Showing posts with label Italy. Show all posts
Showing posts with label Italy. Show all posts

Sunday, February 19, 2023

Game: Imperius Lex

 Lex Arcana: An Empire Without End Core Rulebook by Leonardo Colovini, Dario De Toffoli, Marco Maggi, and Francesco Nepitello, 2019 Quality Games S.r.l.

Lex Arcana:  An Empire Without End Quickstarter by Marco Maggi, and Francesco Nepitello, adventure by Giacomo Marchi, 2019 Quality Games S.r.l.

Long-time readers know that I will often talk about newly-arrived games in the Grubbstreet household. Many come in. All are flipped through. Some are read. A few are actually played. When I talk about the new arrivals I don't go into a lot of details and hesitate to call my write-ups reviews. The big reason is that games should be played, and reviewing a game based on the text alone is like reviewing a play based on its script. It can be done and done well (look at the voluminous amount of Shakespeare commentary), but doesn't get the experience of the game itself. Similarly, reviewing a live play is like reviewing a performance, where a lot of elements come into play, but I think it is more honest to take it out for a spin. 

Anyway, this is a review. I had the chance to run my regular Saturday night crew through the Quickstarter, and got a fair idea of both the mechanics and the game world. So here goes.

Lex Arcana is the X-Files in a Roman Empire that never fell. The year is 476 CE in our parlance, which was when the (Western) Roman Empire fell. In this world is is AUC (Year of the City) 1229, and Rome is still chugging along at its maximum empirical extent. This is mainly because a) there are gods, and b) there is divinatory magic that allows Rome to avoid letting things fall apart.

That doesn't mean there are no threats to the empire, and that's where the Player Characters come in. You are custodes (watchmen, guards, agents)  of the Cohors Auxilaria Arcana, which is a special detachment of the Roman Legion, recruited from across the Empire to deal with supernatural dangers. You've been touched by the gods and act as agents of Rome. You may be sent off as the result of a vision, an omen, or a report from the hinterlands, and given wide leeway in dealing with threats to the Empire. 

You have Abilities (Called Virtutes) and Skills (called Peritiea) Ah, that's another thing. Everything is named in Latinate terms, which helps in getting the proper feeling but can create havoc in play. The good news is that most of  skills and abilities make sense to a non-Italian speaker - your coordination ability is Coordinatio, your combat skill is de Bello.  The bad news is they truly need a Pronunciation Guide for the poor semi-literate English-speakers. My dog-latin would make a hound howl, and I am afraid I risked one of Jove's Thunderbolts mangling the language. The game master, by the way, is called a Demiurge

Anyway, you have "Dice Points" in your Abilities and Skills, and this is interesting. You can roll any type of dice (d2, d3, d4, d6, d8,etc...) for an ability test up to the maximum number on that dice. So with a Coordinatio of 12, you can roll a d12, or 3d4, or 2d6, or a d10 plus a d2. It is an interesting mechanism. Adding to that is that the dice "explode" (like in Spelljammer's smoke powder rules) - if you get a maximum on your dice (all three d4s come up 4), you roll again and add that to your total. Which sometimes is overkill, since you will likely have made the Difficulty Threshold already. 

Results also come in degrees of success - You can increase damage or get more information if you beat the Difficulty Threshold by a sufficient number. For every three points you get an additional success. In combat, both sides roll their de Bello, and then high score wins damaging the loser (tying rolls do nothing - you are clanging swords at each other). Degrees of success can multiply the damage. Shields can affect whether damage is done, and armor reduces the damage itself.

One nasty bit is that multiple attackers on the same target add their rolls over a single round (tempo). The first attacker makes his de Bello, then that result is added to the next attacker's score and so on. So a mob can really overwhelm a solitary defender (One of the group was hit hard by a number of giggling child-demons and almost got wiped out).

In play, all of the above works out pretty well. As Demiurge, I unleashed this on my regular Saturday night group - 3 or 4 players, which was a nice number, and used the Quickstarter adventure. The Quickstarter has all the basics from the Core Rules, and adds a few wrinkles, like offering a wild card deck of things the player can do to either speed or hinder the plot (Sortes). So here be some spoilers in this discussion, but I will try to make it light.

