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OSR One Shot - The Ruins of Ordane
Publisher: Ancient Sage Games
by Konrad B. [Verified Purchaser]
Date Added: 08/26/2024 02:57:17

Ruins of Ordaine is an adventure that can be run as a one-shot, or a part of bigger campaign. It features ruins of an ancient city covering dark mysteries connected to Cthulhu mythos. I enjoyed it.

Pros:

  • When reading the adventure, I got so many inspiration on how to run the presented encounters, I was able to easily include it into play.
  • Very nice darker vibe - presence of Lovecraftian horror theme certainly sets the mood.
  • Can be adapted to be played as a sandbox - some areas around Ordaine are cursorily described, and GM can expand on them.

Cons - mostly minor ones:

  • Hooks: Only the Magic-User one denotes a renome such medium to high level character would have (contacted by the head of mage Federation and a King's High Arcanist, so the job's pretty important, maybe even some sort of a test for further cooperation? This one is really enticing), the rest are a bit underwhelming: thief acted on bad intel and angered a mob boss, cleric got lecherous on wrong person and must atone, the other party member was had in a card game and tracks the perpetrator... even the default hook of "hired to fight hobgoblins" seems a bit too low-profile for 6-10 level (true, those are not the ordinary, typical 1HD goblinoids, but I think it would be better to use it as a background for the actual hook). This most likely won't matter as much though, because if GM runs this adventure within their campaign, they will have to personalize hooks anyway, and for one-shot those are good enough to spring into action, especially combined with the extensive list of rumours.
  • Map suggests way smaller area than the term "city" denotes. Ordaine is described as being roughly 3 square miles, but the map shows only a small (30x40 5-foot squares) section, and no general map of the city is provided. Presence of such map would be helpful to make the surroundings more realistic, even if not 100% necessary to run the adventure.
  • Finally, a nitpick about the text formatting: in my opinion text should be justified instead of just aligned to the right. I know it boils down to preference and convention, but it does make text easier to read and visually appealing.


Rating:
[5 of 5 Stars!]
OSR One Shot - The Ruins of Ordane
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Creator Reply:
Thank you for the excellent feedback! I'm glad you found the encounters inspirational and the vibe dark and moody, as intended for the most part. I'll take your constructive criticism into consideration and appreciate your explanations.
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TRUE-d6 - printed edition
Publisher: Nerdura Games
by Konrad B. [Verified Purchaser]
Date Added: 08/12/2024 03:51:00

Pros:

  • easy to read font
  • quick and easy character creation
  • easy roll-under mechanic
  • easy to customize (e.g. random attributes can be easily rolled 1d4 or 1d6-1, min 1)
  • I like the rest mechanics with a single skill recovery during short rest
  • I like the skill mechanics, especially use-until-fail skills look interesting
  • quick conversion rules from d20 system are nice
  • solo play tips

Cons:

  • Nothing major
  • text formatting: while not a huge flaw, the text would look more visually appealing if it was justified, instead of just aligned to the right. It is not something that impairs readability of the text though, just a minor nitpick on my part.


Rating:
[5 of 5 Stars!]
TRUE-d6 - printed edition
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The Lost Art of Hexcrawling - Basic
Publisher: Abol Tabol
by Konrad B. [Verified Purchaser]
Date Added: 09/10/2022 15:35:10

The Lost Art of Hexcrawling - Basic

First off, the formatting could be a little bit better - for example, the "Elephant in the room" sidebar should not be placed in a middle of the sentence, especially since it could easily be moved lower, before the "Resource Management" section.

Also, a very minor issue that readers from Europe might have with the formatting, is the text alignment - I assume simple left align is OK for people from US, but in other parts of the world texts tend to be justified, especially if they are placed in two columns. That being said, it's mostly personal preference - and I prefer texts to be justified.

Content review Not counting the covers and licence, the product has five pages - enough to explain the basic idea behind hexcrawling and to get GM to understand why introducing such mechanic might be a good idea, without the discouragingly large volume of text.

"Travel Time and Sessions" section nicely divides each day of travel into four sections, and provides a way to determine when an encounter might take place with a simple d4 roll.

