Category Archives: St. John’s Tabletop

So you want to escape the Dungeon?

Are you sick of slaying Orcs? Are you so fed up to death of hitting the tavern in search of prime questing? Have you had it up to here with having to persuade the rest of the party to stop and rest so that you can memorize your spells? Are you sick of being a level 2 wizard and feeling as useless as a fart in a gale?

Are you just SO done with dragons, flagons, truncheons, dungeons, broadswords, long swords, great swords, bastard swords, two-handed swords, short swords, and all of the inherent dangers of running around with sharp and pointy things while hideous monsters try to stabbity the shit out of you until your HP hits zero? 

And yet, you picky bastard, you still want to play tabletop RPGs?! You still want to chuck dice, experience narratives and have good times with your friends while pretending to be a person who isn’t you? You’re a traditional player, you say? Not into lighting ten candles or filling out flash cards or writing journals as game mechanics? Ok, how about this?

Here are ten (or so) traditional role-playing games that aren’t Dungeons & Dragons, and why you should play them:

A quick note: I’ve restricted this list to games NOT based on an established licensed intellectual property, that was an intentional choice – some of my favorite games are actually based on licensed IP, that is yet to come! I swear!

Cyberpunk 2020

OK, Yeah, so its a little dated; 2020 didn’t exactly pan out as expected, lets shuffle that to one side a moment. Do you like Blade Runner? Have you ever read any William Gibson? Well, Cyberpunk 2020 is THE defacto cyberpunk RPG. Creator Mike Pondsmith has gone on to be one of the defining creators of the genre, his “High tech, low life” descriptor has become synonymous with Cyberpunk. It’s a decidedly ’80s view of the burning chrome future; mirror-shades, cybernetic body parts, VR hackers called “Netrunners”, the matrix, gangs, hair-metal rockerboys, corporate powers, neon and rain slicked streets of concrete and steel, motorcycles and futuristic muscle cars.

It’s all powered by a simple, intuitive system that uses your attributes and associated learned skills to roll a pool of D6’s, scoring a number of hits to succeed. It’s easy to learn, and pretty straightforward to run if you’ve read a few Cyberpunk novels (Neuromancer or Snow Crash) or seen some anime (Akira, Ghost in the Shell, and Bubblegum Crisis are all great starting points). It’s an easy book to dive into (if you can find it), there is a new version out there called Cyberpunk RED (timed to release alongside the colossally huge video game, Cyberpunk 2077) but it currently only exists as a starter box, which is fine if you like that sort of thing. If what you’re looking for is straight up cyberpunk theme, you can’t do any better than this.

Shadowrun

Here’s where it gets interesting. Shadowrun, introduced in 1989, takes the neon-lit, rain-slick streets of Cyberpunk, complete with hackers, the matrix, laser edged katana blades, corporate wars, and more guns than you can shake a pair of mirror shades at, and throws in a global upheaval that returned magic, metahuman races, dragons, spells, ghosts, you name it, to the world. It’s like someone spilled Dungeons & Dragons into your Cyberpunk 2020, and it is freaking. Awesome. Unlike Cyberpunk 2020, Shadowrun has been more or less fully supported since its introduction, which gives you a wealth of editions to track down in the used market, and a ton of supplemental material, including some truly unique settings that change the game radically. There are two things that really make this one special; the world that’s been built is macro-level detailed, incredibly varied, and flavored as hell, and the unpredictability of encounters and characters is unlike anything else out there. Want to create a suit-wearing corporate mage who’s as adept with his Uzi as he is with tossing fireballs or traversing the astral plane? Go for it! Want to make an Orc Street Shaman who follows the noble Dog spirit and sells trinkets and potions out of a corner store? Go crazy! Sure, the framework is familiar; Shadowrunners are criminals who operate in the mean streets and complete contracts (read: quests) for corporate or criminal interests, but the execution is just all-out wild! Yes, a dragon can become president of the United States (and did in the metastory) or run a multinational megacorporation.

A few words of warning: Shadowrun is infamous for its crunchy ruleset, whether you stumble across a used copy of an early edition rule book, or you dive into the more streamlined 6th edition released in 2019, be prepared for a lot of math, and a mittful of six-sided dice. It’s not the easiest system for a beginner to dive into, and character creation can be a little overwhelming if you go in cold and try to create a ‘runner from scratch. It uses a similar system to Cyberpunk 2020 in that it’s a dice pool built by skills and linked attributes. You still count the ‘hits’ that you roll to match a target, BUT, there are many modifiers to consider that add and subtract dice from your pool before you can roll, and additional mods to apply afterwards. It can definitely become a little insane.

All that said, Shadowrun is quite possibly the best, most logical depiction of firearms combat I’ve seen in a tabletop RPG. If you can get into a game with an experienced Game Master, that’d be my first recommendation. If you’re running, maybe start with the beginner box and graduate to the full fledged rule book after a game or three. If you can climb the chain-link fence that is the rules (which are very well presented, even in earlier editions, I might add), I can guarantee you a very good time on the other side.

Carbon 2185

There are three key reasons why I’ve included a third Cyberpunk-based RPG in a row: 1. Cyberpunk is cool as shit, and hotter than hell right now with that big video game around the corner. 2. There are just enough thematic differences in Carbon 2185 to really differentiate itself from Cyberpunk 2020 and Shadowrun, it feels like a pretty unique, diverse setting, and 3. this is my list.

Firstly, Carbon 2185 really draws its biggest strength from its narrative design, there’s a ton of world-building in here that doesn’t entirely rely on cool art (which it does have) or experience with the genre (you don’t HAVE to know your Bubblegum Crisis from your Neuromancer), you can just read about a very cool sci-fi setting that stretches a little further beyond the usual corporate wars and cybernetics of the cyberpunk tropes, and start creating characters. The core rules were released in 2019, and its readily available through Dragon Turtle Games’ website as well as in PDF (digital) through drivethrurpg.

The big reason I recommend Carbon 2185: If you’re coming from Dungeons & Dragons 5th Edition, the rules here are identical. Mechanically, it’s 5E plugged into a sci-fi setting, and that works well enough. The downside? Some of the choices made by the designers to shoehorn their cyberpunk setting into D&D don’t really make logical sense; combat mechanics, while great for swinging swords and shooting bows, don’t loan themselves as well to full autofire from a high tech assault rifle, and level progression feels arbitrary and tacked on. Also; why the heck can hackers only have so many “hacks” per day? That’s just strange, man. That aside, if you want to get out of the dungeon, and can’t really fathom digging into a new game engine or set of rules, Carbon 2185 is the game for you!

Savage Worlds

Savage Worlds is something just a little different. Included in the core rulebook is a game engine, a fast, easy, but well-designed system that’s quick to learn, and allows for implementation into any number of settings. Other companies have done this sort of thing in the past (Steve Jackson’s GURPS comes to mind) and Fantasy Flight is currently doing something similar with their Genesys system, but none do it better, more streamlined, and with as little overhead as Savage Worlds.

