

Evan Edwards
1,336 followers -
Friendly and earnest. I am a publisher by trade, but not the literary kind. The boring, back-end gears and real world stuff. Author, GM.
Friendly and earnest. I am a publisher by trade, but not the literary kind. The boring, back-end gears and real world stuff. Author, GM.
1,336 followers
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This is wonderfully in depth and a fun read. And yes, I still have yet to play the game.
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Nice find.
The board game section of Amazon is dangerous. This one is $19.99 and is normally $79.99. Some interesting #miniatures with it: Toy Vault Abaddon Board Game by Richard Borg by Toy Vault https://amzn.to/2MZSNQY via +Amazon.com
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And how.
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I have a player whose character has a deity following them around (well, technically, they are developing an affinity). Throughout game, a red handkerchief or bit of cloth keeps appearing. We are now three sessions in where, at the start of game as people are gathering we talk about the red cloth, and after game has wrapped he suddenly sits upright, galvanized, eyes wide, exclaiming, "The red handkerchief! I forgot again!"
I may well change the deity to Lethe.
I may well change the deity to Lethe.
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I showed this to +Sarah Edwards, explained the basics, and she (who is a serious gamer, but bad with game designer names) asked, "Do I know any games he's made?"
She does, but the first I happened to say was, "Yeah, beyond his professional stuff, he wrote the Gargoyles the Vig..."
"Done. Back it. Add $10 for the hobo knife. Dude has our support."
I can't tell you how many times we played Tales of the Floating Vagabond as a between games one-shot. I am sure I'm not the only one. And I have now run three very successful campaigns of Gargoyles the Vigil.
Plus, it looks like a pretty fun little easy-to-play card game.
She does, but the first I happened to say was, "Yeah, beyond his professional stuff, he wrote the Gargoyles the Vig..."
"Done. Back it. Add $10 for the hobo knife. Dude has our support."
I can't tell you how many times we played Tales of the Floating Vagabond as a between games one-shot. I am sure I'm not the only one. And I have now run three very successful campaigns of Gargoyles the Vigil.
Plus, it looks like a pretty fun little easy-to-play card game.
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First play impressions of Frog Juice (Edit: Photo in comments, as I can't edit this and add one).
This is a pretty card game with fun art. It is a super simple game that touts being educational (basic arithmetic). For adult players, there are some strategies, but the game appears to have a fair amount of luck due to the scarcity of points and their importance. I suspect luck beats strategy. That said, it's a quick play and has a pleasant rhythm, in the way that a table of Euchre can be. It's a perfect "killing time while chatting" game. The rules make it seem like a much more complex game, but there is essentially a card game that could be played with regular cards, plus a few extra cards that have special mechanics.
The basic game is played with the number cards, each having a spell component pictured (Frog Juice, Monkey Powder, Newts, etc). Each player has a hand that refills to 4 at the start of their turn, and there is a central spread of cards. During your turn you can use special cards (witches can cast spells, witch wash blocks, etc), pass, or:
- Pull a single card with cards from your hand that add up to the same value.
- Pull a single card with a single card from your hand that matches value.
- Pull multiple cards with a single card whose value equals the sum of the cards.
You can also (as a separate action on your turn) place or try to fill spell cards by playing cards from your hand or asking for those cards from other people's hands. Without getting too deep into a list of all the special cards, this is an example of how the special cards add some strategy: keeping the spell components of other players out of your hand becomes important, and you have to decide if you want more cards to go for the two "most cards" points or play a less useful match to prevent a player score a point for the finished spell.
If you don't want any supernatural spells and witchcraft, this isn't for you, but it is strictly children's book level stuff. I'd drop this from a box of games for a church family game day, but I personally wouldn't have a problem with any child of any age playing it. If your kid is into Harry Potter, this is perfect. Or if you're sitting around waiting for players to gather to play Lords of Waterdeep, this will kill time pleasantly.
This is a pretty card game with fun art. It is a super simple game that touts being educational (basic arithmetic). For adult players, there are some strategies, but the game appears to have a fair amount of luck due to the scarcity of points and their importance. I suspect luck beats strategy. That said, it's a quick play and has a pleasant rhythm, in the way that a table of Euchre can be. It's a perfect "killing time while chatting" game. The rules make it seem like a much more complex game, but there is essentially a card game that could be played with regular cards, plus a few extra cards that have special mechanics.
The basic game is played with the number cards, each having a spell component pictured (Frog Juice, Monkey Powder, Newts, etc). Each player has a hand that refills to 4 at the start of their turn, and there is a central spread of cards. During your turn you can use special cards (witches can cast spells, witch wash blocks, etc), pass, or:
- Pull a single card with cards from your hand that add up to the same value.
- Pull a single card with a single card from your hand that matches value.
- Pull multiple cards with a single card whose value equals the sum of the cards.
You can also (as a separate action on your turn) place or try to fill spell cards by playing cards from your hand or asking for those cards from other people's hands. Without getting too deep into a list of all the special cards, this is an example of how the special cards add some strategy: keeping the spell components of other players out of your hand becomes important, and you have to decide if you want more cards to go for the two "most cards" points or play a less useful match to prevent a player score a point for the finished spell.
If you don't want any supernatural spells and witchcraft, this isn't for you, but it is strictly children's book level stuff. I'd drop this from a box of games for a church family game day, but I personally wouldn't have a problem with any child of any age playing it. If your kid is into Harry Potter, this is perfect. Or if you're sitting around waiting for players to gather to play Lords of Waterdeep, this will kill time pleasantly.