The group was sent by their local magister into long-conquered Gaul to check out a vision he had. They find a bandit lord who seems to be a lot more charismatic than he has any right to be. He is supposedly a "new Vercingetorix" (yeah, I tripped over that name, though I know it from Asterix et Obelix comics), who was the last great Gaulish chief. In tracking the Bandit Lord to his lair, they discover that the Celtic gods themselves are restless and seeking to mount their own resurrections and rebellion.

And the adventure moved pretty smoothly, with a good combination of action and interaction. There are a lot of random tables for the Celtic gods bedeviling the player characters, and not all of them immediately visible, so I chose results as opposed to rolled them. The story line does have a false branch, in that the heroes can explore the west or the east of the main city(my group, of course, investigated both, setting off ALL the encounters in the process). Regardless of choice, you eventually discover an outpost of the Bandits (same encounter regardless) which in turn leads you to their secret base and potentially a big battle scene (which runs pretty well for such a large number of combatants - my team forced them back into their keep and laid siege, forcing the Bandit Lord's surrender, much like Vercingetorix did). Unfortunately, the way the adventure is written, there is a very small chance the player characters find out WHAT was really going on - why this schmoe got the favor of his gods in the first place.

But all in all, it was a pretty good setup (we're a bit leisurely in our play, so we wrapped it up in about four or five nights). It gave some good challenges for a low-level group. There was a good mix of the prosaic and the fantastic. We had to walk through the combat carefully at first, but it came together naturally. 

The game has elements of traditional (D&D) style RPGs - the call and respond nature, the game master, the use of polyhedrals, to be comfortable, but enough new material (combat system, sortes) to challenge established players. The setting has great potential (I have a number of additional sourcebooks), and gives the players a strong direction of what they need to do (your boss had a bad dream - go check it out). In the Quickstarter, the differences between the classes is a matter of dice points you have, but that expands out in the core ruleset.

Final summary? Worth playing, and worth playing again. A good time was had by all. Just wish I had taken more ranks in dog-latin.

More later.


Saturday, August 06, 2022

This Just In: Kickstarter Fever

 Large packages have been arriving at Grubb Street, as Kickstarters that have been on the water for several months have finally arrived at the docks and deliveries have been made. Most are late to a minor or major degree, owing to the pandemic, the massive snarl in shipping, and the phases of the moon. For the most part, I'm OK with that - I funded stuff so long ago that I had frankly forgotten, so the arrival feels like a gift from the ghost of my former self. Thanks, past-me. 

Some of these are original games, and some are "line extensions" - modules, sourcebooks, and expansions. As always, these are not so much reviews as notifications - I haven't done enough digging to give a full review to them, so this is all initial responses. Even so, I've got a lot to say about them.

So, what do we have here?

Vaesen: Mythic Britain and Ireland (Graeme Davis, Lead Writer, Johan Egerkrans, Lead Artist, Free League, 156 page hardback) Vaesen: Seasons of Mystery (Gabrielle de Bourg, Tomas Harenstam, Andreas Marklund, Kiku Pukk Harenstam, Writers, Free League, 96 page hardback).  Free League makes great-looking books, often build around existing art - solid hard covers, thick pages, luscious illos. The downside of the original core book was that the text felt slighted in favor of the art and graphic design Both Mythic Britain and Ireland and Seasons of Mystery make up for that with a hefty textural density. Mythic Britain is by long-time game design veteran Graeme Davis, and expands the setting out into the British Isles. Seasons of Mystery are four smaller adventures, which have the investigative nature of a Call of Cthulhu game without the world-threatening and senses-shattering results. Mythic Britain came with a separate map pack which I hesitate to open and then immediately lose all the pages from.

Carbon Grey (Andrew E.C.Gaska, Creative Director/Lead Writer, Magnetic Press, 224 page hardbound). This was a bit of a disappointment. It came with a hardbound collection of the comics it was based on, and, upon review, I hated the comics. Billed as "Diesel Punk", it was WWI politics and intrigue with WWII weapons with a dash of magic, involving anime girls who sever heads and limbs with grand guignol style. I found the comic art jarring and murky, and the story impenetrable in places. The game, on the other hand, concentrates more on the world, using the West End d6 System as a base but concentrating on primarily combat in the game. Came with a bundle of tchotchkes (badges, decals, art prints), which will soon be scattered throughout the home office, to be found years later with the question "what was THIS for?"

