Kingbeast's Lair

Growling about the RPG industry and my gaming life. RPG and anime reviews from a passionate fan. (Formerly John's Hero HQ.)
Subscribe

Archive for the ‘Product Reviews’

2014 ENnie Award Winners!

August 21, 2014 By: John Taber Category: Games, Growlings, Product Reviews, Site Recommendations

ENnies LogoHere is a list of the 2014 ENnie Award winners. If I have a comment you can find it under the entry..

Best Adventure

My Take

Eternal Lies is good stuff. 🙂

Best Aid/Accessory

My Take

I have the FATE dice called Antique. These new FATE dice sets are nice.

Best Art, Interior

Best Art, Cover

Best Blog

My Take

Gnome Stew has kicked tail for a long time. Highly recommended.

Best Cartography

Best Electronic Book

Best Family Game

My Take

I just finished reading FAE a little while ago. It is the first product in a while that has made me react with, “This is really something special.” FATE took several awards this year and they are all well deserved.

I’ll have to look up the Hobbit Tales…never heard of it until this year. 🙂

Best Free Product

Best Game

My Take

Really glad that this category came down with FATE for the gold and Numenera for the silver. I think FATE is a better product that is a LOT more accessible than Numenera. Botha are fantastic but I give the edge to FATE.

Best Miniatures Product

Best Monster/Adversary

Best Podcast

My Take

I just adore Ken and Robin Talk About Stuff. It has quickly emerged as my favorite RPG podcast and I listen to a ton of them. I’ve reviewed several of Ken Hites’ DunDraCon seminars in the past and my opinion of Ken still holds true. Folks should really listen when Ken opens his big trap…I mean mouth. 😀

Best Production Values

Best RPG Related Product

Best Rules

My Take

Two STRONG entries in this list. I already gave my opinion on FATE but I think 13th Age is a GREAT RPG with enough crunch and story driven elements. Very nice RPG.

Best Setting

My Take

Right here is the category where Numenera excels. The setting is a wonderful mix of sorcery as science with a dash of post-holocaust goodness. A very complete and detailed setting.

Best Supplement

Best Software

  • Roll20 – The Orr Group LLC *GOLD*
  • Realm Works – Lone Wolf Development *SILVER*

My Take

Interested that Realm Works won here even though it is fairly new. If I was not so hooked on OneNote it might be worth giving it a go.

Best Writing

Best Website

My Take

SO glad RPGGeek won here. I am such a fan of their site. I just LOVE having my entire collection and want list managed on their site. Their news entries were “upgraded” recently and they rock. Highly recommended site.

Product of the Year

My Take

As I mentioned above I would reverse these but either way these are both wonderful.

2015 Judges

  • Annah Madrinan
  • Jakub Nowosad
  • Kayra Keri Kupcu
  • Kurt Wiegel
  • Stacy Muth

2014 Judges’ Spotlight Winners

  • Hooper: Hobomancer Companion – Hex Games
  • Kayra Keri Kupcu:  Deep Magic – Kobold Press
  • Stacy Muth: Rocket Age RPG – Cubicle 7 Entertainment
  • Jakub Nowosad: The Demolished Ones – Chronicle City/Rite Publishing
  • Kurt Wiegel: Weird Wars Rome – Pinnacle Entertainment Group

    My Take

    Weird Wars Rome is super cool. I think this Savage Worlds setting is more creative than Deadlands Noir but again…it is like comparing Mozart and Bach. Both are great in different lights.

    GAME ON! 😀

My Hero Kids And Their First RPG Session

April 10, 2014 By: John Taber Category: Games, Growlings, Product Reviews

Hero Kids Cover

Summary

I recently introduced my board game loving boys, Josh (11 years old) and Evan (9 years old), to role-playing games. It was a fantastic experience that I wanted to describe in my blog. First I will go through the preparation and setup that I did before the session. Next I will describe how the session ran and what I learned.

