Saturday, May 31, 2025

Daggerheart Selling Out?

It is nice to hear that Daggerheart is selling out in some stores. D&D 2024 landed with a wet thud, YouTube went to war with D&D content creators, and the hobby needs a hit. The last excitement we had was Shadowdark, and that game is still doing well. But we need a new game that sells out and creates a buzz outside the hobby, and I hope Daggerheart is it.

This is no longer about D&D; it's about the larger hobby.

The Critical Role (CR) audience needs this, and keeping D&D as the flagship of the streaming show has a limited life. This was inevitable, and I am happy to see the game selling out and people outside the hobby, or those in the CR sphere, taking notice, and the game becoming a hot commodity.

I would love to see Daggerheart on the shelves of Target and Walmart, and selling there as well. We need a massive hit that they cannot keep in stock.

Daggerheart innovates and plays to the strengths of the streaming show model. It simplifies the boring and bookkeeping parts of the game and creates narrative pool systems that drive tension. People understand "hope and fear points," and those can be clearly displayed on a streaming show's screen.

Spell slots? Dozens of hit points? Tracking individual reuses of powers equal to an ability score bonus? Lists of abilities on a character sheet six pages long?

Those suck, take up the streaming show's time again and again, and the average "viewer at home" does not grasp those concepts as easily unless they understand the game.

D&D 2024 was designed to please a subset of existing D&D players. It made no efforts to streamline or simplify, and in many cases, it went into far too much depth that was ever needed or asked for (weapon masteries).

Daggerheart was designed to expand the audience to people who may watch the show but find the games too challenging to grasp and master.

Is it for everyone? Not really. My other "blue game" is Tales of the Valiant, a game I never apologize for, and one that does generic 5E fantasy far better than D&D 2024, which is tied to decades of settings and nostalgia that it has the same problems as any IP tied to that much canon and legacy content. I don't want the D&D planes, villains, product identity, worlds, or other cruft that gets in the way of imagining my own worlds and settings.

Daggerheart goes a step beyond this, and forces you to define a world every time you create a campaign, which is another smart move - putting your players' imaginations first, and your "legacy nostalgia IP" second. But as my "fall back" version of 5E, which I will now know as it is and as I like it, ToV will exist past D&D 2024's expiration date and far past the next incompatible version of D&D.

The new "blue games" of 2025 are taking over my shelves, and there is always a place for Shadowdark.

Daggerheart is a brilliant game that aligns with their brand, strengths, and message.

Daggerheart

I like the new "blue games" that are taking the torch passed by D&D. Tales of the Valiant is my other blue game, and now, Daggerheart seems to be filling the "narrative game" niche needed in the streaming adventure world, away from the wargame-like D&D 2024, and more into a FATE and Cypher-like narrative play system.

We need new narrative games. I liked FATE, but the game has run its course of interest with me. It remains a solid system, but it is abstract and not ideal for fantasy streaming games, as the concepts are not easily grasped by the audience. Daggerheart feels like a similar narrative system on the storyteller side, with the fear point system driving opposition power.

I watched the GM video, and like FATE, Daggerheart does a fair amount of aggregation, even measuring gold into "handfuls," "bags," and "chests." This isn't a game for those of you who like to count every coin. Also, what happens above the chest? Do we get "carts?" On a narrative level, this sort of simplification is effective. On a simulation level, this aggregation is terrible.

I can see why they did it, though. D&D walks a strange line between narrative and simulation, and Daggerheart goes all-in on the narrative. That squishy middle at times is maddening, and if all my narrative play is in Daggerheart, and that saves my simulation play for games that do it the best, such as GURPS, then I will be happier if that middle ground is taken out of the equation.

On the character side. Daggerheart feels like Cypher System, another narrative system with a strong A+B+C character creation system where you assemble characters out of parts, and that is what you play. Daggerheart and Cypher are somehow sister games, with Cypher being the more setting-neutral one, and Daggerheart being the fantasy style relative. Both have pool resource management to drive narrative play, as well as shifting narrative control of the action between players and the referee.

Tales of the Valiant is my "post-D&D" blue game. Since I have 10 years' worth of 5E books from 2014 that I still want to play with and protect, I also want to support new 5E creators going forward without worrying about what Wizards does or their drama. I play this. It is a good "let's play 5E" game, and I can now ignore all the clickbait YouTube "Wizards drama" videos because I do not care anymore.

How much time do I save by not being forced to watch those drama videos about Hasbro/Wizards? A lot. I get sucked into those because I'm worried they're changing something about the game I care about, the books I bought, retroactive changes are coming in, and then it gets into a vicious cycle where I can't stop "hate click" watching these utter wastes of my time and life.

I still want to use these nice 5E third-party books I spent good money on.

I do not want drama, constant clickbait, or to be forced to subscribe to a service to read a book.