Level Up Advanced 5th Edition Adventurer's Guide (30+ listed designers, EN World Publishing, 656 page hardback), Trials and Treasures (20+ designers, EN World Publishing), 370 page hardback), and Monstrous Menagerie (Paul Hughes, Lead Designer. EN World Publishing, 532 page hardback). This was the most massive of the shipments coming in. It is not D&D 5.5, but rather D&D 5E's Pathfinder, in that it takes the original mechanics (ability scores, combat, die conventions), strips away the additional material, and rebuilds the structure entirely. You don't get a new variant of Ranger to stand alongside the previous ones, but a completely new version. I play a Ranger in our 5E campaign, and have to admit that their version is a serious upgrade. The monsters are similarly redesigned, and are close but different - the numbers tweaked, and most information on encounters provided, as opposed to a direct reprint of OGL material. This one feels like the early variants of D&D, where someone pulls at a loose thread for their personal campaign and ends up with a completely different game. It is a massive undertaking, and is effectively like learning a full new edition. It arrived with Memories of Holdenshire, an intro adventure that looks solid and self-contained.

A Shadow in the Downs (Kate Baker, Green Ronin, 36 page softbound). Some projects, even from trusted and reliable professionals, are just snake-bit. Case in point - The Lost Citadel from Green Ronin. Kickstarted in 2017, it was delayed by personal issues, covid issues, shipping challenge issues, and all manner of sundry other issues, such that this introductory adventure is finally showing up five years later. Yet, the Ronins have delivered on their promises, which is greatly appreciated. The Lost Citadel was a "grimdark" setting where the world has fallen, the undead roam the land, and the last bit of civilization is confined to a single city, the Redoubt. The adventure takes place in the city itself and in the underground mazework beneath it. It looks pretty good, and hits all the points that set Lost Citadel apart from others of its subgenre.

Nightfall (Angelo Paluso, Mana Project Studio, 240 page hardback) and Nightfall Bestiary (Angelo Paluso and Andrea Lucca, Mana Project Studio, 168 page hardback). This is also "grimdark" (It says so on the cover), but is written to a larger scale. Darkness from the shadow plane has risen, the sun has gone out (its deity dead/converted), though the moon still provides what light is available. The moon still works without the sun, because, well, magic. It is literally a points of light campaign, with only a few places that not overrun with monsters. Nightfall is Italian, and comes out with a beautiful look for a dark setting. The monster book eschews redoing D&D monsters for more Italian Folklore, though it does list creatures in subcategories (Dragons, Horrors, Witches). This can make for a more cohesive read, make it harder to find what you are looking for as opposed the alphabetizing the entire list. I probably will not play it, but I will read it through. Came with a boatload of Kickstarter-Tchotchkes which are generally useful in play - a DM (Sorry, Nightmaster) screen, Standups, separate map, pregens, and a cute pin.

Cults of Cthulhu (Chris Lackey, Mike Mason, and Friends, Chaosium, 368 page hardback). This was NOT a kickstarter, but rather picked up at the Mox Boarding House where a group of friends were gathering. It's been a book I've been looking forward to, and contains a summary of all the Cthulhu Cult information from various sources, five different versions of the cults through the different play periods, information on creating your own Cthulhu Cult, and some adventures. I'm looking forward to reading it. It does raise the question in my mind of "What is cult, beyond being a religion or organization that the dominant society does not like?"). I had Remarkable Cults in the previous writeup, and there are other cult books out there. The book itself is up to current Chaosium standards, but the spine is making these disturbing creaking noises as I open it.

Lex Arcana: Italia, Land of Ancient Magic and Dark Intrigue, (Francesca Garello and Andrea Angiolino, Quality Games, 260 page hardback) and Dacia and Thracia, Storm at the Empire's Borders (Mauro Longo, Quality Games, 160 page hardback). Lex Arcana is a game set in the 5th Century where Rome, propped up by magic, is threatened but not collapsing. You are part of the special investigations branch of the Cohor Auxiliaria Arcana, the Empire's X-File department, tasked with dealing with the weird, supernatural, and deadly. The game uses original RPG rules (as opposed to 5E offshoots). These two supplements bore down into the Italian peninsula and the territories to the east, respectively. Looks good and involved, though I still have to engage with the the game itself. Only comment I can make is that if you are going to talk about features in the game, put them on your map. Tchotchkes include separate maps of the areas and some cities, and multiple decks of cards with magic items and opponents on them. Looks good.

