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Discover Why You Should Play The TTRPG Mutant Year Zero

Disclaimer

Free League Publishing sent me a free copy of the Mutant: Year Zero core 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:

  1. Did you participate in the session? (You get 1 XP just for being present.)
  2. Did you perform a Day’s Work for a project in the Ark?
  3. Did you explore at least one new sector in the Zone?
  4. Did you sacrifice or risk something for your PC buddy?
  5. Did you sacrifice or risk something for the NPC you want to keep safe?
  6. Did you sacrifice or risk something to mess with the NPC you hate?
  7. 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.

Enclave RPG: A Perfect Narrative Tabletop Experience

Disclaimer

I was sent a free copy of the the Enclave 1st Edition 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. Make sure you check out the Kickstarter for the 2nd edition and the game’s first expansion launching on October 14th.

What is Enclave?

Enclave is a unique narrative-driven TTRPG that doesn’t use dice. Players play through one-shot style adventures assigned to them by the Enclave, and facilitated by their Conduit. Longer campaigns are possible with this system, but it the design is for one-shots. This gives players and Conduits a freedom to always try something new and different, or grow throughout the myriad of missions that come their way.

Enclave first edition includes six unique classes, with six new classes being introduced in the game’s first expansion. A successful campaign could mean even more classes to explore. With an almost unlimited amount of builds and an expansive world to explore, there is always something to do in the world of Manifold, and you don’t even have to roll to get into it.

The Flavor

You are a mercenary hired by The Enclave to deal with whatever issue, big or small, that arises in the expansive world of Manifold. The Enclave is a massive secret organization that deals with worlds problems, provided there is something to profit. The Enclave does not only seek gold, but information, favors, and anything else there is to gain in this world. This gives them the freedom to set off any type of adventure, and the nearly infinite resources to make them work. The world of Manifold is a massive multiverse of possibilities, only limited the a tables imagination. Whether you are embarking on the one of the books included adventures, joining one on the official discord, or creating your own, a fantastic story awaits. You just have to make it up.

Gameplay

The Loop

Players are briefed on their mission in where they are given all the information they need to be successful. They are then teleported to the missions location where they must use their skills and creativity to complete the mission’s objectives. Players will then roleplay and describe what they do to complete the mission, and it is up to the conduit to make things happen. Unlike other systems, there is no random chance to shape the narrative. In Enclave, the story is written by how well the players roleplay their character. This doesn’t mean that the player has to be good at acting or using voices, but those who can create a tangible character and get creative with their actions are rewarded.

While Enclave gives a table the freedom of limitless adventure, there are limits to keep things somewhat grounded. Actions need to be plausible, with the appropriate stats to back them up. A Conduit can always tell players no, if there is reason to. There may not be critical failures baked into this system, but players can fail their actions. Actions have consequences. A player can set off an alert, or get caught in a lie that loses the party a valuable lead. Most importantly, players can die. There is a system in place for players to leave a mission at any time, but the chance of death is always present, and death is permanent.

Whether a mission ends in success or failure, there is always a new adventure for the next session.

Liveplay

Games like these are always better to learn by watching. The Old Warlock have a great video I recommend you watch. It s a good resource if you want to learn how to play the game or run the game. I found it very helpful when I was researching for my first run of the game. Make sure you give them a like and subscribe.

The Review

Enclave is a fantastic RPG that deserves more attention. If you play TTRPGs for the story, there is no better system. The game is easy to learn, easier to teach, and quick to setup. I found it to be a fantastic change of pace that I didn’t know we needed.

The Table

At my table, we are a group of busy dads who try to get together every Wednesday to catch up and play roleplaying games. My party will play anything I ask them to, but I can’t be too complicated. They barely remember what happened last session. The group is made up of three people, exluding myself. There is one person who is always ready to roleplay, one who meta games and plays optimally, and one who casually shows up for the comradery. Each one has their unique take on every game we play, and its been fun to see how they adjust to each new system. I was not ready for what Enclave had in store for us.

What it had in store

This was the fastest onboarding I’ve had of any game. My players usually struggle with the rules at the beginning. The first session is usually spent on looking up rules. We got right into the thick of things with Enclave, and my players enjoyed the freedom. The more we played the game, the more invested they became. I don’t think I’ve had a game where they remembered everything from the previous session, or be as invested in the world building as they were with the system. Your mileage will vary. We have been together five years and have a level of comfort that made the game fun.

The Session

I ran two missions, and each mission took 2 days each. I ran The Tragedy of House Gaulegvok mission included in the book, and I made up heist. The system is open to any genre and setting, with the only limit being the Conduit’s imagination.

From the Book

The prewritten adventure is a fantastic place to start if you are new to the game (after watching the video or joining a game on the official Discord channel). Players are hired by their patron to look into the villige’s mysterious disappearances. The book gives Conduits key points, NPCS, and a few ideas for encounters, but doesn’t railroad. This gave us the freedom to shape our story, and I loved it. Our games tend to be sillier, and the darker setting was a nice change of pace. It was also a perfect way to start October. If you need ideas, running The Tragedy of House Gaulegvok is a great place to start.

From the Dome

Once I got the hang of things, I was ready to create my own mission. The prep was very easy. I came up with the scenario, jotted down some plausible threats and details, and created the NPCs the players would interact with. This was the easiest game to prep for because I didn’t need to spend time balancing encounters or looking for maps, but the freedom the system gives you was a little intimidating. In most systems, I have that crutch of a dice roll, but here it would be all me. This time I couldn’t insert some random stat to buy some time, but it didn’t matter. Either because I’ve been doing this long enough, or i just naturally vibe with the system, I found Enclave easy and enjoyable to run. I was worried for nothing.

The Game

The game does get some getting used to if you’re coming from a system with a table. How do you as a conduit decide what happens? How hard do I need to make things? For me, as long as it was cool and plausible, I let it happen. Is it the right way of doing things? We had fun, so I’d argue yes. But every table is different, and the game does have an advanced ruleset to adjust the gameplay if needed.

I was a little worried going into this game because Enclave needs everyone to participate in the story telling. I was surprised to see my players start getting into character. It was nice to see my players do something because it was what their character would do and not the correct thing to do.

With games like Dungeons and Dragons, I found that my players were always worried about solving the encounter with numbers. Stats become more important than the exploration. While I did enjoy our time with D&D, I did not enjoy being bogged down by all that math. Enclave was the first time I saw my players try something different, but I will definitely need to run more games to get them to be weird.

The Art

The game includes art by the very talented Greg Taylor, and I will be including it throughout the article. I am a huge fan of the unique flavor and style, and find it fitting. I also like the collection of fan art that creator proudly displays throughout the server. If you want to help a game grow and make a tangible impact, make sure you join the Discord.

The classes

Enclave has fun and unique classes. I love the amount of flavor that goes into each class ability, and how they break away from the traditional style of class you see in other systems. For example, the Librarian class has an ability where they can come up with a piece of lore or information by making it up on the spot. They have to say it out loud in character, and if it makes sense, it becomes true. Not only is this an ability you would expect from a Librarian, but it gives players an incentive to get into character and help shape the world. There are a lot of other builds and flavors to choose from, and the one-shot style missions allows players to try them all.

Type of Game

Enclave doesn’t have an explicit setting or genre. The Conduit has the flexibility to create whatever world and adventure they want, in what ever genre they want. Horror, western, high fantasy, the game can be adjusted for any type of campaign and any kind of adventure you can think of, and that is a very good start to adventure. Best of all, the one-shot style type missions make it so you can always try something new. What makes Enclave unique is that a session doesn’t always need to be a mission and experience doesn’t need to come from a session.

Conduits can run casual events like parties where players come in character to roleplay without any mission objectives. Despite that, players can earn an item, ability, or something unique to help them on their future missions. I didn’t get to run this type of session, but I can see the value it has on world building. Players can also earn useful perks outside of the game by creating art or music, or having private in-character conversations with each other (so long as there is a witness). It is a very cool way to get players to not only get invested in the world, but get to the build it as well.

What I enjoyed most

I loved that there was no dice rolling. As much as I love the massive collection of dice I’ve accumulated over the years, it was nice to not be bogged down with all the rolling. We do a bit of theater of the mind already, and it was nicer to not have to deal with as many technical issues. Instead, we could focus on the story.

Creating the story was a lot of fun. There was a bit of awkwardness in the beginning as we got comfortable with the system, but narrative eventually started flowing. I found it helpful to ask follow-up questions about an action to get players to describe, or throwing a random NPC to spark some roleplay in the beginning. It didn’t take long to get into character. I enjoyed watching my players work through problems in character and getting invested in the world. Enclave is easily my favorite game to run because of the freedom it gave us to sit down and tell a story, even if it was a ridiculous one.

The Problem

The lack of dice can be a problem. Players need to be comfortable with roleplaying and improvisation because without player agency, there is no story. As a Conduit, you will need to do some heavy lifting in the beginning (especially with newer players) to get the table comfortable enough to roleplay. But I would argue this is true in any system you try. I would argue that not having a session bogged down by dice rolls definitely had its benefits.

The Community

If you are curious about the game but don’t have the friends to play with, Enclave has an active growing community on their official Discord. They run regular games, including non-mission ones, and enough knowledgeable people to answer any questions. The Discord is also a great place to keep up with any news or updates about the game.

What do I think?

Enclave is a fantastic system that deserves more attention, but it is not fit for every table. Everyone has their reason for playing ttrpgs, and some players won’t vibe with system. There is nothing wrong with that. Some players just want to roll dice and feel like they are winning encounters and that is a very valid way to play a TTRPG, so long as everyone is enjoying it. For everyone else, Enclave is a fantastic ttrpg experience. Enclave is easy to learn, teach and set up. If you want to sit down with your friends and create a fun story and have a good time, there is no better system than Enclave.

The Kickstarter

If you’ve made it this far, the best place to start is with the Kickstarter. The game will get its 2nd Edition and first expansion. I am sure players wouldn’t mind using the older rules, but the game has had two years to mature, and the updates The Kickstarter for Enclave Advent 2nd Edition and the game’s first expansion Aspirent should be live by the time you read this review. Make sure you go support and follow.

Enclave in Six Minutes

The Lost Mountain Saga is a Fantastic and Dark Vaesen Mystery

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 Saga is a stand-alone mystery that you can run in any Vaesen campaign. 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 Saga is 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 Enjoyed The One Ring RPG, but it’s not for everyone

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!

What is The One Ring RPG?

The One Ring Roleplaying Game is 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 also features 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 am Really Enjoying Running the One Ring RPG so far

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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What is The One Ring RPG?

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. 

Coriolis: The Great Dark Coming Soon to Kickstarter

If you’re looking for a new sci-fi TTRPG for your next campaign, you might want to back Free League Publishing’s newest roleplaying game, Coriolis: The Great Dark, on Kickstarter

Synopsis

Refugees escaping the horrors of war attempt to settle in the forgotten reaches of the galaxy. Expeditions are led into ruins of ancient civilizations in search of supplies and salvation. Venture through harsh desolate space in grand ships and search for a new beginning. What adventures lie within The Great Dark?

Kickstarter

While Coriolis: The Great Dark to The Third Horizonthis will be a stand-alone game with new and unique rules and mechanics. The Great Dark uses the Year Zero system and will focus on the thrill of adventure and exploration. I like the idea of playing space archeologist. It is an interesting approach to the genre, and knowing Free League’s proven track record, it is bound to be flavorful. 

I’ve run a few games that use the Year Zero system and thought it was a great transition from D&D. The system is easy to learn, and it introduces some fun and interesting mechanics. Everything I’ve received from Free League Publishing has been of a high quality with lots of flavor. If you enjoy physical media and like the theme in The Great Dark, this is a safe bet. 

If you’re a fan of the original Coriolis, you’re probably already following the campaign. If you’re still on the fence, it doesn’t hurt to follow for the notifications. The campaign goes live on March 19. Backers who pledge on levels with physical rewards will receive a copy of the PDF early and a secret bonus reward. 

I’ll probably get a copy for review, so stay tuned for that. Until then, don’t forget to follow the campaign! If you enjoy these updates, please leave a like, comment, and share this with your friends. Don’t forget to follow the socials:

StartPlaying Games is Hosts a Weekend in the Loop March 7-10

The official Tales From The Loop Alchemy module is live on the marketplace, and in celebration, StartPlaying is hosting A Weekend in the Loop! Players from around the world wanting to join a game run by experienced and vetted game masters should take advantage of the event. StartPlaying is a site that connects players with professional Gamemasters. Sessions are paid, but steps have been taken to eliminate any guesswork that would go into finding some random on the internet. The event runs from March 7 – 10. There are seats available as of writing this.

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What is Alchemy RPG

Alchemy RPG is a VTT that aims to enhance the focus on the story rather than combat through ambient sounds, music, visuals, and easy-to-use system integration. While DMs and players can upload their content to the platform to use freely, Alchemy RPG sells specially designed modules for its systems. Alchemy works closely with publishers to produce high-quality animated images and immersive soundscapes for these modules that are sure to bring your next story to the next level.

The platform also has an integrated voice chat function, end-user customization, and most importantly, it is easy to use.

The Alchemy Module

The emphasis on storytelling makes Alchemy RPG an excellent VTT for running a Tales From the Loop Campaign. There is no combat in the system. The focus of the RPG is to create this collaborative adventure with your friends. I’ve messed around a bit with the module, and am impressed with what it can do. Full disclosure, I did receive a copy of the module for free, but that doesn’t affect my options. 

The VTT is easy to learn, which is important when you’re bringing people from different backgrounds to the table. I run games for a table of busy dads, and they don’t have the time to learn anything complicated. Simplicity is crucial for my pitch, and Alchemy RPG does it beautifully. I appreciate that moving parts like images and soundscapes are cool and impressive, but they aren’t distracting. 

Most importantly, I like the convenience of the module. All the core rules and mechanics are preprogrammed, and I can easily pull and reference rules as needed. If you’re running a prewritten adventure, everything you need to run it is ready and neatly organized. Programing homebrew or anything outside of the modules doesn’t seem too tricky, but as a busy Dad myself, I appreciate not having to do it. 

What is Tales From the Loop

I’ve done a post on the Tales From the Loop where I go into more detail that you should read if you have time. Tales From the Loop is essentially Stranger Things. In this alternate 80 timeline, technology has advanced unprecedently. Governments around the world race for supremacy, but there is a cost. In the small towns near these research facilities, strange things start to spring up. Only the kids in these sleepy boring towns seem to notice, and it is up to them to uncover what is going on. Gather your friends on a mystery adventure you’ll never forget. 

The game doesn’t have combat or death, and the focus of the system is to create this collaborative narrative together. This means it can be a bit more roleplay-heavy than the typical RPG, but that isn’t always a bad thing. I’ve been playing with my current group for a couple of years now, and we’ve come a long way from the murder hobos we used to be. While I don’t think we’re ready for Tales From the Loop, we’re getting there. I recommend you check it out, it might surprise you how much you want it at your table. 

Check out the Shadow Over Gloomshire Kickstarter – Dragonbane

Update: Yon can now preorder the book if you missed the kickstarter.

I’ve been running my Dragonbane campaign for a couple of months now, and have been impressed with the system. With my campaign coming to a close, I’ve written a more detailed review that you should read if you want to know more about the system.

As I was prepared to move on to a different system, I came across an interesting Kickstarter Dragonbane adventure: Shadow Over Gloomshire. The campaign is fully funded, and with ten days left on the campaign, I thought it deserved more exposure. 

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What is Shadow Over Gloomshire?

Shadow Over Gloomshire is a Gothic horror prewritten adventure for Dragonbane. It features unique hand drawn art, maps, and it introduces 2 new classes: Paladin and Monster Hunter. There are also role tables, a new location, and descriptions to help get things moving.

Two new professions. Work in progress

I’d love to play a malard kin paladin or a wolf kin monster hunter.

The temple. Once a place of worship, now home to twisted evil. Work in progress

You find yourself stranded in the remote village of Gloomshire. It’s a haunting place full of strange and frightening dangers lurking in the shadows. Travel through a haunted forest, investigate a creepy mansion, and embark on a spooky adventure I’m sure you’ll never forget.

Minerva, Cleric of Light. By FukamiHB
Stygian wolf by John Bilodeau
Demonic artifacts by Melker Holmgren

Impressions

If you like gothic horror, it definitely seems like it has the right flavor. I am a huge fan of the artwork, and for $11, it doesn’t seem like a bad deal. There is always a risk in backing Kickstarters, but Robin Fjärem has a few other projects under his belt, so it seems pretty reputable.

You can pick up a copy of the Shadow Over Gloomshire adventure PDF for $11, or a booklet and PDF for $20 which isn’t bad for an adventure.

I like running my own adventures, but it’s always nice to take a break and build off what other people have come up with. We always end up going off script, but it is always nice to have things like role tables, encounters, and loot at the ready. I think its a pretty cool project, but go check the Shadow Over Gloomshire Kickstarter and see for yourself!

Make Time For the Tales of the Loop Alchemy RPG Workshop!

Free League Publishing, Start Playing Games, and Alchemy RPG have teamed up to host a free workshop for the Tales From the Loop RPG Alchemy module. Join Dan and Vinny this week as they teach players and GMs the ins and outs of the innovative Alchemy VTT and the taste of the award-winning TTRPG, Tales From the Loop.

This workshop is in preparation for Start Playing Games‘ Tales From the Loop play weekend coming shortly after. Players from around the world can join in on a game run by a professional DM. If you end up wanting to play a game of Tales From the Loop and don’t mind paying for a pro to run your sessions, this Lets Play Games is a great resource for your TTRPG needs. 

What is Tales From the Loop

Tales From the Loop is a mystery RPG set in the 80s in an alternate timeline. The Soviets have discovered anti-gravity, and this discovery has fast-tracked innovation. There are giant robots, floating cars, and other wonders. But this technological race needs its discretion.

Governments form structures known as Loops to keep innovation a secret. But secrecy comes with a price. The sleepy mundane towns that border these Loops begin to experience inexplicable phenomena. While these strange occurrences go unnoticed by the adults, kids in these sleepy towns take it upon themselves to investigate.

