Sunday, December 27, 2020

Adios, 2020

 

I figured I would try to get one last post here before the end of the year.

Like most of you, I will not be sad to see 2020 over. I am worried about what 2021 will bring. And I have a few more days to see if I was right and we get invaded by aliens this year. I, for one, welcome our new alien overlords.

I do have some more stuff in the works and I feel bad for not posting the last month or so. Like most everyone, this year has been rough and my desire to do anything but watch movies and eat donuts is pretty low. I ran out of steam in October, tried to press on a few more weeks, and then needed to do something else. If you've been paying attention, I did start another blog here, this time about anime. And I'll be posting links there to here when it comes up.

Going forward, I'm going to try to keep updating here on Fridays but I don't know if I can do every week anymore. As always, it'll probably come and go. If you want me to cover something, or post pictures of stuff I'm working on, feel free to let me know. Hopefully, the vaccine for The Plague will be available soon and I can get in some games again. I have quite a few I'm itching to play but they aren't worth my life or the lives of others. I've also been fighting the new interface here, which you can see if you check the pages, they're all kinds of screwed up these days. I'm going to have to figure something out soon...

Since my drive has returned, I already have two posts ready to come out next month. I've been trying out the auto post stuff on the anime blog and I'm going to give it a go here as well. I think it works okay, I just have to remember to set it up and not post like I normally do, letting them out as I finish them. I also need to get some stuff finished for some of the games I can play solo, like have my space cleared so I can actually play them.

I've never been one to chase trends so don't expect me to post about some hot new thing all of the sudden. Unless it's one of the few things I'm actively waiting for (StarGrave, looking at you). I do pay attention to what gets hits and that does factor in a bit. I have a few things I want to do for Cyberpunk 2020, now that Cyberpunk 2077 has come out and people are finding my old review of the 2020 game, and I have more to say about it since I've expanded my collection of books for the game. That's just one thing I can see doing more of in the future.

Okay, I'm just rambling now, time to wrap it up. In short, I make no promises, but I will try to keep posting and spreading the word. If you have something you want me to do, let me know.

Let's hope 2021 is at least slightly better than 2020. Let's not get our hopes too high...

Friday, November 20, 2020

Sources Say: Blaster vol 2

Name: BLASTER, Volume 2
Produced By: BLASTER
System: Frostgrave, Ghost Archipelago, Rangers of Shadow Deep, This Is Not A Test, Gaslands, and Last Days: Zombie Apocalypse.
Genre(s): Horror, high fantasy, and post apocalypse

Well, looks like we did get another issue of Blaster this year. I was honestly worried that we wouldn't but it's a nice little surprise. The first thing you might notice is that Ash isn't the editor this time, it looks like Greg Horton is our new Overlord. This should be interesting to watch.

Shadowgrave: Cthulhu in Frostgrave/Ghost Archipelago/Rangers of Shadow Deep

The first part of this issue is ShadowGrave, rules for Lovecraftian horrors in Frostgrave, Ghost Archipelago, and Rangers of the Shadow Deep. Well, this appears to be the first part of a series for adding these in but this looks finished enough to try out the missions they've provided. Each of the games get one mission each, mostly solo ones. Since the games all use similar rules, there's a dump of them up front. Rules for losing sanity, and its effects, and the stats for Mythos monsters. The rules for sanity tests and loss are very damaging to models, so you'll want to keep that in mind if you want to do anything long term with them. It's not some minor thing. Making the rolls aren't easy and the consequences of failure are harsh, with losing all of your equipment, death, loss of actions, turning rolls of 13 into 1s, and having to be in groups or suffer penalties are all on the table. And that's naming just a few. The monsters are fairly standard for the Mythos but there's some odd ones in there. These creatures don't look easy to put down, in addition to causing the sanity rolls, so they're going to be quite the challenge for your crews and warbands.

The first scenario we have is for Frostgrave, designed for a usual game. You're going to need a idol, some wells/ponds, some mist clouds, some ghouls, and some shoggoths. This is probably going to be very damaging for the sanity of the models you're using, so good luck with that, as you're going to be bringing out a lot of ghouls and shoggoths with the right rolls. There's a random effects table, so no one is going to be safe in this game...

The next scenario is for Ghost Archipelago and is for solo play (which means I'm probably going to be giving a shot pretty soon). This one isn't as harsh as the one above but it is going to be a hard fight with some poor rolls. You're up against a fair amount of tribal warriors, some Nightgaunts, and a Spawn of the Stars if things go really, really bad. There is a way to stop it from getting worse, but good luck. This scenario also uses a slightly smaller table size, about the size of a card table, so it's perfect for me.

The last scenario is for Rangers of Shadow Deep, which I know almost nothing about, so I'll try my best here. This one is very much inspired by Dark Fantasy stories, taking place around some trees and a sheep pen. There's “Dark Goats” and “Dark Satyrs” to be dealt with, as well as some kind of rune covered stone. While I haven't picked up this game (yet) I do like the idea of this scenario better than the one they put in the last issue.


This Is Not A Test: Masters Of The Wild, Part II

Now that we're done with all of that, we're on to second part of the This Is Not A Test supplement, continuing from last issue. And, of course, I have no clue what this one talks about, as I don't play this game (yet). Where the last one had enough for me to really find stuff to talk about, this one... Doesn't. It covers alternate elites, which I'm assuming will mean something to those of you who do play the game. We've got a Beast Controller, a Beast Friend, Chimeric Shepard, and the Lesser Tribal Wildcaller. Next, it's animal skills, which can be taken in place of the ones they'd normal get. And they're pretty funny. After that we have Wastelander Creatures Tables, that adds a few monsters. I'm a fan of the Lil' Steggo and I have no idea what it does.

 

Mystic Skies: A whole new game (but it's pretty much Gaslands)

Now, we're moving on to the “New way to use your Gaslands templates and other models” part of the book. Like the Martian Racing Federation in the last issue, pretty much giving you a whole new game to play, Mystic Skies does the same thing, but completely disconnected from the world of Gaslands. This time, we're playing in a world like Arabian Nights, with flying carpets, wizards, monsters, and summoned servants, created by the minds behind Gaslands (duh) and Relicblade. So, yeah.

This game revolves around a wizard on a magic carpet (or has wings or a flying mount) on a base no larger than 50mm and a tower of some kind. For your monsters (which are going to pop up and change controllers), you'll want some monstrous beasts (owlbears and the like spring to mind), evil champions (perhaps some vampires?), evil warriors and bowmen (skeletal warriors or goblins could work), and beasts (maybe rats?). For minions, you've got elementals of varying size and power, fighters, archers, and engineers, which you've probably got laying around if you've been playing tabletop RPGs long enough (or have gotten in on any of the Reaper Bones Kickstarters) or might be able to use stuff from other miniatures games. When you're building your wizard, you're got a list of spells anyone can use that boost or summon allies and monsters (or let you boost your wizard) and you get to pick one school of magic they know. These schools give you four spells and a school bonus, leading to a lot of variety and will make you want to experiment with them until you find what works best for your style of play. Sadly, there's only one scenario to play but it shouldn't be hard to cook up something to play around with if you're really enjoying it. If I get the chance to play this one, I'll be sure to post any new scenarios I come up with.


Last Days: Zombie Apocalypse: Evolutions

The last part of this issue is something that a lot of people have been looking forward to, changing things up for your Last Days games. While I like this idea, I'm a little disappointed that we didn't get another timeline (I'm really looking forward to the sci-fi one and the World Wars one).

Now, there's a lot of rules changes for this one, as we're going to be able to use things beyond the Romero style zombies, so I strongly suggest giving this whole thing a read before you start throwing things out there. The first major change is that now your games will have a “Key Menace” to them, the most basic enemy type. For most Last Days games, these are zombies. However, now you're going to get “Evolutions” to make things a little harder, even if you're sticking with zombies. The next rule change is Behaviors, which are going to determine how these new threats act, since not every enemy is going to charge your guns like zombies. We've got Stalking enemies, who are going to dash from cover to cover while trying to get in close enough to attack, and Hunting enemies, who are going to move a little more aggressively but still try to be sneaky. There's also new Traits to make these new enemies even more dangerous, as now they themselves might explode! And that's just one of the things to worry about but is probably the most dramatic. The regenerating enemies are going to be a pain...

