one of three Archetypes, which are essentially generic classes. They are the Warrior, the Mystic and the Rogue. These in turn split into several occupations. For example, a Warrior can be a Berserker, a Captain, a Duelist, a Knight or a Sellsword.

There are eight Attributes in the game: Accurate, Cunning, Discreet, Persuasive, Quick, Resolute, Strong and Vigilant. You don't roll dice in character creation. Instead you can either divide 80 points between the eight Attributes, giving hem numbers ranging between 5 and 15, or you can use eight preset values, the sum-total of which add up to 80, and divide them between the Attributes as you see fit.

The system uses a d20 dice, and you roll either equal to or below your Attribute value to succeed. Also, it is the players who make ALL the rolls. The GM never rolls. Instead the GM is meant to focus on the storytelling. The game uses Abilities to personalize and differentiate the characters. The Abilities are ranked Novice, Adept and Master, signifying the level of power or skill the character has in each individual Ability. 

There are four races that players can choose between when making their characters. They are: Humans (diversified by the choice of Ambrian or Barbarian), Changelings (basically humans with elven characteristics), Ogres and Goblins. I like this as it helps describe the setting as well. There isn't the plethora of standard fantasy races (though some more might be introduced later), which helps describe the setting really well.

The last chapter of the second book deals with Combat and what a player is supposed to know rules-wise. One thing is that the world of Symbaroum is deadly, and so combat is also deadly. 

Book three is the Game Master's Guide, and as you would expect it contains information about rewards, advice, special rules and how to enforce them, etc. It also contains rules on Corruption (one of the basic premises of the game), the Shadow that each living being has and the changes that Corruption brings to it, etc. There is advice on how to build an adventure or a campaign set in the world of Symbaroum, as well as a beastiary.

Before I move on to the next part, I just want to mention the art. It is amazing, and really fits the mood they have been trying to go for in the game. It is dark, grim and mysterious and helps to set the tone as you read through the book. The art masterfully reflects the world they are depicting.



My thoughts

These days, there is a plethora of fantasy tabletop roleplaying games out there. Most of which draw inspiration from Tolkien and/or giants in the genre such as, for example, Dungeons & Dragons. Symbaroum however, feels fresh and different, with its dark fantasy setting. That might be part of the reason why it has done so incredibly well, not just in Sweden but internationally as well. 

As for playing the game, it is a very good and solid game to play, and I have had a lot of fun with it. If you want to play a dark fantasy game, where your character can actually die, but which also rewards you with a well-designed system where the players roll ALL the dice, and which also has good storytelling aspects to it, then Symbaroum might be right up your alley. The rules are fairly easy to get the hang of, and combined with the atmosphere of the setting, it is something different and something I think a lot of you people out there will enjoy if you give it a try.



So, where can I find Symbaroum if I want to give it a try?

You can find information about it on Järnringen's website

If you want to buy it, you can find it on Järnringen's online store or over at drivethrurpg.com.


tisdag 13 september 2016

Review Time: A look at the Ryuutama tabletop RPG.

Greetings!

Today I wanted to share with you my first impressions of having played the english translation of an originally japanese tabletop RPG called Ryuutama. It was translated into English in 2014 by Kotodama Heavy Industries.



So, what IS Ryuutama anyway?

First, I think we will start with a short description of the game itself. It describes itself as a 'natural fantasy' RPG, and I find that to be a very good description. It feels very natural when you play it, and also because it seems to focus itself more on the pastoral aspects of what is, essentially, a standard Japanese fantasy world.

As a player, you play as an ordinary, mundane inhabitant of the world, and you get to give a lot of input into building the world as well. This can be done before you start playing, or during play itself. It is a kind of shared story-telling, which I quite like, but which I know is not for everyone. It works very well in Ryuutama though, so I would recommend people to try it out. The system itself is also fairly easy to learn and very 'user-friendly'.

