Saturday, November 7, 2015

Fighting Fantasy Kickstarter And Otherworld Digital Miniatures

I haven't supported kickstarter projects in nearly 18 months.  One of the last I supported was Darkest Dungeon, a video game that recreates, in large measure, the feel of the Torchbearer RPG.  There have been few projects since then that have attracted my interest.

The new Warlock of Firetop Mountain kickstarter has me intrigued.  The video game itself looks like a bit of retro-fun, and is a digital re-imagining of the first Fighting Fantasy choose-your-adventure gamebook.

What really got me excited was the partnership with Otherworld Miniatures.  It appears that the video game designers have digitized the amazing line of Otherworld Miniatures and are using them as 3D representations of the characters and monsters in the video game.

I'm a big fan of the Otherworld Miniatures line, and this may be the factor that leads me to back this kickstarter project.  I'd love to see a stretch goal where backers could purchase the set of miniatures that were digitized for the video game.

Monday, December 8, 2014

Are Magic Realm Goblins Left-Handed?

I have quite a few unfinished projects.  Among those is my Magic Realm reprint project.  On the weekend, I finally decided to tackle the production of the monster counters for the "Karim" Magic Realm reprint, and discovered that most of the Axe Goblins are left-handed!  Each of the six axe-wielding Goblins have unique poses, which is not true for many of the other large groups of monsters.

Each of the Tremendous Dragons also have unique poses, and heads, even though the bottom two are otherwise identical in combat.  It's cool that Karim bothered to give the two non-flying Tremendous Dragons unique poses, he could just as easily have made them both the same.

Each of the six Giant Bats are identical.  I would have liked it if the designer had given each Giant Bat a monster number, but I can add those to the counters myself.

Here are the two Tremendous Demons.  They both look pretty formidable!

The above are a pair of Heavy Serpents, and three Heavy Dragons.  The original Magic Realm counters used a different color coding, whereas the Karim redesign uses the same colors for the monsters in each appearance chart row.  I think I prefer the original color coding, but the art design of these Karim monsters are generally better.

The new Magic Realm Giants and Trolls are less interesting artistically than the old ones, but they certainly fit with the rest of the redesign art.

And finally, here are the six wolves that appear in the Magic Realm redesign.  They seem more vicious than their cousins from the original Magic Realm game.

The above was a sampling of the monsters in Magic Realm.  There are more monster counters that I produced, but did not take photos of.

Sunday, December 7, 2014

PACG OP Jemma Redclaw

Here is the current status of your characters.  If there are any scenarios that you have not completed, I am happy to organize a session to allow you to complete it and obtain the related reward.  That is particularly relevant in the case of any unplayed Brine Dragon and Lone Shark scenarios, since those provide coveted skill and power feat upgrades.  I can be contacted via my Paladin email if a Christmas break PACG game is desired.

Otherwise, see you in 2015!

Thursday, December 4, 2014

Pathfinder Adventure Card Game Box Inserts

While I help organize the Pathfinder Adventure Card Game sessions in St. Albert, there is another PACG organizer, Jason, who takes care of the Edmonton sessions.

 He and I both have inserts for the Pathfinder Base Set. He is using the insert from Broken Token (seen below), which has 4 complete rows for cards, and a fifth, smaller row, for dice, pencils and other paraphernalia.

My Base Set contains the Go7 Gaming insert, which has 5 complete card rows, and also uses clear acrylic dividers rather than the wooden dividers included with the Broken Token box insert.

While I prefer the Go7 Gaming insert, it is slightly more expensive, at $31, compared to the cheaper Broken Token insert that sets you back $27.

I appreciate the design of the Go7 insert, having 5 full rows, which allows me to store additional cards, including the new class decks.

Sunday, November 30, 2014

Nature's Wrath Postscript

We ran two tables of PACG organized play today, with both tables completing scenario 5, Nature's Wrath.  Here is the current status of your characters.

Our final PACG session for 2014 will be scenario 6, The Treasure of Jemma Redclaw, next Sunday, December 7, 2014 from 1 p.m. - 3 p.m. at my place in Pineview.  I will email you all tonight with the address particulars. 

We will reconvene after Christmas for PACG, at Mission Fun and Games at 1 p.m. on the second Sunday in January 2015 (that would be the 11th).

See you at my place on December 7.

Wednesday, November 26, 2014

A Far, Far Better Character

The Pathfinder Adventure Card Game allows you to build your characters as decks of cards, representing your significant possessions, weapons, armor, spells, divine favour, and key allies.  The deck of cards, above, is for my Skull & Shackles Bard character.

Each player is limited to a certain number of cards (in the above instance, I and my fellow players currently have a deck limit of 16 cards).  This deck limit balances the characters, ensuring rough equivalence in powers and abilities between characters at the table, and is also used as a resource management tool. 

As you participate in PACG adventures, you attempt to complete certain objectives, while collecting additional cards representing better equipment, spells, divine favour and allies, from which you draw to replace inferior cards. 

During certain game events, players may choose or be required to discard cards from their decks: those cards represent both the character's available activities and the health of the character.  When a player runs out of cards, their character dies.

Monday, November 24, 2014

PACG Session, Nov 30, 2014

Join us on Sunday, November 30, 2014 for an introductory session of the Pathfinder Adventure Card Game, Skull & Shackles Organized Play program.

All existing participants are new to the PACG system, so no experience is necessary and newcomers are welcome!

The game session begins at 1 pm and ends at 3 pm: games are no longer than two hours.

New players should purchase a class deck (available at Mission Fun & Games), colored sleeves and bring a set of color-matched polyhedral dice. Game Rules can be downloaded for free from the Paizo website, but PACG is a cooperative game so you can learn as you play.

Contact me or Mission for more details.

Sunday, November 23, 2014

PACG Session Post-Mortem

We ran two PACG Skull and Shackles tables on Sunday; Salvage Operations for the more advanced group, and an earlier adventure, The Lone Shark, to accommodate newcomers.  The Lone Shark is a good adventure to play with newcomers as the reward is a skill feat, bumping one of the character statistics, rather than simply being a card upgrade, which can be hit or miss.

For those playing in the two sessions, here is a chart with the current status of your characters.  Mark has already identified and corrected a mistake, so if something in your advancement chart is wrong please let me know.

Gaming Night

My spouse organized last night's gaming session with her extended family.  We have a lot of board and card games, and she has a large extended family, so she invited several of her cousins and their spouses and children to try out our many games.

We played six games in four hours, including No Thanks!, Sushi Go!, The Hare and the Tortoise, Incan Gold, Forbidden Island, and For Sale.  They are all games that are easy to learn but have deep strategy for the size of the game.

Between extended family gaming nights and Sunday Pathfinder Adventure Card Game sessions, we are finally returning to the amount of gaming we enjoyed before we moved from Calgary to St. Albert.