For our first Evolution, we're getting new types of zombies (of course) and they're taken from some of the more recent zombie media. We've got bloated and explosive zombies, spitting zombies, stalking zombies, fast zombies, and something like the good old Tyrants. Oh boy. These are probably going to be really easy to pick up, as at least one other zombie game already uses these sorts of enemies. I can easily use some of the zombies I got from the Zombiecide Walk Of The Dead to fill in for these roles. And I might just pick up some more, especially if I can find some big nasty guys. And if you're a fan of the Left 4 Dead series, I bet you've been waiting to this moment.

Next up, we have robots. That's right, now we're getting into Terminator territory, which you can do using Cyber Reavers from Reaper (they make them in Bones, just so you know) or whatever else you've got laying around. Maybe some Shield Drones? We've got robots armed with “blasters” (yeah, I saw what you guys did there and shook my head), Infiltrators that are “legally distinct from but closely resemble” the aforementioned Terminators, heavily armed and armored Prosecutors, Nano-Slayers that are clearly some T-1000s, and the big-bosses, Hunter Killers. Yeah, this is Terminator. And I am okay with that. I just don't know how I'm going to find enough models for this...

And that's it, folks. All in all, this is another solid bit of work. You've got some new rules for three different games that adds in the “fun” that is the Cthulhu Mythos, the conclusion of the beast rules for This Is Not A Test, a fun little wizard game that you can play with a friend, and some neat stuff for Last Days. I don't know it's as useful as the last issue but it's a nice boost of everything. And I think the addition of the Mystic Skies game is the part that's probably going to help it sell, as the templates needed are free online.

Friday, November 13, 2020

Let's Review: Ghost Archipelago

What is it?:
Frostgrave: Ghost Archipelago is a 28mm miniatures game set in the Frostgrave world published by Osprey Games. 

 

The setting:
While in the same world as Frostgrave, Ghost Archipelago is a literal world away, set in the tropical isles that make up the aforementioned archipelago. You take control of a Heritor, who's ancestor once visited this area and drank from a Crystal Pool, gaining great powers. Since the archipelago vanishes every 200 years, only to reappear for a few more, you have acquired a ship and crew and are now looking to find the Pool. You need to find the pool so using the powers you have don't make your blood burn... 

 

The system:
Much like Frostgrave, you're going to start out by building your crew, beginning with your Heritor. You pick five powers for your Heritor (which is just like your Wizard in Frostgrave), one of which will be very easy to use and four others that aren't much harder. Of course, you can use these powers multiple times per turn (depending on a few factors) which makes them harder to pull off and hurts your Heritor more. After you get the Heritor figured out, you have to pick a Warden, which is more like a Frostgrave wizard with a “school” of sorts, but are much more like druids in a traditional high fantasy setting. Once the magic users are done, it's time to get your crew sorted out. You get a total of eight crew, up to four of which may be upgraded to Specialists, with 250 gold. The basic crew get to choose a weapons package, like hand weapon and shield, two handed weapon, etc. The Specialists will help you decide what kind of force you're going for. Heavy weapons and armor? Ranged specialists? Speed? It all comes down to what you pick.

Just like Frostgrave, you have a few stats and everything is settled with a single d20 roll. And each mission revolves around claiming treasure and getting away. The random monster tables are similar yet very different. You'll spiders and undead return, but now there's a whole bunch of dinosaurs and even intelligent forces to contend with. One positive change is that most of things that could make a game complex (like random encounters) are now optional and can be used to bridge the gap in power between forces. Of course, this does mean that you're going to need to buy more miniatures, but, come on, dinosaurs! Who doesn't want some of those to play with?

One of the major changes is that most of the missions will involve water and boats, meaning you might need to invest in new terrain and some miniatures for those. I'm a bit unhappy with that, having to make a bunch of islands and waterlogged ruins, but I do have to agree that it makes sense for the setting.

 

Is it worth it?:
Yes. If you already have a Frostgrave group, switching over shouldn't be too hard. If you don't, just buy some pirates and dinosaurs. Or just buy some anyway.

Friday, November 6, 2020

Sources Say: Dracula's America: Forbidden Power

Name: Dracula's America: Forbidden Power
Produced By: Osprey Games
System: Dracula's America
Genre(s): Western, Horror 


Time for the second expansion of Dracula's America and this time, it's getting a little Lovecraft in here...

As with the last book, there's a bit of history in the beginning, this time going all the way back to the American Revolutionary war. We learn that the Elder Gods got involved in the war, with Benedict Arnold ending up falling to the temptation of these dark powers. We also find out that, due to the events of Hunting Grounds, Cyclopean ruins have risen in the bayous of Louisiana and a new group has begun to gain a following in Dracula's America.

The book begins proper with some new rules for encounters in swamps, with rules for swimming, and not one but two bestiaries. The first one deals with monsters you'd find in swamps, things like gators, Will-O-Wisps, Loup-Garou, skunk apes, and the first Lovecraftian monsters, Deep Folk. That's right, we're in Lovecraft Country. Because the next bestiary is chock full of servants of the Elder Gods. Gibbering Spawns, Mycotyth, and the utterly terrifying Spider-Fiend. There's, again, new Arcane powers for your casters and a whole new type of magic just for one of the new factions.

The first rules they introduce are a bunch of new missions based around stealth. These have a bunch of new rules for playing them, including limits on how far your models will be able to see. I think these are only okay, as I'm always wary of lopsided missions. However, these are nice to give you something to shake up your normal games, making people's interest last a little longer.

We get to our two new factions after this (bringing our total to ten for those of you keeping count at home). We have the Salem Sisterhood, a Wicca group that has not two but four special models, three Arcanists (Maiden, Mother, Crone) and a male Defender. And, yes, they're from the same group that made Salem famous. Next, we get the Church of Dagon. They get a Priest of Dagon and two Hybrids, who will get random powers. The Church uses Elder Magic powers, which are totally different than normal powers. Well, kind of. Normal Arcanists only get to use the powers they pick, having to wait it level up before getting some new ones. Those that use Elder Magic can pick what spell they want to cast each turn from the list. To cast these spells, they've added in a new phase, the Madness Phase, and a Madness pool. The important parts of the Madness Pool is that it has to be at a certain level to be able to cast Elder Magic and can end up summoning Lovecraftian monsters. I'm not a huge fan of adding in new mechanics into a game using an expansion but you don't have to worry about using the Madness Pool unless you've got a Priest of Dagon involved in the game.

Since we've got a new mechanic, you knew they were going to have some Hired Guns that effect it. They also give us dogs to use in games, finally. They also give us some famous (or infamous) Mercenary Drifters, using the rules from Hunting Grounds. They give us Frankenstein but really it's Herbert West, Re-animator. There's some new equipment, mostly arcane stuff. They give you cursed items and Relics, which are rare but very powerful

The book wraps up with another campaign, this time all about trying to stop the Church of Dagon from awakening the Elder Gods. If you're going to play this campaign, make sure you've got plenty of Deep Ones and other Lovecraftian monsters. You can even make this a continuation of the first campaign if you played through it.

As much as I beat up on this game for taking a lot from Deadlands, they completely changed course with this book. I really like the idea of mixing Lovecraftian horror with the old west. If they had started the series with this stuff, my first impression of this game would have been totally different. I also really hope that Osprey will roll the core book, Hunting Grounds, and this book into one mammoth tome in the future. I doubt it will happen, but I will dare to dream.


Friday, October 30, 2020

Sources Say: Dracula's America: Hunting Grounds

Name: Dracula's America: Hunting Grounds
Produced By: Osprey Games
System: Dracula's America
Genre(s): Western, Horror

Hunting Grounds is the first expansion for Dracula's America. And it fixes some of the problems I had with the original game right out of the gate. That's right, we've (finally) got melee weapons! Took long enough! You know what that means, right? Oh, yeah, we're going to have the Ferner Five become a thing in this game... And there's more as to why this will happen coming up.


The book opens with some more detail in the setting, centered around Deadwood and the Black Hills. Apparently, the whole Custer thing happened in this timeline (even if it isn't actually stated) and folks started prospecting around the Black Hills and found Ghost Rock! Oh, I'm sorry, they found Animus, some kind of solidified ecotoplasam. I think, I'm a little confused but we'll move on.
This book introduces two new factions: The Forsaken, who are the remnants of the US Army's 7th Calvary (you know, Custer's boys) and cursed to be werewolves and The Shadow Dragon Tong, a group of Chinese workers, fighters, and magic users that are challenging the Crossroads Cult. Of the two, I think the Shadow Dragons are the more interesting and more powerful faction. All the Forsaken get is two (random) werewolves that you can't always control. Meanwhile, the Shadow Dragons get two melee combat ghost people and can buy magical tattoos. I have to say, I'm impressed with this, as I fully expected to them to be a bit more stereotypical.

