Wednesday, July 20, 2016

Shadow of the Demon Lord is Frighteningly Good [The Review]

http://www.rpgnow.com/product/155572/Shadow-of-the-Demon-Lord?affiliate_id=86991


Over the past couple of months, and I apologize for the slow blog pace, I've written a couple of articles that have referred to Robert J Schwalb's new role playing game Shadow of the Demon Lord. In the first article, I discussed how it was ironic that Robert's parents were so afraid of D&D's satanic material that he was "forced" to play Warhammer Fantasy Role Play. This is essentially the same as being upset that your kid is listening to Def Leppard and pointing the kid to Venom as a replacement. As was discussed in the comments to that, the whole "satanic panic" phenomenon was overblown, but I still find it funny that Rob fled Glasya to the open arms of Slaanesh.

This journey into the darker artistic and game mechanic influences of Warhammer Fantasy Roleplay are readily apparent in Shadow of the Demon Lord. The baseline setting of Rob's game is one of a world that is desperately in need of heroes, any heroes. When the world is about to be destroyed by a malevolent cosmic force, even blackguards, madmen, and murderers can be the world's saviors. The game is as grim and dark as any Games Workshop setting, but there is something that sets Shadow apart from other games in the GrimDark tradition. Where other games in this genre are nihilistic, where even the heroes are often corrupt and doomed to fail, Shadow's setting holds within it the glimmer of hope. It is just possible that these heroes, flawed as they may be, might save the world from the cosmic destroyer that has descended upon the world.

As grim as Shadow of the Demon Lord appears to be, it is at its core a heroic role playing game.

Let that sink in for a moment. This is a game where the spark of hope might bring light to the world. It is entirely possible that the heroes will fail, but it is also possible that they will succeed in saving it. Even if they don't end up making the world a better place.

It is this basic heroic theme, and game mechanics that support heroic play, that are why I think that Shadow of the Demon Lord is one of the best role playing games to come out in years and that it is one of the best introductory roleplaying games for young gamers ever to be published. In future posts, I hope to write about several campaign setting ideas I have for this rules set. Before that happens though, I'd like to discuss how Shadow of the Demon Lord's mechanics encourage a heroic style of play and how these mechanics set it apart from other role playing games on the market.



Attribute Scores are Low, but Meaningful

At first glance, the attributes that Shadow of the Demon Lord uses to describe player character capabilities appear to be identical to those of a typical d20 game and one might be forgiven for assuming that they represent scores from 3 (poor) to 18 (excellent). Such an assumption would be wrong. In Shadow of the Demon Lord, any attribute above 10 provides a modifier to die rolls equal to the attribute score -10. So a character with a Strength of 13 in Shadow of the Demon Lord has a +3 modifier, the equivalent modifier of a 16 in 3rd Edition D&D.  Beyond that, a character with a 13 Strength in Shadow of the Demon Lord can lift 250lbs with little effort and 500lbs if the character makes a successful "challenge roll." Player characters will rarely see attributes higher than 15 in the game, but since this provides a +5 modifier to any affiliated roll that is a significant bonus indeed.

Challenge Rolls Never Explode to High Values

One of the key mechanics to Shadow of the Demon Lord is the "Challenge Roll." Any time a Game Master believes that there is a "significant" possibility that the average person would fail at a task, the Game Master asks the player to make a successful challenge roll. For example, if a character wants to climb a wall the Game Master might ask the player to make a Strength or Agility Challenge Roll to see if the character was successful. All Challenge Rolls are made against a Difficulty of 10. That's right, every task has a base chance of success of 55% for a character with an attribute of 10. This default "ease" of success reflects the default heroism of the campaign and the fact that the player characters are something special. The roll against this value can be modified with bonuses and penalties or by boons and banes. Bonuses and penalties are directly added or subtracted from the roll and are typically determined by a character's attributes. On the rare occasion that there is a penalty, it is usually no more than -2 to a roll. The only times you usually see a penalty worse than -2 is due to a character's attribute score or because the penalty is affecting the Health score (Hit Points in other games). Circumstances don't tend to apply penalties to rolls, rather they tend to apply "banes." A bane is a variable roll which results in a negative number from -1 to -6 being applied to a roll (more on this in a moment).  The point here is that the base chance of success is 55% and rarely gets worse than 25% for non-combat actions.