Having a version of 5E that is stable, future-proof, compatible, well-supported, not in a niche market, and drama-free? Oh, and I own my PDFs?

Priceless.

Tales of the Valiant is the best version of 5E going forward, and you will not be wasting money on 2024 books that will inevitably be worthless when 6E is rolled out. And due to the softer reception of 2024, 6E is likely closer than we think. In three to five years, you will thank me. Transition now and save yourself the heartache.

I hope Daggerheart goes well and is a hit; the streaming D&D channels need a boost after YouTube declared war on D&D content creators. I also hope the Daggerheart creators open up their card system to anyone, so more card-based expansions can be made, such as for gear, new classes, new backgrounds, monster cards, and treasures.

As a system better suited for the narrative-style play that Critical Role does, this is a great system. They can track "hope" and "fear" on the screen for viewers to see, and all the other pools the game uses to track resources. Even Stress and Hit Points are more point-based pool resources, so every character can have an easy-to-understand "scorecard" on those stats that viewers can understand at a glance. What the players "do" each turn on-screen is simplified, so it will be a better experience for viewers who can see rolls and interpret them themselves.

You can't think of this game in terms of D&D; you must think about it as a system that enhances the streaming experience for viewers. The game aligns well with live streaming, which complements their brand's strengths.

Is it my cup of tea? I don't know ...yet.

Thursday, May 29, 2025

Shard VTT: They Give Me the Tools?

I play the Black Flag system (Tales of the Valiant) on Shard VTT. I want to create a Drow character. ToV doesn't have Drow? Well, that sucks. And I can't port one in from my 5E content?

I may use an Elf lineage with a Shadowed heritage.

It isn't perfect but...

Wait. What's this?

Do they give me the same tools the developers use? Can I create my own extensions and add things to my books? I can take a copy of an Elf lineage, rename it to a Drow, and add all the special powers and abilities from my 5E source material. The Shard VTT lets me do this? With the same tools the developers use?

Can I DIY everything I want? I hope so.

What about special powers, like giving all Drow the dancing lights cantrip, plus the two other once-per-day spells at 3rd (faerie fire) and 5th (darkness) levels? Given out at those levels, they don't appear on the character sheet early? And with a once-per-day checkbox on the character sheet?

Does it do that? It does.

And I can give the Drow weapon proficiencies, too? I can.

Can I add art, type all the information, and make it look nice? Does this work in the character creator in my account, and can I use it for all of my characters? And does this work with Tales of the Valiant now? Yes, I can. I added a custom race to my ToV information, which works in my character creation tools. I always wanted this with Hero Lab, all this other software, and other VTTs. It is so easy, and I figured it out in about 30 minutes.

My Drow lineage (CC-SRD) is now in Tales of the Valiant. One less reason to stay with D&D.

Can I create more custom heritages, backgrounds, and other things? Can I make other lineages, like monsters and some of my favorite 4E races, and play them in ToV, too? Yes. I went in and created a character. My Drow heritage was in there, and I could pick it, and all the custom powers and flavor text were automatically added to my character sheet.

This is awesome.

Can I port in Star Frontiers races if I get the Esper Genesis 5E science fiction game? Yes. I just did, and gave my Vrusk character all the abilities from the book, converted into 5E. I even made the Vrusk carapace add two to AC, and the Comprehension ability gives all Vrusk proficiency in the Insight skill. Well, here is that 5E version of Star Frontiers I always wanted.

I have the tools. I can do anything I want.

Shard is even more awesome now.

Why was I using Roll20 for 5E again?

Wednesday, May 28, 2025

Too Much Like 5E?

Wizards has changed D&D with every major revision. They may say, "This edition is evergreen and will never change," but there are two things I would say to that:

  • Every Major point release of D&D has been incompatible.
  • All the people who pushed the evergreen idea are no longer with Wizards.

I fully expect that a version of D&D will break 5E compatibility someday. Companies need to sell books, and resell you the same books in the new system, so D&D will inevitably break compatibility with 5E. The new designers will want to leave their "stamp" on the system; nobody works on legacy creative IP these days, and refuses to change what they own. They just don't. We see that with movies, comics, games, and TV.

D&D is also an asset; it could be sold. We don't know. We are talking Wall Street here. Everything has a price tag.

Even if a future new edition requires a conversion guide or is only loosely compatible, that will force most people to upgrade their books, rendering the old books unusable. In three to five years, if a version of D&D comes out that renders 15 years of 5E books as useless, what do people do? Yes, you can continue with what you have, but what about third-party support? What about new players? Aren't we allowed to use the old system and have a license, for which we can publish and sell books that work with the original 5E?

And seeing all these YouTube channels saying "ToV is too similar to 5E" is hilarious. If you want that, MCDM RPG, Daggerheart, Pathfinder, Dragonbane, and many other fantasy games are "not like 5E" at all. You have plenty of choices!

