Review of Dungeon/World Architect Cards

I backed the World Architect Cards on Kickstarter.

The basic shot:
New cards

The quick adventure and region I created from the cards. Details are not listed just to make sure no players see this before it is run.
Map

Quality: Good durable feeling cards

Usability: Using the cards only once, it went fairly well. The options provided do a good job of stimulating the formation of an adventure. It works best when using a variety of dice for randomizing the descriptors, some of the cards have 15 options which is tricky to roll if you are not used to figuring out how to roll unusual numbers on standard sized dice.

The dual sided nature of the cards is tricky as it isn’t just a straight deal of the cards but you have to know which side to use or have a way to pick the side.

Overall: Great value for the cost and it is a fun way to quickly generate a dungeon or region.

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Infinitas Kickstarter

The Infinitas Kickstater is really cool.

I have done something myself using the difference in black and white contrast between my laptop and TV screen do something ok in presenting maps on the screen. As of this writing the campaign is almost 2/3 funded. I would find it useful so I backed the project.

The use case is very different from Roll20 or Fantasy Grounds which enable online play, this enables in person play using technology such as a tablet and TV. The difference of assumptions are important as Fantasy Grounds and Roll20 assume two PC’s, with both able to act in the software. Infinitas DM assumes one Active device (tablet etc) and one passive device (TV screen). So they are definately different in setup.

The feature of most use to me that I hope they focus on first and deliver is the token movement and fog of war with the external montor being the player view. That alone would be worth the price. No digital drawing tools or lore book information would not make me like it any less.

As usual with Kickstarters, I generally assume a delay of 6 months in the fulfilling of the project. And to be honest this one may run into issues as they haven’t started on the programming yet, nor have successfully filled any previous campaign. As always beware of having to high of expectations on Kickstarters. But give it a look.

 

Review of First Dungeonesque Packet

I backed Dungeonesque  from Rouge Comet a streamlined reduced rule pamphlet for Dungeons and Dragons 5th edition.

As part of the process, pieces are made available to backers for review and feedback. This is my feedback.

Assumptions: The layout is not final, so unless there are very specific cases I will not be critiquing layout design or how much is on one page etc. Most likely the reader doesn’t have a copy of this material yet, and I won’t be providing a link to it.

In this packet are the four basic classes (Fighter, Cleric, Wizard, Rouge), New Chase rules, sample bestiary, optional rules, old school game mastering tips.

Classes: Mostly what I would expect. A condensed version of the classes with shorter concise explanations of abilities. Not much I have to say, they look good. I might have more  to say once I see a more complete view of character creation.

New Chase Rules: Overall excellent. I think a better clarification that when you drop out of chase rules you go back to standard combat rounds or out of round based events and back to more narrative roleplay would be good. Also I would reduce the rolls to a single d6 and d12 being rolled. A two third probability of any hinderance, but don’t differentiate minor or major as separate tables but a single table per environment for hinderance ordered from minor to major.

Bestiary: Already mentioned by other reviewers that the description shouldn’t be on the bottom of the stat block as it gets lost visually. Otherwise it is well done. I have seen shorter blocks but these seem very usable with all but the most complex creatures taking up a sixth to a fourth of a page.

House Rules: Good simple level zero character section, I have thought of a similar ranked NPC simple creation set that might be good to set down for skilled NPC creation. I also like the Hit Dice healing requiring a healing kit and the lasting injury ideas.

Old School Game-Mastering: A good description of how to run a game.

Overall: An excellent setup and one I am looking forward to the final presentation of the booklets. I will have several printed up as good game references to complement my one players handbook used by up to five people at the table during some game sessions. The shorter book for Dungeon Masters will help my son (age 8) as he gets lost in the huge content of the Dungeon Master Guide.