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Well, I’m finally caught up once again and have had some real time to play some games and cuddle up with a book or two. And that means its time to finish catching up with a bunch of the things that have found their way here to the Casa del la Wyrm. Lots of stuff this week, so let’s dispense with the foreplay and get into it.
D&D Open Grave: Secrets of the Undead
The second of a continuing series of DM only monster books, Open Grave follows the new fourth edition model that combines third edition concepts with the classic old school model. Much like the series of monster booksin third, each focuses upon a different CLASS of monster. First we had Dragons with Draconomicon, now we’ve got the Undead with open grave. But unlike the old model, which included lots of character options making it a book for both DMs and PCs, this goes back to keeping the PCs hands off of the material. This trend is kind of nice, actually, allowing a lot more secrets to stay in the hands of the storyteller and not the players – some of whom memorize the books and its many monsters. While not the best idea FINANCIALLY, it is one that keeps players from feeling like they need to buy a dozen or so books a year to keep their characters competitive with other players.
And I for one love that change. The player books are solely for players and the monster books are the DMs domain.
So how is this book? Honestly, my very favorite thing to be put out for 4th edition so far. Holy crap is it a neat book. I’ve always been a big fan of the undead as opponents in my campaign – hell, our playtest campaign was essentially a survival horror game that evolved into a much larger scale. And I would have given my right arm for this book back then. It is nothing but artifacts, pregenerated encounters and fluff for the undead rounded out with 88 pages of new monsters – some new and many classics.
Also included, making this a MUST BUY for old school fans, are such fan favorites as vampire lord Strahd Von Zarovich (of Ravenloft fame) and stats for the lvl 35 encounter Vecna (as well as several of his weaker thralls.) These can be found in a section with a number of villains ranging from heroic tier on up to final encounter Vecna, each with fluff and descriptions of how to use them in a campaign.
This book is just a great read – and more than any other supplement thus far has seeded the urge for me to DM a campaign again. If you’re one of those old school fans who just likes reading the material, but never plays – THIS is that book you want to pick up and read cover to cover. There’s as much delicious fluff here as there is dedicated monster stats blocks. A fun book that will remind you just why you love undead in your D&D.
STAR WARS: THE CLONE WARS CAMPAIGN GUIDE
It was inevitable. And here it is. I’m just getting into Star wars role playing, myself, and have really dug the books they’ve put out so far (especially the FORCE UNLEASHED campaign guide and the KNIGHTS OF THE OLD REPUBLIC guide.) But as much as I had issues with the film and have yet to really get into the television show, I admire that they’ve released a book giving players stats for everything they’ve been drinking in on a weekly basis. And I’ve got to admit, as a fan of Jedi style campaigns, I really do like the idea of playing in a very dark, post Order 66 universe in which the Jedi are dying off – and before they do, many of them are falling to the Dark Side. This book goes into quite a bit of detail on how to run a campaign like that, which makes it worth checking out even if you’re not a fan of the series.
But the series really is what this is all about. If there’s a character you like on the show, odds are you’ll find stats for them here, including a CL 4 Asoka, CL 14 Anakin and Obi Wan, CL 19 Mace Windu and a Clone wars era Yoda. Every type of battle droid imaginable is in here as well as Episode III era Boba Fett, Chewbacca and everyone’s least favorite gay, alien Truman Capote impersonator Ziro the Hutt. Everything needed to play during this turbulent period of SW history is here. As much as I’m not a fan of the execution of the stories from this era, I do like some of the fluff, so I’ll no doubt end up at least playing a few games with this book.
Maybe I’ll run a survival mini campaign in which Jedi have to outlive Order 66. That might get the old juices flowing. And let me tempt some players with falling to the dark side…before they mercilessly kill Asoka. Because, really, why else would they give us her stats? ;)
TALISMAN: THE MAGICAL QUEST GAME>
Is Dungeons & Dragons a bit too time consuming for you? Descent a bit too intimidating? Do you want a game that you can play with your kids who are too old for a lot of family board games but still aren’t quite ready for more sophisticated gaming? Let me re-introduce you to Talisman. The classic game is back, once again brought to the shelves by Fantasy Flight Games – a group of folks who seem to be working their own special necromancy on some classic titles.