There is a specific "sidecar compatibility" design goal of ToV, and they accomplished that beautifully. You can play the same adventure, with either set of rules, and barely be able to distinguish the differences, except for a few minor improvements here and there. You can use ToV as 5E expansion books and play alongside 2024 if you prefer. You can use ToV's monster book with 2024, or if a player likes the ToV ranger better than the 2024 one, they can play with that.

ToV is both a stand-alone system and a product improvement for both 2014 and 2024 D&D.

I have a decade of the current edition of 5E books. In 5 to 10 years, I don't have any assurance that these will still be supported. Oh, wait, I do. And the system is published under an independent, open license. This will continue to work and serve as a commercial model for publishing indefinitely. Saying "well, it is too similar to what I have" does not solve the publishing problem, and that is a selfish "well, what about me" sort of statement.

This is much like how an emulator simulates the original hardware to keep a game playable. Tales of the Valiant is the best "5E emulation" we can buy and support.

Yes, I have my 2014 5E books, the ones with the names of all the designers they removed, first printings. Yes, they still work. Will I play with them? No.

I want to support the future of publishers and a version of the game that has over 10 years of books written for it. I want an open license. I like books and a storefront. I like owning my PDFs. I want to support an ethical company with values that align with my own.

Give this game a few years. People will come running when everything gets broken. I just saw this ahead of time because I know my history.

It is also a fantastic game.

Tuesday, May 27, 2025

The Tales of the Valiant 2 Players Guide 2 Kickstarter

https://www.kickstarter.com/projects/deepmagic/players-guide-2-new-power-for-5e-and-tov-players

The Tales of the Valiant 2 Players Guide 2 Kickstarter is live, and they are giving out a full table of contents to look over. This is the shot in the arm the game needed, as we are getting:

  • Three NEW base classes beyond the core thirteen.
    • Vanguard, Witch, and Theurgist.
  • Equipment and magic items, featuring magical tattoos and rewards for player characters at 20th level.
  • New options for all classes, including new Heroic Boons and 48 new subclasses.
  • Over 150 new spells and variant spellcasting options, such as spell points and reimagined rune casting.
  • Expanded base building and downtime rules ...and much more!
    • Base type, workers, and facilities are included (with upgrade options).

The game will have more subclasses than D&D 2024 now. It will also feature an answer to D&D's bastion system, complete with bases. There are farming, creature training, and raising rules! Can I run a Stardew Valley or Minecraft-style base builder? Yes!

We get new alternate spellcasting rules for "rune casting" and "spell points."

We get war animals.

I am also seeing new "Epic Advancement" rules, along with Mythic Gifts and Prestige Awards.

I also see a Sea Elf and a Drow as a stretch goal!

We are getting more heroic and epic boons.

We get a Toy Maker subclass for the mechanist! We get Summoner and Necromancer subclasses for the wizard!

The Vanguard looks like the commander-style class (Warlord) from D&D 4E! I am so happy to see one of our favorite class concepts return! We don't have to approximate the Witch class either, or play Pathfinder to have it. We have one in 5E now.

They took the feedback they got from the original books and tripled down, delivering even more than the community wanted. This is precisely what the game needed to break into the mainstream, and it gives us more than we were asking for.

All of this, just like ToV itself, is cross-compatible with 5E, so you could use this as an expansion for D&D 2024 (or 2014) if you would like. Plenty is directly usable, and the classes can drop in alongside 5E classes in a game, and I have heard of this being done. Some use the ToV ranger in their 2024 D&D games just fine, so there is no reason you can't use the mechanist toy maker in a 2024 D&D game.

Yes to this book 100 times!

This is the serious expansion we need.

YouTube: Shard VTT

While on the Roll20 VTT, I sought a way to play Tales of the Valiant on Roll20. Well, things have fallen apart between Roll20 and ToV this year, and even a character sheet for use with ToV is nowhere to be found.

But Shard supports ToV.

The Shard VTT also has subscription options for the complete Kobold Press library.

Please, please, please do not make me switch VTTs! I am bought in over on Roll20! This sucks!

Then, being so used to the Roll20 system, I bounced off Shard pretty hard—until I watched the above video, which made the entire system seem so easy. I like Mr. Tarrasque; he shares many of my game preferences and has infectious energy and enthusiasm. Please watch and subscribe!

Shard is an interesting VTT; it is just built for 5E. While Roll20 does a bunch of games, the support for "alternate versions of 5E" sort of sucks. Sure, I can play GURPS in Roll20, but playing any other version of 5E except D&D? Let's say Ultramodern20, Level Up A5E, or Tales of the Valiant? I suspect it is not easy with the Roll20 API, as character support and sheets are best supported by Official D&D. I wish ToV had come to Roll20, and the backend API support for different flavors of 5E was better.