And speaking of being impressed, they fixed the Skinwalker Tribes. Well, they made some good changes. The best thing is now they have variations for the faction based on the regions that tribes would come from. And they put in a note about how different tribes and groups are. If you're playing a Skinwalker posse, I would strongly suggest picking up this book if you haven't already. I have to say that I was impressed that they undid the whole monoculture for the Native Americans, and they even included a note about reading up on them. I always think this is a really good idea when you're dealing with historical stuff, especially when you're talking about people that had acts of government enforced genocide against them.

While this book does add in the close combat weapons, it does give you some other weapons and gear, like muskets and Coup Sticks. There's also some more spells, some of which are for certain groups, like the Skinwalkers, Crossroads Cult, and Vodou stuff. There's also a few more Hired Guns, not all of them are useful and add into some of the new stuff they introduce.

This is very much a book for your Arcanists. Why? Because we're going to deal with the Hunting Grounds or Spirit World! That's right, you can now jump back and forth between reality and the spirit realms. As can equipment and buildings. I have to say, this seems to get messy really, really fast, because you can only effect things in the reality you're currently in. You have to make sure that the guy you're aiming at is this reality and doesn't jump into the Hunting Grounds. And if you didn't see the marker, well, sucks to be you. I don't know how much I'll be using this mechanic in my games, as you can use it in every game from this point on, if both players agree.

One of the new Hired Guns is a Gattling Gun and crew. I'm really happy to see this because people seem to forget about them as A Thing in the Old/Wild West. When it came to the Civil War and afterwards, these things were a game changer. Literally in this case. I don't know where I get a mini of this but I'm looking now.
Speaking of game changers, there's a lot in here for Campaigns. In addition to a new Encounter table for “Indian Territory,” there's also a whole thing for adding in Territories for Campaigns. It's a little fuzzy for me (which is not uncommon for me and this game) but you generate some before you get started, then put them up for ante before a game and the winner gets that one, but everyone gets one but then again you might not be able to have one so you'll have to generate one and... Okay. If you want the details, buy the book. I will say that (even if it's confusing) I do like how it adds some depth to the Campaigns. Plus, you can upgrade a Hideout in your Territory, giving you another way to customize your posse.

Speaking of customizing your posse, you can hire out one of your posse members to another posse if you're not playing the game. It gets even better as you can make a member of your posse a Mercenary Drifter if you have to retire your posse. I haven't read it completely yet but when I do, I'll be dropping stats for the Ferner Five.

The last thing... Okay, there's some stuff I'm glossing over, but I have to say that this book crammed a lot of good stuff between the covers so...

Anyway. The last thing this book has is a narrative campaign. In this campaign, you divide the posses into two groups, Alliance of Order and Alliance of Chaos, with the Crossroads Cult being the driving force behind the Chaos group. Over the course of seven missions, the posses will decide the fate of the world. I like this but I don't know if I'll ever be able to pull it off. If you have a large group of players, this would be a great thing to introduce them to.

All in all, this book is a great source book. It does everything a source book/expansion should do, improve on the original book without being too powerful, as well as filling some gaps. It is by no means perfect but if you're already playing Dracula's America, you'll want this book.

Friday, October 23, 2020

Setting Showcase: Wormwood (Rifts)

Name: Wormwood (Dimension Book One)
Produced By: Palladium Books
System: Rifts/Megaverse system
Genre(s): Science Fiction/Fantasy/Horror/70's rock (not really a joke)

Motorcycles, demons, magic, and the biggest badasses in the Megaverse!


The first “Megaverse” book for Rifts is one of the more interesting ones. While they later went in a more science fiction (or science fantasy) direction, Wormwood is a throw back to the 70's adult cartoons like Wizards, Rock n' Rule, and Heavy Metal. In fact, the last section of Heavy Metal seems to be a powerful influence when you look at it.

Wormwood is a very different world from Rifts Earth. So different, I get the feeling that this book was suppose to be a new game, but got pulled under the Rifts umbrella. It very well could be that they thought it would make it more successful. Or it could be that someone thought that Rifts needed the boost. Either way, this is a source book for Rifts, meaning you need the core book to use it.

As I said, Wormwood is different. Radically different. It's so different, the whole planet is alive. You read that right. Wormwood is a living creature. The how and why of this aren't known but it seems to have some kind of intelligence. How intelligent, no one seems to know. What this means is that the planet adapts to suit the needs of its inhabitants, producing air, food, and water for them, and even shelter. It also has symbiotic animals that help maintain it and keep it in good condition. This critters can also bond with the humans that have taken up residence on the planet, allowing them to communicate their needs to Wormwood easier. Since most everything people need is provided, and they have access to magic, there's very little technology on the planet. Somehow (only in Rifts, folks) a bunch of shotguns and motorcycles ended up here and people love them. There are seem to be some flintlocks and the like running around. The inhabitants will pay good money for any of these items.

Speaking of the inhabitants, let's get into some details. First of all, most of the people living on Wormwood are human and speak American English. They're also MDC (Mega Damage Capacity) creatures. Kind of insane when you think about it and unbalancing if they ever leave. The society of Wormwood resembles Renaissance Europe, with The Church in control of everything and the people divided by castes. Of course, the Church is really the last line of defense for this world. What are they defending against? Why, the Unholy Host, of course!

That's right, Wormwood is under siege from demons. While Rifts is fast and loose with what exactly “Demons” are, and it extends to this book as well, most of these things fit the bill if only in looks. These monsters are slowly conquering the world and draining the very life essence of those they have captured. Where exactly these monsters came from isn't really known but they're here and they keep coming. They've taken a lot of territory and it doesn't look like they'll be stopped anytime soon.

Of course, there's one last thing that might swing things in favor of the Forces of Light: The Battle Saints. They're giant organic robots. And they kick all of the ass. They're part of Wormwood's symbiots and there's only a handful of them. They require very rare crystals to move, but when they do, things are going down.

I love this setting. It's balls to the walls, over the top, and out and out nuts. But because it's a Palladium product, it's half-baked. Everything made by this company, but especially the ones for Rifts, are half-baked. But since I love things like Heavy Metal, this flawed concept is right up my alley. If normal Rifts doesn't do it for you, maybe give this one a shot.

Saturday, October 17, 2020

Off Topic: October 2020

 Howdy, everyone! I'm sorry I don't have a real article for you today but I thought I should put something on. So, I guess I'm going to ramble on about gaming, this year, this blog, and whatever else I think about.


Let's start with this year. 2020 has been a hell of a year. Every month feels like a year in and of itself. Some of us aren't working, some of us are working from home, and some of us (like myself) are working as normal, just waiting to catch The Plague and die. A bit of a hyperbole but not much.
The one good thing about all of this is that many people, like myself, have been able to turn back to solo hobby stuff. While I haven't been doing too much painting, I have been getting things put together and priming everything. And, you know, buying more stuff. I do this because I have some extra income and I want these companies to survive this year. I want to support local shops, too, but it's not easy with everything going on around here. If you can, I suggest you do what you can in a safe way. Look out for yourself.


Hearing that this show was cancelled is peak 2020 for me

If you're wondering why I'm doing this post, instead of my usual articles, it's because of my process. When I get ready to do a review, I tend to spend a week or so looking over the book or game I want to review. If I haven't played it, I tend to make characters, run some simple combat and etc, to get a feel for it. If I'm talking about a source book or something similar, I try to read it all the way through a few times and take notes. I'll use it to make a character or whatever, just to see how it works out. As such, you can imagine how much time this takes, before I even sit down to write the article. In fact, writing things out is probably the easiest part for me, taking only a few hours (at most) to finish a first draft. Of course, not all articles come easily and I have quite a few that are half done at most. Sometimes, the muse strikes and I can crank out 3-4 articles in a night and sometimes I have to push myself to get stuff done. Lately, things have been pretty stressful and I just don't have time or the mind to sit down and type things up. Since I take this blog seriously, I don't want to give you half-assed or incomplete articles. As you might have noticed, I refer to my entries here as "articles" not entries or posts because I've always looked at this blog as something like a magazine. While I am by no means a professional, and offer opinions on things, I do want to take this seriously. That's also why I rarely post things like this. And I don't monetize this blog as it's a labor of love. There's also some things that could cause me problems if I tried to make money (of course, if you do like my content, you can just buy my ebook.)