Back when I was kid, my parents forbade me from playing D&D. Pat Robertson and his accursed 700 Club had worked their social engineering scare tactics on my devout parents and had, having been caught up in the D&D scare Craze if the early 1980’s, deemed it the work of the devil. I was not allowed to possess, play or so much as gaze upon the devils handiwork. Which of course meant that I was hooked for life. Did I play? You bet your ass I did. I played the shit out of it. It just meant that I hid my books better than I hid my playboys, because, well, I could EXPLAIN the Playboys.
But with a stay at home mom, I needed a cool game to play with my buddies when they came over to my house. And that was when I found the original Talisman. It’s a pretty simple game, played on a standard, static board with a regular old d6 (six sided die.) And while it has been so long since I played it, and I couldn’t explain to you the rules of that version, I can definitely say that the reboot captures the feel of the old game pretty well.
TALISMAN: THE MAGICAL QUEST GAME is a board game for 2-6 players in which, unlike many of FFGs recent releases, is a cut throat, every man for himself race around the board to collect the Crown of Command and use it to force your opponents off of the board. Along the way you collect magic weapons, items and followers who increase your (very basic) stats and make it easier to battle the many monsters you’ll come across in your search for the namesake talisman which you need to win the game.
But just because it is simple by no means makes it a short game. Depending on how friendly, strategic or large a group is this can definitely make for a full evening’s entertainment. It is by no means a short game – it just simply is not as involved as something like Descent. If I have one real complaint, it is that much like the WORLD OF WARCRAFT board game (not the Adventure game), it is just too easy to avoid other players and essentially play your own game for the most part – simply racing against the others until the end when someone gets the crown. You CAN fight and play a very bloodthirsty match, but it is often less risky to go off on your own – and some folks aren’t too keep on games that aren’t ALWAYS pitting you against your opponent. Of course, that’s what makes this great for family board game playing – it’s a game in which you don’t HAVE to beat the crap out of your kids to play competitively. Thus they have a good chance of winning without you throwing the game. It still requires thought, strategy and a little planning – but it is in no way purely tactical.
If you enjoy fantasy gaming or want to revel in some nostalgia like I did – Talisman is out now along with an expansion (which I haven’t has a crack at yet.)
WARHAMMER 40K RUMORS!
Alright, just last week Bigred stopped by and gave us a look at what the year had in store…then all sorts of rumors starting coming into BoLS that might answers one of the biggest lingering questions of this year: why only TWO codexes. Most years we see 3-4, one new codex release every quarter. But this year people are hearing about only two. Is there a third in the works? Or something BIGGER?
The new rumor is that there are two releases that will take the place of the usual codex slot. The first, this summer, might bring us the long rumored PLANETSTRIKE – a new rulebook like the cityfight rules that are additional rules for a very modified game. This expansion ruleset has long been rumored to focus on air combat and drop pods, with a heavy focus on missions that involve a definite ATTACKER and DEFENDER. In other words, missions that range from bombing raids to possible dogfights. A lot of this is all conjecture and rumor right now – but it has been around for a while and has reared its ugly head again. This ruleset would most likely come out with a number of plastic releases which would most likely be aircraft (like the Valkyrie already being released) and has long been said to include the eternally sought after plastic Thunderhawk.
The second and newer rumor is that September will bring us a brand new version of SPACE HULK. That’s right, guys, everyone’s favorite Terminator armor versus nids board game may find itself rereleased, along with new plastic termies and genestealers. This would be pretty cool and an interesting alternative to a new codex (although we are in need of some codex revamps PRONTO.) Not a lot is known about this yet except that rumor puts it on the schedule. There’s a whole slew of new rumors over at Bell of Lost Souls this week. Just my luck – I ask Bigred to give us an update just before a big break comes his way.
Remember to take this all with a big grain of salt. We’re still far enough away that even if this is the plan, it can still be yanked. But I definitely like this as the summer and fall alternatives. Even if the rumors are starting to hint at Dark Eldar being pushed to next year...
Alright guys – I’ve got more stuff coming in every day. More to come.
Until next time friends, smoke ‘em if ya got ‘em.
Massawyrm
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