Preparation And Setup

The first preparation that I did was to decide which system that I wanted to use. Before I started my search I tried to define all of the characteristics that I wanted in the system. This list included ease of play, very simple math with at MOST single digit addition, and flexibility. The math requirement was important to me as Josh has lots of trouble with math and I was afraid that if I chose something too complicated he would not want to play at all. I then started looking online and purchased several possible options. The one that really jumped out at me was Hero Kids. Hero Kids has several great aspects that I thought would appeal to my boys. First there is VERY little math. For most actions instead of doing addition or subtraction you roll dice and take the highest number. REALLY simple. If you are better at something you roll more dice. I also thought that Hero Kids was very intuitive to pickup but still has a surprising amount of flexibility. I felt that I could EASILY modify the system to play superheroes, science fiction stars, cartoon characters, or anything my boys might want to play. When I asked the boys they decided that they wanted to play heroes like Zelda. That means epic high fantasy…easy. After picking the system and genre I made a simple Hero Kids shield insert that includes all of key rules. This way the rules would always be accessible to the players. Here is a link to the shield insert.

Next I considered who I wanted to invite to the first session. After having taught my cousin’s kids how to play I knew that it worked well having an experienced role-player in the session. Thus I invited my brother Don to play with us. His instructions were simple, “Lead by example and try to solve some of the conflicts WITHOUT combat.” After Don I decided to invite Sermin (aka Mommy). The reason for inviting Mommy to the first session was simple. She can read the boys better than anyone and help me determine if a break is needed, keep the boys in line, or alert me if the boys were getting bored or confused.

Now that the players and system were in place I went about picking a first adventure. Luckily Hero Kids supplies several adventures to choose from and I had purchased several of them. After reading the ones I owned I chose NOT to run the one that they recommend as the introductory adventure (aka Basement O Rats). Instead I used the Hero Kids adventure titled the Mines Of Martek. The reason is that Mines Of Martek has a simple mission goal, several puzzles that do not involve combat, and it starts off with VERY little role-playing. I know my boys so I knew that they would not understand role-playing at first but would definitely appreciate the thrill of combat. The puzzles in Mines Of Martek that I liked included rescuing a miner from a sinkhole, crossing a rickety bridge, and burning giant spider webs.

My son Josh who is mildly autistic handles new things better if he is given advanced notice of what to expect. Thus I decided to get some of the preliminary discussion out of the way the day before the session. Essentially I just started talking with them about what will happen and how RPGs work. When doing this talk I used Zelda as an example whenever possible. For example, I explained that the players play characters like Zelda on a mission that I am directing. I told them that I act kind of like the Nintendo. I then described that I like RPGs better than video games because you can have your character do whatever you want…there are no pesky video game boundaries. I then explained the setting again using Zelda as an example. I told them that their home town is a lot like Ordon Village in Twilight Princess. We also picked out the dice we would use for the session. This turned out to be a very fun exercise. 😀 Doing this session the day before not only got them excited about it but got much of the preliminary information out of the way. It worked great.

The Session

After setting up the battlemat and other accoutrements I presented a brief overview of the setting and the role of the characters. In this case the role of the characters is to solve problems while their adventurous parents are off fighting dragons. I then let the players select which characters they wanted to play. The selection did not surprise me that much at all. Josh took a knight. I knew it would be a warrior and one with armor and a shield is an added bonus. Evan took a healer with a light blast spell. I knew it would be a thinking man’s support character of some type. Don took a more flexible warrior and Sermin took a water mage to round out the group. After selecting the characters I quickly used the character sheet to review the system. I explained the attributes, equipment, and their special abilities. I next explained how you tell how many dice to roll and that you want to keep the highest number (i.e. the Hero Kids system).

Once that was done I handed out three poker chips to each player and explained how these would be used. Poker chips!?! 🙂 I decided early on that one of the things that would frustrate my boys was the fickleness of the dice. It sucks when you really want to hit that big bad master villain or jump the ravine to save the Princess and roll badly. To combat that I added a bennie mechanic taken directly from Savage Worlds or FATE. If the player spends a poker chip they can reroll their dice and try for a better outcome.