Boons and Banes

In the discussion of Challenge Rolls, I briefly mentioned that the largest modifiers to success or failure are due to mechanics called "boons" and "banes." Quite simply, these are the bread and butter of the benefit/penalty effects of the game. Straight bonuses and penalties are typically the result of a character's attributes, but boons and banes are the product of circumstances. Is a wall slippery? Add one or two banes to the roll. What is a bane? A bane is a 1d6 roll that provides a penalty to a Challenge Roll from -1 to -6. This makes it sound as if a 2 bane penalty could be pretty severe, which would detract from my assertion that this is a heroic game, but it isn't as severe as it might seem at first glance. A 2 bane Challenge Roll rolls a d20 + Attribute Bonus against a Difficulty of 10 as normal, but applies a penalty of -1 to -6 based on the highest result of 2 six sided die. So for example, if a character was climbing a slippery wall and had a Strength of 13 that character would roll d20 + 3 as normal. To determine the effect that the banes have, the player would then roll 2d6. Let's say the player rolled a 2 and a 3. This would mean that the total penalty to the roll would be -3 and not -5 as one might imagine. The most a character will be penalized by banes in Shadow of the Demon Lord is -6. The inverse is true of boons. The highest benefit any number of boons can provide you is +6. This provides a nice range of possibilities, and a real possibility of failure, without every leaving the realm of "heroic."



Professions Matter, not Skills

In a move that runs against the trend of many modern role playing game systems, with the exception of "story games," player characters in Shadow of the Demon Lord do not have clearly delineated skills with a set bonus. What Shadow of the Demon Lord characters do have are "professions." Professions are broadly defined as "occupations, pursuits, and areas of knowledge" that can be used by players to justify gaining benefits (boons) on actions or the ability to succeed at a task automatically if it makes sense. Player characters start with two professions, even before they choose a character class, and how useful they are is limited by the imagination of the players and the restrictiveness of the Game Master. While I cannot see inside the mind of the game designer, the mechanic seems to be a combination of the Professions from Barbarians of Lemuria, Secondary Careers from Advanced Dungeons and Dragons, and the Areas of Knowledge mechanic from the classic James Bond 007 role playing game by Victory Games.

The use of the profession mechanic gives Game Masters a dial they can use to determine how heroic they want their game to be. Let's say that a player has the "Soldier" profession. In a free-wheeling and highly heroic campaign, a Game Master could allow this profession to add a boon to the following actions: attacks when fighting in coordination with others, detecting ambushes, concealment in an outdoor setting, and a host of others. In a less heroic campaign, the Game Master could allow for only some of those uses or even none. The key to a good game is to be consistent and to encourage your players to use professions in an active manner. A key question which might help determine the utility of the profession might include "what kind of soldier was your character?"



Classes are Like Careers

Robert J. Schwalb acknowledged the influence that Warhammer Fantasy Roleplay had on him and on the design of Shadow of the Demon Lord. While that influence abounds in the artistic style of the game, there is no place where the influence shows up more than in the game's use of character classes or "paths" as they are called in the game. There are four tiers of character in Shadow of the Demon Lord (Starting, Novice, Expert, and Master). Starting characters have experience in a prior profession, but have yet to choose any heroic paths. Once the characters complete their first adventure they are free to choose their first Novice path from the obligatory Magician, Priest, Rogue, and Warrior archetypes.

At each level, the character will either gain a path benefit or make a new path selection. Additional novice benefits are gained at 2nd, 5th, and 8th level. At 3rd level a character chooses an Expert path. These paths are more narrowly defined than Novice paths and include things like Artificer, Assassin, Berserker, and Paladin. The only prerequisite to choosing an Expert path is that it makes sense for your character. You can be a Warrior Artificer or Warrior Paladin. One of these paths may be more beneficial from a "min/max" perspective, but neither is forbidden. Unlike in Warhammer where you can only leave a career after completing all the advances and are limited to exit careers (unless you pay an experience point penalty), in Shadow of the Demon Lord you are free to choose any combination you like. This also applies at 7th Level when a character chooses a Master path. These paths are more powerful than those prior, and even more narrow. The Master level is also where you find the Bard option in this game.

The Highest Difficulty in Combat is 25

Given how flexible and "recommendation" toned so much of the game is, I found it interesting that the rule for Defense (the game's version of AC) was rigid. The book states, "A creature's Defense cannot exceed 25, even if weapons, armor, and other effects would increase it beyond that number." What this does is set a "cap" on difficulties and highlights the fact that the characters are already amazingly capable. Between the 25 cap and the 10 baseline, you have variation of difficulty but one that fits within a reasonable range. A character with a +1 bonus from Strength and a boon might just be able to hit that Dragon in combat. Given that characters will rarely have an attribute above 15, this highlights the system's intended focus on maximizing boons in play.


