Free League Publishing has released a set of 20 high-quality figures to fill your next session of Alien TTRPG. The set comes with a condensed rulebook for skirmish play for players who want to enjoy some wargaming in the Alien universe. Most importantly, the miniatures are ready to fill your world whether you are following one of the prewritten adventures, like Rapture Protocol, or you are creating one of your own from one of the many high quality source books. Whether you leave them unpainted, or get a little creative with the paint, these are going to look great on any table.
What is Skirmish?
Skirmish is Alien TTRPG’s pvp mode. The game is designed for two players (or teams) as they fight for survival. Booklet includes three unique scenarios to help players get started, but there is room for some solid homebrew potential. For example, a team of humans must fight their way through a Xenomorph infested planet to retrieve keycards to help them escape. The game is over if the humans complete their objective, or the aliens kill all the humans. There are rules for army creation, combat, and even a fear mechanic to make the game very thematic. I am a huge fan of the radar mechanic because it makes the game flavorful. If you’re into Alien RPG for just combat, definitely look into the skirmish mechanics.
Thoughts on skirmish
I am not very good at wargaming, so I appreciate how easy this mode is to get into. I got destroyed the times I played, but I had a lot of fun doing so. The game mode is full of cool flavor that will make fans of the Alien series very happy. The fact that Xenomorphs start as blips of a radar until discovered is terrifying. The fact that one of them turns into a cat is fantastic.
Combat is strait forward, but engaging. I am not very good at army building, but there seems to be a good amount of options for some diversity. I am sure there might be a meta, but I had fun playing what was cool. I had a lot more fun playing the Xenomorphs, but only because I was better at it.
I love that the rulebook comes with the miniature because it makes the set a board game you can pull out when you are not running games.
Review
If you like the Alien movies, you might as well pick up this miniature set. This is a very cool set that will be a lot of fun to paint, even if you don’t end up playing the tabletop game.
Quality
I am amazed, but not surprised by how good the quality of these miniatures is. Free League Publishing consistantly produces high quality products for all their IPs, and it can be clearly seen in the amount of work that went into each sculpt. The Xenomorphs look terrifying, and the humans look like they are ready to survive the invasion. I had a lot of fun looking examining each figure and appreciating all the small features. The ripples of the muscles, the poses of the figures, and even face huggers look cool. I definitely wish I was good at painting.
Is it worth it?
Yes. If you are a fan of the series, the figures have the detail you need. Buy these, paint them, and add them to a cool scifi display.
You don’t need miniatures to run a campaign of Alien TTRPG. Before this set, I was just using coins, but it does make my players a lot more excited. The first time I pulled one of Xenomorps to attack the party is a memory I will treasure for ever. It is a very fun and useful accessory, if you have the space and need for it. I only bring these out for combat, so its nice that the set includes rules for a standalone game mode.
If you are buying this for skirmish, I think it is a fun little game mode that you can pull out when you don’t want to run a full session. Skirmish isn’t my thing, but I did have fun the times I played it. I’ll probably mostly use it for all my tabletop rpgs I run moving forward because of how good they look on the table. Now I just need to convince my wife to paint them for me.
Free League Publishing sent me a free copy of the Mutant: Year Zerocore rulebook to review for my blog. While I am very happy for the opportunity, I won’t let it sway my opinions. Make sure you also check out my reviews for Dragonbane and The One Ring.
Table of Contents
What is Mutant: Year Zero?
Mutant is a tabletop roleplaying game about mutants at the end of the world. The game runs on the award winning Year Zero system which is a D6 system where things happen on 6s and 1s. Six is good and one is bad. There are no modifiers. Instead, stats and gear tell players how many dice they need to roll. More dice generally means better odds. Finally, Mutant is a survival game where the world is harsh, people have powers, and starvation is always a bad roll away.
Hook
Before the fall of civilization, Earth existed in a constant state of conflict. War broke out across the globe, quickly turning nuclear. Those smart and rich enough quickly found shelter in secure underground bunkers while others fled into the safety of space. Everyone else either died in the first wave, or had to rot away in the fallout. As the Earth became toxic, many began to mutate and develop powers.This was the next stage of evolution of man, but one that also marked its end. Mutants are sterile, and while there are tales of powerful folk that roam the wasteland, the population is aging towards is final days.
Some survivors band together and form flourishing communities known as arcs in an attempt to recapture what they lost, others turned to the harsh wasteland and let it transform. You were fortunate enough to grow in one of these arcs, and spend your days working towards a common goal. As the years go by, resources start to dwindle and the world becomes a harder place to live. Eventually, you and a promising group are tasked with going out farther than the usual patrol in search of anything that will extend your time on this planet. What secrets will you uncover beyond those walls? What will you bring back? Can humanity ever be saved, or are you merely surviving till your final days?
Gameplay
Mutant is a very easy game to pick up, but has enough depth to keep players engaged. The survival mechanics give players agency, without ever feeling like a chore. The mutation mechanic adds fun flavor that players can explore through their character, and it makes for some fun and interersting interactions. If you’ve ever wanted to be Xmen at the end of the world, pick up Mutant Year Zero.
