03/18/15

Classic Reviews: Fantasy Hero

Brant Guillory 20 March 2015

Rules?  Meh.  Sourcebook?  w00t!

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fherocover
Please note that this review covers the old 2d edition book for Fantasy Hero. The book has been significantly revised in the 15+ years since this review was originally written, and we have no idea if this material is still present or not in the newer versions.

First, a confession: I don’t play the Hero system. I’ve never played the Hero system. I don’t foresee myself ever playing the Hero system. Yet, this book has one of the most prominent places in my gaming library, and would probably be in the top 5-10 gaming items I would recommend for the any new player, and in the top 3-5 for any new GM.

Why? The back half of this book is one of the best sourcebooks I’ve ever seen.

I’ve been role-playing since 1981. I’ve been collecting since about 1983. I have yet to see a better overall sourcebook than the one included in Fantasy Hero.

I bought the game without knowing you needed the Hero system to play (yes, I missed the big warning on the back cover) but that didn’t stop me from using it over and over.

And over.

From pages 100 to 202, the book tackles, in order: creating scenarios, running scenarios, fantasy genres and their conventions, setting up campaigns, and worldbuilding. That’s just the game-mastering section. The Sourcebook offers sample character archetypes, a sample campaign described in simple but sufficient detail to play, two extended scenarios, 5 mini-scenarios, and two of best sections I’ve ever seen on designing monsters and magic items. Oh, and the last 50 pages of the book (202-252) are one of the best collections of spell-books I’ve seen in years.

The section on creating scenarios leads right in to how to run them, and the brief advice is exactly what you’d want in “Everything I Need to Know About GMing I Learned in Kindergarten.” Individualizing the NPCs; Cinematic fight scenes; Pacing, Climax & Rewards; Foreshadowing; and Cash Flow are all addressed in ways that beginners can easily grasp and veterans will love to be reminded of. Continue reading

02/20/15

Classic Reviews: B10 Night’s Dark Terror for D&D

Brant Guillory, 20 February 2015

Outstanding “transition” from dungeon-crawl to explorer and a great campaign starter, if you can find it ~ it’s out of print

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How many of us have ever embarked on a great fantasy epic and the characters were dead in 20 minutes because we were building our new characters and bit off more than we could chew? How often has the DM/GM been forced to tie together a bunch of trite dungeon crawls together just to have enough of a campaign for the 2nd level characters to wander through? Ever wish you could get those low-level characters out of the “cheese maze” and into the world without getting them quashed in the second encounter?

Have I got a deal for you…

You’ll have to search the out-of-print bins, but this one is well worth the quest.

B10 – Night’s Dark Terror, was written for the original D&D line as the “transition” module from the basic rules (levels 1-3) to the expert rules (levels 4-9). You only need the basic rules to play, but most gamers had ’em all anyway.

B10

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02/4/15

Classic Reviews: Tide of Iron

Review by Brant Guillory, 4 February 2015

 

INTRODUCTION

So you may have heard about this little shooting match that happened waaaaaaaay back in the ‘40s? Started out when the Germans decided they needed a little more elbow room and they decided that Austria, Poland, Czechoslovakia, and most of Western Europe was perfectly suited to their needs? No? Buddy, you really need to read up on your WWII history.

Tide of Iron is a hex-and-figures boardgame (a combination gaining in popularity) covering actions between the US and German forces on the Western Front in WWII. It is played at the tactical level – squads of soldiers and individual vehicles – and decked out in Fantasy Flight’s trademark gorgeous components and graphics.

Tide of Iron also supports a four-player mode, in which teams play each side; the pieces are color-coordinated in two different shades to support this multiplayer mode.

TOI-26

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07/16/14

Classic Reviews: Dust

Great chips-and-soda game that is familiar in gameplay, but with just enough added complexity to keep players engaged throughout the game. Combat is nuanced but still fast-flowing, and players have to make serious strategic choices at every turn.

Review by Brant Guillory, about 7 years ago 🙂

This review originally appeared in Scrye Magazine

Number of players: 2-6
Designed for ages: 12 and up
Learning Curve: Low to Medium
Playing time: 1-3 hours
Pros: Visually grand; familiar mechanics; lots of choices for players
Cons: Backstory irrelevant to gameplay; some game effects not clearly explained

Dust, Fantasy Flight’s new “big box” game, is based on the comics of the same name, in which history was altered by the discovery of alien technology on a polar expedition early in WWII. You now know more than you need to know about the backstory of the game in order to play it. But don’t let that get you down, because Dust is a great game, regardless of the story behind it.

Players are trying to gain victory points by controlling power sources, conquering their opponents, and dominating certain numbers on the map. They do so by marshalling their armies, and balancing the manufacture of forces with the usage of them. Continue reading