Sadly, this whole thing has killed my ability to play miniature games. I have a friend who's able to stay safe and can come over (you probably saw that battle report), especially since I have a ton of fans and an AC hooked up, so I was able to filter the air. I may have another guy that I can play with but it'll depend on some other factors.
Thankfully, some of the new games I've discovered allow for solo play, so I'm able to get something in. When I'm not working on a ton of other minis... I'm starting to catch up on what I have and cut down buying more. I won't lie to myself, saying that "I won't buy anymore until I finish these" because that's just not going to happen.
The last part of miniature games I want to talk about is about Warhammer 40,000. I was planning on getting back into this game (for some stupid reason) until they launched 9th edition. I'm sorry but I can't keep getting into something that has to update every few years. As much as I would love to play the game again, I'm probably going to pass for now. However, I am interested in Kill Team. I would play that and am looking into it for something in the future. I'm waiting to see what happens with it, if they'll update it to 9th or not. Or just completely drop it, as they've been known to do in the past.
if you're wondering, doing battle reports are quite time intensive as I have to make lists, set everything up, stop to take pictures, and try to take notes during the game. Writing one up can take a lot of time, too.

When it comes to RPGs, I really like playing them in person. I've played once or twice online (using Discord) but it really doesn't work as well for me. But it looks like I'm going have to make some changes if I want to get my fix now...
As such, I'm going to be running a one shot of Rifts for Halloween that I may do a Gaming Story about, depending on how it goes.
I really do like playing and running RPGs but they are quite possibly the hardest things to do. Unlike miniature games, they take longer to get into, longer to play, and requires more people. They are my preferred method of gaming. I love the experience of playing a game with a bunch of other people, the dynamics, the crazy things that happen, the jokes, and all that good stuff are why I play games. While I enjoy card games and miniature games, I do so for different reasons.
Hopefully, I'll be able to get a regular game going, somehow, some way, and I'll share it with you if I'm up for it.

Now, let's talk about what all I'm looking to do in the future. I won't promise you that this will all happen, because that's a fool's game, but I do want do these things.
First up, I want to finish my re-cap of the Ferner Five adventures. I had a lot of fun running that group and many of the players hold it up as the best game they've ever been involved it. Plus, I just love Deadlands.
Next, I'm hoping to finish my series about Silent Hill. I also need to finish that project, too. While it's probably the lowest preforming series of articles here, I write them for me. I enjoy doing it and it's my blog, so I'm going to keep at it.
I want to do some more In Depth articles as well. I really like talking about games in detail and this provides me with the chance to do so, since I've tried to rein in my reviews' length. There's also a bunch of stuff I like to discuss when it comes games, not just the books and mechanics, but things like where to find inspiration, what kinds of games you can run, and so on. I really like to pull out all the stops for these ones but they take so long, I don't have any others finished.
I'm also looking to but together more reviews and talk about settings and source books for games. However, I have a tough time figuring out which ones to do. While I usually pick the stuff that I want to talk about, I do admit that I pay attention to the games that get the most views (since no one ever leaves comments) when I sit down to work on these. As such, they tend to suffer from writer's block and lack of inspiration for me. Also, do you know how many source books I own? It's a lot.

With all of that said, if you want me to write a review of something I own (or can legally get for free), let me know. If you there's something you think I've missed, feel free to scream at me. I hate to do the "engagement request" thing but I'm not asking because I want to worship at the altar of the All Might Algorithm, but because I like to know if people are enjoying what I do. It's as simple as that. Not even to boost my ego but I like know that my effort has helped someone else.

For next week, I'm going to try and do a real article. Stay tuned to find out.



Friday, October 9, 2020

How To: Make Linoleum Bases

Welcome back to my “How To” series! I know it's been a very long time since I've done one of these but I thought it would be a good time to start up again.

Today, I'm going to show you how to make my linoleum bases. I use these bases exclusively for my “super hero” minis, because I like the way they look with the colorful costumes and all of that. While I haven't finished up too many of them, I can imagine it easily. Enough rambling, let's get started!

WHAT YOU WILL NEED:

At least one miniature with a plastic slotted base of your choice

Pin vise (or Drimmel)

Brass rod (1.2mm is what I use)

Superglue (or epoxy of your choice)

Hobby knife

Plastruct (I'm using this in our example)

 

Step One: Pick You Mini

For this example, I'm going to show you one that I've already started on, Jackhammer from Reaper's Chronoscope line. The others are also from Reaper's Chronoscope line and I needed to get them done as well. There's Candy, Sugar, Frank Russo, and Cobra, Modern Ninja

If you want to do this, you want to avoid minis with integrated bases, as it's hard to cut those off. You'll want to either pick plastic miniatures that don't have anything on their feet or metal/resin miniatures with a simple tab on the bottom.

Step Two: Prep Your Mini

Once you've selected your miniature, you'll need to do the normal prep. That means cleaning it off, trimming flash and mold lines, and all that good stuff. The last part of preparations is to cut off the tab and drill the hole you need to pin it. However, if the model has very small feet, more common on female miniatures, you'll want to keep the bit of tab directly under the foot instead of trying to drill a hole.


 

Step Three: Pin Mini

Take your adhesive of choice (superglue or epoxy) and glue the pin in there. If you've never done this before, my advise to just shove the end of the brass rod in the glue and let it set. Once it's done, you can cut the pin to length.


 


Step Four: Cut Plastruct

Take your hobby knife and cut a piece of the plastruct that's big enough to cover the base you're going to use. If you're going for a 30mm base and the same type of plastruct I'm using in this example, you'll want to cut the plastruct into a 4x4 square, giving you roughly one square inch of plastic. It won't completely cover the base but also won't overhang it too much, so you can get in base to base contact with other miniatures.

Step Five: Drill Plastruct And Glue Down Mini

What I do is figure out where the pin needs to go through the plastruct and mark it. I also try to put it at a corner of the grid pattern. But, you'll want to make sure that the pin can fit below the plastruct, so try to make sure that your hole will be over the slot in the base or that the base dips down rather than lays flat. 


 

Once you know where you want the mini, you can use a pin vise or just your knife to drill a hole through the plastruct. If you're not using a pin, and instead using the remains of a tab, I strongly suggest using the pin vise to drill the guide hole and then use your knife to expand it for the tab.

When gluing, I also strongly recommend gluing not only the pin/tab but the other foot as well. Because this will be a lighter base than say, resin, the model will be knocked over a lot more and you don't want the mini to pop off of it.

Step Six: Glue Plastruct To The Base

This is the last, and easiest, step. Now that the mini is on the plastruct, you can make sure it'll fit on the base. I suggest doing a dry fit, just to be sure, then you superglue around the base rim, and then putting the plastruct and mini down. I do the whole rim that way I can move the plastruct around if I need to before it sets. Once you've got it set, just wipe off the excess and let it dry.

 


And now you've got a cool looking base that shouldn't cost you too much!

Friday, October 2, 2020

Let's Review: Zona Alfa

 What is it?:

Zona Alfa is a 25mm scale miniatures game published by Osprey Games, inspired by things like S.T.A.L.K.E.R. And Roadside Picnic.

 

The setting:

While slightly vague about the exact location, it's clearly suppose to be the Chernobyl Exclusion Zone (like STALKER) in Eastern Europe in territory of what was once the United Soviet Socialist Republics. Also known as the USSR or CCCP.

This Zone is very fucked up. There's zombies, ghouls, hordes of vermin and wild dogs. To make things even worse, there's Anomalies. These warp reality and cause all sorts of crazy shit. If you've played STALKER, you know the basics.

The Zone is contained by a military force that should be keeping people out, but seem to be either easily bribed or evaded. Probably a bit of both. Inside the Zone, there's a half dozen groups operating inside, looting and pillaging whatever they can get away with for a variety of reasons. These groups can work together, ignore each other, or fight whenever they come into contact.

Inside the zone is a very dangerous place, so don't think that it's a place for the faint of heart. Only the hard, or the insane, are able to survive long enough to make enough money to retire.

 


The system:

The game uses both d10s and d6s, but most of the rolls you're going to need to make uses d10s. One interesting thing is that the game is a throw back in that you want to roll low, not high, and there's critical hits and failures.