With Shard? I can convert a character between ToV and D&D (2014 and 2024) with a button on the character sheet. The backend API for supporting 5E character sheets and applying a rule system is much better. If all you play is 5E, give Shard a try.

At first, with the sample starter adventure, I was put off by Shard since the city map and the starting pieces did not look all that great. Shard needs a better "new user" starter adventure experience. I don't want an ugly town map with a few dozen confusing encounters; give me a battle with goblins in a forest. Pre-generate four characters, and put the goblins in an encounter for the GM to reveal and run. Give me something simple, but make it look amazing.

Once you start playing adventures and getting your maps created, the system looks identical to Roll20. That starter adventure needs to be updated.

The cost per player for a whole ToV experience is also far less than that of D&D Beyond. If you go with a player-focused Tabletop Adventurer plan (2.99 per month) plus a subscription to every ToV player book (3.99 per month), you are talking a $7 per month cost per player, and you get all the books as long as you are subscribed. I love this option, and it makes the service compelling.

Solo players will also need a GM subscription (6.99 per month), which will be more. There is also a "sharing" option for GMs, like Roll20, where players can access the GM's books when they join a game (the pro plan allows sharing in 5 games). If you go "whole hog" as a ToV GM, this is about $25 per month for a complete Kobold Press library, but this is also far less than the thousands of dollars you could spend buying virtual books on a digital service. Subscribing is the way to go, since books are constantly added to the collection.

They have sales, so if you ever wanted to buy books, you can. A VTT is like an MMO subscription for me, and the entire VTT economy is morphing into that. I wish Roll20 had subscription offerings to publishers like this. Also, not owning digital goods is actually a benefit. If a VTT ever shuts down, you lose that investment. Subscriptions are the smart way to go.

This is another area where Shard wins.

Oh, and I own my PDFs with Tales of the Valiant, whereas I don't with D&D. This is another clear win. A PDF is not "digital content" since I can burn it to a DVD and open it forever without a subscription. A PDF is a physical good in digital form (a digital good). Content? You don't own that. It is rented, but content on VTTs should be rented since it isn't forever. A complete subscription for a 5E fantasy game, where new books are added, and I am not spending hundreds of dollars on Roll20 to buy each book? That is a win.

Shard is cheaper than a Roll20 habit.

In a perfect world, when you buy the book from the Kobold Press store (or choose an option to), you should get it unlocked in Shard or any other VTT of your choosing in the future. The publisher should hold the VTT rights, which should be linked to your store account.

I hear you, Foundry people! I will get to that VTT. There are many passionate Foundry people out there who love that system, too. The purpose is to look at Shard and its support of ToV, along with the Kobold-verse of 5E books.

Shard VTT, current pricing, April 2025

So, free players can have up to 6 characters and join one game, and a GM can share a complete library. That seems fair, and while a little less generous than Roll20, it is enough to get players sold on a game.

Tales of the Valiant is the Pepsi to D&D's Coke. It does not have a significant market share, but it also works and tastes. The best part of the game is owning my PDFs, but subscription models to own and play with the books are also convenient. Being the small guy does have its advantages and lets them try innovative things like this, which I appreciate.

I still like Roll20 for a few things, but for 5E and ToV, I am currently looking elsewhere.

As for D&D, I have moved on, and I prefer a system where I can own PDFs and subscribe to the library. ToV is a (mostly) drama-free system, without Wizards, and one that is better for my campaign settings.

Sunday, May 25, 2025

D&D: More Is Not Better

With my D&D game, more is not better. You can have a few hundred subclasses for each class, thousands of spells and monsters, dozens of class choices, and still nothing. I can give players so many decisions that they freeze up, stare, blink a few times, and walk away. I have seen this happen.

A million choices, no one will ever have time to make or process.

Those million choices will keep people away from you and your games.

Imagine a game of Monopoly where you had to sort through a shoebox full of metal pieces to begin, where every piece had an extraordinary power, an advancement list, add-ons, and other choices you needed to sort through to start. Add to that, perhaps the game gives you a choice of three talent cards to sort through and choose. You would never play that game.

It would never be as easy as everyone picking a piece and rolling the dice.

This is what Shadowdark brought back to the table. Pick up a character sheet, roll some dice, and play. The choice you don't have, you never needed in the first place. 95% of D&D's choices are suboptimal and mostly flavor choices; a good half of the choices you get never matter on the tabletop. The more you add to that seeking "that one great choice for my character," the more you make the game worse for everyone else who has to sort through the mess of a game you built with too many books and options.

I only want meaningful choices.

Tales of the Valiant has the same problem as D&D 2014 or 2024. D&D 2024 is worse off since it ships with so many subclasses, and ToV ships two, which is too few. Subclasses are a terrible design feature in D&D overall, and they were created to enforce product identity (most are not in the SRD) and force you to purchase the books. Overall, they only bring a small number of powers to the class over 20 levels, so they don't change all that much (unless you are synergizing them), and are primarily a thematic choice for most characters.

