[Review] – Kickstarter “Killer Rabbits”

Late last year I kicked in on a slightly less-disastrous KS than the usual (where’s my damned Ref book, Raggi?). I’ve always been a big fan of manuscript art and marginalia, particularly silly ones.

I am a man of simple tastes.

So making minis of the murderous bunnies from the Lutrell Psalter and elsewhere is pretty much exactly up my alley. I picked up the simpler $30 pledge, which omits the Bagpiper, Greatsword, and Crossbow rabbits. Didn’t feel like I needed three copies of all the “grunt” rabbits for them. I missed out on their previous “Triumph of Death” KS, but it seemed to go well.

Short Version: Characterful sculpts that are going to take a good bit of clean-up work to make presentable. 7/10 for the (retail) price.
Full review under the cut.
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Robotech RPG Tactics, Wave I – Part III (It’s Destroid Time, With Your Friend, the Defender)

Finally, we get into the home stretch of my Wave I reviews. The Destroids are the models I bought the most of, for various battletech reasons.

Edit: Palladium Books has released updated assembly instructions for the Defender (and other units), which you can find on DrivethruRPG (here) for free.
Previous Posts: Part I, Part II
Next Posts:
I started a great photo-set with my sprues of Defenders months ago. I just burned out on dealing with the damned things when I started my first Phalanx. Wound up throwing the entire mess of Destroids into a box for a couple of months in sheer frustration. To be frank, I was getting pissed just looking at the models. That’s a very bad place to be as a reviewer, and a worse one as a hobbyist. So, yeah.

That’s really about half the review right there.
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Generally speaking, the Destroid models are more poseable than the Valkyries or Glaug. There’s also no less Procrustean modeling, so you aren’t specifically forced to keep half the weapons in a fixed position. The joint layout makes magnetizing the arms and weapons very easy, which means you can even repose during a game if you want.
Unfortunately, they’ve also got insanely high part counts, with unsightly seams everywhere on most of the models. And, though the feet on the Defender, Tomahawk, and Phalanx are essentially identical, each sprue uses a slightly different and incompatible connection method for the ankle joint, reducing your posing options.

We’ll start off with the Defenders, because I actually have a full photoshoot prepped and ready to go (and I don’t want to keep this series on hold for the week (good Lord I was naive there) or more that prepping the other three will take)


Defender:


 

Defender Sprue obverse

Click to embiggen for assembly notes

Reverse of sprue, showing arm keying.

Reverse of sprue, showing arm keying.

Issues:
Three of the four legs are missing at least one detail. Only one is complete. In addition, two of the legs have gates on top of surface detail. You’d think, with the amount of copy-pasting going on elsewhere, that the legs would at least be identical..

Note that the leg on the right has only two strips, while the left side has four. Another is completely missing this detail, and a third has it damaged by a gate AND is missing the vent details on the side

Note that the leg on the right has only two strips, while the left side has four.
Another is completely missing this detail, and a third has it damaged by a gate AND is missing the vent details on the side

The body is a five-part model. It has several ugly, prominent seams that must be cleaned or filled, and leave noticeable gaps in the finished model. The searchlights on my models were also miscast, with mold lines and underflow on all four side torsos.

Gapping in the torso, hips, and arms

Gapping in the torso, hips, and arms. Torso searchlight miscasts.

The guns have extremely thin barrels, making extracting them without damage very difficult. Cut the bases of the gun first with clippers, then slowly cut off the barrels with a very sharp knife or saw. Preferably, add some padding behind them.
The connecting peg on the hips is wider than the hole in the torso, and must be carefully filed down to allow the model to mate properly.
The hip joint mounts on the legs force them into very specific angles, but can be easily (if carefully) modified to allow other positions.
There is no mounting point for a Command Destroid modification on the Defender, and the only position in which it “fits” interferes with both the arm placement and the radar sail. I have a functioning conversion that involves cutting down the piece into three parts and re-mounting them in the radar sail area.

Conversion prep instructions and diagram

Conversion prep instructions and diagram

Once the parts are cut, you can mount the search radar on the side of one of the ammo bins, or up over the shoulder/gun area. I cut off the top of the right-hand bin and hard-mounted it to the torso, however, and I think it came out pretty well.
Flip around the comms package, and cut it to fit the normal radar sail mount. It won’t take too much effort, and it looks pretty good up there.

The finished product

The finished product

Good Points:
The hard, flexible plastic makes the slender guns and radar blade surprisingly resilient once they’re off the sprue. The Defender’s posing is much more flexible than most of the other models in the line. There are points of articulation at the arms, legs, radar, and torso angle – all tweakable with minimum effort.