Heroes Always Go First

Shadow of the Demon Lord has an interesting initiative system for combat. Players can choose to use "fast" actions or "slow" actions. If the player chooses to use a "fast" action, then his or her characters can either move or use an action/attack. If the player chooses the "slow" option, the character can move and act. The round is divided into the Fast component and the Slow component with player characters acting first in their respective phases. This allows players tactical options while minimizing the number of die rolls needed in the game. Opponents could technically go first in a round, but if they do their actions may be less efficient. The same goes for players. It's an elegant system that highlights the heroic underpinnings of the game.



System Can Be Used for Multiple Genres, But is Generic Not Universal


Shane Hensley is fond of describing his Savage Worlds role playing game with the phrase, "generic, not universal." What Shane means by this is that Savage Worlds can handle any genre you want, but that characters made for a Superhero game won't necessarily be convertible to a Fantasy setting. This is because the "range of probabilities" for both games are the same, but the effects that that range emulates are different. For example, in the core Savage Worlds rulebook a d12+3 Strength can lift a certain amount of weight, but in a Superhero setting that same score can lift more than in another setting. Similarly, the foundational mechanics of Shadow of the Demon Lord are elegant enough to emulate a wide variety of genres. You could use the mechanics, almost unchanged, to run a Superhero game, a Modern Espionage game, or a Martial Arts Chambara/Wuxia action fest. In each setting the characters would have similar statistics, but they would not be transferable because a 14 Strength in an Espionage game isn't the same as a 14 Strength in a Superhero game. Given the underlying base ranges of Difficulty (10 to 25), a Game Master should keep in mind what level of challenge these describe in the milieu being emulated. In a Superhero game, the Hulk holding up the mountain is a level 25 challenge which a Game Master might even limit to certain paths. In an Espionage game, that same level might be what it takes to lift a car off of a person trapped underneath it.

Final Thoughts

Shadow of the Demon Lord is a very well designed game. Whether you want to use it with its core setting, or hack it to fit your own preferences it can provide years of entertainment.

In the coming weeks I plan on posting several short conversions of the game to other genres...yes, more family friendly ones at that.

The list includes:
1) Shadow of the Avatar
2) Shadows over the Galactic Empire
3) Shadow of Professor Destruction
4) Big Shadow over Little China


Thursday, June 23, 2016

When Pulp Meets Urban Fantasy

I love a good urban fantasy yarn. I'm a regular reader of the tales of Harry Dresden, Atticus O'Sullivan, and Detective Inspector Wei Chen. There is just something about the combination of noir tropes with magic that excites my literary appetites. I'm also a big fan of Pulp heroes like Nick Charles, The Spider, Doc Savage, and Billy Byrne. In my opinion, these two genre are too rarely combined. Manly Wade Wellman's tales of John Thunstone are among some of the most imaginative fiction I've read. The Thunstone tales combine the cool atmospherics of a Thin Man film and add a wonderful layer of sinister mysticism. Thunstone faces fantastic foes who lurk on the edges of human society, seeking our destruction.

The Complete Thunstone from Haffner Press. Image by Raymond Swanland.
Given my love of these kinds of stories, and my love of Angry Robot Books, it is surprising that I missed the release of Alyc Helms' The Dragon of Heaven which is the first entry in her Missy Masters/Mr. Mystic series of books. This July will see the release of The Conclave of Shadow, a title that echoes Wellman's School of Darkness, and it looks to be an intriguing entry.



The books tell the tale of a street magician named Missy Masters who had inherited magical powers, and a job as the vigilante hero Mr. Mystic, from her estranged grandfather. Missy soon discovers that it takes more than a snazzy clothes and a talent for witty banter to combat the forces of evil effectively, it also takes experience.

From this basic premise, it appears at first glance that Helms brings in narrative elements that might be inspired by Barry Hughart's Bridge of Birds series and dials up the magical power dial up to 11. It's hard to tell where on the scale of Savvy Scholar outwits the Forces of Evil to Sorcerer Supreme obliterates Cosmic Threats this book series lies, but the premises are intriguing enough for me to find out. I'll be checking out this series in the next couple of weeks, so I'll let you know. I might even throw in a Savage Worlds and Shadow of the Demon Lord write up or two for characters in the series.

Monday, June 20, 2016

Shadows of Voltan -- A Shadow of the Demon Lord Character Sheet for Crow

A while back, I did a post discussing Hawk the Slayer and provided statistics for the character Crow in both Savage Worlds and Shadow of the Demon Lord format. While I was happy with the statistical representation, I wasn't happy with the formatting. So I spent some time in Publisher and worked this sheet out. I've got the original publisher file, and a version of this character sheet in pdf, so I'll likely be adapting some more characters soon.



