Short Order Heroes

I received a promo deck of cards for Jesse Butler’s upcoming card game Short Order Heroes. The game is being produced by his company Calico Games. The cards look awesome! Each one has an adjective on it and a numerical value accompanied by artwork that visually depicts the adjective. The artwork by Eleanor Ferron is fantastic and does an awesome job of communicating the intent of the card. Many of the images would work even without the text which I think speaks volumes about how well done the art is.
The deck can be used in several different ways. For one, it can be used as a toolbox for super quick and interesting character or NPC personality generation. These are going to be awesome for those times when I need to come up with a character on the fly. You simply draw 1 or 2 cards for NPC’s (or more if you plan on keeping them around for a bit) and then use the cards drawn to quickly invent their personality. As I’ve been playing with the deck I’ve found that things get very interesting when you draw cards with seemingly contradictory adjectives. Reconciling those contradictions leads to some cool and unpredictable personality types.
Another way they can be used is as a stand alone rules light RPG. Each card has a numerical value on it. Positive adjective cards have high numerical values (as high as 6) while negative adjective cards have low values (as low as 0 if you’re jinxed). These two opposites are bridged by a ton of cards filling the full range in between. Players can draw three cards to create characters and the cards they draw will influence task resolution. Conflicts are resolved by drawing cards and using the numerical values to adjudicate. 1,2 and 3 are a failure while 4,5 and 6 are a success. These, however, are modified by any positive or negative cards the player holds that may be applicable to the situation. Additionally, the adjectives on the drawn cards are also used to enrich the narrative within the game fiction.

There are really a ton of different ways you could use this deck. When I was playing with them I immediately thought that they would make an awesome add on to a solo dungeon plundering game too if used with randomly drawn geomorphs and a few tables to generate additional content.
The rules that come with the deck are very lightweight. The cards aren’t meant as a full featured detail rich game as much as a very flexible tool set that anyone can use to enrich their own games. The rules light approach is a real strength in my opinion and greatly contributes to these being useful for a ton of different applications. The fact that the art doesn’t pigeon hole you into a specific genre further reinforces the multifaceted functionality of the deck.
Calico Games will be launching a Kickstarter soon to fund mass production of these decks. I would encourage anyone interested to click on Jesse’s G+ link above to get further details about the project as it evolves. This is a cool deck of cards and well worth a look for gaming enthusiasts.
Star Wars Dice
Most readers are probably aware that Fantasy Flight Games has launched their Star Wars RPG, Edge of the Empire. The Beta book was revealed at Gen Con last year and the the Beginner’s Box has since been released. The game looks promising and has received a lot of attention due in part to the fact that it uses custom dice.
I wanted to take a quick minute to point out that Fantasy Flight has released a fantastic dice app for both the Android and Apple mobile platforms. The application is great and includes standard dice too which makes it useful for nearly any RPG.
The app isn’t free but it’s worth the price of admission and is one of the most attractive die roller apps I’ve tried on Android.
Marchland
Marchland is a 172 page modern fantasy setting book for Savage Worlds that mixes a familiar modern world with magic, mysticism and fae mythology. The book is published by Hearthstone Games and includes both an attractive full color pdf version as well as a printer friendly pdf.
The setting evokes a Dresden Files feel though it shares even more DNA with Changeling: The Dreaming. In fact, the overall approach is very much reminiscent of the early World of Darkness books in that the game world is very similar to our own but is slightly off. Most of earth’s denizens are oblivious to the magical goings on around them and the player characters are immersed in the majesty of a world that is much more rich and fantastic than it would seem on the surface.
To be clear, and fair, this isn’t just a facsimile of either of those properties with the serial numbers filed off. There has been a good amount of work done to establish a unique world and the setting offers a lot of original material for both GM’s and players to explore. Hearthstone Games has created a city called Brighton Bay that serves as a central hub for the setting and there’s plenty of great stuff here to run interesting games for a long time. Furthermore, the book delves deeply into Faery groups and culture and offers a robust amount of information about them. The setting’s writer, Mark Woodside, first divides them up into the European Fae and the native American Manitou, and then further explores them from there.
It should be noted that if you just wanted to use the material in Marchland to run a Dresden or Changeling game, you’d be in good shape!
Marchland, while fully compatible with core Savage Worlds, does make a few changes in an effort to create a unique feel for the setting. The magic system shrugs off Power Points in favor of a casting modifier and the character creation section is much more robust to account for the creation of unique Fae and Revenant (ghost) player characters.
This is a cool setting. There’a a lot to like and despite the fact that there are a ton of SW settings Hearthstone Games has succeeded in filling a void in the Savage Worlds lineup. Even if you don’t want to use the book as a complete setting, you’ll find plenty here to mull over and enrich your game. This one is definitely worth a look!
The Marvels of Majestic Mars

To celebrate the release of John Carter on DVD and Blu-ray this Tuesday, I thought I’d take a quick look at a couple of recent releases for Adamant Entertainment’s Savage Worlds Mars setting.