Play as kids as you investigate the strange events happening around town. What truths will you and your friends uncover as you go on an adventure you’re sure to never forget?

What is Alchemy

Alchemy is a VTT that aims to enhance the theater of the mind. While you can use it to upload your own content, Alchemy VTT offers an extensive library of modules packed with animated scenes, overlays, music, and sound effects to elevate your experience. Alchemy VTT is easy to learn, use, and teach. It has accessibility features to accommodate a variety of technology, and some trigger warning features to ensure everyone is comfortable in a campaign.

I love that voice chat is integrated into the client. It’s nice to have everything in one spot. With the video chat coming soon to the platform, it’s going to be hard not to pass up on using Alchemy. There are also incoming streamer features that I am sure some of you will be excited about.

I’ve seen two modules so far, and I am impressed. Modules comes with everything a GM needs to run a game, including some catered extras to elevate the game. The art, the music, the overlays all look so good without being a distraction. If you play narrative-heavy games, this is a fantastic choice. You can have everything you need to roll and hand out, but you also have the option to include grid combat if the mood strikes. The more I play with Alchemy, the more impressed I am become with what it can do. If you have time this week to check it out, I recommend you sit in on the workshop. Be prepared to be impressed.

Impressions

This was another fantastic workshop hosted by Vinny and Dan. Vinny and Dan are great presenters who are both friendly and super helpful. The presentation is incredibly detailed and informative, but they will go out of their way to answer all your questions. It’s clear they are passionate about Alchemy, and their passion is infectious. If you’re shopping for a new VTT, you’re going to get a detailed walkthrough of the platform that should help you with your decision. If you’re looking for a new RPG, you’re getting a solid overview that will at least leave you curious. If you’re looking for a narrative-heavy game that you create with your table, this is the game for you.

Make sure you carve out some time and sign up for a work shop, it’s worth it!

DateTime (Pacific Time – Los Angeles)
2/16/202410 AM
2/20/20243 PM
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2/28/202410 AM

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Building Better Worlds Expansion for Alien RPG is out now!

The Building Better Worlds expansion for the Alien RPG just released, and you might want to pick it up for the colony mechanics. You will need the core rulebook to use this resource, so either the Core Rulebook ($54.08) or the Starter Set ($51.22) should be enough to get you started. 

Starter set doesn’t include GM Screen

The Starter set has everything you need to get you started:

  • 5 generated character sheets
  • prewritten adventure
  • 84 game makers to keep track of characters, motions, and more
  • 54 custom cards for weapons, personal agenda, and initiative
  • 10 specially designed base dice
  • 10 specially designed stress dice
  • 864x558mm double-sided map

You do get a condensed version of the rules, but this should be perfect for new players. If you want to create your own adventure, I recommend you pick up the core rulebook! You get a pdf version for either physical copy.

Thoughts on the Expansion

Building Better Worlds is a neat resource for GMS who need a little extra help to spice up their next Alien campaign. I typically like to make up my adventure, even when working from a book, but I appreciate being able to fall back on other people’s ideas from time to time. This book has some neat ideas I definitely want to try at my table, like having my players become stranded on a prison planet of deranged criminals and Xenomorphs. 

The book introduces new ships, NPCs, planets, solar systems, and weapons to help aid GMs with flavor and world-building. It includes several plot hoots, ideas on how to run certain planets or colonies, and even a campaign players can run through if they need a jumping-off point. Most importantly, the book introduces the colony mechanic.

From my brief understanding, players will need to travel to foreign planets and either start, maintain or save a colony for humanity’s expansion into the cosmos. This won’t be an easy task. Planets are inhospitable, conditions are unpredictable, and there are bloodthirsty aliens lurking in the shadows. In space, if the stress of survival doesn’t kill you, the Xenos will. This sounds like the perfect bleek setting for any table that needs a change of pace, and I am here for it. 

Where to Buy

Remember, you need access to the core rules before picking up this expansion. Those interested in the Building Better Worlds expansion can get their hardcover copy from the official Free League Publishing website for $45.51. Those who don’t care about physical media can pick up the PDF on DriveThruRPG for $19.99. If you play online, I recommend picking up the official Building Better Worlds module for Foundry VTT. I’ve written a post explaining why you should use Foundry VTT if you want to know more.

I do plan on running Alien RPG at some point after Dragonbane. I have a huge collection of RPGs I need to get through, and I like to take my time and live in them for a bit. Until then, stay tuned! If you enjoy these updates, please leave a like, comment, follow and share this with your friends.