Number of Components
:

Twenty. Body is six parts alone, the legs and arms are three each, and the hips are two-parters.

Assembly Time:
Prep cutting took 15 minutes, not counting the time required to pin and re-glue an o.7mm gun barrel. Torso and hips took about 8 minutes to green-stuff and align, including filing and prefits. Overall, the two models took about 40 minutes to assemble, plus 8 hours of Green Stuff drying time. With a sharp, very slender pair of diagonal cutters the pair would probably take ~30 minutes.

 

Vigilante One, reporting for duty!

Vigilante One, reporting for duty!

Lusus Naturae (Review, LotFP)

Three years ago today, I opened this nerdy little candy stand, averaging a post every five days. Cool.
Let’s celebrate by getting into Lusus Naturae, the first explicit (and boy is it..) Lamentations of the Flame Princess “monster manual”. It’s written by Rafael Chandler, best known in my circles for the Teratic Tome (a universal monster book that just leans heavily on LotFP). It’s serviceably, and occasionally beautifully, illustrated by Gennifer Bone. You can find the pdf here (link) for fifteen bucks. Print version’s expected soonish, but it needs to get shipped from Finland.

So, first, some pontificating, so you know where I’m coming from.
I define “Horror” as “The fear of impending, but uncertain violation”. The violation can be of your body, mind, or assumptions about the structure of the world (psyche?). The uncertainty isn’t just if it will happen, but also when, how, and in what manner. An important part of horror is that you feel, on some level, deprived of agency – usually by biological reactions or simply the apparent futility of action. To defeat it, you must reassert your ability not just to act, but act meaningfully.
Roleplaying games are celebrations of agency; therefore, you’ve got to balance seeming helplessness with the possibility of success. Mystery helps (adding uncertainty), as does things that screw with the rules of the game (see: assumptions about the structure of the world). Players should know that the characters can die, or be horribly affected. On the other hand, only shitty authors coughFatalcough see “violation” and think “RAPE ALL DAY EVERYDAY”. Parasites, mutation, loss of control over personal space, having secrets wrested from you.. all are unpleasant and (properly played) horrifying outcomes.
Lusus Naturae is one of the better horror gaming aids I’ve ever seen. It doesn’t need a Sanity mechanic to make the players start screaming and setting each other on fire..

Synopsis:
What it ain’t: This isn’t meant to be “all the monsters” for a campaign. It’s not really a source for wandering monsters, either – though a couple things would certainly be appropriate.
What it does: Adds/adapts a treasure system to Lamentations. Contains an assortment of horrifying, modular mini-Mythosoi with accompanying additions to to your campaign world. Fucks with players.

What’s it about?
Lusus Naturae is basically a dozen metal album covers made into a book. There are some truly Lovecraftian enemies that will alter your campaign world if they show up. The treasure and magic items are highly-portable, and several are quite interesting. You can use at least a couple things in the book at almost any level of play, and you can challenge a low-level party without instantly reducing them to a fine red mist (the main problem with the critters from the MMII, the Fiend Folio, and the assorted “Deities” books in 1e).
It’s also deliberately, sometimes extremely, offensive – and on pretty much every possible level. There was shit in there that skeeved me out, and I used to work as a search engine tester. Many things in the book alter or rewrite the rules; you have to pay attention while using it.

What’s new about it?:
There are several innovations I like, and some I’ve already incorporated into my own campaign. Specifically, several of the summoned monsters have ill omens or Harbingers associated with their appearance. I’m adding them onto the “Omens” section of my random encounter tables.
I’ve also spoken about Death Curses and Desecration penalties elsewhere. I think they’re an excellent, thematic way of adding a little unpredictability to the game. I’ll post more on my current mechanics later. That said, Chandler has expanded on the classic idea to include boons/banes/weird magical things that happen to the person who strikes a killing blow against some of the monsters. These range from small mechanical bonuses or maluses, to extremely specific magical abilities or information and tools. Not every monster has them, but they have an appropriate fairy-tale feel to them.

Overall Rating: 8.5/10
If you’re into horror, the book is almost certainly worth it. If you or your players are easily squicked, or you demand “SUPER SRS, ALL THE TIME” games, it’s not for you. It’s not quite as pretty as the usual Lamentations release, but it’s just as usable as any other.

Detailed breakdown after the jump.
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Booyah!

The Death Frost Doom update just went live. Off to snuggle with it in a corner.