Before I go much further, I'd like to point out the very Warhammer 40k vibe that comes off of this thing. The game also uses the classic WYSIWIG: What You See Is What You Get. That means that all weapons and equipment must me represented on the model. Or at least something someone can reasonably guess is that it is. That means a pistol is a pistol, not an SMG. Nor is an Assault Rifle an SMG.

Building your gang is rather interesting compared to most other games I've read. Rather than using points to build your force, you go by the experience level of the models. Sure, it's actually called Khrabrost' but it's just a way to get a balanced force. You get 12 Khrabrost' to spend on your group, however your leader has to a Veteran that costs 3k Khrabrost', you really only get 9k. And each level of experience (Rookie, Hardened, Veteran) costs 1k and is also the total number of actions the model gets, as well as how much equipment it can carry. If you want to make a horde, just roll with a bunch of Rookies and have at. If you want an elite force, roll with Veterans.

Another thing you want to figure out is what Faction your crew is a part of. There's the military, scientists, traders, and independent operators. There's also bandits and cultists that seem to worship the Zone. Each faction relates to the others differently. What that means is that you could end up in a mission where the other player's crew is an ally, meaning that you have to make a roll to fight them. The good thing is you'll split the rewards if you don't attack each other. Even if you're not best buds, you might not want to attack the other crew.

The models have a few stats, beyond their number of actions. They also have Combat Ability (which seems to be what is rolled when in a fight), movement (which should be obvious), and Will (which is rolled to get back into the fight and survive stuff). Weapons have Range, Firepower, and Damage. There's a lot of weapons. Not just melee weapons and guns, but RPGs, grenade launchers, crew serviced weapons like mortars and heavy machine guns, and thrown grenades, as well as so much more. I'm really happy to see all of this, especially with the WYSIWIG rule in effect. It also means that I'm probably going to be using my old Imperial Guard to build my crew. Or maybe Inquisitors or even some metal Sisters of Battle.

Models, with enough experience, get skills. There's not a lot of them but they do give each model its focus.

When it comes to playing the game, the rules are very much like most other skirmish games that I've played. Each model gets a set amount of actions based on their experience as I mentioned, so you have to be very careful when building that group. If you're going to go with a horde, you won't be able to shoot as much, even if you have a bunch of them. Because it's alternating activation, you might get screwed because you can never see the other crew, as they're able to stay in cover.

Models get to equipment based on their experience, so you have to keep that in mind, too. If you want to have a model that heals others, you probably want to have a more experienced model in that roll. Not only because of the number of actions they can take, as well as having skills that can help, but the ability to carry enough kits to do what needs to be done.

Speaking of healing, this is where things can get weird. When your model gets hit by a ranged attack, it can either miss, hit the armor, or actually do some damage. When an attack hits, but doesn't do damage, the model becomes pinned. Which you have to slowly remove with actions. Most models can take only one damage, but do remain on the table so they can be healed. They just lay there until someone kills them outright or the game ends.

Remember how I mentioned how much this reminds me of Warhammer 40k? Well, that's because it uses the old blast markers and flamer template. Thankfully, I have several left over from when I played. However, it doesn't use the old scatter die, instead you use the direction the “top” of the d10 is pointing when using blast markers.

In addition to all the rules to make your crew, there's rules for a campaign and leveling up your crew. You get points, and cash, from completing missions and getting salvage (oh, we're going to have a talk about the missions). You can use the cash to buy the stuff you need, including more models, or you can save it. Saving it is the name of the name, you see. During a campaign, your goal is to hit 10,000 in Zone Script (ZS) and retire. Of course, that might be easier said than done. When you select a faction, they give you discounts for buying gear or guys, but at the cost of 10% of the take during a mission. What happens if you don't bring home the bacon? They take 10% of your savings instead, so if you're almost to retirement, you will lose a lot of cash. There are some suggested ways of changing the end game but you'd have to discuss them with the other player(s) first.

So... Missions. Runs. What you do to actually play the game... Yeah. This is where things start to fall apart. There's no real rules for deployment. I saw some in the little campaign they have at the end of the book but no hard and fast rules, at least that I could see. They also say that the game can be played on a 3'x3' board, but with the weapon ranges they list, you're going to get smashed on the first turn if you didn't deploy in the right way. Not that you would know how to do that... If you really what to play the game, be ready to play on a 4'x4' board absolutely covered in terrain.

In each game, there's a “threat level” so to speak. The deeper you go into the Zone, the more Hot Spots you encounter. Roughly two per level with three levels. But there's no real rules on where to place these Hot Spots on the board. Plus, each Hot Spot and objective has a threat inside them. There's vermin swarms, zombies, ghouls, bandits, and mutants, with rules, but no real description of what they are or how big they should be. I don't know what the difference is between zombies and ghouls, as our modern version of zombies are more ghouls than traditional zombies. And these threats will move no more than 12” away from the Hot Spot and objective, so placement should be important. Also, Hot Spots are where you get Artifacts, which are very powerful, and therefore, very important. Since the game has a turn limit, you'll have to rush to these things, beat the monsters (and possibly opponent), and then make a roll to collect the Artifact. And then you'll have to roll to see what it does.

As for objectives, and mission types, there's a little table for What/Where/Why, which is cool but again, no rules for how that effects the mission. I'm not sure exactly what happened here but it just... Bothers me. Happily, there's only one objective per game so when you combine up the tables, you'll get a lot of different games out of it. Once you figure out what they all mean.

 


Is it worth it?:

I hate to say it, but... No, it's not worth $20. It's not a complete game. It's only ¾ of a game, which is a real shame. There's so much flavor text and atmosphere in the book, but it seems to be at the cost of basic rules you need to play it. I'm not sure if Osprey has an editor for these games but it looks like they need one. When I was reading over the game again for this review, I got the sense that the creator just ran out of room for the last few things the game needed and just assumed that players would figure it out. I think that might be because the creator is of the “old school” way of thinking where it's “your game, do what works for you.” There's nothing wrong with that, it just work for a lot of people.

However, I only paid about $12 for my physical and digital copies each, and if you're willing to do the work, it's not that bad at that price. I love the concept of the game and I think it has really good mechanics and setting, but I have to caution you if you're expecting a complete product.

My final note is that the book has a ton of fantastic art and great favor text that really gets you into the world of Zona Alfa. If they gave this book the “Hardback Treatment”, (like Gaslands) with rule fixes and expanded mission stuff, I'd buy it in a heartbeat, even at $30+.

Friday, September 25, 2020

Battle Report: Last Days - The Screw You Gang VS Jay's Crew

Are you ready for some zombies? Because I finally got a real game of Last Days in, with another person, and boy was it wild. Buckle up!

The Crews:

For this game, I brought my Screw You Gang: (which was featured in my first solo game).

Velma (Leader) armed with a chainsaw and magnum

Daphne (Survivalist) armed with a SAW and a knife

Fred (Tough Guy) armed with a semi-auto and heavy blade

Shaggy (Tough Guy) armed with a pump action shotgun and heavy club

Scary Doo (Dog)

 

And Jay's Crew:

I don't completely remember what all he had, but I do remember that his boss had a shotgun, Sarge was a Sarge character with a High Powered Rifle, he also had a Dog, two Gang Members he called the Safety Twins (one of with had a shotgun), and one other guy. Sorry, but he didn't email me his list.

 


Set-Up and Deployment:

For this game, Jay brought a lot of terrain and I provided a little bit. We had two building that we could enter and set them up across from each other with a bunch of barricades and vehicles in between them, as well as my little pond.

With that done, we put the Salvage Tokens out like you're suppose to, with one ending up in the house.

After that, I we did deployment. I know, we kind of messed that up. So, I set up in cover, as I didn't want to get shot off the board in the first turn. I, once again, split up with Daphne and Fred behind the diner and Shaggy, Velma, and Scary behind the APC. Jay deployed his group with Sarge and this boss behind the house and the rest of his force kind of spread out along the edge, mostly in view.

Once we got set up, we then put out the zombies. We learned something with that, let me tell you.

 

The Game:

During the first Menace Phase, Jay was getting stared down by the zombies. They didn't reach him right away but he had to focus on them right quick. Meanwhile, I won initiative and chose to be the Aggressor. I started slowly moving my group up to the diner and around the APC, and Jay started moving into the house and towards some of the Salvage Tokens. After that, Jay took some potshots at some zombies while I decided to hold off of firing.