The core rules give you enough past, present day, and future sci-fi stats and scenarios to get your creative juices flowing, and there’s a treasure trove of homemade settings available online (I’ve run Blade Runner, Fallout, and Modern day crime, and even played in an amazing campaign based on ’80s G.I. Joe). Beyond that, many developers have produced some truly fantastic and expansive supplemental books which are as fully detailed as any other RPG on the shelf, If you want a hot take on cyberpunk, look up Interface Zero 2.0, every bit as awesome as Cyberpunk 2020 or Carbon 2185. If you really want some awesome stuff, check out Dead Lands, a near-legendary weird-west horror-cowboy setting. Other notable settings include Weird Wars, a World War 2, soldiers vs. Eldritch horrors sort of thing, and the Savage World of Solomon Kane (based on the Robert E. Howard monster slayer).

The system is just different enough, a lightweight, fast moving skills based engine, without being obtuse or tough to learn. Some settings will be easier to find than others, but be sure to dig around online, you’ll almost certainly find something that will appeal to a group that’s burned out on Dungeons & Dragons, and a good chunk of them are FREE!

Heavy Gear

If you’re looking for something far removed from typical fantasy, with a decided sci-fi war feel, Heavy Gear is your boy! Set on the distant planet of Terra Nova, the northern and southern hemispheres are at odds with one another, while a giant planetary desert runs the circumference of the equator. The North and South use anime-inspired war-machines called Heavy Gears to throw lead and missiles at one another, with the people of the Badlands caught in the middle.

It’s not quite Gundam or Robotech in terms of 50 foot giant robots, the ‘bots of Heavy Gear are the stars of the show; they skate around on wheeled feet with machine guns and rocket pods, and share a design sensibility with the “mehca” anime of the 1980s. The design, by Dream Pod 9, looks absolutely great, and the books are well put together with a ton of flavor and meat to dig into. There’s also a wealth of supplements out there to dig through, and it’s all readily available in digital formats.

I recommend Heavy Gear to anyone who digs anime, robots, or robot anime. While the tone it sets is perfect, and the design is great, the “Silhouette” game engine by DP9 is absolutely phenomenal. It’s lightweight, easy to manage, relies entirely on skill based D6 rolls, and makes easy, logical choices in dealing with combat, damage, and interacting with scale (giant robots vs. Tiny fleshy humans). I honestly can’t heap enough praise on this setting, or this system, it’s just a ton of fun to work with and play in.

The downside, is the publication history is more than a tad convoluted for those who go in uninitiated; there are literally hundreds of books out there spread between three editions of the RPG, the tactical miniatures skirmish game, and the more recent “Heavy Gear Blitz” product. If you can find a print copy of 1st or 2nd edition, that’s the way to go. 3rd is ok if you can also happen upon the stand alone Silhouette ruleset (and it also includes conversion notes for 3rd edition D&D, which I’d honestly avoid). So yeah; 1st or 2nd edition rulebook, maybe the equipment guides for north and south factions, the Into the Badlands sourcebook, and the Welcome to Terra Nova sourcebook, easy enough if you’re going digital, but rough if you want to play from a print copy, as most of this stuff hasn’t been printed since the early 2000’s. It’s worth it in the long run, as my time with Heavy Gear has been some of the most fun I’ve had at the gaming table!

Numenera

Developed by Monte Cook, one of the core designers of D&D 3rd and 5th editions, Numenera is quite possibly the single most unique, weird, and yet accessible gaming setting and system out there. The catch is that Numenera is set millions of years into Earth’s future, where several ages of Human civilization have risen and fallen into obscurity, and a new, feudal-fantasy world has been constructed over the ruins. It’s as though you took a D&D setting like Dragonlance and constructed it on top of not one, but eight separate sci-fi worlds that have long since eroded to dust. Players explore and adventure, discovering ancient technology, weird creatures, portals to other worlds, long-dormant machines, weird objects, and technology that appears as though it’s magic. Fantastical creatures, wondrous items, a multitude of powerful factions, and the potential for just about any flavor of a campaign all reside in a single tome, and a few supplements if needs be. There’s really no other setting out there that comes close to Numenera’s level of imagination and creativity.

As good as the setting is for narrative experimentation and clever hooks, the Cypher system is equally great, easy to learn, and yet it feels completely different from anything else that’s out there. Character creation is fast and fun, and combat mechanics feel fluid with very little bloat. Overall, it’s not only one of the best alternates to D&D out there, I’d consider it one of the finest games I’ve played. The only caution I would give, make sure you go in with a plan, and players who are more interested in the role-playing side than the game side, as Numenera is really more about playing in that sandbox than playing with the rules. If you ever wanted to run a home brewed Masters of the Universe campaign, this is as close as you’ll get without starting from scratch.

Vampire: The Masquerade

So, you’ve done all you can with Dungeons & Dragons in terms of character development, you’re sick of rules crunching and management as a player and you really want to step deeper into inhabiting a character. As a GM, You’re looking for more involving storytelling, with more proactive characters, and a player-driven narrative that really focuses as much on character interaction as it does combat. Welcome to the World of Darkness.

There are a few reasons why Vampire: The Masquerade was, in the early to mid ’90s, every bit as popular as D&D at the gaming table. It differentiated itself a lot. It put the spotlight front and centre on the “role-playing” aspect of Role-playing games. It also embraced the gothic subculture at a time when it was moving out of the underground and into the mainstream. The timing was perfect.

We all know what Vampires are. What Vampire: the Masquerade did exceptionally well, was build on the mythos of fiction like Bram Stoker’s Dracula and the works of Anne Rice, by adding a fully fleshed out society of rival clans, mob-like families, ruling hierarchies, and more player choice than just about anything that came before. This is all wrapped up in some gorgeous artwork, and supported by a meaty, but not too heavy engine, and a truckload of supplemental material that covers every clan (from the punk-like Brujah to the crazy Malkavian, to the aristocratic Ventrue, or the ghoulish Nosferatu), many cities, and all of the history of the shared universe called the World of Darkness (also included were solid games like Werewolf: The Apocalypse, Wraith: The Oblivion, and Mage: The Ascension).

The engine in use is another Attribute+Skill system where players roll pools of 10-sided dice and attempt to reach a predetermined amount of “hits”, with additional “hits” adding to their magnitude of success. The system was heavily derived from Shadowrun back in the day, though highly streamlined. The simple system works well in opposition to the wealth of character choice, powers, and supplemental choices available to players. Vampire: The Masquerade is choice heavy, allowing players to build a unique character that really suits their own style.

Vampire: the Masquerade is really, for lack of any easy way to say it, some real next-level shit. Every other game on this list, even the more mechanically complex ones, can be tackled in much the same mindset as D&D, but Vampire requires something very different. You need players who are fully committed (or maybe should be committed) for this to work. You can go sessions, multiple sessions, or even entire campaigns without ever rolling for initiative or starting a combat round. Players need to want to inhabit this world, and they need to be able to really play a character. As a GM, you need to do the same, and plan your campaign in such a fashion that the players can steer the narrative as freely as you, while simultaneously staying true to the moral and ethical truths of the Vampire world. If there was ever a tabletop RPG for wanna-be actors, V:tM is it. If the magical combination is there, an open GM with a collaborative group of immersed player-actors, I’ve seen few games truly sing at the table like Vampire: The Masquerade. If you’re group is more casual, loot-driven, combat happy, and rules heavy. Maybe you should avoid.