Now that the rules were explained we started the adventure. I jumped right in with the local town sheriff asking the PC to help rescue two miners who are trapped. The mission statement is simple. With some brief leading by Don the group entered the mines and started to look around. In the first room they decided to fix a broken mine cart and get some gear. They got a kick out of pushing each other around in the mine cart between each room. The first major combat was with some bats. It went really well for the good guys. I rolled TERRIBLY the entire session! 🙂 During this combat I also noticed another point about Hero Kids that I enjoyed. Hero Kids has group initiative only. Once it is the heroes turn to act the characters can go in any order. This is a subtle but nice touch as it lets different players jump forward if they know what they want their characters to do.

After the first combat Evan started getting a bit distracted by the mine cart and the stuff around the bats. I was VERY pleasantly surprised when Josh’s knight reminded Evan’s healer that they needed to find those miners. This was an awesome time when Josh’s laser focus paid off. 😀

The next room featured a puzzle with a miner caught in a sinkhole. In the first room they had collected a rope. Even though it took some prompting by Don they eventually figures it out and saved the miner. It was a nice little problem to resolve.

One other scene deserves some attention in this blog post. In the third room the group comes across a dark hole where they can hear giant rats starting to emerge. Acting quickly Don’s characters pushes a rock over the hole preventing the rats from escaping. This is EXACTLY what I wanted him to do during the session (i.e. solve a conflict without combat). It showed Evan and Josh that the best way to solve problems is often with your brain not your sword.

Prolog

Overall I know the session went really well. How do I know? After the session Evan asked about the village where the characters live and the underground river that they saw in the mine. He asked if they could investigate these next time. 😉 The next weekend I ran a second session with just Evan and Josh. After the second session Evan started asking about making a potion to return their bennies during the game. Oh yeah and those glowing purple rocks in the basement tunnel…what were those? I also thought it was funny during the second session when he asked if I was making it all up. My response, “Of course! That is what makes role-playing games awesome!” Hook. Line. Sinker. 😀

Review of Memoir 44 By Days Of Wonder

March 20, 2014 By: John Taber Category: Games, Product Reviews

Memoir 44 Base Set

-== What is it? ==-

Memoir 44 is a light wargame published by Days Of Wonder. The base set for Memoir 44 was released 10 years ago in 2004. It was created by game designer Richard Borg who gained fame for his Battle Cry line of wargames. Memoir 44 is a highly awarded game that has won accolades from several prestigious organizations. Here is a link to the Days Of Wonder site that lists the various awards.

The Memoir 44 base set comes with a full color instruction manual with sample scenarios, a dual-sided play board, terrain tiles, two sets of army figures (US and German), a set of cards, custom battle dice, and pair of card stands. In this review I will be discussing the base set and the entire Memoir 44 line in general. I have purchased all of the expansions for Memoir 44 and one of the map packs (aka Battle Maps). I have played the game with various expansions hundreds of times.

-== What I Like ==-

Memoir 44 is the perfect mix of simplicity and intuitive strategy. Once the basic rules are learned expansions can be used to tack on additional twists and modifications without breaking the basic mold. The base rules are so easy to grasp that even younger players have no trouble picking it up. I play most of Memoir 44 sessions against my 9 year old son. My 9 year old can probably beat most adults. 😉 We recently finished a campaign that was comprised of several linked scenarios. In the last scenario he beat me 5 medals to 0 medals. 🙂

The expansions to Memoir 44 are quite numerous. There are several that add armies (Pacific Theater, Eastern Front, etc), some that add terrain, and others that add gear. The expansions perfectly build on the base rule set giving an enhanced feel of play without feeling overly complicated or cumbersome. My son and I think the Winter Wars expansion is our favorite. One thing that we love about this expansion is a second card deck geared for winter combats. This second deck really adds not only to the feel of combats but also neatly fit on top of existing battles. We really hope that Days Of Wonder does other add-on decks for Memoir 44. (As a point of reference there is an Urban deck in the Sword Of Stalingrad map pack which we also enjoy. 😉 )

There are thousands of scenarios available for Memoir 44. Days Of Wonder produces several campaign books that are full of scenarios and hosts an online site where folks can upload their own scenarios. Days Of Wonder also has a free campaign editor that can be used to make your own scenarios. The output from the campaign editor is a scenario that looks nearly as professional as ones in the released products. The combination of the scenario editor and the online database of submitted scenarios is really fantastic. The database allows for fairly advanced searches so you can find scenarios where you own all of the required expansions and allows for other users to rate them. Memoir 44 is one heavily supported game line.