Resources
Resources at the end of the world are limited. Players will need to spend their time constantly hunting for food, water, and other materials to survive the harsh dying world around them. Resources like food and water are expended every day for survival, but they are also used for healing. Rationing this precious resource keeps a high level of tension for the players. Players can choose to be at full health for the next encounter at the risk of starving to death. The system is streamlined so the bulk of the game is focused on the game rather than resource management, but you can make it more hard core if that is fun for you.
In Mutant, bullets are the most valuable resource after food and water. While players don’t need bullets to survive the wasteland, they are useful currency when it comes time to trade for better gear or materials. Bullets are also used for guns, and no one wants to be short a bullet in an important gunfight. Players will constantly need to weigh the benefits of trading away their bullets, and that will make for some difficult decisions.
Rot
The world rots away under the effects of the lingering radiation. While there are a few clean and hospitable areas left on this planet, there are pockets of deadly radiation spread in between. These areas give players rot points that slowly kill them. The only way to get rid of rot is to rest in a clean area, but those may be far in between during an adventure. The best bet is to avoid rot all together, or find some rot protection over time. Unfortunately, sometimes the only way forward is through a puddle of rot, and sometimes the only drinkable water is contaminated. The problem then becomes finding ways to mitigate the rot, and live with it.
Mutations
You can’t have a Mutant’s game without cool mutant powers, and this book has a very good selection of them. The DM can allow players to choose their mutation or roll for them at a table. I prefer rolling because that randomness gives the game its flavor. Survivors in this world wouldn’t have been able to choose their powers, neither should your players. That said, I’ll let a player choose their mutation if they have a fun idea that won’t kill the fun for anyone else.
As you would expect, mutations give players abilities they can use in and out of combat. Every player gets a mutation point per mutation at the start of each session that rolls over to the next if not used. Mutation points are the resource used to power the mutation. Because mutations are so powerful, this limit is used to balance the game. If the player could use their mutation as much as they wanted, things could get out of hand. Mutations can also backfire. They can explode or work as intended. They can also further mutate the user, leaving them weaker but with a cool new power to use.
Combat
Combat does not get any simpler than in Mutants. Attacks succeed on 6s and fail on 1s. Additional 6s give the user extra boons like bonus damage or the ability to disarm. Additional 1s can mean the weapon breaks, leaving its user defenseless. Weapon and gear do break in this game, and players will need a skilled craftsman for repairs, or enough bullets to buy the replacement.
What makes combat deep is the health and cover system. The way health works means that players will need to think carefully before rushing in. They may not have the resources to heal back, or they can get an injury that affects their performance. Learning how to effectively use the environment in combat is extremely important. Effectively finding cover in a gun fight or exploding a barrel can easily mean the difference between life and death.
Leveling
I love the leveling system in Mutant because it is streamlined and accessible. Players will need to answer the following questions:
Did you participate in the session? (You get 1 XP just for being present.)
Did you perform a Day’s Work for a project in the Ark?
Did you explore at least one new sector in the Zone?
Did you sacrifice or risk something for your PC buddy?
Did you sacrifice or risk something for the NPC you want to keep safe?
Did you sacrifice or risk something to mess with the NPC you hate?
Did you sacrifice or risk something to reach your big dream?
Players get 1xp point per yes, and they level up when they earn a total of five. Leveling means players will get put a point into a skill of their choice or pick up a new talent. This system not only eliminates the guess work you would see in something like D&D, and it allows players to customize their character. Personally, it forced my players to act in ways they wouldn’t normally because they wanted an XP point. Where in a D&D campaign they wouldn’t care if the NPC died, they went out of their way to keep them alive and get to know them. I was not ready to RP as much as I have in Mutant, but I am not complaining.
Other Mechanics
There are other very cool mechanics that make this game unique and fun to play, but I don’t want this post to get too long. I pulled out the most notable that set it apart from other systems I’ve played, but also the systems I’ve liked the most. While I do not currently run a hardcore survival campaign, its nice to play something more bleak and I’ve been enjoying the story that has come from it.
Review
Mutant Year Zero is easily one of my favorite TTRPGs. I love how accessible the game is. It is easy to learn, and this is important for table of busy dads. Mutant also has some fantastic flavor with the mechanics that make for a good story.
Quality
I did get a copy of the physical book, and it is beautiful. The printing is high quality with vibrant colors, and the book is very high quality. I love the comic book style art. It gives the game its distinct personality and the book looks fantastic on my table.
The cover is phenomenal. I love how it draws the attention to the survivors combing a burning crumbling city for danger and supplies. Their nonchalant expressions suggest that they’ve grown used to the wreckage, and remain unfazed by the apocalypse. The worn mismatched outfits fit the flavor of the world, and the colors tie it all together. I love that each character has a hint of their ability showing. It is just enough to make a statement about their power, while still evoking curiosity. Are these good guys? Bad guys? You’re going to have to play and decide.
