If there was a board game that reminded you of the classic "Choose Your Own Adventure" books, or the old "Myst" series of computer games, look no further than The 7th Continent. Now in it's 2nd Kickstarter campaign, the Black Box is already in my hands and I've looked at the rules, and basically know how to play. (P.S.: Yes, there is a solo mode). Wonderful board game that takes you on a trip to remove curses you receive at the beginning of the game.
It's in the home stretch now, as there are only 8 hours left to pledge. Please consider taking a look.
https://www.kickstarter.com/projects/1926712971/the-7th-continent-what-goes-up-must-come-down
I feel fairly confident about this being at least Board Game of the Year 2017, but may make it even to the top 10 board games =ever=. I love it, and I'm in for the Veteran Plus level and hope this message reaches a few of you before the deadline!
Bruce
Thursday, October 19, 2017
Saturday, October 14, 2017
Primeval Thule - the ideal Pathfinder setting?
Primeval Thule Campaign Setting
Authors: Richard Baker, David Noonan, and Stephen Schubert
Some may like what I have to say about this book, and some may not. As usual, Your Mileage May Vary. This 272 page book from relative newcomer Sasquatch Games presents a campaign setting like no other. Folks, if there were ever a campaign setting made especially for me, it could not be any better than Primeval Thule.
Unlike almost every other medieval type fantasy setting, this book is not about Kings and Queens, or elegant cities - the basic medieval times rolled liberally with various monsters both creature and human. This book is a =lot= more like "Conan the Barbarian", or "King Kull of Atlantis", or "John Carter of Mars", or "Krull". Magic is relatively rare and generally leads Mages into deeper and deeper evils. There are =no= Monks. It is a setting of Barbaric proportions, with unexplored savage wildernesses and wicked cities. Thule, at its heart is supposed to be mysterious - full of ancient evils, freebooters, mercenaries, and opportunists.
I'd be willing to bet that you're thinking about the movie featuring Arnold. No way, Jose! You must read the source materials - especially the various "Conan" books, as well as the John Carter of Mars series, and the Tarzan books at least to catch a glimpse of the real Primeval Thule.
There are only seven headings for chapters and an appendix.
1) Primeval Continent
2) Heroes of Thule
3) Atlas of Thule
4) Thulian Campaigns
5) Quodeth - City of Thieves
6) Monsters and Villains
7) Magic and Spells
The art is great throughout the book, and also matches the theme well. The short timeline of Thule deserves a close look. There are great sections devoted to helping players personalize their characters. A =huge= section for GM's wanting to run a Thulian Campaign. Also primarily for the GM is a big write up of the largest city in Thule, Quodeth. You can, of course, use creatures from any Pathfinder materials, but, there is also a big section of the book for Monsters and evil humanoids.
The magic and spells chapter should be of vital interest to a prospective GM. There are also a few items and spells that can only be used by certain races, certain classes, or both. The appendix contains some info on character creation, broken down into the various classes and races you can become in Thule. A great index, and of course the obligatory OGL page comes last.
I know some people have not liked this book for one reason of another. But if I could give it 10 stars, I would. Absolutely one of my very highest recommendations!
PS: Make sure the copy that you get includes the nine panel fold out map!
Authors: Richard Baker, David Noonan, and Stephen Schubert
Some may like what I have to say about this book, and some may not. As usual, Your Mileage May Vary. This 272 page book from relative newcomer Sasquatch Games presents a campaign setting like no other. Folks, if there were ever a campaign setting made especially for me, it could not be any better than Primeval Thule.
Unlike almost every other medieval type fantasy setting, this book is not about Kings and Queens, or elegant cities - the basic medieval times rolled liberally with various monsters both creature and human. This book is a =lot= more like "Conan the Barbarian", or "King Kull of Atlantis", or "John Carter of Mars", or "Krull". Magic is relatively rare and generally leads Mages into deeper and deeper evils. There are =no= Monks. It is a setting of Barbaric proportions, with unexplored savage wildernesses and wicked cities. Thule, at its heart is supposed to be mysterious - full of ancient evils, freebooters, mercenaries, and opportunists.
I'd be willing to bet that you're thinking about the movie featuring Arnold. No way, Jose! You must read the source materials - especially the various "Conan" books, as well as the John Carter of Mars series, and the Tarzan books at least to catch a glimpse of the real Primeval Thule.
There are only seven headings for chapters and an appendix.
1) Primeval Continent
2) Heroes of Thule
3) Atlas of Thule
4) Thulian Campaigns
5) Quodeth - City of Thieves
6) Monsters and Villains
7) Magic and Spells
The art is great throughout the book, and also matches the theme well. The short timeline of Thule deserves a close look. There are great sections devoted to helping players personalize their characters. A =huge= section for GM's wanting to run a Thulian Campaign. Also primarily for the GM is a big write up of the largest city in Thule, Quodeth. You can, of course, use creatures from any Pathfinder materials, but, there is also a big section of the book for Monsters and evil humanoids.