I often joke with people that I am teaching to play Memoir 44 that one of my favorite parts about the game is setting it up. You first lay down a base board then apply terrain tiles on top. Finally you place the troops. As the terrain and troops are placed on top of a simple board this means you have a ton of flexibility in the layout of the scenario. If you have the correct winter or desert tiles the effect is even more impressive. This game looks killer. 🙂

On top of all of this support Days Of Wonder also offers online play for free! You can download the Memoir 44 game and play other people online or play against the computer. It is tons of fun playing against the computer who can be quite tough on certain scenarios.

-== What I Don’t Like ==-

Overall the quality of the components in the Memoir 44 base set is fair. The infantry and armor figures are evocative and stand fairly well. My only complaint with the infantry figures is in the coloring. In some lights the coloring of the German (dark blue) and US infantry (dark green) can be hard to distinguish…at least they are for me. My son says that he does not really have a problem with them. The US, German, and Japanese artillery figures are quite fragile. Several of our German artillery figures have lost wheels that have broken off during play. I hope Days Of Wonder uses the British and Russian artillery figures as a model if they come out with more artillery figures. They are on a solid base and built much sturdier. The boards themselves have also ripped after being used so many times. We now use binder clips to hold them together but it would be nice if they had some type of sturdier backing to prevent tearing. The card stands that come with the Memoir 44 base set are really a complete waste of time in my opinion. They are tiny and REALLY easy to knock over. My son and I used them only a few times then gave up as we often play on carpet. It is simple enough to just hold the cards in your hard or set them down.

In my opinion the artillery units in Memoir 44 seem a bit too powerful. I think they can really upset the play balance. Artillery have very long ranges, ignore terrain protection, do not require line of sight, AND are difficult to kill. I think I might have made them much easier to kill so that they are a bit more balanced with the other components in the game.

I can see where some hardcore wargamers will not like the randomness of the gameplay in Memoir 44. There is inherent randomness in card drawing and in rolling the outcome of attacks on the battle dice. I am particularly unlucky and have played games where I just can’t do any damage even when my troops are in a far superior situation. I think over the long haul of a campaign this evens out a bit more but it can be a detractor for some.

As I mentioned in the header I have nearly all of the Memoir 44 expansions. We are only missing three of the Battle Packs. There are a LOT of expansions. I would estimate my collection at roughly a $600 street cost. One problem is that one of the best expansions, the Air Pack, is no longer produced and it is VERY expensive to buy on the used game market. After sticking with it for over 6 months I was able to get a copy on eBay for roughly $95. (It has a $45 retail price.) Ouch. 🙁 When I won it on eBay the boys and I watched the final minutes and cheered when we took the bid. 🙂 The funny thing about the Air Pack is that one of my favorite parts about the set is the additional cards it includes and the manual. These additional cards include terrain cards from almost all of the expansions! This is really nice as for some reason most of the main army packs do not include cards for new terrain. The Air Pack manual is also wonderful as it repeats some of the existing scenarios but adds air support. This allows existing scenarios to be replayed with neat twists. Days Of Wonder should seriously consider releasing the Air Pack again or at least the offering the cards and manual for sale.

Memoir 44 is really a 2 player game. It can be played in what is called Overloard mode with 8 players but the heart of the game is mano-e-mano. At times I wish some of Evan’s friends could play along with us a bit easier.

-== Summary ==-

Memoir 44 is a massive hit with me and my 9 year old. Nearly every night after work he begs to play that next scenario in the campaign or to play one that he made on the computer. I am more than happy to oblige. This is one of my favorite games of all time and I would give it a 10 paws out of 10 if not for some issues with the components and the expense of some of the expansions.

I give it 9 out of 10 paws.

Copies of Memoir 44 are $46.99 at this URL on Amazon. Noble Knight has copies at this URL for $45. Memoir 44 is $47.99 at Funagain Games at this URL.

Memoir 44 Ready To Play