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There are a ton of bad maps out there. There are even a bunch of good free maps. But almost all are dungeons or caverns. Over on his Patreon +matt jackson has started doing some nice inns and other buildings. These aren't in the super-slick color tile style aimed at miniature play, but rather the really useful classic line drawing style that makes for a great reference at the table.
Disclaimer: I have one building named for me, as I suggested an abandoned location for adventurers to sleep in and potentially defend against a night time attack. Because that's how Mr. Jackson rolls: he listens to his Patreon supporters. And yes, this is a blatant "if you like his work, stuff the tip jar" note.
His Patreon is located here: https://www.patreon.com/msjackson/ And G+ won't pick up one of the building images I'm talking about for this post. There is one in his new zine, Lapsus Calami, also found at his Patreon: https://www.patreon.com/posts/lapsus-calami-01-20716068
Disclaimer: I have one building named for me, as I suggested an abandoned location for adventurers to sleep in and potentially defend against a night time attack. Because that's how Mr. Jackson rolls: he listens to his Patreon supporters. And yes, this is a blatant "if you like his work, stuff the tip jar" note.
His Patreon is located here: https://www.patreon.com/msjackson/ And G+ won't pick up one of the building images I'm talking about for this post. There is one in his new zine, Lapsus Calami, also found at his Patreon: https://www.patreon.com/posts/lapsus-calami-01-20716068
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#GamemasterMeditation - When running a sandbox campaign, you don't need to take perfect notes or remember everything. It's like outrunning a bear: you just need to have better notes and memory than your players.

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Revelatory. Even if you already run it like this, as some do, this seems to reveal an unspoken assumption in how traps were originally envisioned. From "Fatootie" on Stack Exchange (click through for several excerpts and points which would seem to support this):
"There are two different trap mechanics presented in Moldvay's Basic D&D rules, the general one that uses 1d6, and the thieves' ability that uses d%. The reason for this, although it is far from obvious, is that the game distinguishes between two different types of traps. What Moldvay knew (but mostly failed to communicate) was that exactly one mechanic applies in any given situation, and which one applies depends entirely on whether the trap in question is a room trap or a treasure trap:
* "A room trap is a large architectural feature such as a concealed pit, or a block that falls from the ceiling when someone passes underneath. Indiana Jones movies are filled with of examples of this kind of trap. Room traps can sometimes be discovered by a thorough search of the area, taking great care and using common sense. Thus, any character who searches for them has a chance to find room traps. Dwarves, being most familiar with underground construction, have a 1 in 3 chance of finding them. All other classes, including thieves, have a 1 in 6 chance. The thieves' ability Find or Remove Traps does not apply to room traps.
* "A treasure trap is a devious little mechanism such as a poisoned needle hidden in a lock, or a vial of sleeping gas which shatters when a chest is opened. These kinds of traps are intricate and cunning. Only thieves possess the special knowledge and training needed to uncover treasure traps and disarm them. This expertise is reflected in the thieves' ability Find or Remove Traps. Only thieves are able to find or remove treasure traps without the aid of magic.
"Note: The terms room trap and treasure trap are Moldvay's, which he coined on page B52. I find them a little misleading, but I have kept with them for the sake of consistency."
"There are two different trap mechanics presented in Moldvay's Basic D&D rules, the general one that uses 1d6, and the thieves' ability that uses d%. The reason for this, although it is far from obvious, is that the game distinguishes between two different types of traps. What Moldvay knew (but mostly failed to communicate) was that exactly one mechanic applies in any given situation, and which one applies depends entirely on whether the trap in question is a room trap or a treasure trap:
* "A room trap is a large architectural feature such as a concealed pit, or a block that falls from the ceiling when someone passes underneath. Indiana Jones movies are filled with of examples of this kind of trap. Room traps can sometimes be discovered by a thorough search of the area, taking great care and using common sense. Thus, any character who searches for them has a chance to find room traps. Dwarves, being most familiar with underground construction, have a 1 in 3 chance of finding them. All other classes, including thieves, have a 1 in 6 chance. The thieves' ability Find or Remove Traps does not apply to room traps.
* "A treasure trap is a devious little mechanism such as a poisoned needle hidden in a lock, or a vial of sleeping gas which shatters when a chest is opened. These kinds of traps are intricate and cunning. Only thieves possess the special knowledge and training needed to uncover treasure traps and disarm them. This expertise is reflected in the thieves' ability Find or Remove Traps. Only thieves are able to find or remove treasure traps without the aid of magic.
"Note: The terms room trap and treasure trap are Moldvay's, which he coined on page B52. I find them a little misleading, but I have kept with them for the sake of consistency."
Check out this awesome evidence-trail for a proposed distinction between trap types in B/X! https://rpg.stackexchange.com/a/108477
I think this is worthy of a note in BXE, in the future.
I think this is worthy of a note in BXE, in the future.
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I had a family member pass away late last week. Suddenly, this week's plans are (likely) changed for my wife and I. Anybody know if there's anything possible to do with GenCon tickets? Any way to transfer them or recover some of the cost in any way? I know the website says no, but I figured I'd ask the pooled experience here just in case.
Still kind of reeling; I won't even know what's going on for sure until tomorrow.
Still kind of reeling; I won't even know what's going on for sure until tomorrow.
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