"Travel Pace" section is very basic - but that is by design, as the purpose of the whole book is to introduce person with zero hexcrawling experience to the idea. I must say, that travelling on foot being equal in the distance travelled to the mounted travel seems weird, but that is due to the large size if each hex (a day's travel worth - so probably about 24-30km/14-20 miles). Again - for a basic assumption, that is OK, but it means that buying horses has absolutely no game effect. The easiest way to change it, would be to use smaller hexes, each being roughly 1/3 of that (so 8-10km/6 miles), or even 1/4 (6km/5 miles) - as moving at the "exploring" pace would still have a visible progress of 1 hex/day, plus then having horses or other mounts could allow to travel 1 hex more and would allow to introduce different speeds for different terrain types more easily.

What is not OK, is there is no distinction as to how a certain terrain types can affect distance travelled - traversing flat grasslands for a day under the presented rules lets the party move the same amount as travelling through the dense forest, a swamp or a mountain range. I'd say the whole point of hexcrawling is to make exploration interesting, and assuming terrain has no impact whatsoever is a letdown.

The "Party Roles" section is more robust, as it gives example of seven roles each character can take for a day of exploration. The major issue I have with those is: out of the seven roles, Navigator and Tracker seem unnecessary divided in two, just to give players more bonuses. By my count, especially in 5e, that is unnecessary, as characters already have enough power, and giving them even more bonuses makes the game too unchallenging. Is it really necessary to have navigator? Unless the party is seeking a specific destination, I'd say no. Does evey expedition need to have quartermaster? Probably yes, but do a adventuring party of four/five PCs? Probably no, especially with the previous mention (in Resource Management section) that managing resources in 5e has (too) many workarounds that make it mostly irrelevant, from easy access to magic creating food and water, to always assuming the characters do have their canteens full (except maybe on a desert). This role would be way more relevant, if the need for hirelings - pack bearers, guides, scouts, etc. - was at least mentioned, but as there is none whatsoever, the quartermaster seems out of place. Especially if forager can take care of scrounging some supplies in a pinch (again, no modifiers for terrain are given, so the system assumes it is as easy to find potable water on the desert, as it is in a jungle).

Chef - here we see some interesting thoughts on the cooking mechanic. Surprised? Yes, me too. Especially the only mechanical effect of the role is irrelevant if noone wanted to pick Motivator role that day.

In general, while picking a role for a day seems interesting, I find the current version of the document lacks any way to actually do things while exploring - no way to tell if events, terrain features and speed of travel has any impact of finding any points of interest or encounters, because PCs are not taking actions during travel - they're taking roles.

Then there's the "Lost" section - pretty standard. It assumes the hexcrawl being a player-known structure, as it references telling the players which hex they are on when they stop being lost, it has default "lsot direction" generator, but instead of just diverging to the left/right, it also allows party to go a little bit backwards left/right. Definitely nice idea, I like it.

In the "Mapping" section we finally get to differentiate between terrain types! But only in DCs for the checks, nothing too crazy - after all, this is the basics.

Finally, the "Encounters" section. It begins with the reaction table, and I was going to point out the reaction table in DMG... but, after double checking, there is none provided in the 5e core. Huh. The one presented here is too simple for my tases, as it has only four options, and it doesn't allow any modifiers for the party leader/speaker Charisma (I'd assume the Navigator role fits that the closest, as it's the navigator that declares the direction of travel). Then again - it's the basics book, that's enough to get the gist of it.

Then a rule for checking if any encounter occurs - this is another formatting issue for me, as this one should be placed before description of CE (Creature Encounters), EE (Environmental Encounters) or PoI (Points of Interest), not after. The table is a d100 roll, again without any terrain based bias, but

At the very end of the section, there are some example encounter tables - very simple, but as this is basics book, that's enough.

What I find really missing, is the example of play. Basically, the author provides the toolbox, with short description for the tools, but does not tell how to use them as a whole hexcrawling system. An example of play (either at the very beginning, or at the end) would round this up very good, while also giving the GM something to base their play on.

To summarize this review, this isn't a bad book, if very simple. It's aimed at the GMs completely new to the hexcrawling in general, and provides some very basic systems to make exploration more interesting. However, no example of play makes this goal harder. Solid 3.5/5 in my opinion.



Rating:
[3 of 5 Stars!]
The Lost Art of Hexcrawling - Basic
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Creator Reply:
Thank you for your feedback. This will help me improve my work a lot. 1. You are correct about formatting. This is my first layout ever. It has been a learning experience. 2. Travel Pace section is indeed the most basic it can be. I am working on an advanced set of rules, which will take into account terrain, weather etc. But as you can imagine, that gets pretty detailed pretty quick. I was nervous about overwhelming people with that much rules without laying some groundwork first. 3. Chef - you are absolutely right. I am talking to my playtesters about why that slipped through. I will surely be making an update. 4. The basic gameplay example - if you don't mind, could you please explain what you mean by this? Originally I had planned to put in a 5x5 hex map with this and show what a GM's prep would look like. But as you can imagine even that little a section suddenly adds 25 points of interest and quickly became so much text that I could see someone opening the pdf, seeing how long it is, closing it and forget about it. However, you might have something completely different in mind. I would like to know what you're thinking for the gameplay example. Once again, thank you for your review.
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Trudno jest być złym Mistrzem Gry
Publisher: GRAmel
by Konrad B. [Verified Purchaser]
Date Added: 07/30/2022 09:10:26

Już na wstępie autor oznajmia (ostrzega?), że będzie traktował czytelnika bardziej jak kolegę niż "szanowną publiczność", a w tekście będą pojawiały się kolokwializmy - i faktycznie, już od pierwszego rozdziału pojawiają się dość bezpośrednie zwroty.

Osobiście, ten właśnie sposób zwracania się autora do czytelnika trochę mnie deneruje, dlatego pierwsze trzy, cztery rozdziały czytało mi sie dość ciężko, zwłaszcza, że traktują o rzeczach wydających się oczywistymi (nie bądź bucem, nie gwiazdorz, nie traktuj gry jak powieści fantasy) a przez to nie na "średnio-zaawansowanym poziomie" sugerowanym przez podtytuł.

Ogólnie rzecz biorąc w książce pojawia się naprawdę sporo dobrych porad i pomysłów - nie ze wszystkimi się zgadzam, ale widać, że autor ma doświadczenie i pisze na jego podstawie. W tekście pojawia się też naprawdę sporo odniesień do różnych systemów RPG, od tych starszych (Kryształy Czasu), po nowsze (D&D 5e).

Wbrew podtytułowi, wydaje mi się, że jest to bardziej poradnik skierowany dla osób poczatkujących, ale "nie całkiem zielonych" jeśli chodzi o RPG - dla tych którzy mają już kilka sesji za pasem, ale chcą doskonalić się w rzemiośle prowadzenia gier RPG. I takim czytelnikom książkę polecam - bardziej zaawansowani Mistrzowie Gry zapewne nie znajdą tu nic nowego, lub znajdą niewiele. 4/5



Rating:
[4 of 5 Stars!]
Trudno jest być złym Mistrzem Gry
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Woje Miodomiła - Trashcan Edition
Publisher: Ragana
by Konrad B. [Verified Purchaser]
Date Added: 03/20/2020 12:07:37

Cóż, gdzieś tak po dotarciu do dwunastej strony, uśmiechnałem się do siebie i pomyślałem: "Ha! Nic tylko Kajko i Kokosz RPG"!

Bardzo fajny pomysł na prostą, przyjemną i ciekawą grę. Komiksowa konwencja przypominająca dzieła Janusza CHristy, czy Tadeusza Baranowskiego sprawia, że jest to przyjemna odskocznia od "cieższych" gier RPG.

Mechanika (FATE) jest prosta, nie zaboerająca wiele czasu i pozwalająca skupić się na opowiadaniu ciekawych historii naszych wojów - idealna do tej gry. Brak przemocy (poza komiksową) jest tu dodatkowym atutem, który pozwala na dobrą zabawę zarówno tym młodszym graczom, jak i tym, którzy swoje lata już mają.

Styl opisów jest - jak zresztą cała gra - lekki i łatwy w odbiorze. Humor przemyka od zdania do zdania i nie sposób nie uśmiechnąć się czytając kolejne zdania.

Z minusów - kilka literówek ("na prawdę" zamiast "naprawdę" chyba najbardziej rzuciło się w oczy), ale wybaczalnych, zwłaszcza, że patrzymy na "trashcan edition".

Podsumowując, "Woje Miodomiła" to przyjemna gra na ochłonięcie od monotonii dnia codziennego. Komiksowość stylu jest dużym atutem, pozwalającym na rozegranie szybkiej sesji po szkole/pracy. Z niecierpliwością czekam na pełną wersję!



Rating:
[5 of 5 Stars!]
Woje Miodomiła - Trashcan Edition
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