The players play the role of 'Travellers', traveling the world of Ryuutama on long journeys, and their adventures in turn feed the dragons of the world. Yes, there are dragons, and they feed on stories. In short, there were the four dragons of the seasons - Summer, Autumn, Winter and Spring. They created the seven dragons of weather, which in their turn created the 13 dragons of earth. These dragons are responsible for everything that exists in the world. In the game, if you are a magic-user, you will learn magic pertaining to one of the Seasons, as well as Incantation spells. Though the spells tend to focus more on helping your character and his friends overcome obstacles, and be more 'out-of-combat' spells, there are healing and combat-oriented spells in there as well. There isn't much combat focus in the game however, unless you absolutely want there to be of course. Instead the game focuses more on travelling and exploration. It even makes the players manage their resources as they travel, or they could get into trouble quickly.

The mechanics of the game really seem to fit well with the world, which is nice. One mechanic that I like is the "Fumble Point" rule. Whenever a character in the group throws a fumble on his or her dice, everyone in the group gets what is called a "Fumble Point", which they can then use later to enhance another roll, thus increasing their chance of success on that particular roll. It works on the principle that because a member of the traveling group screwed up badly, that character and their friends will now have a chance later on to succeed on another roll where they might otherwise not have succeeded.

There aren't classes such as "warrior", "wizard" or "rogue" in Ryuutama. Instead you can play as a: minstrel, merchant, hunter, healer, farmer, artisan or noble. In short, you are playing as ordinary citizens of the world who come together to travel, driven by an intense wanderlust.

One other thing I feel like I should mention is the art. It is plentiful in the book. It is bright and cheery, and really well-made.



First impressions

My first impressions of playing Ryuutama is that it is a very user-friendly system - easy to learn and to use. It strikes me as a game that could work well as an introductory system to first-time players. The game focuses on story-telling so you will have ample opportunity to tell your character's story in the game. If you enjoy telling stories, if you enjoy taking an active part in building the world that your character is in, and if you don't mind a game where combat isn't necessarily an every-session thing, then you will probably like Ryuutama. It is easy to learn, and easy to play.

In my experience it is fun to play, and many laughs have been had in my group so far. 

I would definitely recommed it. :)



So, where can I find it?

That's easy! :) You can find it at kotohi.com, or over at drivethrurpg.com.

fredag 9 september 2016

Great news for Tolkien lovers!

Greetings!

For all you Tolkien lovers out there, who also happen to enjoy a bit of D&D, Cubicle 7 have released the Players Handbook for their new game Adventures in Middle Earth, a game whose setting is based in the world of The Hobbit and Lord of the Ring. It contains setting-specific rules and guidelines for creating your characters, and adventuring in the setting, and is based on the OGL for D&D 5th edition.

A link to the Players Handbook on DriveThruRPG can be found here, or if you click on the "Players Handbook" link in the paragraph above.

According to the website they also have a Loremaster's Guide in the works, as well as adventures. Though we will have to wait a bit longer for that to come out.

I know one or two people who are HUGE Tolkien fans, and I know they will be VERY pleased to know that the PDF for the Player's Handbook is out. :)

Personally I have read both The Hobbit and the Lord of the Rings books, and while I really like Tolkien's works I don't really consider myself an expert. At least not compared to my friends.

I'm pretty sure we will end up getting the PDFs and playing in the world of Middle Earth at some point. It is probably just a matter of actually finding a slot in our schedules to actually do it, and that might take some time. When I have tried it I will return with some more thoughts on it though.

torsdag 8 september 2016

My current games

Greetings!

Due to feeling unwell - something I have discussed more in my other blog - I probably won't have the energy or mental capacity to write any in-depth or long posts until my head starts clearing up again. Though I will try to write something at least, for you all to enjoy.

So today I am going to write a short list of what game systems I am currently playing in with my friends. Right now it isn't really an extensive list, but then again I unfortunatelly can only fit so many games into my schedule.

Currently we are playing:
  • Star Wars Saga Edition
  • Dungeons & Dragons 4th edition - Published by Wizards of the Coast, D&D is one of, if not the most well-known tabletop RPG out there at the moment. Especially after the launch of the 5th edition rules, and online attention from shows such as Critical Role and Dice, Camera, Action!. We, however, are still running our old campaign using 4th edition rules, a campaign which has been running for... 3 or 4 years now? Head is a bit too cloudy to remember right now, but we are still running it because we all love the campaign.
  • Ryuutama - A Japanese tabletop rpg which has got an English translation via a Kickstarter. We only just started this, so I am still new to the system.
  • Iron Kingdoms - A steampunk fantasy tabletop roleplaying game by Privateer Press, which is based off of their wargame Warmachine. We were running a straight up Iron Kingdoms game previously, but now that that has ended we are currently running a new Iron Kingdoms game which also includes elements of a supplement/expansion called Unleashed.