Story
The corebook has a prewritten adventure, and it is a very good place to start if you’re a beginner or just need a little help. The adventure offers a solid mystery with an interesting hook to get things rolling.
The players start at the arc, with an aging leader and dwindling supplies. They are sent out in search of more, but find hints to the fabled Eden. Eden is a place of abundance, populated by the most brilliant minds to find a cure for mutation. Some say the cure exists somewhere within its walls, the trouble is finding it. Others say its all a cruel joke told by those too dumb to realize it is all over. As fate has it, your players find themselves chasing a legend, and what they find isn’t what they expected.
Adventure
What I like most about how the adventure is written is that it gives players to tell their own story around the main goal. The adventure outlines a meta story, fills it with important NPCs and location, and sprinkles enough clues to create agency. The gamemaster players have the freedom to do what they want. I’ve never had my players more invested in the world building, because we were building our world. We had a session where we just talked about the fake mutant animals that existed in the one zone and creating bits of random lore that carried throughout the campaign. I love that I was not tied down by a dungeon crawl because it allowed us to tell some very cool stories.
Most importantly, I love that my players liked the meta story enough to keep playing through it. I’ve ran modules where I stopped using the source material because my players wanted to do something different within that world. I wasn’t ready for them to start asking questions about Eden and actively working towards it because of how much time we spend messing around in character.
Roleplay
This is one of the games where my players got into unique characters. I think the random mutation forced them to play a character they wouldn’t usually which was very cool to see. It might also help that I ran this game with theater of the mind using Alchemy RPG. The official module for Mutant is fantastic. Maybe the lack of math and battle maps gave players the room to get creative with their roleplay. Whatever the answer, it was a lot of fun.
Theater of the Mind
You can get as fancy as you want with Mutant. You can use maps with intricate terrain and figures, or load up your favorite VTT and do it digitally. Run this game in whatever way is most fun for your table. The system will work no matter what. At my table, we run games through theater of the mind. I’ll use maps here and there, but I like the focus to be the story and the current format works for us.
As a theater of mind game, Mutant is a fantastic system. The year one system makes checks and combat easy to manage, and the mechanics give enough depth without needing much outside aid. If all you have is the rulebook, some dice, and a dream, you are ready to run Mutant Year One.
Survival
Do not be intimidated by the survival aspect of this game. Run this game as hardcore as it needs to be for your table. I run a casual table and would frequently forget to manage resources. There wasn’t enough scarcity, and I didn’t deduct enough resources. I did break weapons and give players rot points, but I wasn’t running the game as intended. That said, the game never felt like it lost any of the survival element. Players were still cautious with their decisions, and scavenging when they could. My campaign, as silly as it was, was still a survival campaign. I like that freedom.
Conclusion
If you want to run a survival campaign with cool mutant characters and have a good amount of freedom to tell a cool story, pick up your copy of Mutant Year Zero. This has become our favorite, and it is going to be hard to switch to anything else. You can pick up your copy of the Mutant Year Zero rule book on the official Free League Publishing website, or on DriveThru rpg if you want to go digital.
I ran the Ruins of Sybaroum 5e recently at my table. It’s been a while since I’ve ran 5e and we wanted to make our return. Ruins of Symbaroum offered a different enough setting and flavor that we made our plunge and start with the Adventure Compendium. I did buy this book with my own money, and ran it using the official Alchemy RPG module (also purchased with my own money). This review will be on both the game and the module. You can pick up a copy of the Adventure Compendium on the official Free League Publishing site or your favorite game store. You can also pick it up through my Amazon Affiliate link. It really helps me out. I’ll be leaving affiliate links where I can.
What is Ruins of Sybaroum 5e: Adventure Compendium?
The adventure compendium is a 5e compatible adventure that takes players from levels 1-8. If you’re planning to run any of the other pre-written adventures in this series, or are a new DM, this is the place to start.
The Adventure Compendium is a collection of adventures that lets players not only explore the world of Symbaroum, but get a taste of the different types of adventures. There are witch hunts, murder mysteries, escort missions, and a few other neat surprises. You will need access to at least the OGL ruleset, but it doesn’t hurt to have a Gamemaster’s Guide. Things like the Ruins of Symbaroum Core Setting Book, Player’s Guide, and Beastiary are nice to have, but you can run this game with just the OGL.
The Module
Alchemy RPG is a VTT that focuses on enhancing Theater of the Mind campaigns. It can be used to run combat and it has tools to run battle maps, but the modules main job is to set the mood with its cool visuals and atmospheric soundscape.
The Adventure Compendium Module is fine, but it is incomplete. Buying other modules will make prep easier, but hombrewing what you need isn’t hard, just time consuming. If this is your first VTT, buying into it isn’t going to be a problem. It is reasonably priced with a clean UI that is simple and easy to use. As far as substance goes, the visuals for the module are cool, but not the real reason you’re buying the game. You can always supplement the module with your own content for free. I found the font too small to read, and I don’t like that you can’t move or resize any of the windows. It be nice to be able to move the notes around to move characters.