Overall, a game with fewer subclasses feels better than one with too many. Three is perfect because you want to avoid shipping 6-8 that are never given the space and design room to be interesting. Plus, this gives me room to pick and choose the ones I want to include or have players bring new ones to me that they are interested in.

Fewer choices in the base game mean it is easier to learn and build characters in. The fluff choices should come in later, as optional books. ToV does have too few, but the new book should remedy that, and provide plenty of optional choices for my game.

If a game gives up and starts throwing in 95% garbage choices, it reflects on the game and on the game master, who would bring in so much junk that not playing becomes the best option. People just starting the game will walk away before they deal with a mess of books they have little interest in sorting through.

Friday, May 23, 2025

Off the Shelf: Tales of the Valiant

Tales of the Valiant (Black Flag) is a game that most of the 5E community ignores. As a 2014 implementation to maintain compatibility, it is the best 2014 implementation out there and deserves more of the spotlight. Yes, the game is tuned to CR+1, but that is where the monsters are, and that is easily adjusted in legacy adventures.

Black Flag is a better name, and many VTTs and sites still call it that since that is what the ToV SRD is named. Do I care that it is not that different from 5E? No, that is why I love it. I can own PDFs, but I cannot support the Wall Street ecosystem and have near-perfect legacy compatibility.

Sign me up.

This is the 5E I want.

One of the best things they did when redesigning the classes was in getting rid of all the problems, and pulling forward the "fun powers" to earlier, when you can get more use out of them and enjoy them while they are relevant and valuable. The rust and squeaky parts of every class are gone. The system is finely tuned and has a more faithful and proper implementation of 5E than D&D 2024.

Tales of the Valiant is the best version of 2014 5E.

What about Level Up Advanced 5E? I am putting that in storage for a while. It is solid and well-designed, but many 2014-era third-party books need a baseline 5E implementation. My EN World books are going into storage alongside my DCC books. I can't deal with the negativity and drama of losing a game I loved, and I need a system far away from both.

I may return later, but I need to step away for now.

And you know, since 2024 is failing to catch on, and most of the best books for D&D will stay at 2014, why am I upgrading again? All the best stuff for D&D has already been written for 2014. I have a massive 2014 library. All I want is a solid 2014 implementation to keep using my books.

https://www.drivethrurpg.com/en/product/499075/5e-alternative-subclass-bundle

And the lack of subclasses? You can always buy more than you will ever need. This is one of the weakest arguments against ToV since many choices exist. I can buy subclasses everywhere! The Player's Guide 2 is coming out this year from Kobold Press, too, with even more choices.

https://www.drivethrurpg.com/en/product/505698/5e-alternative-race-compedium-bundle

The same argument can be made for player races; there are thousands of those out there, a race creator for 5E, the Tales of Arcana book, and so many that it boggles my mind. You should not feel shorted either in the ToV game; just remember the conversion notes, and you will be fine.

Tales of the Valiant has the best GM book of all the 5E games. This is a 10/10 book and is universally praised. This is useful and handy no matter what version of 5E you play, but it shines with ToV, and it has monster design. This keeps the DIY spirit and empowers game masters to create interesting monsters on the fly. A GM book without monster creation is not a GM book, and it severely weakens the game. Monster creation was one of the best parts of D&D 4E, and it is sad to see D&D 2024 abandon it.

And you won't be short of magic or monsters with ToV, with all the monster and magic books available for the game. This is one of the best-supported systems, short of the original Pathfinder 1e game.

I will never use everything in this game, which is good. The monster books they print are the best in gaming, and there are so many that you will never run out. The support in this game, once you consider everything in the Kobold Press store as "game content," is mind-blowing.

Midgard is also worthy. I have so many 5E campaign settings, and I keep asking myself, "Where are the maps?" Midgard has the maps! I love maps, and a great campaign setting has them on nearly every page. Seriously, a setting without hundreds of great maps is a waste of a book. Some 5E campaign settings in the chapter will describe a huge world area without a map. Some companies also force you to use 3.5E or first-edition sourcebooks for their game worlds. Midgard is as well supported as Pathfinder's Golarion with adventures and content.

And there are so many adventures here!

Once you buy into Tales of the Valiant and the Kobold-verse, the game is lush and rich with so many options that it is head-spinning. You must actively ignore the alternatives and be ready to run character sheets by hand (outside of Shard). Other VTTs don't support the game well, but I wish they all did.

Tales of the Valiant, or Black Flag if you want, is the best version of 2014 5E ever written.