LotFP Crowdfunding Review #4: “Forgive Us”

As promised, here’s the full review for Kelvin Green’s adventure Forgive Us. Since this is one I’ve actually played, I’m going to include commentary from my players as well as my own; since I had to adapt it directly to my campaign, I’ll also add in notes on the conversions and the tools I used. This will be relatively spoiler-free: if you want more details, check the session reports (here and here). Note that I haven’t run the secondary adventures yet.

The full module is available here.

Overall Rating: 8/10
In essence, this is a One-Page Dungeon (or rather, a series of them) writ large, by a master of the form. Mr. Green’s expertise shines through in the tight and easy-reading/playing prose. On the opposite side of that equation, some elements (mostly information about secondary NPCs and magic items) were neglected in that focus on clarity and simplicity. There are a few minor playability issues; a map error, a mystery with one vague clue which can stone-wall the party. The flavor and mood, however, more than make up for them.
The main adventure in Forgive Us (formerly Horror Among Thieves) is fun, fast, and brutal. The location is flavorful, with an evocative and consistent theme. The treasures are engaging, the traps make sense, and the final moments will likely make your players brown their collective trou.
On that note, my parties are careful and heavily-armed – but this is a seriously threatening adventure. If you run it as-written, it will definitely give a 4th-level party a hard run for their money – as long as you can keep the PCs from leaving the location. Fortunately, it’s almost certainly going to pull them in tight until they hit the bitter end.

But don’t just take my word for it, listen to my players:
(The Doctor): “That.. was the most Metal game of D&D I’ve ever played”, “Silver makes a man rich. Nice furniture makes him feel wealthy.”, “At first, when I found out what that d20 was for, I was miffed I hadn’t rolled a second. About 30 seconds later, I was really glad”.
(The Archaeologist): “The details were wonderfully consistent.. and the maps were just detailed enough but not too detailed”
(The Fighter): “Murderous”.
(The hireling Henchman): “I got class levels!”

The next two adventures are shorter (or much longer, depending on how the PCs react). Both can be used to great effect when the party returns to one of their old haunts. Indeed, it seems almost like both were written for a DM who’s saying, “Well, they’ve gone back to that first town from 3 levels ago.. now what?”
In Heaven, Everything is Fine is well-suited as a hex-crawl element or special encounter; a contained area with a simple but cleverly-disguised problem the PCs can fix. To use it, however, you will need either to generate a large number of NPCs, or cannibalize an existing “village” adventure or NPC portfolio supplement. It has a fantastically set-up series of Weird encounters that should keep your players skittish but interested.
Death and Taxes is more of an encounter or political scheme than an “adventure” per se. It resolves an NPC’s story arc and adds a Nemesis to the party’s roster of enemies. Treasure per se is limited, but the loot is excellent. To engage the PCs, it depends entirely on the players’ fondness for an NPC (which it kills off-screen). It’s not exactly an appropriate module to run early on, or for the seriously hacky-slashy crowd.

All three adventures also contain many nods to Hammer Horror or its descendents, and a few tributes to other classic films or roleplaying products.

Detailed breakdown under the jump.

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Review: Lamentations of the Gingerbread Princess (LotFP Crowdfunding products #3)

Purchase link – PDF onry.

Overall: 7/10
A quote from one of the item descriptions  sums up this module’s theme nicely:

“There are so very many sparkles, and it is pink. It has tassels. Really this is just the most obnoxious looking sparkly [thing] you can picture a 6 year old ballerina wanting… [it] require[s] uttering black tongues of ancient days. This would be more imposing if all the dots and umlauts were not drawn as little pink hearts.”

Lamentations of the Gingerbread Princess is kind of ugly and a little unpleasant to read – but short, tight, and mechanically solid. Inside you’ll find a Gonzo fairy-tale hellscape tailor-made to fuck with your players for a few days. It’s also usable as a Hallowe’en-themed short-shot, or a tournament module. Is it too gonzo? Without getting into Big Spoilers, if you’d seriously consider running a module with a My Little Pony character as a BBEG, your campaign can handle it.

He will fuck you up

He will fuck you up

Value? If you like to occasionally feed the /b/tard in you and/or screw with your players, it’s definitely worth it. Otherwise.. well, it runs under $5 US, and it’s a remarkably unsettling little piece of work. What have you got to lose?
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Review: Tales of the Scarecrow (LoTFP Crowdfunding products #2)

I’ve been sitting on this for a while, hoping to run the modules first. Sadly, my ad at the LGS isn’t getting the response I’d hoped for (I.E., “any”), and most of the modules are inappropriate for what I’m about to do to my campaign characters.