Combat in this module works fine. If you like to use maps, the experience feels a bit lacking. Resizing maps feels a bit clunky (but better than Roll20) and the maps included with the module aren’t very optimized. They work well enough if you ever need to run something quick, but Foundry VTT does it better. If you don’t care about maps, it’s great. Setting up the encounter is easy, and every chapter is neatly divided so you only get the stat blocks you need. I don’t think the included visuals and sounds did much to enhance combat, but setting up your own scenes with music and visuals is easy and quick.
Alchemy is a solid VTT for those who want to focus on the story and don’t care much about combat. It is free to try (with a few limitations), but you can start with the module if you want to support the publisher and want the convenience the module provides. You can run the game without the module, but it is a little time consuming.
The Book
If you’re a new Gamemaster with new players looking for a darker grittier adventure, the Adventure Compendium is a great place to start. The book has solid pacing and a good variety of actives to get things started.
The world of Symbaroum is very unforgiving and will wipe a careless party. GMs can always tweek and change an adventure to fit their table, but the adventure is supposed to be harsh. Monsters are supposed to be strong, resources are supposed to be scarce, and the danger is supposed to be feel real. Games like these seem to have more meaningful moments of epic heroism, but the table needs to be in the mood for it. Changing survival mechanics and re-balancing combat is always fine, but it takes away a bit of the spirit of the campaign. As it turns out, we weren’t really in the mood for a more serious campaign and we couldn’t form that connection. Lowering the difficulty to allow room for shenanigans made it not as good.
But, just because the game didn’t fit the flavor of our campaign, it doesn’t mean it won’t fit yours. The Adventure Compendium does a fantastic job at being an intro product, and with a good amount of difficulty to keep things grim. It does feel like it is geared towards newer GMs and players (it could be a lot harder) and that is perfectly fine. The stories it tells are also fine, but not a real reason to buy this book. If you want to explore the world of Symbaroum and don’t need the crutch, you can try starting with the setting book instead. I’ll be doing a full review at some point so stay tuned.
I was sent a free copy of Vaesen: The Lost Mountain Saga to review for my blog. While I am very grateful for the opportunity, I won’t let it sway my opinions. This will be my honest opinions of the campaign book.
What is Vaesen: The Lost Mountain Saga
The Lost Mountain Sagais a stand-alone mystery that you can run in any Vaesencampaign. Note that you will need access to the core rulebook if you want to run this adventure.
The northern Swedish city of Abisko used to be a prosperous mining town till the mines went dry. A recent gold rush has reopened the town for business, but not without events. There is something strange happening to the town, and it’s unclear what. Kids go missing in the night, livestock is slaughtered for no reason, and some people hear mysterious disembodied laughter. Fear is taking its hold, creating tension between its citizens. There is a witch hunt brewing, and The Society seems to be the only organization to help restore the peace to this sleepy mountain peace. Can your party find the truth before it is too late?
The Book
This book is printed in impeccable quality. It looks and feels like an old fairytale book. It has a textured hard cover and is printed on thick high-quality paper. Most importantly, the illustrations in this book are beautiful. The colors are vibrant and the art style is unique and thematic. You can always get the PDF version of this adventure, but the book is going to pop on any table.
Impressions
The Lost Mountain Sagais a valuable resource for the GM who needs a place to start or just wants to run a prewritten adventure. This book isn’t mandatory, but it is nice to have. This is a high-quality book with a solid adventure that will run great at any table. The book features a solid mystery with all the resources a GM needs to run it properly, provided they have a table for enthusiastic players to help bring the story to life.
The story is a little dark, as is expected from Vaesen, some trigger warnings may be required. The story is fine for my table, but the millage always varies. Make sure you always talk to your players.
The Lost Mountain Saga is a great resource for those who need it. If your looking for a new mystery to run for your next campaign, this is a good place to start.
You can pick up the book for $34.46 on Amazon, and the pdf for $19.99 on DriveThru RPG.
I was sent a free copy of the Veasencore rulebook to review for my blog. While I am very grateful for the opportunity, I won’t let it sway my opinions. This will be my honest review.
What is Vaesen?
Long ago, Vaesen and man lived side by side in harmony. Vaesen are powerful creatures with the power to control the world around it. Man would make offerings to the Vaesen in exchange for their powers. The Vaesen would make it rain, fill the forests with game, and anything else supernatural. As the industrial age dawned on Sweden, people began their migration to the big cities. Soon, there was no need for the Vaesen’s power and they slowly faded into fairy tales. Most lost their ability to see Vaesen.
Man may have lost their ability to see Vaesen, but the creatures live on in their separate world alongside man. The Vaesen keep to themselves for the most part. Occasionally, however, man’s impact on the planet goes too far and sends the Vaesen into a terrorizing rage. Stories circulate of castles haunted by terrifying ghosts, of witches that snatch up children in the middle of the night, or of trolls terrorizing villages. The people have learned to cope with the unexplainable, and most have forgotten about the Vaesen.