Wednesday, May 21, 2025

Zweihänder: Better for Me

I love the Warhammer world, the RPG is good, but the collector's market has ruined the game. I recently learned some of the books for WHFRP are out of print for good. I missed my chance. The Warhammer books are excellent, collector's items, and beautiful works of art. But that is their problem.

The game is good, but the books have this collector's mentality. Like Traveller, the library is vast and high-quality, but its usability suffers. Sometimes a game can be too big and too much, and I feel that collector's urge coming on. I know I should stop.

So I will.

This is where the more open-license, community-focused games will always win. Zweihänder wins this battle since the game is an open community, meant to be played instead of collected, and its adventures will always be in print for people to enjoy. This is not sour grapes. All these "collectors' games" will be out of print someday when the investment starts trailing off. Also, what good are they if the license changes? Sure, collectors will have games, but the average person won't. Will you find anyone to play with 10 to 20 years from now?

Community games?

They stay in print forever. I can still get a hardcover of Labyrinth Lord, 16 years after it first hit the store. I know the print copies of Zweihänder first edition have stopped being produced, but the revised edition is coming. I doubt this game will ever go out of print, and it (or games like it) will always be in POD.

Games with open licenses will always win out. Just give them time.

Zweihänder is a complete game. Even with the reloaded edition coming out, the game is complete without collecting a shelf full of books. I am not in the collector's market. The game is what it is, and it is more my creativity and the community's than a licensee's. Lots of creative people publish for this game. That is a good thing.

Another reason I like Zweihänder is the corruption system and the fact that it feels normal. This nicely sets up the horror aspect of the game. With Warhammer, I think the world is filled with 3,000-point armies of dark elves and chaos lords, and it is far too high in magic and fantastical to have a feeling of dread and horror. The corruption system in Zweihänder is less "wow tentacles" and more subtle, tied to character morals and actions.

For slow corruption and horror forced upon actions the characters do not want to take, but have to, Zweihänder does a better job telling those stories.

Spiritually, the game reminds me of Lamentations of the Flame Princess, and I am drawn to the entire "terror upon the exploiters of the new land" horror genre. Having ships of explorers and colonists show up in "lands that never were" and trying to settle in nightmare-filled lands is an underserved horror genre.

This is a good genre and niche to be in, and gaming woefully underserves this era. Lamentations proves there is an audience, and when that game focuses more on colonial horror, it shines brightly. Tall ships coming to a new world nobody understands, and that may never be on a map, is a mixture of Call of Cthulhu and D&D, along with the feeling of original sin of being those who take, pillage, burn, and loot lands that should never be ventured to.

And I like creating my own world. Despite how rich and detailed Warhammer is, I would rather create my own things.

Monday, May 19, 2025

The OGL is Dying

"You can't copyright game mechanics."

I see this in the increasing number of Kickstarter game projects, which are abandoning the OGL for better licenses and cloning the content they want from the old SRD. Nobody wants to be exposed to the OGL, and publishers feel it is toxic waste as they migrate away from it.

None of this is legal advice; it is just an opinion of what I see.

It's funny how a good thing, once loved and supported by the community, is now seen as a dark stain on gaming. One of the original reasons for trying to pull the licenses was, "Social media companies will come along and clone our game!" MMOs such as World of Warcraft and EverQuest have already done "generic swords and sorcery" decades ago, monetized the concept better, and continue to this day.

The content published under the SRD is being removed, and the SRD is becoming meaningless. This is another reason for Wizards to hurry up and publish earlier-edition Creative Commons works, since they still have some chance to gather all these ideas and put their names on them. Given how most of these monsters and ideas were in the public domain, to the public domain they shall return.

I added a Kickstarter link to the sidebar for a book converting old Pathfinder SRD monsters to Shadowdark, which looks like a great project to support. The monsters only share the names, and the numbers and abilities are different enough from the source material, so this is more of an "inspired by" work, practical for Pathfinder adventure conversions.

This is the same creator of the Westlands game (now defunct, but I loved this one) and the Sword of Cepheus 2 game (which is the current 2d6 fantasy game, and according to a comment by him in the Kickstarter, this same creator worked with the original publishers at Stellegama Publishing to update and unify the fantasy rules). It is nice seeing his projects and supporting them, and seeing him as a creator for Shadowdark is a good thing. I would love to see more Pathfinder 1e content converted over, like classes, races, and magic items.

Shadowdark is becoming what Pathfinder 1e was: the fantasy game everyone plays by default.

You can mod Shadowdark to play more pulp and heroic, so you can get that "Pathfinder 1e" heroism feeling, and the casting rules are better than the Vancian system found in 3.5E. Want to be OP? Give the character a new talent roll every level. It is your game.

Shadowdark is the better "figures on a map" game than any current standard-bearers for the hobby. The gameplay is tight, the dungeons are small, and the "get in and get out" challenge is highly compelling and depends on teamwork around the table.