During the next Menace phase, Jay gets swarmed. He gets a few from Noise Tokens and the ones that are already out there are getting in his face. I won initiative again (I'll keep doing this through out the game) and again chose to be the Aggressor. I start having Daphne climb up the diner, Fred comes out from behind the diner, Shaggy, Velma, and Scary come out into the open. Meanwhile, Jay has gotten Sarge up into the attic of the house and continues to zip around, moving his dog in front of the diner. During the shooting phase, I find out Sarge is armed with a high powered rifle. I mean, find out the fun way...

 

After this, things get a little hazy, so you'll have to bear with me. Sarge takes out Shaggy, in one shot, and goes Locked And Loaded later. Velma ends up taking out Sarge with her Magnum, ending that threat. Most of Jay's crew is stuck not far from his deployment zone, trying to break off from the zombies, and collects a Salvage Token. Jay's dog engages Fred and takes out a bite. Next turn, Fred rolls a 6 for damage and makes him into dog meat.

What changed the whole game was Daphne. She gets up to the roof of the diner and gets close to the edge. And then starts the hail of bullets. With her position and the terrain, she's got almost the whole board locked down. Jay now had to work around her and I was able to press him. Fred got taken out, as did Scary. For Jay, I took out two of his other goons and it was getting hard for him to do anything. He lost his Salvage Token because I took out the guy who was carrying it, right by the board edge. His leader had to kick a zombie off of him and then fell back into the house. While Daphne could see him, I decided to give him a break and agreed that he couldn't be shot.



And then we got to the Break rolls... 

 


Results:

With both of us down by three members, and him having one more than I, it was really close. But, he Broke and I didn't. I ended up winning and collecting all of the tokens. Thankfully, this was just a one-off game so it won't matter in the long run. It was really a chance to learn about the game.

 


What did we learn? Well, we weren't putting out enough Noise Tokens, and as such, there weren't nearly enough zombies. One thing that made a huge difference was us screwing up the climbing rules. In most of the other games I've played, your models can “hang out” between turns and complete a climb as long as it takes. If we had been doing everything right, I wouldn't have been able to get on top of the diner. However, I'm going to be making some ladders... There were a few other minor things (forgetting when to roll Courage/Horror checks, etc) but we did a pretty good job of getting the rules down.

 


While I do like winning, it was a very close game. If I hadn't taken out Sarge as quickly as I did, I would have been screwed. If I had rolled poorly with my Noise Tokens, I could have been easily swarmed by zombies. If Jay had rolled better in the Shooting phases, he wouldn't have been as slowed down and able to get more tokens. Until the last turn or two, it really felt like it could have gone either way. 


Jay and I have agreed to try playing some more one-off games before starting a campaign. And after that campaign, we might run a Seasons campaign. So, stay tuned.


 

Friday, September 18, 2020

In Depth: Hunter: The Reckoning

 

A while back, I wrote a review of for Hunter: The Reckoning. I suggest you go back and read that review so you've got the basics.

Before we get too much further, I hate to admit that I don't have too much experience with running Hunter games. One of the main problems with White Wolf games is that they can be very intense and requires tons of preparation from the Storyteller. I don't know how to explain how much work you have to do before you even begin to have players creating your characters. This goes double for a Hunter game. Unlike a game of Werewolf or Vampire, which included several built-in villains and enemies, Hunter uses every other White Wolf game as antagonists and enemies. In the Hunter core book, they mention vampires, werewolves, wizards, ghosts and zombies, and fae. In the core books of each of those games, there's usually the “good guys” that the players are part of and then the “Bad Guys” that oppose the organization that the players are part of. The most classic example is from Vampire: The Masquerade with the Camarilla and the Sabbat. When you do Hunter, there's no difference between these two groups, not to mention the various vampire clans. In Hunter, vampires are vampires. Of course, if you really wanted to, you could have your Hunter group exploring the subtly of vampire politics. But, I think you should just play Vampire if you want to play that. Or pick up the pre-Hunter hunter books.

This brings me to another important point: The level of detail in the old World of Darkness. By the time Hunter came on to the scene, the WoD had been around for some time with tons of source books and lore. Because the old WoD is now gone, you can't find a lot of source books anymore. Even when they were in production, there were so many to read. These days, with the World of Darkness Wiki, you can look up just about anything you might need. Assuming someone has taken the time to type out the details. Of course, it is your game and you can make up whatever you want or need. I would dread playing a Hunter game with an experienced Vampire or Werewolf player... If you get a detail wrong, you'd have to deal with it and I hate that sort of thing. Unless it's an honest mistake. I freely admit I like the lore and cannon of games and don't change it lightly. And with the Old World of Darkness having so much lore and history...

 

Hunter Source Books -

I'm not going to talk about the core book, as you need it to play, and you should probably review it on your own. Instead, I'm going to take some time to explore the books I've read and what I think about them.

The Player's Guide:

This is an important book for both the players and the Storyteller. Not only does it add Flaws and Merits to the game, it does add a lot of stuff about making your character. The most important thing is the addition of the two “lost” Creeds (the Hermit and the Wayward), but also Bystanders (that I mentioned in my review). The book gives you options for gaining new Edges and even on changing your character's Creed. I'd like to point out that changing something like a Creed is almost unheard of in other White Wolf games, and having it in Hunter shows just how human the characters are.

The Storyteller's Handbook:

This book provides almost no rules information, but it's critical for a Storyteller. It helps you build better monsters. It helps you navigate the World of Darkness and gives you tips on how to run the game in depth. It even gives suggestions for how to run a game for characters in prison. It also gives you some tips on how to use the Messengers and what exactly they are. While that might seem disappointing for people looking to expand on the monsters, there are other books for that, as I'll discuss below. All in all, the book is a very good resource for people trying to figure out how to start a campaign of Hunter and keep it going.

The Storyteller's Companion:

This is one of the books I just mentioned. The book gives you more rules and abilities for the monsters. It changes the mechanics for the monsters from the core book back to their own systems, which is a little weird. While it provides a wealth of new powers, the book is very thin, only 64 pages long. I think it's the smallest Hunter source book out there. However, it was coupled with the Storyteller's Screen, which may explain why.

If you're going to pick up the Enemy Books, you're going to need this book. All of the powers from this point on are adapted to their systems.

The Creed Books:

As there are nine Creeds (when you add in the two Lost ones), that means there's nine of these books. I don't want to break down each one (I might in a Sources Say, if there's enough interest), so I'm going to give you a summary of them as whole. I own all of them and I've noticed they are laid out almost exactly the same. Each book begins with a series of Hunternet posts (or Creed website) trying to explain who and what Hunters are and what each Creed is. From there, it has a series of additional Hunternet posts, journal entries, or something similar, that come in three different “Voices” or characters. Each of these characters we follow are our way of seeing the three different “camps” or philosophies of the Creed. They are almost universally the Conservative camp, the Moderate camp, and the Liberal camp. Keep in mind that all of this is just flavor and setting, no rules, and takes up roughly two thirds of the book. After that, you get new Natures, Demeanors, Edges, and each Creed's “super power.” Every Creed now gets a power unique to them that reflects their aspect in the war. After that, there's a brief bit with the profiles of the characters you've been reading about in books.

In the end, I think these books are worth having. They can help players understand their Creeds and give them new options to explore. For the Storyteller, there's new Derangements to give to characters based on their Creeds and some potential antagonists for the troupe to encounter in the form of other Hunters.

The Enemy Books:

Again, I'm just going to give a quick summary of each book for now. I will do a full review of each book in Sources Say in the future.

The Walking Dead gives details about ghosts and zombies. Almost all of the book is Hunter-net posts that include arguing, bickering, and a flame war or two. While it does provide some information about what other Hunters have encountered, I felt cheated. The last part of the book provides a few more rules, including rules for Mediums, I don't feel like it's enough. Okay, it does offer some details about what's going on in the spirit world and some advice for running the undead, it just doesn't feel like enough. I feel like there's too much information for players compared to what the Storyteller gets. It's like, is this book for players or Storytellers? If it's an “enemy” book, shouldn't it provide more information to a Storyteller than the players?

The Moonstruck details werewolves and other shape-shifters. That's right, now you have stats to you for the other shape changers out there. Including werecrows, which I didn't even know about. It also gives them some very powerful rituals that can really hurt your troupe if they rub these creatures the wrong way.