But not all is lost. The society was formed to keep man safe from rampaging Vaesen. The society is a secret organization made up of the few people left in this world with the ability to see Vaesen. People gain this ability by experiencing some kind of supernatural trauma. While these folks may not be the most stable, they are humanity’s only hope.
Gather your friends as you investigate the supernatural in this dark and edgy tabletop roleplaying game. Can you bring peace to the Vaesen before it is too late?
The book
The Veasen core rulebook is the prettiest RPG book you’re ever going to own. The cover and pages are textured to feel like an old book. The formatting is easy to read and search through. The illustrations in this book are breathtaking. The art style is amazing and the use of color is astounding. I’ve read this book as a PDF, but nothing beats flipping through its pages. This is a very high-quality book and one that elevates the look and feel of any bookcase and table.
Gameplay
Vaesen is a D6 system that is easy to learn. Players will spend their sessions investigating mysteries and trying to bring peace to a raging Vaesen. This doesn’t have to mean combat. Vaesen seems to be a more roleplay-heavy system due to how investigations work, but you can always adjust the rules to fit the needs of your table. If you would like to learn how to play Vaesen before picking up the game, AlchemyRPGhas a solid tutorial series. They also have a very good official module for their VTT. If you’re planning to run Vaesen online and don’t mind doing it through theater of the mind, AlchemyRPGmight be the solution you’re looking for. I am not affiliated with the company, I just like the module.
Impressions
Veasenis a terrific RPG that deserves some attention. The system is unique and easy to learn, and the book is full of fantastic lore and flavor. The rulebook contains everything Gamemaster’s need to run a successful mystery, and there is even a prewritten module for those who need it. I felt like the system is better when players can get into character, struggle with their flaws, and roleplay through the investigation. While I am sure you can make the adjustments to focus on the needs of your table, the game is meant to be a monster of the week mystery-type game. I do like that there is a combat and skill system because things are better with RNG. Besides, it doesn’t matter what type of game you want to run, you’re players are always going to want to hit things.
The game has a tremendous amount of flavor. Even if you don’t end up playing a game of Vaesen, it’s going to be hard not to, you’re going to enjoy reading through the monster profiles. The lore is so good, and it reads like a fairy tale. The classes are all unique, but I like that they aren’t restricting. Classes feel like they are suggestions for roleplay because players have the freedom to play the character how they want. I like that the book gives a good amount of ideas for all sorts of creation for those who need it. The book ends with a well-written first mystery, making the core rulebook an invaluable resource for both players and gamemasters looking into running the game.
If you enjoy murder mystery roleplay, dig the 20’s aesthetic, or want something new to run at your table, check out Veasen. It is a beautiful book with some amazing lore that belongs on a lot more tables.
You can pick up the Vaesen rulebook in Hardcover on Amazon for $49.99 (Currently $40.79) through my affiliate link. If you don’t care about physical media, you can grab the PDF over on DriveThruRPG for $24.99.
This week, I finished my campaign for The One Ring RPG. I ran it using a mixture of the starter set and a few events I made up along the way. Please note that Free League Publishing sent me free copies of the PDFs to review for my blog. While I am very grateful, this will be my honest review. If you enjoy these reviews, please leave a like, comment, and share this with your friends. Don’t forget to follow the socials!
The One Ring Roleplaying Gameis a ttrpg based in Tolkien’s iconic fantasy universe. Even though GMs can run their own stories within the world, events are meant to exist between those in The Hobbit and The Lord of The Rings. This is a game that is heavily driven by narrative and roleplay. The books are lore-rich and flavorful. While an extensive knowledge of the source material isn’t necessary to enjoy this system, fans of the series will have a deeper appreciation for its level of detail.
Gameplay
While The One Ring has an interesting skill and combat system, the game is roleplay and narrative-driven. Rolls can sway the narrative and lead to some funny moments, but the focus will always be on the story and creating an epic yarn within the universe.
The most unique aspect of The One Ring is the Council. The Fellowship phase is where players talk to a council and ask for permission, jobs, favors, etc. There are also bonuses associated with building a relationship with the fellowship and patrons. This is a neat feature for players and GMs who enjoy roleplaying diplomacy with the added spontaneity of dice rolls.
The system alsofeatures a very unique combat system. There is no initiative. Players always go first, unless ambushed, and they can pick typically pick the order they go in. Mechanics like combat stances, gear, and stances allow for strategy, but it isn’t meant to be min-maxed. While I’m sure some people could break this game, combat is designed to tell a story based on how the dice roll.
My favorite aspect of The One Ring is how it handles travel. To start travel, players will come together to map out their route. The GM version of this map may include obstacles the party may encounter but are kept secret till they become relevant. The party chooses then chooses from one of the four roles: Guide, Hunter, Scout, and Lookout. Players then roll their perspective skills, and a story is made based on those rolls. There are tables in the scorebook that help create this narrative, we typically just make up our own.
What I enjoyed most about travel is the fatigue mechanic. Based on the results, the party gains fatigue through the course of the adventure. Fatigue limits the amount of gear they can carry, and can make them go down quicker in combat. The only way to reduce fatigue is in town, and typically after a quest. This mechanic made travel feel more impactful, and players would be cautious of how they mapped their adventure to avoid unnecessary fatigue.
The Starter Set
The Starter set includes everything you need to run your first One Ring campaign. The box includes:
A 24-page rulebook
Lorebook for The Shire
An adventure book with 6 prewritten adventures
8 Double-sided pre-generated character sheets
Two Large maps for The Shire and Eriador
30 Item Cards
6 Double Sided Journey Role and Combat Stance Cards
2 D12 Feat Dice
6 D6 Success Dice
While having the physical product with the special dice, maps, and cards is nice, it isn’t necessary. You can get by with the PDF, theater of the mind, and normal dice. You can pick up the PDF version of the starter set on DriveThru RPG.
The adventure in the starter set is a great way to onboard new players to RPGs. The adventure does a lot of hand-holding. Players and GMs are slowly introduced to the different mechanics of the system, GMs get terrific examples of encounters and descriptions, and there is a detailed lorebook to help fill the world. While experienced GMs and players will find the adventure a little slow, it is an invaluable asset for players who have never played an RPG. My biggest piece of advice for GMs running through the adventure is to not be afraid of going off-book. What you and your party make up will always be better.
I ran through some of the adventures, but we quickly went off-book because the pacing was too slow, and our interest shifted elsewhere. The adventures are fine, but they left a bit to be desired. Fans of The Hobbit might enjoy the adventure more. I don’t think the starter set is necessary unless you need a place to start or want the items in the box for your main campaign. I can’t speak for the quality of the items in the box, but I would start with just the core book if you already know how to run an RPG.
Review
We enjoyed The One Ring, and I am happy I got to run it. It was a very different change of pace, but we had a blast making up the store. We stripped away some of the mechanics that didn’t make sense for our table, like the council, and I recommend you do the same.
This system isn’t going to be for everyone. The game is heavily dependent on roleplay and storytelling. I would avoid this game if you’re group isn’t comfortable with either of these aspects. I was surprised at how quickly my group took to the new style because I have players who don’t do either, but we’ve been friends long enough to feed off each other’s jokes. Ultimately, the most fun we had in this game was when we went off script and created the dumbest, most insane story within The Lord of the Rings universe.
I wouldn’t be afraid that this is a Lord of the Rings game. My table went into this game with a vague understanding of the lore and had fun. The books are well-written and have all the lore you’ll need if that’s the kind of game you want to run. I feel like my players enjoyed reading the lore about monsters and races more than they did playing the game. While I am sure fans of the series will appreciate the details, it isn’t going to be a problem if you go into it as a casual. The books also have some beautiful illustrations so at worst, you have a cool-looking fantasy book to sit on your shelf.
I liked that we played the system, but it isn’t something that we would ever rush to play. The system is unique, the gameplay is fun, and I loved the stories we came up with, but I enjoyed other systems better. The game isn’t bad, it’s just personal preference. This game is made for a specific type of gamer who likes to roleplay high fantasy and enjoys The Lord of the Rings lore. If you’re looking for a new fantasy TTRPG to get into, make sure you are comfortable with roleplaying and storytelling. This is the type of game that you can run successfully with only 5 minutes of prep time if you’re good at improving, and your players are comfortable participating. If you and you’re group aren’t there yet, I would look elsewhere.
You can pick up a copy of the core book ($49.99) or starter set ($39) on Amazon through my affiliate links.
I’ve been running The One Ring RPG starter set for a couple of weeks now. Yesterday we went off script, and we had a ton of fun with the wacky story we ended up with. Please note I was sent a free copy of the rulebook and the starter set PDFs to review for my blog. While I am very grateful, I will always be honest with my impressions and reviews.
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The One Ring RPG is a fantasy TTRPG based in the world of Tolkien’s The Lord of the Rings. The events of the RPG are meant to exist between The Hobbit and Lord of the Rings, but you don’t need to be a fan of the series to enjoy this game. None of us are big LOTR fans or super-versed in the lore. You can play the game with just the rules and make up the lore. We do a bit of both since I do have a couple of players who enjoy the lore included with the books, and I like to reward them for doing the work. If you enjoy high fantasy, story-driven campaigns loaded with Lord of the Rings flavor, this is a solid TTRPG.
Impressions
I was a little afraid to run this game because it is more heavily narrative-driven compared to other games I’ve run. This is the kind of game where you’ll need to be comfortable with your playgroup and your improved skills to keep the story going. This isn’t a game for those who enjoy min-maxing combat. While the combat is creative and fun, it is designed for storytelling. We play The One Ring using theater of the mind, and I let my players describe what happens based on the rolls. It got really fun once we adjusted the new combat system.
Running the Starter set was a good way to get my players comfortable with the system. I made a couple of adjustments to the first couple of quests, but I’ve run them pretty much to the letter. Yesterday my players wanted to explore some random town on the map because it had a funny name, and I ran with it. I picked a couple of enemies from the core rulebook, and we made up the rest on the spot.