It's my plan to do a series of articles, including some fanbrew campaigns, for Shadow of the Demon Lord because I am increasingly convinced that it is one of the better introductory rpgs on the market. While the game has a granularity that most long time gamers will appreciate, it's very accessible. 

Tuesday, May 10, 2016

Explore a Futuristic Kowloon Walled City as a Cat?!



After reading Jim Butcher's latest book, The Aeronaut's Windlass, I found myself confused by some of the public book reviews. I saw many references to "giant talking cats" popping up from time to time. It's true there are cats in the book. It is also true, to a certain extent, that they talk. The thing is, they aren't "giant" cats and they don't "talk" in any way that is particularly fantastic. In Butcher's book, the "fantastic" thing isn't that cats can talk, rather the fantasy element is that some humans can speak cat. In our own "non-fantastic" world, grown cats only seem to meow in order to communicate with humans. They will, in fact, modify their meows to create a subtle cat to human interactions that simulate language, but we humans seem to be pretty dim when it comes to understanding what cats are trying to say. Some of us are, that is.



What really impressed me was Butcher's ability to write about cats without overly anthropomorphizing them, though there are Warrior Born who go a little in that direction. He was so successful in his writing that he created an interest I didn't know I had, an interest in playing a cat based adventure game on the computer or console. It looks like game designers Koola and Viv are working on a project that will perfectly scratch this its. They are working on a third-person adventure game where you play as a cat exploring a terrain based on Kowloon Walled City. I don't think I could ask for more.


Thursday, May 05, 2016

Throwback Thursday Gaming: Moldvay Basic Dungeons & Dragons

"I was busy rescuing the captured maiden when the dragon showed up. Fifty feet of scaled terror glared down at us with smoldering red eyes. Tendrils of smoke drifted out from between fangs larger than daggers. The dragon blocked the only exit from the cave.

Sometimes I forget that D&D® Fantasy Adventure Game is a game and not a novel I'm reading or a movie I'm watching."




Thus opens the Tom Moldvay edited Dungeons & Dragons Basic Rulebook, and with those words my own fascination with the role playing game hobby began. It's a simple - even simplistic - introduction to a fantasy tale. It begins with that most cliche of story lines, the rescuing of a maiden, which was stale even at the time the rules were being published. It was such a stale trope that the film Dragonslayer, a rare truly magical fantasy film from the 80s, used a reversal of that cliche as a central component to its narrative. But the imagery of "smoldering red eyes" and "fangs larger than daggers" was more than enough to capture my childhood imagination.


It is often said that "the Golden Age of Science Fiction is 12," meaning that what each reader considers the Golden Age of Science Fiction is the literature they read when they were 12 years old. While there is some small amount of truth to that, I do have a fond spot for the fiction I read when I was 12 and I was briefly under the nostalgia induced delusion that the 80s Fright Night was better than the more recent remake, but it isn't always the case. In fact, my favorite Science Fiction and Fantasy - and those I think are canonical "Golden Age" classics - are stories I read in my 20s and 30s. What's ironic is that the stories I read in my 20s and 30s are the "traditional" classics, while the stories I read when I was 12 where the avant garde rebels. My 12 year-old Golden Age is Moorcock's Elric & Corum, Donaldson's "Land," and Cook's Black Company. It wasn't until I was older that I gained a true appreciation of Tolkien, C.L. Moore, Kuttner, Heinlein, Asimov, Burroughs, Howard, and so many others.

Given my referential baseline of Fantasy literature - Moorcock, Donaldson, and Cook - it might seem odd that Moldvay's Basic set would be the one that set my imagination alight. The book's line art, most of it by Bill Willingham, Erol Otis, Dave LaForce, and Jeff Dee, is a far cry from gritty and looks closer to the art that would be featured on the D&D cartoon than it does to the covers of a Black Company or Elric novel. Even odder is that by the time I came to be introduced to D&D, the Mentzer edition was already in publication, and the Jeff Easley art it featured was much closer to the fantasy images my readings brought to mind. Yet, to this day, when I think about what is best about D&D, I think about the Moldvay rules.

Tom Moldvay's editing of the Basic Set presented the D&D rules in a clear and easy to understand manner that left little ambiguity in my young mind regarding how the game was played. Having read the Original Little Brown Books that were the first public presentation of the D&D rules, I now understand what a remarkable task this was. Yes, Moldvay was following in the footsteps of Dr. Holmes' first Basic Set and was able to stand on the good Doctor's shoulders. Dr. Holmes first Basic set presented D&D's rules in an intelligible way, but the rules were written for the older teen to adult gamer. Tom Moldvay's rules, as should be evident by the fact that his "Appendix Moldvay" of recommended readings is filled with Young Adult and Kid's Literature, were designed as an introduction for the young gamer. That's what makes the edition so strong. It presents rules that could be described as arcane and mysterious, in a manner that most 10 year olds could begin running a game within a couple of hours...and they'd be enjoyable hours of reading. Not just because of the clearly written prose, but also because of that lovely line art.