This is a 53 page pdf that, as the name suggests, details the Martian city, Korium. There’s an extensive amount of information outlining culture and geography in the early chapters of the book and adventure hooks are present throughout. Several locations within the city are explored and the book does a great job of providing plenty of material for coming up with adventures. Each entry for the various sections of the city features details on notable locations as well as stats and background material for a ton of npc’s. The book is capped off with information on some of the areas surrounding the city and a bestiary.
This is another cool book for the Mars setting. There’s enough new material here to provide your game with story arcs, interesting npc’s and monster’s for a long time.

This 17 page adventure has the pc’s escorting a caravan to an outpost where they end up in a showdown with a powerful psion. One by one the locals have started acting strangely and a murder plunges the characters into a web of chicanery.
The adventure is heavy on role playing opportunities and investigation and the primary antagonist is an interesting character that would make a cool recurring villain.
If you haven’t checked out the Mars setting yet, it’s awesome and worth your time.
If you haven’t seen John Carter yet be sure to add it to the queue. Despite its poor performance at the box office it’s a fun and wildly entertaining movie!
Leagues of Adventure!
Leagues of Adventure is a 250 + page game book of Victorian Adventure from the fine folks at Triple Ace Games. Written by Paul “Wiggy” Wade-Williams, the game presents a Victorian era setting – with steampunk elements – using the Ubiquity Roleplaying System. Ubiquity, which was created by Exile Game Studio, was first seen in the popular pulp game, Hollow Earth Expedition.
Since Leagues of Adventure and Hollow Earth Expedition are both pulp style games, I wanted to start out by talking about how they differ. To oversimplify, Leagues of Adventure is to Allan Quatermain as Hollow Earth Expedition is to Indiana Jones. While both games evoke a pulpy feel, they differ distinctly due to the eras in which they are set. It’s easy to look back and lump 1850 – 1940 into one easily digestible “way back when” time frame, but the two eras are quite different. While “Indy” evades machine gun fire from a Nazi in a speeding Jeep, your Victorian hero has come to fisticuffs with his/her well dressed adversary on the roof of a horse drawn carriage. While archaeologists in the 1930′s are deciphering hieroglyphics in an old temple, explorer’s in the 1890′s are still looking for the uncharted areas of the earth where said temple is yet to be found. The Victorian era presents an earth that is still very much shrouded in mystery. These two games are unique and self contained, but also provide very complimentary worlds. It would be appropriate for your young Victorian era hero in Leagues of Adventure to be the elderly, refined, world traveled great uncle of your 1930′s hero in Hollow Earth Expedition.
As I mentioned above, LoA is powered by Ubiquity. This was my first exposure to the system (I have since purchased and read Hollow Earth Expedition for perspective – awesome game!), and I have to say that I like it very much. It shares a lot of common design philosophy with Savage Worlds but still differs in some important ways. In many ways I’d argue that Ubiquity is a little less crunchy than SW, though this is likely subjective. Many of the mechanics are more streamlined than their SW counterparts and overall there is a cinematic quality to the system that is very appealing. This isn’t to say that one system is better than the other, they are both fantastic and have their own merits, I just think it’s worth mentioning since I usually talk about SW and this article veers off that path a bit. I’m not going to go into specific mechanics since the focus of my review is on the setting, and not the underlying system.
Where LoA really shines is in its portrayal of a quasi historical Victorian steampunk earth. This is a place where Jules Verne isn’t making up characters for outlandishly imaginative tales, he’s actually writing about the exploits of his friends. Fictional characters from the time are seamlessly interwoven with historically accurate elements and the result is a very believable fantastic world, ripe for adventure and exploration. Built atop this entertaining framework is a game where characters fly in fantastic airships, travel to exotic locales, encounter amazing beasts and unravel the schemes of nefarious secret societies. The art in the book, by Illustrator Chris Kuhlmann, is beautiful and perfectly captures the feel of the world.
Character creation is pretty straightforward and a key part of the process is choosing a “League” for your character to belong to. Characters can belong to more than one League and membership has different benefits depending on the group in question. There’s even a League known as The Hollow Earth Society, a nice nod to Exile’s Game. The full list of the eight step character creation process is: 1. Archetype, 2. Motivations, 3. Primary Attributes, 4. Secondary Attributes, 5. Skills, 6. Talents and Resources (Edges), 7. Flaws (Hindrances), and 8. Experience.
Another major area of the book that is worth special attention is the vehicle and gadget creation section. LoA offers a very robust creation system that embraces steampunk and weird science aesthetics. It’s a “from the ground up” type system that offers a great deal of crafting freedom and encourages imagination. It’s worth mentioning that this system is very modular and if you were inclined to run a “dry” game that favored historical accuracy over steampunk gadgets, you could certainly do it. Basically, this compartmentalized approach functions well as a weird science dial that you can adjust to personal taste.
The rest of the book is rounded off with advice for running games, information for creating Villainous Leagues, stats for beasts and adversaries and a gazetteer. The gazetteer has a massive amount of information describing the world of LoA and has a ton of adventure seeds. Honestly, there’s enough additional material here to run adventures for a very long time. No matter where your geographic interests lie, you’re bound to find it covered. Need stats for a Eunuch Guard or Doctor Moreau? Check. About to have Professor Moriarty, on mammoth-back, charge headlong into your hero’s camp? Got you covered. As I said, there is an amazing amount of cool information available in this book.
The only problems I found with the book were minor editing issues. They don’t break the text but they do create moments where reading flow is awkward. They are the types of errors that humans find much better than spell checkers. It should be noted that this is not the norm for the book. These errors are few and far between and most of the text is very well written.
This is a great read and an exciting release from Triple Ace Games.. Right now the pdf is available from their site and can be purchased alone or as part of a pre-order of the print copy. I can’t speak of this book highly enough. It’s also worth mentioning that even if you aren’t keen on trying Ubiquity, the book is worth getting just as a Victorian/steampunk resource book for rules of your choice. Ubiquity is close enough to Savage Worlds that a conversion would be very feasible as well.
I’m looking forward to seeing what support materials Triple Ace has in store for Leagues of Adventure. If you’re even remotely interested in the setting I’d encourage you to check this book out!
Hael: Supplemental Books and Resources
I reviewed the Hael Core Book a few weeks back in a previous post. Storyweaver released a couple of adventures around the same time the core book came out and just today uploaded their soundtrack to the Hael universe to RPGNow. It’s awesome that this setting just came out and there is already so much great support material.
Adventures
Night of the Long Fangs and Burning Bridges (16 and 17 pages respectively) are both presented with Storyweaver’s “Game in a Can” label on their covers. They are both unique sandbox style location based adventures that share a common design structure. The framework is actually very reminiscent of modern console and computer RPG’s (in a good way!). You are given a location that is well mapped out and each page in the books presents a different area of interest in that location. Along with flavor text you get information on NPC’s, stat blocks, story hooks and rumors. Each NPC has their own seemingly independent plot hooks that tie into one grand overarching tale. With this structure it’s just a matter of letting the players explore the area and interact with the populace. I like the way these books are presented very much and they do an amazing job of offering interesting stories without railroading you into clunky plot dependencies that break progress if missed. You can’t beat the value either since Night of the Long Fangs is a very reasonable $3.95 and Burning Bridges is free!
Hael Soundscapes – Untamed Sounds
Untamed Sounds is a collection of music for use during games. There are six tracks of music (plus a 7th bonus introduction track) that are designed to provide background ambiance for a variety of game situations. The songs are titled according to how they are connected to the Hael setting and they provide music for battles and other common game events. The production values are very high and stylistically the music would be appropriate for most any fantasy setting. (While writing this I kept wanting to write “Album”…. getting old….)
As I said above, it’s fantastic that there’s already excellent support material for Hael. I wasn’t familiar with the old D20 incarnation of the setting so I don’t know if these books are new material or revised and re-released stuff but really it’s irrelevant. I hope to see more of the “Game in a Can” releases soon and I’m really liking the music too. It seems like Storyweaver has great priorities as far as support for their products is concerned.
Iron Dynasty – Kesshi Tales 10
Kesshi Tales #10 is the newest Reality Blurs release for their excellent Iron Dynasty setting. Up until now each Kesshi Tales release has had a corresponding guidebook that further detailed the region where the adventure took place. This book is different in a couple of ways in that it both breaks from that symbiotic release schedule and also focuses on the introduction of some new mechanics.
Structurally, this 39 page book stays true to the aesthetics of the previous releases. It opens with an overview and synopsis of the adventure which has the players getting wrapped up in the affairs of a Dueling Academy in the capital city of Kara, in Sorimizu. After the initial introduction the book has a section that introduces a couple of new Edges for dueling. There is also a brief discussion on reputation which expands on what is presented in the core rules. Specifically, it discusses how the outcome of a duel affects a characters reputation and also introduces a card based system for randomizing an opponent’s rank and reputation.
The rest of the book details the cast and outlines the eight scenes that make up the adventure proper. The main story, as I mentioned above, has the character’s investigating recent attacks on student’s from the Kiyohara Dueling Academy. The adventure is set up to showcase the new dueling mechanics and, as one might expect, is very combat oriented.
This book is a fine addition to the already impressive line of Iron Dynasty books. Like the other titles in the series, layout is super clean and tablet friendly. The other thing I love about these books is that they are so well organized that you really need very little prep time to use them. They are even great for those who aren’t interested in pre packaged adventures. You can just grab npc’s, stat blocks and set pieces and throw them into your own sandbox to play with as you see fit.
As a side note, you can get the pdf of the Iron Dynasty core rules from RPGNow for $7.50 right now! That’s a steal!


