D&D 5.5E and Pathfinder 2 have become too rules-intensive and are not "games for everyone."

And Shadowdark's license is far more permissive and open, allowing the community to step in and write books like this. Where the OGL is dying, Shadowdark is a lush garden that supports the creators creating for the game. We are seeing a shift in the market, and the creators are leading the way.

Saturday, May 17, 2025

Public Domain Gaming

Why hasn't the community adopted public domain gaming?

I stare at the Without Number SRDs, and both are in the CC0 public domain. We have the Wizards SRDs, which are on a higher level Attribution license, but in all honesty, rules cannot be copyrighted. A lot of this is already public domain language and concepts. Goblins, orcs, and trolls are folklore - they can never be tied to one gaming license or another. Of course, over the years, plenty of companies have introduced lore into these concepts that should be avoided.

But for the section of the gaming community notoriously opposed to Wall Street shenanigans and business practices, most gamers crawl back to D&D Beyond and rules that are controlled tightly within corporate grasp. I get it; the platform will win every time, but where are your principles?

Why isn't the community converting everything into a public-domain rules framework and breaking free of all this corporate control of gaming? Free and open licenses (attribution) are great, but an even better level of openness is when things are put in the public domain.

But companies can steal what is in the public domain! This is Disney's entire business model, and to an extent, it is the Wizards' model. You can't stop them, but don't have to support them.

You have a choice.

The Worlds Without Number SRD is an excellent public domain fantasy set of rules, ready to be expanded and used for any fantasy game. This is 100% compatible with B/X spells, monsters, classes, and magic items - and public domain versions of these can be created, too. Any B/X compatible content works with the game. All that is needed are compatible public domain and historical source expansions. You could replace all OGL content with public-domain works, and everyone owns this to do as they please, create games, computer games, or any other derivative works.

If everything is put into CC0, we could be done worrying about licenses and "who can do what, how."

Why wait to convert my games and put my expansions into CC0? Here is my orc, my dragon, and my troll. Here is my Mana Shock spell. Here is my Fire Blast spell.

Other Creative Commons games are good, too, except for the ones that force you to buy the "paywall parts" of the game just to play. But a part of me feels the public domain is the best way to go.

Gaming, how we interact socially, should belong to the world. Nobody should own it.

The concept of ownership of rules and content in gaming needs to go away. The community must focus on contributing to the greater whole of humanity and future generations. Building a public-domain gaming library will free the hobby from corporate control forever. Derivative works will blossom and flourish, but that core will always belong to the people of Earth.

Why do people play games where the owning company could legally threaten them for sharing their creativity? Because it ensures I can always find a game? Convenience is not a good enough reason.

I get it—some of them are nice games. They have the art and adventures to back them up.

However, in the long term, gaming must be a freer and communal space for future generations.

Thursday, May 15, 2025

Cepheus Engine SF-RPG

There are plenty of Cepheus games out there, including one I discounted as an earlier version of the game, a flawed market leader, and a new standard in generic sci-fi gaming.

Get the black-and-white version of Cepheus Deluxe Enhanced Edition (CDEE) since the color version is a massive misstep. The borders are distracting and garish, and even the B&W version suffers from being overly large and wasting space. Also, the deck plans in the back of the book are nice, but far too small to use.

I would love to see a version of this game with less flash, a clean B&W layout, and better presentation.

The previous version, Cepheus Deluxe (CD), is also a good choice. It does not have the layout issues of the newest book, though it lacks some of the newer improvements. I still like the Stellagama Publishing versions of this game since they focus on providing a solid, generic Traveller-like experience. The art and layout are not the best, but the game delivers on the concept.

There is another version of this book based on the SRD, so this previous version is not really needed unless you really like this edition. I like it, so I keep it on my shelves.

Cepheus Universal (CU) is better presented and laid out, and makes several good system improvements. CU is the game's more "generic sci-fi" version and is less Traveller-esque overall. Even though CU is the better-put-together game, CD and CDEE do better with the generic Traveller subsector sandbox experience. I like CU because it can simulate any sci-fi setting easily and out of the book with very little work.

This is my current favorite generic sci-fi game outside of Stars Without Number.

Another option is the Cepheus Engine SF-RPG (CE SF-RPG), a no-art version of the game from Moon Toad Publishing. This is a surprisingly solid, no-frills, SRD-based, constantly updated version of the original core rules. They have vehicle and spacecraft design add-on books. This is an excellent choice as a bare-bones printed version of the SRD, and the newest file is reportedly updated with links. If you find CDEE or CD hurt your eyes, and the CU game isn't Traveller enough for you, the CE SF-RPG gives you the rules with no fluff.

The SRD-based game does not have an XP system, so you can leave it as-is or hack in one like we did. Ours was a simple 1-3 XP per successful encounter, 10 XP for a level zero skill, 10 XP times the desired level for raising skills or ability scores. You can also track XP per skill and ability, and spread rewards only to the skills and abilities used during that session. Modify the reward rate as desired.