That's it. I remain impressed by the stuff that comes in from overseas producers, and am delighted to see them appear in English, and yeah, I'm will to wait a bit longer as the entire shipping question clears itself out. Kickstarter has been a boon to overseas game manufacturers and players on this side of the pond. This is good stuff.

More later,

ADDENDUM: Nightfall Bestiary and Cults of Cthulhu both won ENNIE Awards at GENCON. Hard copies of both just arrived here, so I assume they are voting based on PDFs.

Monday, October 21, 2019

My (Updated) Schedule in LUCCA

There have been a couple tweaks, so I am reposting it so people don't have to slog through the local politics section. I'm (still) going to be a guest at the Lucca Comics and Games convention at the end of this month. I'm really looking forward to it. Lucca is a medieval walled city NE of Pisa, and every year they close the city gates to traffic and turn the center of the city into a huge comic book and gaming convention. My presence there has been arranged by the fine folks at Mondiversi, and I will be spending time at the their booth. Also, I have written a new tournament adventure specifically for this event, and will be running it there:

Here's my REVISED current schedule:

Wednesday, 30 October
10:00 - 11:00        Opening breakfast with Level UP! fans
14:00 - 18:00        D&D Tournament opening session [Games Pavilion]
18:15 - 19:00        Meet & Greet at the Mondiversi Booth CAR 129

Thursday, 31 October
10:00 - 13:00        Prototype Review Corner [Educational Pavilion]
14:00 - 14:45        Meet & Great at Mondiversi Booth
15:00 - 18:00        Gaming Session [Games Pavililion]
19:30  - ?              Ceremony Night and Gala Dinner [Giglio Opera House]

Friday, 1 November
10:00 - 11:00        Meet & Greet at the Mondiversi Booth        
11:30 - 13:30        Worldbuilding 101 educational workshop [Educational Pavillion]

Saturday, 2 November
10:00 - 10:45         Panel meeting on the History of TSR [Ingillis Hall]
11:00 - 12:00         Meet & Greet at the Mondiversi Booth

Sunday, 3 November
12:00 - 15:00         Game Session [Games Pavillion]
15:30 - 16:30         Meet & Greet at the Mondiversi Booth
18:30 - 19:00         Award Ceremony [Ingellis Hall]
22:30                     Closing Dinner

If you happen to be at Lucca Comics and Games, or by chance just happen to be in Lucca that week, come by and say hi!

More later,

Thursday, October 17, 2019

My schedule in LUCCA

So, I'm going to be a guest at the Lucca Comics and Games convention at the end of this month. I'm really looking forward to it. Lucca is a medieval walled city NE of Pisa, and every year they close the city gates to traffic and turn the center of the city into a huge comic book and gaming convention. My presence there has been arranged by the fine folks at Mondiversi, and I will be spending time at the their booth. Also, I have written a new tournament adventure specifically for this event, and will be running it there:

Here's my current schedule (all times Central European Time):

Wednesday, 30 October
10:00 - 11:00        Opening breakfast with Level UP! fans
13:00 - 17:00        D&D Tournament opening session [Games Pavilion]
17:15 - 18:00        Meet & Greet at the Mondiversi Booth

Thursday, 31 October
12:00 - 13:00        Meet & Greet at the Mondiversi Booth
15:00 - 18:00        Gaming Session [Games Pavililion]
19:30  - ?              Ceremony Night and Gala Dinner [Giglio Opera House]

Friday, 1 November
10:00 - 11:00        Meet & Greet at the Mondiversi Booth        
11:30 - 13:00        Worldbuilding 101 educational workshop [Educational Pavillion]

Saturday, 2 November
10:00 - 10:45         Panel meeting on the History of TSR [Ingillis Hall]
11:00 - 12:00         Meet & Greet at the Mondiversi Booth
14:00 - 17:00         Prototype Review Corner [Educational Pavilion]

Sunday, 3 November
12:00 - 15:00         Game Session [Games Pavillion]
15:30 - 16:30         Meet & Greet at the Mondiversi Booth
18:30 - 19:00         Award Ceremony [Ingellis Hall]

If you happen to be at Lucca Comics and Games, or by chance just happen to be in Lucca that week, come by and say hi!

More later,