The Nocturnal gets into the vampires in Hunter games. There's a lot to vampires that just gets a mention in this book. If you don't know, there's two big groups of vampires in oWoD and they're very different. However, looking at them from the outside, I don't know how obvious those differences would be. The book does a fair job of giving you different perspectives and encounters between hunters and vampires in the first two thirds for the book, which should help you if you're a veteran VtM player. The last third of the book gets into the powers and personalities of the vampires, which is worth the cost.

The Spellbound fills you in on the Mages in the World of Darkness. Of all the enemies Hunters face, I think Mages are quite possibly the hardest to use. They look human but they aren't. They don't exist in the same reality of us. To them, reality is mutable. And that is something really hard to nail down in a game. Again, the first two thirds of the book are about how Hunters and Mages interact. And, again, there's two different groups at play that have radically different goals. The last third gives more powers, as always, but does its best to help you understand the “human on the outside, completely not on the inside” element of Mages.

The Infernal is a unique book in that there's nothing about the Demonic in the earlier books. At least, not directly. You see, after White Wolf did Hunter, they made Demon: The Fallen. Yep. Full Edge Lord Mode Engaged. However, the demonic does make for a unique and interesting antagonist for the Hunters. They're new, they're different, and they are very, very powerful, if left alone for too long. The first two thirds gives you different groups of Hunters to follow and different kinds of Demons they're up against. One of them is very, very tragic, so be warned. There's a lot to learn about these foes, so be very careful about including them in a game, especially if you have players or characters of a religious bent.

Survival Guide:

This book is misnamed. It's a “World Tour” of the World of Darkness, as seen by a handful of Hunters. Each continent is covered by one person, giving only their experiences in some areas. However, it is very well written and contains quite a bit of information from just those small entries. It's all good to see how the Imbued are a global phenomena. As this was written in late 1999, it isn't accurate to the world today, but the basics are probably still good. It's also good to see them looking beyond America, even if it's just bits and pieces.

Unlike The Walking Dead, I think having this book contain almost nothing but stories and player information as forum posts works well. Part of that is because the book is very focused and doesn't get distracted. The characters, even the racists, are engaging and present the information in a captivating way (even if you want to punch them in the face). Also, they even say it's a “player's guide” and was released after the Storyteller's Companion and was the second source book for the game.

I would suggest picking this one up because of the New Dijon incident, which is referred to in other books. It's also worth it just for the stories inside.

Holy War:

You might think of this as a sequel, or companion, to the Survival Guide, as it deals with the one part of the world they didn't cover, the Middle East. Keep in mind, when the Survival Guide was written, that area of the world wasn't as important to most Americans. Then 9-11 happened, and oh boy, did we sit up and take notice. And there in lies the rub. Hunters in the Middle East get a host of different powers, are at more risk than any other Hunters because of what's happening in that area, and are much more complex than Hunters in the other parts of the world. Now, I'm not saying that they're not and this is a bad idea, I just wonder why this area is so important. Faith is a big deal in Hunter. The books are littered with biblical quotes and the Middle East is the birth place of not only the Bible, but the Torah and Quran and the faiths connected to them. Could this be the reason? If so, that's fine. I'm not sure how I feel about all this religious stuff, but I do have to say that it does fit with the metaplot they've been developing. Since this book was part of The Year of The Scarab, it's clearly an attempt to fit something related to the Middle East into the Hunter series. As they had also released Mummy: The Returned that year, I would have rather had something more related to that instead of this. Then again, it could be that the Middle Eastern Hunters were more important because the End Of The World was suppose to start in that part of the world. Who knows?

Utopia:

This is a very different source book, as it takes the game in a very different direction. The book is all about “winning” against the forces of darkness. Which is why it isn't exactly canon. Okay, it's not about a total victory, but the beginnings of one. I honestly don't know how I feel about this one. I might need to do an deeper delve into it in the future...

Fall From Grace:

Oh boy... This book... This book is pretty much your “end game” book for players (not campaigns, see below). As you might remember, the powerful your Hunter gets, the more insane they become. This book gives the Storyteller options on how to handle that and tips for giving out Derangements. The major thing is that it explains what happens when the character is getting ready to get their 5-point Edge. It gets messy. You see, your character has the option of becoming a direct servant of the Messengers. Or simply forces themselves into that level of power. Or, and this is a doozy, makes a pact with a demonic being for more power. Yeah. Since Demon: The Fallen wasn't released until after Hunter, it makes sense that they had to slowly slip them in here and there. And this is one of those places. And given the biblical feelings of the Hunter line, it makes sense to have being tempting these “Chosen” and trying to corrupt them.

The beginning of the book has three stories showing different ways the hunt has effected people. Notice that these are stories, not Hunter-net posts and flame wars. And I feel the book is better for it. I've felt that the Hunter world is best presented in the form of fiction, rather than the ramblings of people online. Unfortunately, the people they got to write the tie-in novels weren't that good or couldn't make a story engaging enough for a full novel. Now, when you read the stories in this book, keep in mind that they're going to extremes. Harsh language, disturbing images and topics, all that good stuff. I do think they went a little too far, but it's not too bad.

Urban Legends:

This book is a good one for long running Hunter campaigns. Why? Because it gives the Storyteller some curve balls to throw at the group. And it expands the World of Darkness. There are rules for mutants, Mummies (who had been skipped so far), and “Anomalies” so you can cook up something even experienced players haven't seen before. There's ideas for unique monsters that they've already seen (atypical werewolves, vampires, demons, etc), there's rules for places with serious bad ju-ju, and so on. They also give some details of Fae, who never did get their own source book.

This book is best used when you've been running a game and find yourself tending to cycle through the same type of enemies over and over again. Or, you have a campaign focused on one type of enemy. This book allows you to have something different pop up and make the characters question things all over again.

First Contact:

This book deals with the other hunter organizations (see below) that exist in the World of Darkness and how to include them in a Hunter game. This is useful as one of the groups is Project Twilight (see below), who are members of law enforcement, someone that Hunters might interact with at some point. They do give you rules for making your own “Twilight Division” for law enforcement groups in whatever country you might live in.

These mortal hunter groups are also useful to have information on, and possible interactions with Hunters, if you're going to run a game that constant monster enemy. If you're going against vampires, for example, you might want to introduce the Inquisition. These human hunters could act as friends or foes in a game, depending on how things go.

The organizations presented here are each focused mostly on one particular type of enemy. The Inquisition is trying to take down vampires, Project Twilight targets werewolves (as they're eco-terrorists) and vampires, The Arcanum were a group that focused on the study of the supernatural including vampires, ghosts, and mages (and their source book is from Mage), and the Dauntain that were Fae that fought against other Fae. It's complicated. The book finishes with a handful of secret societies that seem to come from most of the other lines.

Time Of Judgment:

This is it, the end of the line. And the end of the world.

This book gives you three different scenarios for the End Of The World, each one based on the primary Virtues of the Imbued (Zeal, Mercy, Vision). This scenarios aren't about stopping the end, and doesn't really give much about how the end comes, but how to deal with things during the Last Days. Since this book also includes the conclusions for Changling, Demon, Mummy, and Kuei Jin, I suppose you could use any of those to explain the end. Personally, just from a quick check, the ones from Demon offer some pretty interesting options. It also discusses the reactions of each of the monsters from the game to the end, cutting off or empowering Hunters, and having humanity able to react normally to the supernatural. If you want to end the world, I'd suggest picking up this book and planning this out from session one...

 

Other Source Books -

The following are some books for other White Wolf books I've picked up and found useful. This isn't an exhaustive list, but you can look at it as a starting point.

Hunters Hunted (Vampire: The Masquerade):

This a very old Vampire supplement, dating all the way back to 1992, and lays the ground work for three different hunter organizations (two of which are further detailed below). The book was a chance to have your players take on the role of normal human hunters, or you could use it to create hunters of your Vampire players, and outlines several different philosophies for hunters.

While extremely dated, the book does have some good information for a modern game. As I mentioned, there's a list of philosophies for hunters, which you can use for your own Hunters or as suggestions for characters in how they think about the hunt.

The organizations covered here appear to be revisited for Hunter in the source book First Contact as well as source books for their respective game lines.

The Inquisition (Vampire: The Masquerade):

An expansion on an organization discussed in Hunters Hunted, the Inquisition gives a much more in depth history of the group and some additional powers. The Inquisition shows that not only have some people been aware of vampires and other supernatural creatures, but that they've discovered how to hurt and kill them. As vampires and the other creatures are aware that the Inquisition is still around and might give the Hunters a scapegoat for a while.