This random, off-script detour was probably the most fun we had with the system. The dice rolls did their part in making the arc epic, but the inside jokes, the dumb lore we made up, and the friendship we’ve built over the last three years of playing TTRPGs made it all memorable.
The One Ring’s mechanics give players and GMs the freedom to tell an epic Lord of the Rings story. To run a successful campaign, game masters need to know when and where to bend the rules, and when to go off script. The adventures in the starter set do a solid job of onboarding new players, but you shouldn’t be afraid of visiting a random town, especially if you’re uncomfortable with the lore. We make up lore all the time.
Fans of the source material will enjoy the flavor, lore, and mechanics. Those who are only here for the fantasy will enjoy the storytelling. If you’re looking for a game that is a bit more combat-focused or aren’t quite comfortable with your improvisation, I would hold off. The One Ring is a solid RPG, but it is made for a specific type of fan. It’s not going to be a fit at every table.
As a group of casual dads who like to mess around once a week, we’re enjoying it for what it is.
I was sent a free copy of the Dragonbane Bestiary to review for my blog. While I am very grateful for the opportunity, I won’t let it sway my opinions. This will be my honest review of the supplement. If you enjoy my reviews, please leave a like, comment, and share this with your friends. Don’t forget to follow the socials!
The Dragonbane Bestiary is beautiful. I have always been a huge fan of the art for this game, and this is no exception. The pages are nice and make it feel like you’re flipping through an old monster manual or reading an old storybook. I know you can get away with using the PDF instead but flipping through the book just hits differently.
What is it?
The Bestiary is a supplement. You will need the Dragonbane rulebook to run the adventure, but the Bestiary is optional. This is meant to be a resource for the GM who needs a little help with their next campaign. The book introduces nine new playable races, 63 new creatures, and a handful of adventure hooks. There is also a decent amount of lore and beautiful illustrations to flip through. If you love Dragonbane and need some new ideas for your campaign, it’s a solid resource.
The Art
Sample Pages
Impressions
I loved running Dragonbane at my table, and the Bestiary brought some nice flavor and variety. I don’t think you need the Bestiary to run a successful Dragonbane, but it is nice to have. I like having stat blocks available, and the adventure hooks are a nice bonus. It certainly gave me a good amount of ideas to build from. I think it is worth it if your adventure calls for it, my campaign certainly did.
If you’re looking for a way to spice up your next Dragonbane campaign, go pick up the Bestiary. You can pick up the PDF for $19.99 on DriveThru RPG, or you can pick up a physical copy for $39.99 on Amazon using my affiliate link.
I was sent a free copy of the Dragonbane core rulebook to review for my blog. While I am very grateful for the opportunity, I won’t let it sway my opinions. This will be my honest review. If you enjoy my reviews, please leave a like, comment, and share this with your friends. If you need to buy any trading cards, pick them up on TCG Player through my affiliate link. Don’t forget to follow the socials!
The Rulebook includes the rules, bestiary, roll tables to get you started on your own adventure. It also includes an introductory adventure if you need a good starting point.
Quality
I am a little disappointed that the cover has a glossy finish because it is going to be covered in fingerprints by the end of any session. You can easily clean it, but I wish it were matte instead. This is not a deal breaker because the book is beautiful. The images truly pop on its fine paper, and it is going to look great at your table. I have the PDF, and while I enjoy the convenience of the search function, nothing beats flipping through the pages and looking at all the pretty illustrations.
What is Dragonbane?
Dragonbane is Fantasy TTRPG brought to us by our friends over at Free League Publishing. It is an easy-to-learn system with some terrific flavor and interesting mechanics. If you’re looking for a new RPG, you are going to want to look into Dragonbane. I’ve covered this game before, so make sure you check out my older posts if you want to know more.
What I enjoy about Dragonbane
What makes Dragonbane unique is its leveling system. Classes in Dragonban act as a starting template, but players have the freedom to explore their character in whatever way feels best. Want to play a wizard who is also good at sword fighting? Dragonbane can accommodate, so long as you pass the checks.
What I enjoyed most about Dragonbane is how experience points are handled. At the end of every session, players are asked:
✦ Did you participate in the game session?
✦ Did you explore a new location?
✦ Did you defeat one or more dangerous adversaries?
✦ Did you overcome an obstacle without using force?
✦ Did you give in to your weakness (optional rule)?
Players get a point for every yes. We didn’t play with weaknesses, so they had 4 points every session to level. These points could be used to attempt to level up their skills once. Players need to roll a D20 and roll a number bigger than the skill they are trying to level. Say they have a 4 in their sword skill, they will need to roll 4 or higher to level up. My players liked this tangible form of XP, and the gambling aspect made things interesting. Sometimes you leveled all 4 skills, sometimes you didn’t level any.
What I particularly appreciated about this system is that it made creative with their encounters. They would always try to get out of an encounter without using force. This always led to interesting roleplay and took my players from being somewhat murder hobos to more developed player characters.