There is a lot of interesting lore in both Iron Kingdoms and Warmachine which I highly recommend reading if you enjoy that sort of thing.

I am planning to go more indepth on various tabletop roleplaying games & systems, and my thoughts on them, in future posts. So stay tuned for that.

I think that will have to do from me for now. Time to go lie down and rest a bit.

måndag 5 september 2016

Playing a tabletop RPG for the first time

Greetings!

Today I will talk about playing a tabletop roleplaying game for the very first time.

It might feel intimidating, especially if you feel like you are not quite sure about what you are in for. Hopefully the Dungeon Master (DM) / Game Master (GM) of your game will fill you in on the details, for example, the basic rules of the game system you are going to use (you don't need to know the rules by heart, but it helps if you have a basic understanding of them at least), and the setting you will be playing in, as well as help you with creating your character. Perhaps one or more of the other, more experienced players, can help as well.

My personal view is that if you have a new player, or players for that matter, at the table, be kind to them. Help them out until they have found their footing. They will make mistakes, they will not always know what to do, and some times you have to explain something several times before it finally clicks. But hey, we were all new at roleplaying at some point, and most of us were pestering someone else with questions. With enough support, the new players will hopefully come back and find the same love of roleplaying games as we all have. :)

And as the new player you shouldn't be afraid to ask questions if there is something you don't understand. There are NO stupid questions, it's simply a case of either you know or you don't. Don't expect everyone around the table to know every single rule by heart, but if you ask nicely they might look it up for you.

Discuss amongst yourselves what kind of genre you would like to try out. If your players are all new to tabletop roleplaying, let them make the final call. It might not turn out to be your favorite genre, but it will be a good introduction for them to play in a genre they enjoy. Next time you, as a GM, might get to pick the genre instead.

If you are a new player, and are looking for people to play with, I would suggest starting with your friends. They may not have played either, but if you know someone who has then perhaps you can get that person to DM for you. Or if no one in the group has any previous experience of tabletop roleplaying, then perhaps you can DM the first game? If you have a story you want to tell, or an idea for an adventure to send your friends out on, go right ahead! :) It takes a bit more work on your part than it does the players, but it will be well worth it in the end. Remember to make sure you know the rules of the game system you want to play in, but the books or PDF's are there for a reason so you don't need to know EVERYTHING by heart. Also remember that, no matter what the system is that you are planning on using, rules are only guidelines. They are not set in stone. If you, as the DM, see something you don't like, or if you feel like you'd like to do something a bit differently than what the rules suggest, go right ahead. It's ok. Every DM does it, more or less, depending on the DM in question. The basic rule should always be that everyone around the table should have fun, including the DM.

Another important rule for everyone to remember is that you can discuss a rule, or a situation, but in the end the DM makes the final call. This is not to be cruel to the players, but because in the case of a disagreement someone has to have final say. As a DM it can some times be a thin line to walk, and a lot comes down to the personality of the players and the DM. I think it is a good idea that you, as new players, discuss it, are aware of it and agree upon it ahead of the first gaming session, so that everyone who plays is aware of it.

If you don't really want to, or can't, play with your IRL friends for whatever reason, there are plenty of forums, and websites, online where you can meet people to play with. You won't all be sitting around a table together, but you can play online with the help of Skype for talking and a program such as MapTools for the maps and tokens. There are also other solutions such as Roll20.netFantasygrounds or Epictable.

I think this will do for now. I might return to this subject later at some point.

Until next time!

fredag 2 september 2016

Why play tabletop roleplaying games?

Greetings!

Now, I know that tabletop roleplaying has had a major upswing in popularity recently, and I think that is great! Especially for one such as myself who remember playing tabletop RPGs 'back in the day' (read: mainly 90's). As a Swede it is also good seeing some of the old Swedish games coming back with new editions, such as 'Kult: Divinity lost' (Helmgast), 'Mutant Chronicles' (currently published by UK-based Modiphius), Eon (Helmgast), Mutant Year Zero (Fria Ligan / Free League Publishing), etc.

Now, I figured I would take this opportunity to discuss a bit about WHY I think everyone should play tabletop roleplaying games, or at least try it out. Some people might say "well, if I want to play an RPG I can just play it on my computer, X-Box or Playstation.", which I suppose is true. Believe me, I enjoy playing video- and computer games as well, but there is still something special about playing tabletop RPGs because it allows you to tap into your own creativity in a way that a videogame doesn't.

Let me explain: When you are playing a video game or a computer game, you see the world on the screen before you, you mash a few buttons and the monster is dead, you select one of a few options for conversation, etc, etc.

When you are playing a tabletop RPG, you are part of the story. You decide what your character says in a conversation. You decide on your character's personality and manners, and sometimes the backstory you write for your character can help influence parts of the world as well, depending on the DM (Dungeon Master) or GM (Game Master) - the person running the game session that the players' characters are in. You get to use your own creativity to paint a picture in your mind of what the world around your character looks like.
And if you are the GM / DM / whatever-it-is-called-in-your-prefered-gamesystem (I'll just stick to GM from now on in this post, for simplicity's sake), you get to use your creativity to create the world, and to describe it to your players as you guide them on their adventures.

I should probably point out that if you as a GM is willing to do it, allowing your players to take part in creating the world they are in, through their characters' backstories for example, can be really rewarding, both for you and your players. Though for first-time players it might be easier if the GM creates the world him- or herself.

Playing tabletop RPGs are a fun way to do something creative together with your friends, or even your kids. It doesn't have to be about slaying demons or dragons. There are plenty of roleplaying games out there that are aimed at kids - for example: "The Princess Kingdom", "No Thank You, Evil!" or the swedish RPG "Tassar & Morrhår" - and even if you don't use one of those, you as the GM decide what happens in the world, and can homebrew the rules of whichever system you want to use to fit younger players. Never feel tied down by a specific setting or system. Instead I would encourage you to adapt the world you create to the players you have availiable and what kind of game you all like to play together.

Remember, playing a tabletop RPG should be a fun experience that you share with your friends or family members. All ages can join in, and enjoy it. :) It is a fun, social experience which, at least in my experience, can serve up dramatic moments, tense moments, and laughter, all in one game session.

Playing tabletop roleplaying games helps you train your creative thinking, thinking on your feet, imagination, problem solving, storytelling ability, team-play, improvisational skills, and many other skills. It can even help people combat their shyness. They get go play a character, which effectively acts as a mask, which allows them to feel less vulnerable when they face various social situations in the game. They are also surrounded by friends and/or family around the same table, so they also have that comfort while they play and deal with the social situations in-game.

I am not saying there is anything wrong with being shy. I have been shy on occasion as well. But tabletop roleplaying can offer some help if you want to try and get a bit less shy in social situations.

If no one in the group has played a game before, discuss what kind of game you would all like to play for your first try, and then do some research into what games exist in that genre. It does help, of course, if at least one member of the group is a bit more experienced - preferably taking on the role of the GM. But if not, then keep it simple for the first attempt. Just make a short, simple adventure for the players to go on, and then build from there.

I might return to this subject at some point in a later post, but for now I think this will do.

onsdag 31 augusti 2016

A short introductory post

Greetings!

This is my first post in this blog, of hopefully many to come. I am planning on using this blog for anything I want to write regarding tabletop games, tabletop roleplaying, and other things relating to that.

So, why do I want to write about tabletop roleplaying and other such things? I guess the short answer is because I love it. I love the creative process that goes into creating worlds, characters and stories. I love interacting with other PC's (Player Characters) and NPCs (Non-Player Characters). I love reading about the mechanics of various game systems - though I do not claim to be an expert really. Anyway, this will be my forum for talking about all this and more. Hopefully others will enjoy it as well. :)

This will only be a short, introductory post, but hopefully I will have something better soon. See you all then!