Because of the popularity back in the day, 1st and 2nd edition books should be pretty easy to come by in the secondary market. White Wolf (or some new facsimile of) teamed with Modiphius as publisher in 2018 to resurrect the setting in all of its original splendour, and that book is in print, readily available, and gorgeous!

Call of Cthulhu

What’s that? You don’t know what a C’thulhu is? First of all, I call bullshit, but OK, Call of Cthulhu is arguably the most popular work of prolific early 20th-century horror writer HP Lovecraft. Lovecraft’s specialty was fear of the unknown, pure existential dread, and bizarre cosmic entities that defy human comprehension. Call of Cthulhu, the game, has been around in some incarnation or another since the very early ’80s, its popularity seeming to rise and fall like the waves of the sea above ancient R’lyeh, where Cthulhu lies dreaming.

In the pen and paper game, players take the role of investigators, generally operating out of settings influenced by Lovecraft’s stores, but not always. The focus is on terror and sanity rather than out and out combat, as investigators attempt to explore and explain the unseen and unknowable without turning their psyche into mashed potato. It tends to work best in a contemporary to Lovecraft era (so 1920’s or 1930’s) but I’ve played in successful campaigns set during World War II, in the Wild West, and even in the 1990s.

What’s really unique, so far as I know anyway, is in how the supplemental material can be used to completely alter the tone or feel of your typical Call of Cthulhu campaign; supplements out there for the current edition (7th) may set it in Australia, the aforementioned Weird West, an X-Files-like modern day, or even turn it into a rollicking pulp-novel, two-fisted action tale. There’s a ton of variability here, and if you’re a fan of the whole Lovecraft/Cthulhu/Arkham style of horror, and don’t feel it’s been overdone, you could definitely have a ton of fun here.

Call of Cthulhu uses a simple, percentile driven system which tests skills against a percentage rating using 2 ten sided dice (or a single 100 sided dice if you’re a sadist). It’s easy to learn, easy to put characters together, and provides a wealth of options for a would-be GM. There was a D20 version (using D&D 3rd edition rules) developed back in 2001, which worked surprisingly well, but is pretty rare these days. Your best bet is the 7th edition player and gamekeeper guides, as well as a few supplements if you choose to modify the tone or setting of the game.

Kids on Bikes

This is without a doubt the most “vastly different” game on the list. Kids on Bikes doesn’t cross over into “abstract” or “high-concept” territory, it’s still very much a game system with characters and stats and dice rolls, but it’s also something more than a little special. What it is, is an extremely lightweight game where kids say words like “shit” and “dickhead”, and you push that PG-13 rating for all the horror you can muster.

It comes wrapped up in an extremely small 75-page paperback that could probably fit in some jacket pockets.

Narratively, it takes the “kids in trouble” tropes of early Stephen King books like Stand by Me or IT, movies like The Goonies, or even shows like Stranger Things, and turns them into a tabletop adventure. The simple mechanics guide a game that’s closer to the real world than most, and yet wholly fun and easy to play for those of us who came of age before cel-phones or the internet. There’s not a lot to work with in the book in therms of pre-established settings or campaigns, so it might require a little more imagination on the Game master’s part to develop a setting and a story.

There’s not too much else to say really, if you dig movies like Super 8, and want something you can get to the table quickly for a one off, or even a prolonged campaign, you can’t go wrong with Kids on Bikes.

As an aside, I’ll mention Tales from the Loop as well. That game treads on similar ground, but is a much more mechanically complex and traditional pen-and-paper package, with a less accessible narrative.

Legend of the Five Rings

OK, so Legend of the Five Rings, or L5R as it’s often called, does contain fantastical elements, it is essentially a fantasy role-playing game, however where it really sets itself apart is in its use of Feudal Japan and Japanese folklore and mythology in its depiction of Rokugan (which was itself a setting for Dungeons & Dragons 3rd edition at one point). Thematically, however, the Japanese flair and Samurai tropes really make L5R feel like its own beast. Characters are derived from Samurai clans and fit vaguely into a warrior, monk, thief, or mage box, but again, there’s more than enough contrast here to warrant its inclusion on the list

Legend of the Five Rings uses a wonderfully unique system that flows smoothly and is easy to pick up. The “roll & keep”mechanic builds your dice pool from an attribute and a skill, but unlike Shadowrun, Cyberpunk, or Vampire, the skill tells you how many of the rolled dice you get to keep. The more skilled you are, the better chance of hitting your target number. Fifth Edition used a similar mechanic, but relied on a slight variation that used symbols and custom dice, similar to Fantasy Flight’s Genesys engine, but maintaining the “roll & keep” mechanic. This made Fantasy Flight’s skill resolutions feel a little more “narrative driven” than just straight up math, and passes and fails could still affect your character and your role-playing.

There may not be quite as many skill, weapon, and magic choices as there are in some games, but it works in L5R’s favor, and the game more than makes up for it with a rich and detailed setting that allows for some detailed character creation and some great storytelling. If you ever wanted to weave the tale of a Samurai epic, Legend of the Five Rings is your best bet! The most current version is a gorgeous tome published by Fantasy Flight Games, earlier editions were solid as well, and I’m torn as to which edition I prefer. Either one (outside of 2nd edition) should be somewhat easy to score on the used market. There was an Arabic-themed spinoff published during the third edition run called Legend of the Burning Sands, which used the same rules, and that might be worth a look as well if you’re feeling that sort of a theme.

Traveller

Originally published in 1977, Traveller takes your RPG group into the realms of science-fiction and space opera. If you’re looking to crew an interstellar trading ship, seek out new life, boldly go where no one has gone before, or otherwise make your way in the galaxy with a fast ship, a blaster, and a roguish grin, there are few games as versatile and in-depth. The system is a simple enough skill-test system that relies on rolling 2 6-sided dice to complete most goals. It really is a simple system to manage and work with, but it’s the wealth of background and narrative detail that really sets it apart.

Traveller is infamous for its character creation, and is likely the most detailed and involved process of any game I’ve played. Players sit down as a group, and more than likely your first session will be dedicated to making choices and then rolling on tables to simulate your character’s past history, events that honed their persona, skills, and a back catalogue of friends, foes, and ancilliary stuff that gives a fully rounded character at the start of the game instead of a blank level 1 noob.

While there’s literally 40 years worth of mythology, supplemental material, and different editions out there to wade through, I’m most familiar with the Mongoose Publishing version, and their 2nd edition, released in 2016. The core book doesn’t give you much narrative meat in terms of setting, but it gives you more than enough to create your own sci-fi opus inspired by Star Wars, or Star Trek, or Mass Effect, or however you want to play it. There are supplements out there that delve into ship design, the canon setting, The Imperium, and additional gear, ships, and options for play.

Sure, the system is easy, but the level of detail is intense, and maybe not what I’d call accessible for those who aren’t particularly well versed in the sort of RPG that requires a lot of page flipping and crunchy background variables. That said, if you’re looking for a breezy game engine with macro-level detailed characters to pin onto a homebrewed interstellar space setting, you can do no better than Traveller.