I still like this game. Limiting ships to 5,000 tons in the base game and creating a universe of smaller vessels creates a fun "small ship" universe where space battleships don't determine who controls the universe. Adventure ships still matter, and navies will comprise battlegroups of smaller-sized ships that characters can reasonably fight and flee from. Limit task-group size to 6-9 starships with various roles, and you will have a space navy game that still works on character ship levels.

Also, since you don't have large ships in a base-book game, one planet can't easily invade another with massive troop ships. War will be between smaller battle fleets, and supporting like-minded factions on a world with off-world weapons and monetary support is a better way to "invade" a world, and dramatically increases the faction and political wrangling that characters and factions must do to win a war of population and resources. Star Wars has gotten too "instant teleportation" and "massive fleet and troop battles" that individual characters don't matter anymore. As a result, massive-scale IP is less heroic and fun to play.

The Spacecraft Design Guide adds capital ships larger than 5,000 tons, if you want them in your game. They are kept as an option, which is how it should be. Even with capital ships, if you limit those, they won't affect planetary invasions as much as they do in other games.

I am less and less interested in art in role-playing games these days. It is either AI slop, AI-assisted slop, purple-haired happy tree friends garbage, groan-inducing message art, or poor-quality filler. The times we get great art, it is done by one artist. Having seen all the terrible art in RPGs these days, I do not mind a book with no art at all. If I want something, I will make my own AI-generated slop, show it to players, and pray they don't laugh. Or I will return to drawing and do it myself, since even a crappy game master sketch has more heart than a soulless rip-off AI-art machine.

All of them are excellent choices, with a few being better for some things than the others.

Tuesday, May 13, 2025

Warhammer FRP: Surprisingly Solid

Now that D&D 2024 is out, Warhammer FRP 4th Edition looks much better.

I used to be lukewarm about this edition, preferring the traditionalist 2nd Edition of the game and, by extension, Zweihänder. Now, Zweihänder does have a more open license (the product must require the use of the paid-for book), so it is the more community-friendly version of the rules.

But the 4th Edition Warhammer did not seem needed when it came out, and it felt a touch modernized for a game I played the original version of. I had Zweihänder, which was an OSR clone of 2nd Edition. I did not need much else.

In hindsight, the team at Crucible 7 did not turn the game into modern D&D 5E, as I had feared. The new edition is faithful to the original feeling, and they are not trying to modernize the game to the point where the Chaos factions are just misunderstood good-guys at heart.

If Wizards did it, I can see the game, happy Chaos cultists, alien Dark Elves, and goofy Skaven alongside Dwarves, Humans, and Elves, with brightly colored hair and visiting planar coffee shops all day. There are plenty of furry races, vampires, dragon people, skeleton races, ghosts, and half-demon tieflings in WotC Warhammer. Pathfinder adds the tired football-headed goblins, living puppets, and plant people. I swear, mass-market roleplaying is like eating at a horrible buffet where all the food is garbage and tastes the same.

By rejecting tradition, modern games have no foundation and look like AI art, bad anime, and Tumblr. A player has told me that 2024 D&D looks stupid now, and some have told me they don't know what the art is supposed to be.

Warhammer's tone has been kept.

4th Edition Warhammer is not a bad game.

The art is more melting-pot in tone and style, but if the tone is kept, I don't care since we can assume this is a later era when trade and travel have mixed the urban areas to an extent, with cross-cultural travel. It helps the game more since you can do stories of new people coming to the land, and those who have lived there are suspicious of them, with Chaos cults taking advantage of the strife. Players must solve these problems; that clash of cultures is good storytelling material.

And the slightly more diverse art, I don't really care. This is a horror game at its heart; all of them will be victims of some terrible fate, all the same. Heavy set or thin, dark skinned or light, male or female, no matter your personal preferences or culture you originate from, all are equally consumed by the Eye of Chaos.

There is an important message there.

And you can't escape it by pretending you are a cartoon.

Warhammer has leaned into the collector's market, which is a flaw. The game is playable with one book, though. Companies must stay in business, keep the books coming, and pay the license fees.

Zweihänder is still the better choice for historical games and my own world, along with a community where anyone can write expansions and adventures for the game. It has a defiant community with a chip on its shoulder. Zweihänder gets a bad rap, but it is a good game with a good community. Yes, I know you can buy the second edition of Warhammer, but can you publish books for it? Community options and gaming are good, and supporting them is worthy.

With Warhammer, you are playing in the Warhammer world, hands down. Why change the main attraction of the game? You are going to Disney World here. This is the premium experience, and it is easy to sell to others. "Hey! Want to play the Warhammer RPG?" My players said, "Warhammer? