Tuesday, May 28, 2019

A true beginner's guide!

"Hero's Handbook" by Jason Bulmahn and Sean Reynolds Published and distributed by Paizo Publishing ISBN-13: 978-1601256300 The Hero's Handbook is an integral part of the Beginner Box. It is probably the very best way for a new player to become at least semi-familiar with the basic Pathfinder rules. In its scant 64 pages, it gives new players a great way to immediately enter the world of Golarion! Instead of the usual boring "What is a Role-Playing Game", it has a very short solo adventure called "The Skeleton King's Crypt". It is more like the old "Choose Your Own Adventure" books. In only seven pages, it is a rather unique entry into Pathfinder and Role-Playing Games. The "Getting Started" section it gives info on "Creating a Character", then moves into choosing a race. There are only three choices, but they are the "bread and butter" of a Fantasy Role-Playing Game. Only Dwarves, Elves, and Humans are covered. At that point, it gives player info on the various character classes available in this book. It covers: Clerics, Fighters, Rogues, and Wizards. After that, it allows players an opportunity to customize their first character. Skills are next, and there are only 12 of these. Once again, these are the skills that a beginner might use. Feats follow, with thirty classic feats. So - what is your character going to need while adventuring? The equipment section gives a few ideas. Some weapons, some armor, and some gear. Now - Let's roll some dice! In the "Playing the Game" section, it deals with how to use the "Rules of the Road". Do you want to strike out and adventure? Go exploring! There are three basic environments - Dungeons, Wilderness, and Cities. The remainder of this pamphlet is devoted to thing like: Combat, Special Actions, Criticals and Threats, Armor Class, Damage, Concealment, Injury and Death, Casting Spells, Saving Throws, Mounted Combat, Reading Spells, and Leveling Up. Virtually the entire booklet is used. Even the inside front cover, inside back cover, and outside back cover are not wasted! I'd say this was a pretty good book for beginning Pathfinder - especially if you are new to the game. Even an experienced Dungeon Master like me can use this book for basic info. If you want to start with Pathfinder, there is almost no better book - despite the forthcoming Pathfinder 2.0.

Tuesday, November 27, 2018

Maybe you could win.....

THere's a giveaway going on right now to provide one lucky winner with boatloads of new RPG books. Visit: https://www.rafflecopter.com/rafl/display/8fa474c514/?fbclid=IwAR3b5a5C83xsIC4TbewOKgQwq5fjoBan-vYSsTHUNZC2YkwrjM8cFFAepXg and find out more!

Thursday, October 18, 2018

Raising awareness about Querent

There's a great idea floating on the seas of Kickstarter right now that I believe you should support! It's called "Querent" and it is a role playing game that uses Tarot Cards for play! I've used Tarot ever since my Great-Aunt Jessica taught me how to read cards and auras in 1968! Here's the link to the project - they are a little below half way to thier final goal of $17,000 to produce an actual Tarot Deck that would be sold with the game! Here you go: https://www.kickstarter.com/projects/fatbirdstudios/querent-the-cartomancers-tome Thanks for watching my blog entries! Bruce

Friday, October 5, 2018

Querent? What is it?

Folks, I may have just found my favorite Kickstarter project of 2018! It's called "Querent" - and it is a way to use Tarot Cards in a Role Playing Game in many ways! There are ways to use Tarot for Character Generation with a "Personality Spread"! There are ways to use Tarot for your plot generation.... And, believe it or not, there are ways to use Tarot for SOLO gaming! I've never seen a project that so dovetails into my ideas this way! Here's the link to follow - let's all get involved and push this project over the $17,000 mark! https://www.kickstarter.com/projects/fatbirdstudios/querent-the-cartomancers-tome/description or use their Facebook page: https://www.facebook.com/querentgame/

Wednesday, September 12, 2018

The Arcane Wonders

Hi fellow gamers! If you want to take a bit of the load off the GM's shoulders, this is a great resource: https://www.thearcanelibrary.com https://www.facebook.com/gurpsgm?hc_ref=ARTeqxA8ObDmixzR0Wgi-Q2dTaPnWhuu6nZp7nxItTZyg6YncW_HqoMyrNvdtQ1IF0k&fref=nf&__tn__=C-R https://twitter.com/gurpsgm These cards will be a great resource for GM's and handy, too, as they are much smaller that a whole book.... I did, and bought practically all of the https://www.thearcanelibrary.com/products/ and enjoy them very much! You probably will, too. Bruce

Thursday, September 6, 2018

Wednesday, September 5, 2018

Not just Towers of Adventure

"Towers of Adventure" by James M Ward Published and distributed by Troll Lord Games ISBN-13: 978-1-936822-92-8 In its mere 54 pages, ToA provide dozens, if not hundreds, of possible adventures and adventure seeds. There are only three chapters: "Book One: Illustrations and Maps", "Book Two: Hooks, NPC's, and Monsters", and "Book Three: Treasures and Traps". There are 15 pages in Book 1, which details fifteen different towers. These are simple Black and White one page illustrations, which have numbered rooms corresponding to the map and a map key. In the Map Key, however, are only slots for the GM to use for whatever happens to be in that location, if indeed there is anything at all. Some pages have a small number of rooms, the smallest of which was 11; and some pages have a large number of rooms - the largest of which was 31. There are 17 pages in Book 2. Part 1 of this has charts for assorted 'services' that a crafty GM could use to separate PC's from their gold; in Part 2 there are small adventure 'hooks' a potential GM could use for rumors (some of which might be true), and the largest section, Part 3, deals with NPC's; and finally monsters in Part Four. Finally, in Book 3, Part 1 deals with themed treasures, which are treasures geared to a specific class of character, and Part 2 has some diabolical traps a GM could spring on PC's - and, even better, ways for PC's to use those same traps to entrap their hideways against NPC's and/or monsters. This product reminded me of the good old days of Judges Guild, who produced many supplements for early D&D. It reminded me the most of the "Maps" series - a collection of booklets just detailing a group of maps (such as "Island Book I" or "Castles Book I"). This book is a great resource for potential GM's using =any= system that is based on a fantasy setting. Heck, on a =good= day, you could argue that these maps could exist on some strange unknown planet your Sci-Fi characters were exploring. The "Siege Engine" system of Troll Lord Games is incredibly easy to convert to any D20 based game, and most of this book could almost be used in any game - period. Considering the low price and the almost universal system, I'd highly recommend it to any of my D20 gamers, and at least recommend it to any gamer. Your Mileage May Vary.