Twilight 2000

There are two ways to look at Twilight 2000, it’s either an early ’80s relic of the whole “Red Menace” era of the cold war, or it’s an alternate history tale of post-nuclear war and those who are left behind. If you’re looking for something different from your typical High Fantasy settings, it doesn’t get much more different than this. Twilight 2000 tells the tale of a small scale Nuclear war that suddenly ended the cold war, now known as the Twilight War in the year 2000.

With countries, left disconnected and scrambling, players take the role of soldiers or surviving civilians, trying to find what remains of civilization, or government. Communication is at a standstill, travel is tough, resources are tight, and other pockets of those left behind will fight to survive every bit as hard.

The unique setup is backed up by a solid percentile game system, detailed character building that runs through your past history in a similar fashion to Traveller, and an attention to detail that offers a ton of gear and weaponry for players to fixate and obsess over. It’s dark, depressing, heavy duty human drama, and if you’re looking for something a little more grounded, with detail to spare and a more real world spin on combat and survival, Twilight 2000 is well worth the effort.

There have been three editions over the years, all of which are readily available digitally, but are a little harder to track down in hardcopy. The most recent edition, Twilight 2013, is almost 15 years old, and moved the timeline forward, making changes to the core storyline that dulled the games edge in my opinion. Thankfully, Free League (developer of the superb Alien tabletop RPG and Tales from the Loop) is bringing the brand spanking new 4th edition to market in early 2021, and it looks absolutely staggering.

So there you have it, a handful of tabletop RPGs to diversify your game nights! Put aside the high fantasy and branch out. Be creative. Let me know if you have any more-traditional faves yourself that aren’t based on licensed properties, and aren’t high fantasy titles.

Until next time.

Historical Wargaming… kinda.

As a fan of Japanese culture and the samurai it was inevitable that at some point I’d pick up a feudal Japan game and since I like to paint miniatures why not make it a wargame? I decided on Test of Honour.

Test of Honour 2.0 from Grey For Now Games.

There are a lot of reasons to like this game:

  • It is fairly inexpensive. Only a rulebook, tokens, dice and cards.
  • It uses custom D6 that are easy to understand. Swords, X’s, and blank.
  • You can use whatever you like as the miniatures and terrain, the system does not care. Though 28mm – 32mm is preferable.
  • It is very easy to learn.
  • Scalability. Play a small skirmish or a large battle.
  • Group multiple units together on multibases.
  • A campaign mode in the rulebook that introduces more complex rules as you advance as well as many one-off scenarios.

So how does it work?

Pick a scenario, setup the battlefield, put together your forces, place appropriate tokens in a bag and clang some swords.

The game system uses alternating unit actions. Players share a bag of tokens allowing them to assign actions to a unit they control matching that type (commoner or samurai). This system forces you to get creative:

Maybe you have two samurai locked in combat and you really want to pull a samurai token but instead you get a commoner. Do you use it to fire some arrows or muskets at the opponents samurai instead? Do you charge in with a lesser swordsman and throw a monkey wrench into the frey? Or cause a disruption somewhere else on the board for your opponent to deal with? Often the challenge is making to most out of the situation you’ve been given.

Combat and actions use dice that require tests to pass. Generally a roll result of 3 swords is a success, 5 swords a critical success and 3 or more X’s than successes being a fumble.

Each dice features one X side, two blank sides, two single sword sides and a single double sword side.

Movement is used in inches and varies from standard/charge 6″, cautious move 3″ mounted move 12″ (calvery).

Fact or Fiction? …Cinematic.

Want to play thes the Seven Samurai, a bunch of bandits/ronin, ninjas or monks? How about a hyper accurate build of a specific historial samurai clan? Test of Honour allows you to do whatever you like.

Just a sample of some heroes, characters and terrain I use in my games.
Want to build a war band of women? No problem.

I didn’t even get to making tests of honour, drawing dishonor cards, fate tokens, quests, skill cards and all the other fun things that occur in the course of a game. The intention here is to show that Test of Honour 2.0 is a really nice middle ground system for skirmish and wargame, cinematic and historic.

Having FUN with Crusade!

In an attempt to make Warhammer 40,000 more accessible, bite sized and cheaper to get into, Games Workshop in recent years has produced alternate modes of play. The latest is Crusade. With a few models per player forces can engage in short skirmishes that incorporates RPG elements and an ongoing narrative. Win or lose your units still gain XP, your army can recruit more forces, and gain traits/items which expand the armies capabilities and build options. Players are encourage to name their characters/squads and really lean into building their lore. The system is also robust enough to handle armies with mismatched experience. Is it perfect… no, but this is a new iteration of the game, ripe for expansion an improvements.

A particular challenge for our game group is the array of different factions owned by each player. We needed a way to have a continuous conflict with multiple forces in a single setting that made sense in the 40,000 universe. After a little research I discovered the world of Castiel, a magnet all the forces in the universe to get sucked into…

The setting for our narrative matches.

With a setting determined players can then develop their army’s backstories. As an added bonus to experience, the victor of battles shapes the narrative by writing battle epilogues.

So what does a game look like?

In this example, we rolled the Assassinate mission. After reading the mechanics for the scenario the players assembled their forces, which in this case worked out to roughly 10 models each and deployed them. As per the rules of this engagement a roll-off determined which team would be the attacker and who would be the defender. On this ocassion the heroes of the Imperium, Deathwatch Space Marines had 5 turns to assassinate the agents of chaos, Deathguard plague marine’s warlord.

With a small model count rounds go quickly. Armies advance, cast psychic powers, shoot, charge, engage in close combat and lose forces to attrition. Stratagems, unique to each players army throw monkey wrenches into opponents carefully made plans. Early in this battle the heroic space marines make a huge gamble and spend all their resources to call in an orbital bombardment, locking on to the plague marine’s warlord and surrounding elite troops. This does pay off, but the “Disgusting Resilience” ability of the Deathguard ensures that the bombardment would not be enough to win outright.

Battle rounds continue until the Deathwatch finally score enough hits to subdue the Plague Maine warlord. With the victor determined both players calculate XP, award bonus XP to their MVP’s and determine the fate of units lost in battle.

Some up close and personal action in the final round, featuring some dastardly use of grenades from the plague marines.

In Conclusion

All told this game took 2 hours from cracking open the mission book to packing up the models, which is extremely quick for a game of Warhammer 40,000. All that remains is for the victor to write their epilogue, furthering their personal story and the grater narrative.

So with the high stakes tournament atmosphere removed and replaced with RPG story elements I would say that personally this is a more fun and rewarding experience. In a hobby where we spend countless hours assembling and painting these armies, it is made all the richer with an ongoing story told in short bursts of excitement.


The Deathwatch space marine army created by me, KinpatsuSamurai.
The amazingly painted Deathguard plague marine is created by Mick Stevens (https://twitchybristles.ca/)
This battle occurred at Noble Miniatures and Collectable Card Games.

The many other ‘Forgotten Realms’ of Dungeons & Dragons

It’s Saturday! That means it’s time for a chat about tabletop RPGs! What better way to kick things off than by talking about the grand-daddy, especially considering that there’s something cool brewing in the world of Dungeons & Dragons! Truthfully, when isn’t there?

5th edition, now 6 years into its run, has been riding higher than the venerable tabletop RPG has, well, ever! There’s been no shortage of cool environs and campaign support from Wizards, and the campaign settings have been an embarrassing wealth of diverse riches.