Project: Twilight (Werewolf: The Apocalypse):

I picked up a copy of this a few years before Hunter had come out and never had a chance to use it, so I sold it. Recently, I had a chance to pick up another copy for dirt cheap, so I did. Now, with Hunter out, I have a use for it.

PT covers the US Government's attempt to deal with the supernatural, covering the FBI, the NSA, and mentions the CIA. It also reveals the infiltration of the supernatural into the US government. While focused on werewolves, it does have mention of vampires and mages. 

 


Recommended Reading -

Please note that the source books each have a list of things to read and watch. I'm adding more modern media to the list here.

The Watch Series by Sergei Lukyanenko:

This is one of my all time Urban Fantasy book series. Well, the first three. The last three are okay but not as good as the first ones. I think it best shows how the World of Darkness would work, but with all of the “monsters” organized into two camps: The “Good” guys and the “Bad” guys. While these are inhuman vampires, werewolves, and mages are no longer wholly human, they still come from humanity, that have had the veil pulled from their eyes. I feel like this is perfect for not only understanding the monsters in Hunter, but the Hunters themselves. If you haven't checked out this series, I strongly recommend it. If you don't have the time for the books, there are movies for the first two books (Night Watch and Day Watch) that do an adequite job of presenting the concepts for the books. Of course, they take things in a very different direction, but they're not terrible.

 

 

Recommended Viewing -

Watchmen:

I hope you're not surprised by this selection. I've seen people compare Hunter to super heroes and that's not a bad parallel. However, I think this movie (or the comic, if you're up for it) is perfect in showing what happens to a troupe of Hunters as they continue down their paths. If you want to, try to assign Creeds to various characters. And I believe Rorschach is the path of all Hunters as presented in the books. So driven by their mission, they can't even operate in normal society anymore. Think about it while you're watching the movie.

Dog Soldiers:

Sure, this is an action horror movie, but it does show a team of soldiers going against a pack of werewolves. It's not a bad thing to watch and get ideas from. It can also show players that werewolves travel and fight in packs, something to keep in mind. Since it's a horror movie, a lot of the characters die over the course of the film.

Ghost Machine:

Another action horror movie, this time with some sci-fi elements, this one involves a ghost. There's a minor romantic angle that some people may not like, but I thought it was okay. I think it does a good job of showing the motivations of a ghost, as well as the horror of what ghosts can do.

Underworld:

You might as well called this “World of Darkness: The Movie.” Because it's not far off the mark. In fact, White Wolf sued, that's how close it is. That said, I would suggest watching the first two. The fourth and fifth movies can kind of show why the vampires have the Masquerade, but they're not the best. The third is something that some people love and some people hate. No matter what you think of them, the do a good job of showing how vampires and werewolves could operate in the modern world.

Kolchak: The Night Stalker:

There's two different versions and I'm only going to talk about the original. Sure, it's old, it's hokey, but it's got a really good Hunter vibe. You have a believer out there, finding the supernatural, and no one believes him. There's also your classic monsters; vampires, werewolves, and more than one evil cult or magician. There's curses, monsters, and one guy out there to tell the truth. Sounds like a serious drama, doesn't it? Well, it's not. It's played for laughs. It's a horror comedy and it really works for me. If nothing else, you can recycle the plots for your own troupe. Werewolves on a cruise ship? Good luck killing them!

 

Starting Your Hunter Game:

This is discussed in depth in the various books, but I thought I would offer my own ideas. What I've done is create a document that includes some disclaimers, rules and guidelines for character creation, and a couple of questionnaires.

I did the disclaimers because there's a lot, and I mean A LOT, of racism, sexism, bigotry, and all sorts of other stuff in the books. I just wanted to make it clear that I don't support those things and that people be aware of it. I did the guidelines and rules because of Twilight. Yes, I seriously say “NO VAMPIRE BOYFRIENDS!” That damn series... Anyway, I also had some other things about the characters because I had some ideas about how I wanted to run the game. I'll talk more about that in a bit.

Now, I put in the questionnaire from the core book for characters, with some minor changes and additions. The one they give isn't bad, but I did have a few things I wanted to ask about. The second questionnaire was one to help people figure out what Primary Virtue their character might have. I would have loved to have done a much longer one, as well as ones to figure out exactly what Creed the character would have, but I just couldn't come up with enough questions. Well, at least ones that wouldn't be too obvious.

I did all of this for the same reason you should. You need to know what kind of characters you're going to be having in the campaign. In most other games, the person behind the screen can come up with an idea and then the characters can adapt to it. White Wolf games aren't like that. They're much more focused on the characters and their motivations. And unlike other White Wolf games, you don't have a community structure to motivate or control the players and their characters. As such, it's super important to know what kind of characters people want to play.

Since you can't completely plan everything out, what do you do? What I do is pick the location we're going to play. I choose my hometown because there's a lot of fun to take what everyone is familiar with and twisting it to something darker. Also, there's a fair amount of dark history here that I can tap into. It also makes it easier to map things out.

Next, I've been doing some research into the supernatural history and seedy history of my town, as you'll find that there's usually some crossover between the two. Let's face facts, a lot of criminals die horrible deaths and those can lead to ghosts. The best part of doing this, is that you don't actually have to create too many hints or stories, you can use real ones. I strongly suggest that you be respectful, as you shouldn't be a bag of shit. But, imagine what it would be like to have your troupe finally figure out who has been haunting the old library and putting that soul to rest. Or bringing down a century old gangster and human trafficker. By using these things, you bring the terror home as well. They know these places. They've been there. And they're going to have a totally different feeling about them now. Plus, it helps with the hardest part of running a Hunter game: How to get them into the Hunter. Unlike the other World of Darkness games, with mentors and groups, Hunters don't have shit. So, if I suddenly got the power to see ghosts, I would start investigating ghost stories and do what I could.

When you need to get them out there, use the news. Drop stories about wild dogs, people vanishing in a park, a bar burning down, whatever. While your Hunters are probably going to be proactive, they'll still need something to find. You don't want them to always being on patrol and running across the Monster Of The Week, because you've got a game specifically for that (that's also named that). Instead, you're going for personal tales of horror, bringing it into their lives. If a character has kids, have them tell the character something that makes them think that there's a monster on the loose. Maybe they saw something or heard something. Make the Hunter almost crap his pants. And then throw them for a loop. They can go out looking for one thing and find something completely different.

Because there's a lot of comparisons between Hunter and super hero media, you shouldn't be afraid to borrow ideas from them. Look at low level stuff, the early days of heroes, when they had to be worried about the villains finding out who they were. Imagine having a vampire or werewolf or ghost find out where the character lives, discovering their family. If things are slowing down, feel free to throw in a past enemy (or someone connected to them) at them, by attacking or even threatening their families. Eventually, your group will come to a crossroads: either they give up the hunt or they give up their lives as they are. And that's when you'll be ready to give them their 5-point Edges...

I do have to say that there is a few things you can plan out in advance: the power players. While the dead don't seem to be very organized, most of the other monsters are. As I mentioned above, each of the oWoD games came with a built in antagonist for the players. Well, in Hunter, you have to deal with both. Not only would you have to have a good idea of who's in charge of the Camarilla faction of Vampires in your city, but you'd want to have an idea of any Sabbat and Anarch terrorists in play as well. You'd want to know who the most powerful werewolves and other lycanthropes are in the city and if Pentex is involved. And so on.

My suggestion is to figure out their places of power are, their hunting grounds, and the like. Once you've got that figured out, work on the top of the organization and then connect those places to those people. Think of it as a level in a video game, with each step up this ladder as a “boss fight” but don't frame it like that to your players. I'd suggest looking into how very mafias and criminal organizations operate and use that as a framework for the organizations. I tend to find that once you know who's in charge, it helps set the tone for the organization as a whole.

Don't feel like you have to map out all of the intrigue right away, or even expect that it's going to come up in the game, as you will want to adjust to the players and their characters. Just have a rough map and be ready for anything. Once the characters discover that vampires are real and they're bad news, I bet you're going to want to have something ready for that. Maybe they'll be happy with removing a minor player and then want to deal with something else. Or maybe you're tired of them dealing with zombies and need that change of pace. The more time you invest now, the happier you'll be in the long run. Just don't get overwhelmed. 

 

Okay, this has gone on long enough. If you want to play this game, I hope this was helpful. If you were on the fence about it, come on over and join us. I think you'll fit in just fine...