Dragonbane also has an interesting combat system that I enjoyed as both a player and a GM. Dragonbane uses cards for initiative which eliminates rolling and bonuses. Players and creatures draw from the same card and the lowest number goes first. These turns can be traded, which gives potential to some cool strategy. Players only have one action or reaction per round, which means they are either attacking or defending. There were times when players were on death’s door, and a lucky dodge roll kept them in the fight long enough to earn that epic kill.
I particularly enjoy that monsters have roll tables for their actions. Running a monster had the excitement of uncertainty. Would the monster kill a player with a powerful attack? Will it stun the party for another turn? Some of the tabled do need tweaking because they felt underwhelming, but I enjoyed the randomness.
Final Thoughts
I’ve been championing Dragonbane for a while now. I’ve run through both the quickstart and the prewritten adventure and enjoyed every minute of it. I did go off-script a lot in this game, but I used as much of the flavor as I could fit. The game is a great little system, and the book is a beautiful addition to my collection. This is one of the books I really wanted because of how much I enjoyed the game and how much I love the art. I fell in love with Dragonbane because of the art. My interest in Dragonbane is also why I have the wonderful opportunity to try all these cool indie TTRPGs.
You don’t need to buy the rulebook to play Dragonbane. I recommend you check out the free quickstart guide below, or on Drivethru RPG to get you started. The quickstart has a prewritten adventure to run and pre-generated characters to choose from. It is a streamlined version of the game, but it provides a solid snap shot of what to expect from Dragonbane.
Once you fall in love with Dragonbane, you can make due with the PDF, pencils, and paper. If you like physical media, the book is so pretty and printed to the high quality standards I’ve come to expect from Free League Publishing.
I was sent a free copy of Mutant: Year Zeroto review for my blog. I haven’t had a chance to run a game of Mutant, but I did read through it. These will be my honest impressions of the system.
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The quality of this rulebook’s printing is expectantly phenomenal. You have a sturdily bounded book printed on high-quality paper. I have the PDF of Mutant: Year Zero, but nothing beats flipping through the pages and actually seeing the illustrations in person. I am a huge fan of the artwork, so I had a lot of fun flipping through the pages and admiring the illustrations. You don’t need the book to play Mutant, you can get by with the PDF, but it’s cooler with the book out.
The Story
The World as we know it has ended. War, famine, and illness have ravaged the land, leaving it a desolate and inhospitable place. Humanity’s only survivors have twisted and mutated to become unrecognizable to their ancestors. As the world falls into chaos, the Arc becomes humanity’s last remaining claim at civilization. Here, the lucky few have formed a community away from the brutality of the zone. But those peaceful days within the Arc’s walls are numbered. As supplies begin to dwindle, and tensions begin to rise, it is time to venture into the unforgiving unknown and search for salvation. What adventures await?
What is Mutant: Year Zero?
Mutant: Year Zerois a post-apocalyptic tabletop RPG that uses the award-winning Year Zero engine to tell its story. If you haven’t played a game that uses the Year Zero engine, it is a super easy system to learn that uses D6s to run. Players succeed based on the number of sixes they roll.
In the simplest terms, Mutant is a post-apocalyptic world filled with X-Men. Players start the game by picking a role, rolling stats, and rolling for a random mutation. Players can’t choose their mutation, but they can roll for a second ability at the cost of some skill points. Having a random ability is bound to spark some cool narratives.
The core book has everything you need to run a campaign in Mutant. It has an expansive lore about the world, abilities, and communities. While you don’t have a module to run, you do have access to a decent list of hooks and encounters. You’re going to need this rulebook to run a complete campaign of Mutant, but there are some prewritten modules if you need them.
What sets Mutant apart is its survival mechanics. Players will consistently push their limits as they fight to live another day. Food is scares, gear will break, and players will be forced to use their mutations. It is not a giddy dark survival that you would expect from Alien RPG, but isn’t easy either. If you’ve ever wanted to play a superhero campaign, Mutant: Year Zero is a fantastic place to start.
Free Starter Booklet
The best place to start with Mutant: Year Zero is the starter booklet. The booklet offers a streamlined condensed version of the rules, a prewritten campaign, and a set of pre-generated characters to run your first campaign. It is always a good idea to test if a system is a good fit at your table. You can get a copy of the free booklet from the official site, but I’ll leave it below for your convenience.
I am a huge fan of the artwork. I love the comic book style of the illustrations, and I appreciate the amount of flavor that fills its pages. The jobs and mutations have some fantastic flavor. I am interested in seeing how my players react to their random mutation. I definitely see the potential for shenanigans.
This seems like an easy system to pick up with a solid amount of potential. Combat seems fine, but the fact that gear can break and players can use mutations is sure to keep things interesting. Ultimately it comes down to you enjoying the flavor and wanting to break out of the fantasy real. It’s going to be a while before I run a campaign of Mutant because my players prefer their fantasy, but I’m slowly getting there. I did manage to break away from D&D, so I’ll hold on to my faith.
If you’re looking for a new TTRPG about survival and superpowers, check out Mutant: Year Zero. You can pick up the Mutant: Year Zero core rule book on Amazon for $49.99 using my affiliate link.