Last year saw 3rd edition favorite, Eberron make a return, and prior to that, Wizards crossed over into Magic: The Gathering territory by introducing the Ravnica campaign setting. Venerable faves like the Forgotten Realms and Ravenloft have also been represented. Combine that with new efforts like Theros, and third party offerings like Matthew Mercer’s Exandria, and lets just say you’d be hard pressed NOT to find a campaign setting that appeals to you.

What’s exciting though, especially for those of us who were around for AD&D 2nd edition and that first “Golden Age”, is that Wizards of the Coast exec producer Ray Winninger announced on a recent D&D Celebration stream, that at least THREE CLASSIC SETTINGS will be returning for the fifth edition! This is some crazy exciting stuff for us old school dice-chuckers. The mid-late ’80s and early ’90s saw a veritable ton of awesomely original, creative fantasy settings churned out in boxed set expansions or hardcover gazetteers.

Because I love some of these settings so much, and because I felt the need to revisit them in rambling fashion, I felt I should have some fun and deep dive into some of the coolest fantasy concepts to ever grace tabletop gaming. Join me as we explore the varied worlds of Dungeons & Dragons, and discuss the odds of one or more of these making a return. I will say this, I’ve ignored the bizarre offshoots that really barely qualify as a setting (No Red Steel, no Court of Wyrms, no Birthright, they were more concepts than settings anyway), and I’ve intentionally avoided the very early (read: Blackmoor) stuff unless it was re-visited in the golden age (1984-1994).

I’ve also included a “likely to be revisited by Wizards in 5th Edition” score (out of 10). It’ll be fun to look back on this and see how wrong I was.

GREYHAWK

Originally published as a campaign setting “boxed set” in 1983. Greyhawk has one important distinguishing feature, lineage. Greyhawk (or Castle Greyhawk) was the first baked in setting for Dungeons & Dragons, created, and further developed by none other than Gary Gygax. It was put to bed for most of the ’80s, resurrected in time for 2nd edition AD&D with the excellent GREYHAWK ADVENTURES hardcover (my intro to the setting) and has been pretty well dormant ever since.

As a fantasy setting, it’s a little sparse, and there’s not much there that really distinguishes it in the face of other campaign settings. Generic is the term I’d use, not that there’s anything wrong with that. There’s an awful lot of history here, and some much loved, classic adventuring modules came from this particular corner of TSRs history. The lineage of it being the first “real” campaign setting, and that near blank canvas could make this one ripe for rediscovery, and further development. As a classic “vanilla fantasy” setting, it could make for some wonderful swashbuckling adventures without all of the bloat and lore that comes with something like the Forgotten Realms.

Likelihood of being revisited? 9 (out of 10)

MYSTARA/THE HOLLOW WORLD/THE SAVAGE COAST

Here we go. Getting messy already. Mystara, like Greyhawk, has the distinguishing trait of being very very old. It began life as the default setting for “original” (non-Advanced) Dungeons & Dragons. AD&D had Greyhawk, D&D had “The Known World”, this Known World would be further developed, and would have additional settings, The Hollow World, and the Savage Coast integrated sometime in the ’80s. By 1987, Mystara was officially its name. The “real” original first setting, Dave Arneson’s BLACKMOOR was integrated into Mystara as an ancient civilization at one point, and it was last seen (from what I can recollect) in the ’90s with the (craptacular) RED STEEL boxed set.

Mystara is a grab bag; The colonial exploration of the Savage Coast’s frontiers, to the Edgar Rice Burroughs inspired Hollow World, to three distinct continents based loosely on distinct ancient cultures, it’s a wealth of campaign hooks, and it could be a perfect “Swords n Sorcery” alternative along the lines of Robert E. Howard’s Conan to the more traditional “High Fantasy” of other D&D settings. It also has that “red-box” legacy to draw on, and it’s never really gotten the love it deserves from TSR. It’s also not so tied to legacy and memory as something like Greyhawk, which might give modern designers a bit more grace with tossing out the bland vanilla flavors in favor of being more imaginative with developing it for a 21st-century tabletop game. It surely doesn’t have the nostalgic appeal of something like Greyhawk or Dragonlance, being all but forgotten by most. I for one would easily dive into this one, I’m sure the Old School Revival folks would gobble it down as well! Hey WIZARDS, if you’re looking for a creative for this bad boy – put me on your speed-dial.

Likelihood of being revisited? 8 (out of 10)

KARA-TUR /AL-QUADIM

I know these are two distinct settings, but I’ve decided to combine the two as their lineages are pretty similar. Kara-Tur began life as the ORIENTAL ADVENTURES source-book for 1st edition AD&D in 1985. In 1987 it was formally integrated into Forgotten Realms, and was revisited with some modules and a MONSTROUS COMPENDIUM in 2nd edition. It was unceremoniously replaced with Rokugan (from AEG’s Legend of the Five Rings rpg and card game) in the 3rd edition ORIENTAL ADVENTURES book. It just sits there on the far east of Faerun now (briefly mentioned in the 5E supplement, THE SWORD COAST ADVENTURER’S GUIDE).

Al-Quadim first appeared in 1992 as an Arabian flavored setting in AL-QUADIM: ARABIAN ADVENTURES. The LAND OF FATE boxed set the same year really fleshed out the setting itself. It hit pretty big, and after two years and a few supplements, it once again vanished into the ether.

These are sub settings to be sure, both under the all encompassing banner of the Forgotten Realms, and yet, I feel there’s enough distinct stuff there to warrant inclusion on this list. Kara-Tur drew inspiration from Asian folklore, with diverse influences from Feudal Japan, Imperial China, and Korean history. If you’ve ever wanted to add far-East exotic flair to your campaign, wanted to dabble in noble Samurai or stealthy Ninja, Kara-Tur was your go-to. Al-Quadim, meanwhile, took the 1001 Tales of the Arabian Nights and infused a level of high fantasy while differentiating itself with unique class kits and thematic concepts. In Al-Quadim, evil wizards, sneaky Djinn, tomb robbers and high flying adventure were the name of the game. These Arabic and Asian flavors are more than distinct enough to differentiate themselves from the Realms. If anything, landing them in Abeir-Toril muddies the waters of Faerun a little.

I’ve lumped them both together because their fates are so similar, but I’ll rank them individually, as Kara-Tur has already been at least acknowledged in fifth edition;

Likelihood of being revisited? KARA-TUR – 10 (out of 10) / AL-QUADIM – 6 (out of 10)

DRAGONLANCE

Honestly, does Dragonlance need any introduction? Arguably the most popular campaign setting of TSR’s golden age, Dragonlance took the dragons of Dungeons & Dragons and put them front and center, first in a series of adventures, and in 1987, in a full blown campaign setting and world atlas. The Dragonlance setting gave birth to best-selling authors, cherished characters, and a wealth of rich fantasy material. The generic “high fantasy” setting bore a trove of lore and history, with 5 full ages worth of war, magic, adventure hooks and epic characters. If FORGOTTEN REALMS was this all encompassing, all shapes and sizes, all flavors fantasy, then DRAGONLANCE narrows the focus to more Tolkien-esque fantasy familiarity but applies equal or greater attention to the world-building and the centuries of history and backstory. Epic struggles and rebellious uprisings? You got it! Ancient orders, mythical heroes, legendary weapons, awesome villains, and godlike dragons? Heck yeah!