Tales of the Scarecrow: (link to goes to the store page)
Cover painting (clean) on Jason Rainville’s blog
Overall: 9/10 if you’re looking for a one-night-stand or a drop-in location. It’s a little short for making into a full-on tentpole location; on the other hand, it could be a hilarious part of, say, a wizard’s demesne. It does start to break down after about level 5-7 but is otherwise level-insensitive.  Since it’s so short, this will also be a short-form review.

This is, basically, a single overworld hex in 8 pages.  It’s cheap, good-looking, and the work of about thirty seconds to add to your campaign. Well, as long as you’re lacking in wizards, and/or yours doesn’t know Fly. Granted, it’s only going to last you a night, but  – like most of Jim’s work – there’s campaign-screwing repurcussions. If you don’t like having your party Mage accidentally starting the Apocalypse with a game of Chinese Whispers, it’s probably not for you. There’s also a humorous contest that makes the players work their asses off to screw each other over – but potentially offers an escape route..

It’s got a few minor utility problems; the page with the rapier image on it crashes my e-reader, and the pretty background does make some of the text a little hard to read. Otherwise, this is completely pick-up-and-go. Maps are clear and exactly where they need to be, and the small size makes it instantly accessible. Important NPCs and text are set off clearly with boldface type. The Modularity is perfect, with everything generic enough to not intrude, while keeping enough flavor to let you run the damned thing. On an aesthetic note, the illustrations are very nice – blocky, claustrophobic, and ’30s-silent-horror unpleasant woodcuts. Plant-decorated capitols and a repeating corn-field background tie each page to the theme of the module, and the front cover is an excellent painting by Jason Rainville. The back is a fairly ugly white-on-red affair, but it also has the publishing details somewhere they’re not intruding on actual text, so I’ll take it.

It engages the characters by entrapping them. The Trap itself isn’t bullshit, but it’s the kind you can’t simply defuse and move on from. It offers a simple and highly immoral way to escape – as well as several less-simple, less-compromising, and probably extremely unwise methods. Trying to get out with blunt force is.. inadvisable. Just the way I like ’em. The trap itself is useless against anyone who flies, so keep that in mind.
As far as Treasure – well, there’s plenty for any level of characters. There’s difficult but rewarding stuff, hidden items, treasures that require unpleasant moral choices to find, and at least two things with the potential to make Incredibly Bad Shit happen to your players/world. Or, y’know, nothing at all. Because Magic.

Review: Better Than Any Man (LotFP)

Before we start, here you’ll find a post listing my criteria for the review.  More Free RPG Day module reviews incoming, but this one I paid for. It’s also the one that, no two ways about it, made the most impact in my FLGS. There’s a more detailed breakdown after the jump, of course.

He's here for your bit- uh, witches

The BBEG.

Summary/ Overall impression: 8.5/10
As usual, it’s a B5 saddle-stitched booklet. In what’s rapidly becoming an LotFP tradition (one I like), the covers are detachable and have useful information inside. It clocks in at 96 pages of sandbox adventure, with very little space wasted. Within: Social upheaval, Swedes, Bad People (Note: Largely, not the Swedes!), good art, and very odd wizards/witches.
The crap you hear on the intertubes about how horrid it is? My ass. It just refuses to fade to shadows on the wall for a couple scenes. Unlike most adventures, you’re going to be forced to address the shit you do, and fight, much more intimately than some people are comfortable with. Also, confront the fact that people are dumb, panicky, violent and delusional animals who frequently refuse to act in their own interest.
I’d pay $25 for this (oh wait, I already did, and Jim threw in some more stuff!). That’s ~5 pounds of decent steak or indifferent bacon. With 10,000+ copies out there, it should be easy to find one if you want it.
Edit: The PDF is now available here. You should probably get it.
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Sick week

I’ve been down for the count all weekend with a massive respiratory infection – something made my bronchitis flare again, I think. Still on bed rest for a couple of days, and I haven’t been able to do any creative work in the interim.

I did kick in on the Robotech minis kickstarter. It certainly fit my criteria:
First, Ken Sembieda may be many things, but his company survived all three of the great RPG crashes. He delivers consistently. Ninja Division/Soda Pop have run multiple kickstarters in the past, and always come through.
Second, I’ve met several of the developers in person and I’ve been following this game avidly since it was two separate projects a couple years ago. I’ve already seen some of the prototypes, and I know the quality they put out.
Third, the game is already playable in its basic form, and I fully anticipate the kickers being looped in on a beta test in the next few months.
Fourth, the time goal was reasonable (6+ months for a prototyped game), and even if it goes over these guys will deliver.

So I’m now a Battle Cry supporter, and I’ll probably be kicking in another ~$100 at the beginning of the month for a Monster and some other accessories.
When I’m a little more conscious, I think I’m going to enter the Design-an-Ace contest (yes, this one’s a joke)
Torgue Valk

About Kickstarters

I’ve seen a lot of pissing and moaning about kickstarters coming in lately.
I don’t care. Why?

I don’t pre-fund things that aren’t already made unless I get something out of it right away. Every kicker I’ve invested in has already paid off in spades. The first question I ask myself when I see a Kickstarter is, “Would I still be happy if this is delivered a year or more late” and the second is, “What if it’s never delivered at all – how much will I get out of this if it fails?”  Yes, I’m a whore. But I’m also investing in things that pay off for me right now. And I assume most of these will be late. For fuck’s sake, professionals can’t even deliver a video game on-time 90% of the time.

Let’s take a look at some of the ones I’ve funded:
Towers Two (and by extension the other adventures in the funding blitz) $175 (by far my largest drop, and about 2.5% of the total cash raised)
Payback thus far:
Backstage passes, free tickets to a GWAR concert I was already going to. $60-100
2 T-shirts, posters, etc. $40
Free hard copy of module T-1 and the Ready Ref Sheets $20-100+ (someone else was running a side-promotion of which I took advantage)

Still not delivered:
5 modules, print and PDF (the 4 that funded, plus a separate one that Jim’s writing) – Orphone, Broodmother, Towers Two, Horror among Thieves. ~$100
Sandbox by a Judges’ Guild veteran ~$20-25

Total payoff:
At least $240, of which I’ve already arguably received more than my money’s worth.

Grindhouse Edition hardback $30
Payback thus far:
Jack over shit.
Still not delivered:
Adventure module by Ken Hite, Print/PDF ~$20
Hardback of the rules: ~$30
Total Payoff:
~$50, plus getting the rules proofread and reissued in a format I prefer.

Better Than Any Man $30
Payback thus far:
Pdfs of several things I’ve wanted to buy anyway, coming out to about $40
Not yet delivered:
Print copies of Another Shitty Adventure and BTAM, pdf copies of all 5 side adventures, and another reward pdf
Total payoff:
At least $50 already. Plus the post about its cover, which has made me laugh harder than most professional comedians have ever done.

Total return on my investments: $200+ cash-in-hand for $235 laid out; potential return is as much as $500. The things I got are ones that I likely wouldn’t have been able to justify buying for months, if at all.  To be brutally honest, even if one or more of these projects fail, I’m still going to be happy I spent that money.
Furthermore, Jim Raggi has already delivered on crowdfunded projects, and the quality of his work is impeccable. He has a reputation for dealing fairly and swiftly with his artists, who are themselves veterans. It’s damned likely I’ll get what I’m “actually” paying for, and it will be worth it.

The reason I didn’t drop dosh on Dwimmermount, by contrast, is that I’d already seen James M. crack up under pressure on his own blog. But if I had, I already knew that he’s got a habit (as most of us do) of taking three times as long to do something as he thinks he needs. James M. has produced a small offering, which was decent but not overwhelming – and produced later than he estimated. He’s dealing with professional artists, some of whom aren’t doing much pro work these days – but has little reputation with them as an employer. Notice, too, that all the rewards at reasonable funding levels are things that aren’t made yet. Each adds even more time to the process of getting it out the door; expansions, which add more time onto the development process, and increasingly deluxe presentations of the core item, which delay and balkanize its production. I had no reason other than my personal affection for the man to give him money, especially since most of that material is going to be freely available if the product ever gets published at all.

It sounds a little sociopathic, perhaps, but in the end Kickstarting something is investing in it; all investing is a gamble. Don’t play a sucker’s game when there’s something around the corner with better odds. Research your investment, and make damned sure that you can afford to lose the money. If you’re spending thirty bucks, remember that that’ll get you a module or two or a supplement book, or half of a rulebook in hardcopy right now from your LGS, who could probably use the cash…

Raggi’s at it again

http://www.kickstarter.com/projects/1939191852/lotfp-2013-free-rpg-day-adventure
I want this to happen. So much. Although some of the joke shit he’s doing can go hang.