The magic and spells chapter should be of vital interest to a prospective GM. There are also a few items and spells that can only be used by certain races, certain classes, or both. The appendix contains some info on character creation, broken down into the various classes and races you can become in Thule. A great index, and of course the obligatory OGL page comes last.
I know some people have not liked this book for one reason of another. But if I could give it 10 stars, I would. Absolutely one of my very highest recommendations!
PS: Make sure the copy that you get includes the nine panel fold out map!
Review of Advanced Races Compendium
So, after my experience with Kobold Press' "Tome of Beasts" (reviewed elsewhere) I began a search locally at my Friendly Local Game Store (FLGS) to find other Kobold Press editions.
What I ended up buying was the "Advanced Races Compendium" - a book created to allow Player Characters to choose from over 20 new races for Pathfinder/ So, I bought it. What a tome again! 336 pages (with three pages of ads for other Kobold Press books). Over twenty new races possibly for players. However, I found that I probably would not use the vast majority of these races for PC's. Certainty the more evil races should always be NPC's - but the rules for evil races in this book allow for great customization for the GM.
Everything from Aasimars to Werelions - but a few should have been better off in the Appendix - which includes much shorter write ups of four races. Also, a couple of the detailed races should have gone into the Appendix and good races brought out to expanded write ups. If it had been me, I would have shortened the "Werelion" section to the Appendix, and enlarged the Kitsune.
Kobold Press has done a decent job of converting these unusual choices to characters that would not overbalance a game. The Centaurs section is my personal favorite. About 10 pages of gorgeous art an equal amount for statistics. Lizardfolk would probably become Serpentfolk in my campaign. Then, somewhere, there is a Kitsune settlement or two. The Drow section took me back to my first real exposure to D&D, where I played a half-Drow/Half-Human hybrid that =hated= Drow because they had raped his mother and, oddly enough, conceived him.
Overall, this is just about as nice a book as the fantastic Tome of Beasts (5th Edition). Every Pathfinder GM should at least take a look at it. One of my highest recommendations. If i was allowed, I'd give it 4 1/2 stars for including a couple races that should have been relegated to the Appendix, and at least one race in the Appendix that should have been one of the choices for expansion to a full entry.
What I ended up buying was the "Advanced Races Compendium" - a book created to allow Player Characters to choose from over 20 new races for Pathfinder/ So, I bought it. What a tome again! 336 pages (with three pages of ads for other Kobold Press books). Over twenty new races possibly for players. However, I found that I probably would not use the vast majority of these races for PC's. Certainty the more evil races should always be NPC's - but the rules for evil races in this book allow for great customization for the GM.
Everything from Aasimars to Werelions - but a few should have been better off in the Appendix - which includes much shorter write ups of four races. Also, a couple of the detailed races should have gone into the Appendix and good races brought out to expanded write ups. If it had been me, I would have shortened the "Werelion" section to the Appendix, and enlarged the Kitsune.
Kobold Press has done a decent job of converting these unusual choices to characters that would not overbalance a game. The Centaurs section is my personal favorite. About 10 pages of gorgeous art an equal amount for statistics. Lizardfolk would probably become Serpentfolk in my campaign. Then, somewhere, there is a Kitsune settlement or two. The Drow section took me back to my first real exposure to D&D, where I played a half-Drow/Half-Human hybrid that =hated= Drow because they had raped his mother and, oddly enough, conceived him.
Overall, this is just about as nice a book as the fantastic Tome of Beasts (5th Edition). Every Pathfinder GM should at least take a look at it. One of my highest recommendations. If i was allowed, I'd give it 4 1/2 stars for including a couple races that should have been relegated to the Appendix, and at least one race in the Appendix that should have been one of the choices for expansion to a full entry.
Wednesday, October 11, 2017
True Tome of 5th Edition Monsters
Folks, if you are a 5th Edition Dungeon Master looking for ways to spice up your campaign, there's nothing better than a few new monsters ....
Few, did I say? There are well over 400 new 5th edition creatures ranging from a Nihileth Aboleth (listed under Aboleth, Nihileth) to Zmey. There is a very comprehensive Table of Contents. There is also a very handy Monsters by Challenge Rating index for, believe it or not, everything fro CR 1/8 (yes, folks, that is one eighth CR) to CRs of 20 or more. In fact, the only thing keeping me from giving this tome a perfect 5 is the lack of an index.
432 pages counting the standard OGL statement and a single two sided advertisement for other Kobold Press books.
If this is any indication of their ability to produce a great book, I know I shall be seeking out other Kobold Press Books.
Few, did I say? There are well over 400 new 5th edition creatures ranging from a Nihileth Aboleth (listed under Aboleth, Nihileth) to Zmey. There is a very comprehensive Table of Contents. There is also a very handy Monsters by Challenge Rating index for, believe it or not, everything fro CR 1/8 (yes, folks, that is one eighth CR) to CRs of 20 or more. In fact, the only thing keeping me from giving this tome a perfect 5 is the lack of an index.
432 pages counting the standard OGL statement and a single two sided advertisement for other Kobold Press books.
If this is any indication of their ability to produce a great book, I know I shall be seeking out other Kobold Press Books.
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