DRAGONLANCE was last seen in 3rd edition, published by the original co-creator before the rights reverted to Wizards of the Coast. The first series of novels, Dragonlance Chronicles, remains a fan-favorite, arguably as popular, or very close to R.A. Salvatore’s Forgotten Realms stories, and there’s more than enough hard core fans out there to justify a revisit. This one might require a bit of a delicate touch, but with the right approach, you could bring back a beloved setting to experienced players, and introduce a whole new generation to the lore and majesty of Dragonlance.

Likelihood of being revisited? 9 (out of 10)

SPELLJAMMER

The first “new” setting to be introduced with the hot-off-the-press 2nd Edition in 1989 was both a fun as hell concept and a way for TSR to bring all of their previously published campaign settings together. The hook? Outer space!

Ships called Spelljammers navigate the void of space, capable of sailing between planes, and indeed the “crystal spheres” or planets, of the other big campaign settings. You want to travel from Dragonlance’s Krynn to Forgotten Realms’ Abeir-Toril? Get your hands on a Spelljammer and have a whole other campaign as you travel the void!

Colorful ships ripped out of Jules Verne, crossover potential that makes The Avengers or the Justice League look tame by comparison, and with swashbuckling adventure rather than the misty teleporting terror of Ravenloft; Spelljammer was a personal favorite. How could it not be? How could you not like villainous spider-eels who pilot vicious looking ships called Neogi Deathspiders? How could you not enjoy a setting that inspired Disney’s Treasure Planet? A setting that made sailing through the stars feel like you’re crossing the Atlantic? Laws of science be damned!

Wizards still tosses a bone or two to Spelljammer fans here and there, and at least one straight up reference in the DUNGEON OF THE MAD MAGE, though I wonder if the second weirdest setting in D&D history could actually be primed for a comeback? I feel it would certainly fit in the modern age pretty well, and there would likely be just enough creative flexibility in there to make it both faithful and fresh at the same time.

Likelihood of being revisited? 7 (out of 10)

PLANESCAPE

As 2nd edition was starting to wind down, TSR had bailed on their second weirdest setting, SPELLJAMMER, only to create their weirdest. Longtime players were screaming for a return to the outer planes. Doing away with the demons and devils of the original Manual of the Outer Planes (couldn’t get caught up in another Satanic Panic, after all), TSR stepped in with PLANESCAPE in 1994.

Planescape replaced starfaring Spelljammer ships with Sigil, the city of doors, crossroads of the planes of existence. Sigil was the new bridge between worlds, players could conceivably find doorways to every other setting, or to any of the outer planes, homebrew locations, and really, whatever the heck else you want to throw at your players as an ambitious Dungeon Master.

Beyond anything else, Planescape was… weird. This was high fantasy filtered through art film existential weirdness. Lead artists Dana Knutson and Toni DiTerlizzi, unfettered from vanilla Dungeons and Dragons, helped shape a unique and vibrant world that’s really unlike anything else in the pantheon of Dungeons & Dragons campaign settings. It mixed otherworldly tribal visions with horrific imagery and truly brain bending narratives. It was everything you could want in a trip through the cosmic ethereal.

Though, if I’m totally honest, the award winning art design and existential pontificating didn’t leave a whole lot of “meat” to pin a campaign on. As a design document, Planescape was glorious, as a setting, it was a little sparse. Within the press, it was heralded and applauded, players were a little more ambivalent. The Computer RPG would become legendary, but the setting would essentially die on the vine.

Wizards of the Coast, while not explicitly stating that Planescape is still a thing, has at the very least acknowledged the existence of Sigil, the city of doors in their fifth edition material. While I wouldn’t say it’s entirely outside the realm of possibility, the tone and feel of Planescape feels quite out of step with the 21st century model of Dungeons & Dragons. I’d say it’s more likely that they’d license this out to a third party.

Likelihood of being revisited? 4 (out of 10)

DARK SUN

Imagine if you will, a post apocalyptic, desolate world. A world forsaken by the divine, and defiled by arcane magic. This is Arthas, the setting for what was, in 1991, TSR’s most hardcore, and genre-defying campaign setting. Dark Sun was daring, forsaking Tolkien-esque tropes in favor of something more akin to Dune crossed with Conan the Barbarian and Mad Max. Divine magic was gone, as the gods of traditional Dungeons & Dragons had forsaken the world of Dark Sun, and arcane magic was outlawed, with mages placed at number one on the genocide hit-list. Sweeping changes to meta-races saw traditional Elves and Dwarves altered radically, and player choice included tribal bird men (Arakocra) and giant mantis-people (Thri-kreen). Psionic abilities would replace magic, and all characters would have some manner of Psionic abilities they could tap into. All of this was wrapped up in beautiful and highly original design by fantasy artist, Brom.

Further to these radical changes was the difficulty; Dark Sun was a gritty, brutal setting anchored in themes of survival in the aftermath of a world-ending cataclysm. Player characters started at third level, had higher stats, and previously mentioned psionic abilities, and they needed all the help they could get. Resources like metal were exceptional and ultra-rare, every town was an isolationist conclave or despot ruled city state. Dark Sun was savage. It required a more experienced touch from the DM, and a little more care from the players. This was Advanced-Advanced Dunegons & Dragons.

Dark Sun was also famous (later infamous) for being the first of the TSR settings to really lean into metaplotting; that is that published novels, adventures, and additional supplements would radically alter the world-state, the story of Arthas would progress over the years, changing the rules, altering factions and alliances, the sort of campaign building typically reserved for Dungeon Masters. The risk of foundational changes was that Dark Sun, by it’s original end in 1996, was nowhere near as cool as it had been early on.

Dark Sun was canceled suddenly in 1996, and vanished altogether, in spite of its popularity and several fan-driven efforts during 3rd edition. It wouldn’t return with the full “campaign setting” treatment until 2010 and 4th edition. It was well-received (as far as 4th edition products go), but some of its unique character had been shaved off to be sure. Wizards designers have mentioned Dark Sun as something they “will do” at some point. I’m not sure how or where it will fit into fifth edition, but honestly, It’s just such a cool concept, a perfect home for more “out there” classes, psionics, and mystics, and it would really fit well into the current era. I wouldn’t be at all surprised to see it popping up again.

Likelihood of being revisited? 8 (out of 10)

So there it is; a thorough, if not entirely exhaustive list of potential campaign settings for your Dunegons and/or Dragons. A diverse, and disparate collection of settings from the wonderfully old-school Dragonlance to the pulpy Mystara, to the truly fantastical Spelljammer, the mind-bendingly weird Planescape, and all shapes and sizes of flavor in between! Which of them appeals the most? Which would you foresee your players diving headlong into? Which would you love to see make a triumphant comeback? Which do you feel is more likely? Let me know!

Personally, I’d kill for Dark Sun, Spelljammer, and Dragonlance in that order.

Until next time,

Steve

DM Tool: The Harrowing Journey

NL Marches Map

I’m running D&D 5e in an original setting that’s built specifically for a West Marches-style campaign, and I wanted to give the players something that might explain why they choose to stay in the frontier city.

The Harrowing Journey is the result of that effort. It’s been used both in a group prelude and as a solo after-the-fact tool, and in both cases the results were useful and entertaining. The rules are not specific to 5th Edition, nor indeed to D&D. All that’s required is a place in your setting where people are much more likely to fall afoul of terrain, elements, and monsters than usual.

As an aside, if a West Marches style campaign sounds like fun to you, why not helps us build one that spans the entire community in the province? You can find a group trying to do just that at Marches on the Rock.

The Harrowing Journey

A Collaborative Storytelling Party Origin Generator

These rules allow your group to create an interesting origin story for their new adventuring party with plenty of seeds for both bonding and conflict.

They were created for use with a West Marches-style setting where return to civilization is difficult or impossible, but they can be adapted to any party which has originated out of an unexpectedly difficult journey.

Rules

Each player creates 3 character outlines. These are their “companions”. They may designate one companion as “Primary”, indicating that is the character they intend to play after the origin story is finished. Doing so will affect how the funnel works (see below). It is recommended that either all players designate a primary, or none do.

If Using Primaries

Several outcomes require choosing two characters, one of whom (the “hero”) will perform an action that relates to another (the “victim”). It is recommended that the “heroes” be the primaries of the current player in these cases, even when the action isn’t heroic. Players may, however, choose to “jump” to a new primary from among their own companions at any time during their turn.

Statuses: Living and Active

Companions start out as both living (ie they are still alive) and active (ie they are still adventurers). Characters may die, in which case they are neither active nor living thereafter. They may also become inactive, meaning they are still living but no longer count as active. The status of each companion determines their eligibility for different situations. 

Playing Out Situations

Each situation provides the outline for a bit of group storytelling. The DM sets things up and then players provide one or two new details to flesh out the situation. These outlines give a minimal structure, but if more detail is desired, narration can be rotated clockwise until everyone agrees to conclude. 

Creating Situations

  1. The DM either picks or chooses at random the first player in the order.
  2. The first player introduces one of their companions
  3. Proceeding in clockwise order, each player introduces one of their companions, 
  4. Repeat #3 until all companions have been introduced.
  5. The DM then describes the setting into which this large company is journeying, as well as the first day or so of the journey. 
  6. The next player in the order rolls against the Situations table.
  7. The DM provides a setup for the situation.
  8. If the situation involves one character, the player who rolled may choose any living, non-primary character in the company
  9. If more than one character needs to be chosen: 
    1. The player who rolled chooses one character from their amongst their own active companions
    2. The player after them chooses any living, non-primary companion in the company
    3. The player who rolled then chooses the roles of the two characters in the situation.
  10. Repeat steps 6-8 until each player has 1 character remaining
  11. After each situation, any player who has no remaining active companions must take one living, non-primary character in the company as a companion. That character becomes active. If using Primaries, it also becomes the player’s new Primary.

Ending the Journey

When each player has 1 character remaining, the DM takes over again, describing the final leg of the journey.

Situations

RollOutcomeEffectsNarration
1Someone kills someone elseChoose two living characters – one diesStart with the dead character’s playerConclude with the killer’s player
2Someone fails an important task, and someone else fails to save them.Choose one living and one active character. One diesStart with the failing character’s player.Conclude with the dead character’s player 
3Someone attempts something heroic and falls just shortChoose one living character. That character dies.Start with the dead character’s player
4Someone suffers a grievous woundChoose one active character. They will bear a scar afterwards.Start with the injured character’s player
5Someone gives upChoose one character. They become inactiveActive companions try to change their mindConclude with the character’s player.
6One character swears off of adventuringChoose one character. They become inactiveEach active companion may ask a favourConclude with the retiring character’s player
7Someone invokes the power of the gods and gets more than they bargained forChoose one character. That character invokes one or more gods to overcome mortal danger, but is transformed. They are no longer activeStart with the invoking characterEach other player adds detailDM provides details of the transformation
8One character sacrifices themself to get everyone else through an otherwise impossible momentChoose one character. That character is no longer living.Other players tell of their failed attemptsConclude with the dead character’s player
9Someone saves someone else in the nick of timeChoose two characters. The first nearly dies, but the second saves themStart with the dead character’s playerConclude with the savior’s player
10The entire group pulls together in a crisisEveryone survives something difficult and/or terrible.Start with the current player.Each character provides a one-sentence description of their contribution.Final character narrates their success.

HERO QUEST is back!

This week, Tuesday, September 22nd to be exact, a countdown clock hit 0:00, and Hasbro announced the return of Hero Quest! Every board game-centric social group on the web was then set alight, as if they were using a cel phone at the gas pumps. Controversy, nay contrarian douchery, as is the internet custom, has since been the order of the day. My purpose here, for those of you whom remain unaffiliated on the lines of battle, or for those who simply don’t comprehend the hub-ub as you zombie-scroll through your day is to answer the following (not-so) simple question:

“What is HERO QUEST? And why should I care that it has returned?”

“What is HERO QUEST?”

First, the history lesson; About 30 years ago, Games Workshop wasn’t the global Empire it is today. Warhammer was a niche product, growing to be sure, but as with most of the hobbyist market, mainstream success remained elusive. Milton Bradley, meanwhile, had seen some success in working with wargame developers and pushing their mainstream boardgame racket into territory formerly dominated by grassroots companies and hardcore startups. Their Gamemaster series had proven successful in appealing to those looking for something a little deeper than Risk or Monopoly, and could be sold at a premium.

A partnership between the two was formed; Games Workshop would develop the games, with an eye to adding some complexity to appeal to the enthusiast market, while embracing design tenets that would shave off the harsher complexities to provide some mainstream appeal. MB could, in theory, get more complex, expandable board games into the mainstream, grabbing the teenage market as well as the family, and Games Workshop could get their specialty products into major toy and department stores. Win-win!

The union would produce several games over a relatively slim period (Including BATTLE MASTERS, and the UK only SPACE CRUSADE), but the most successful, by a huge margin, was the Sword and Sorcery dungeon crawler; HERO QUEST. Itself a sort of amalgam of an old tabletop RPG published by Chaosium inc (and Games Workshop in the UK), designed by a small team within Milton Bradley UK (led by designer Stephen Baker) and further developed and produced by Games Workshop. It hit UK shelves in 1989, accompanied by a big multi-media push, and by Christmas of 1990, it was all over North American toy-stores, on the back of pretty much every Marvel Comic, and advertised on Saturday morning TV.

There were a few expansions released by Milton Bradley in North America, but after a year or two, copies were plentiful, deeply discounted, and HERO QUEST had run its course in North America. In the UK meanwhile, Games Workshop didn’t have the same sales concerns, and published several more expansions, and even a bizarre ADVANCED HERO QUEST that could be combined with the original, featured new rules, a new enemy faction (Ratmen), and their now commonplace modular dungeon system. Most North American players have no idea this stuff even exists.

picture from BGG by Derek Anderson

“So, is HERO QUEST any good?”