Do yourself a favor. If' you've never read this edition, go back and read the Moldvay Basic Set. It's a bargain and well worth giving a try.


Friday, April 29, 2016

Hedgehobbit Discusses VanGrasstek's DUNGEON -- An Early Indie RPG

In addition to work, TA-ing, grading, and working on my prospectus, I've been toiling around with creating rules that approximate how I would have played D&D if I had been an adult when the original Little Brown Books were published. I've been reading and re-reading the Chainmail rules and reading sections of the original D&D rulebooks to get a sense of how I would have understood those rules if I had never played the game, no one was there to teach me the game, and all I had was these physical documents from which to develop a game. It's an interesting challenge, but it's the challenge that many early gamers faced.


I've been a fan of the fanzine Alarums & Excursions since it was first introduced to me by Gary at Aero Hobbies. Gary, who is sadly no longer with us, was a central figure in the Southern California role playing game scene. His gaming group is responsible for the creation of the Thief Class for D&D, think about that the next time you backstab someone in game play. When I walked into Gary's store, I was new to the Los Angeles area, but he quickly made me feel at home in this metropolis and introduced me to a number of wonderful people. He was a one man social network, and the issue of Alarums & Excursions he first handed me was like a social network in print form. Prior to reading this issue, I had heard of the zine but I had no idea what to expect. What I found was that it was like reading the best parts of a very creative discussion forum, a forum where people didn't hastily respond and thus where the worst of forums rarely reared its head.

What most amazes me about Alarums & Excursions is the creativity, this is especially true in the early issues. Reading the first few issues of the zine - and I'll be discussing my adventures reading the zine in detail in a series of posts - I was struck by how varied the interpretations of how to play D&D were. I'm not saying that I was struck by the differences in "house rules," though those are remarkable as well, rather I was struck by how differently people interpreted the rules of the original books. The early 70s was truly a time when everyone was playing a different version of D&D, and that makes the era all that more exciting to me.

So I want to try to capture some of that magic. I want to play D&D as I "would have" played it if I'd been around then to do so. What would my D&D have looked like? In order to help me on this quest, I've read a couple of other attempts to create rules for "Playing D&D with Chainmail" and I'll share my thoughts on those when I share my version of how to do just that. I've also been reading Craig VanGrasstek's rules for Dungeon  written in 1974. VanGrasstek's rules, discussed in the video by Hedgehobbit embedded below, are one player's attempt to reverse engineer D&D from a playing session.

Let me repeat that. VanGrasstek's rules are a reverse engineered version of D&D based upon his experience in a gaming session. That's how explosively creative and desiring of new kinds of play the 70s were, it's also what we see a lot of today in the DIY game community. Reading VanGrasstek's rules have given me a sense of the kinds of things that get "lost" in interpretation, and I'll be keeping those in mind as I design "How I Would Have Played LBB D&D." I think it will be a fruitful exercise, and I hope that I'll be able to convince my gaming group into giving my LBB D&D a try. Maybe we can even see a bunch of different versions of D&D in our group and try them all.



Thursday, April 28, 2016

Space Hulk Deathwing Looks to Be a Stunning FPS



I remember the first time I saw the Space Hulk board game being played at a gaming convention in the Bay Area. I was amazed. Watching as blip counters were turned over and revealed to be either "false positives" or hordes of Alien-esque xenos who's claws could rip through the thick armor of Space Marine Terminators changed what I viewed was possible in board game design. I'll admit I was young, but that was the effect none the less. It should come as no surprise that one of my favorite game designers, Matt Forbeck, listed it as worthy of recognition as one of the Top 100 Hobby Games of All Time.



Video game adaptations of the franchise have been hit or miss. The computer adaptation in the 90s, also ported over to 3D0 systems, was as difficult to win (as the Marines) as the board game, but due to the lack of the social component that exists in board games it never really captured my imagination in the same way as the table top version. More recent turn based versions have been much more successful. These games tend to use a top down POV and provide players with a robust gaming experience. The new Space Hulk video game goes beyond translation of the table top game to video game format and shifts the franchise fully over into the First Person Shooter genre. It's nice to see one of the franchises that inspired the action of early FPS games finally get, at least by what is shown in the new game play video, an exciting FPS of its own.