The Good: Hero Quest is a dungeon crawl, You choose your character (Dwarf, Elf, Barbarian, or Wizard) and hit the catacombs to thwart the vile machinations of the evil wizard Zargon (or something). One player takes the role of the evil wizard, acting as dungeon master for the scenario, while up to four others are our dungeon divers. Right out of the gate, it has to be said that Hero Quest’s production values can only be described as “extravagant”. The tiny furniture, the wealth of Miniatures, the large board, the cards, and did I mention the tiny furniture? What the designers managed to do with some plastic and cardboard was well ahead of its time, and it looks absolutely fantastic when you’ve uncovered a good chunk of board. So it still looks great, but does it play well? Listen, it’s 30 years old, so there’s bound to be some cobwebs, but it gets a hell of a lot more right than wrong; it moves quickly without feeling breezy, but nor is it clunky or crunchy. Streamlined is the word I’d use. If you’re used to the intense card management and sprawling narrative of GLOOMHAVEN, I’ll tell you that Hero Quest is NOT that. Likewise if you’ve cut teeth on 21st century dungeon crawlers like MASSIVE DARKNESS from C’MON Games or SWORD & SORCERY from Ares Games, you’ll likely find that this is considerably less fiddly, with less than half of the gear cards, tokens, modular setups, box contents, and crunch of those games. For me, that works in its favor.

In HERO QUEST, much like in GLOOMHAVEN, you slowly uncover the board as your characters move through dank corridors and stroll through sealed doors. You never really know what’s going to lurk close by, and that sense of exploration and tension is wonderful and infectious. The ruleset is quick and easy, relying on dice rolls rather than management, but also requiring co-ordination and co-operation from your fellow players. It’s tough as nails, and the bad guys benefit from being controlled by a human player rather than relying on AI. If you get a rite-bastard to play as Zargon, you’ve got your work cut out for you. If you have a Zargon player who treats it more like a game of Dungeons and Dragons, and maybe takes it a little easy in the name of fun times, then you’ll have an absolute blast. The core game included a 14 Quest campaign in the box, which offered gold and equipment upgrades between sessions, and an especially devious Zargon (Zygote? Zygon?) can plan his own scenarios, or even entire campaigns with little more than graph paper, a pencil, and some imagination. As a toolset, HERO QUEST is versatile, and yet easy to learn, teach, and play. It’s an elegant design, cobwebs and all.

“So if it’s good, why do people say it’s bad?”

Hero Quest’s “toy store” origins are pretty obvious. Let’s get that out of the way. That simplicity of design is not going to compete for complexity with the likes of today’s dungeon crawlers. Sure, I think the complexities and the depth are just about perfect, but, and this is a huge but, HERO QUEST doesn’t scale, the difficulty doesn’t spike, it’s starts tough and stays tough. With one or two players, two orcs can ruin your day, even as the mighty barbarian. The randomness of the dice driven system also means you can go from bad ass to pin cushion in 5 seconds flat. To get the most out of HERO QUEST, you NEED the full five player complement. In the land of the modern dungeon diver, with their solo scenarios, sprawling setup, complex AI management, and crunchy mechanics HERO QUEST presents the opposite problem, you won’t get it to the table as often as you’d like, not because its a bloated table hog that takes a decade to set up and tear down, but because without four friends to dive with, it just isn’t all that good. Sure, there’s a huge community of support out there, with decades worth of scenarios, AI rules, scaling mechanics, and house rules that make just about any game of HERO QUEST a do-able thing, but right out of the box? It’s not so simple.

So if you’re on the hunt for a vintage version of HERO QUEST, lets get into some more bad news; There are multiple versions across several regions, and box contents vary from one to another. So look carefully at Ebay listings. Also worth mentioning; it looks gobsmacking, but all those minis are old school plastic, and it’s pretty hard to track down a copy where the brittle plastic hasn’t suffered a break or three. If you do decide to hit Ebay, make sure you pay attention closely before you pull the trigger.

So there’s your intro to HERO QUEST, stuff of legend, dungeon explorer and builder of bridges between unwashed casuals and proper board gaming. Great production, a simple, fun combat system that will undoubtedly appeal to anyone looking for a more “old school” experience. It’s not overdesigned or overproduced, and it’s easy to learn. Park the modern gaming pretenses, stock your table with fun-seeking dungeon divers, and you’ll definitely have a laugh or even several. Is it worth the extravagant after market cost? Personally, I’d say hell yes. HERO QUEST is an engine, an imaginative soul could definitely cook up something amazing with these easy to use tools. Above all else, it just puts a huge smile on faces, and is fun as hell with five players, and that my friends, is the GREATEST thing about HERO QUEST!

The 2020 model…

“So should I care that HERO QUEST is back?”

Honestly? That’s a difficult question to answer. For those who haven’t seen; HERO QUEST has come back courtesy of Hasbro Pulse via their HasLab Crowdfunding initiative (the same service that allowed Star Wars fans to buy Jabba’s Sail Barge for their 4 inch action figures).

There are two flavors available, the core game at 99.99 USD, or a deluxe edition at 149.99 USD that includes the two original North American expansions and an additional hero. That price is, in spite of some rumblings, hella sweet.

What’s different? The minis have been updated, and look stylish and detailed. Some have already taken the art style to task as being derivative or too cartoony, but that’s a question of taste really. Ultimately, they’re a decent evolution of what was in the old game. Also included is fully modeled 3D furniture that looks absolutely beautiful and stands in for the old game’s cardboard offerings.

Mechanically, they’ve hinted at a few “quality of life” improvements, but the game largely looks to remain, HERO QUEST (evil bunny of doom dice and all). If there are no Solo or straight co-op rules in the box, I’ll develop em myself and throw them up on BGG. If the game doesn’t scale for lower player counts, someone will figure it out.

How do you feel about classic games? Rest assured, HERO QUEST is MOST DEFINITELY deserving of that moniker, and it deserves a place in any dungeon crawl fan’s collection. It’s quick, easy, fun, and gorgeously produced. If you don’t own a copy, you should, and that’s really all there is to say.

If you DO already own the classic game, it gets a little more muddy. You have to ask yourself, “How much do I love HERO QUEST?” For me, it was a no-brainer, even with the extra $135 in shipping it cost me to get it to Canuckistahn. That no-brainer is fueled by a deep love fed by 30 years of fun memories, and a few recent five player games that were absolutely joyous times at the table.

All that said, There’s just not enough info out there as of yet to determine how deeply the “quality of life” changes run. Has the system itself been altered? (Did they remove the “roll to move” mechanic?) The only confirmed change is adding the common weapons cards from the original Euro version in place of the US release’s “Armory” box insert.

I’m sure to be talking more about the new edition as more details come to light. Stay tuned!

Tabletop Gaming During the Pandemic

While COVID-19 is still affecting us from gaming in person, many people have found that will not stop them from enjoying their past time. Board games seems to be more popular now on steam than ever. With a few recent additions such as Gloomhaven and Root, setting up a group for an evening a your computer has never been easier.

One of the more popular ways to play tabletop games online is by using Tabletop Simulator. With the option to play almost any game out there the added VR feature makes it feel like your are in the same room with the folks you are playing with.

However you are enjoying your games or if you are taking a break, we wish you to remain safe and know that tabletop gaming still lives on throughout the Pandemic.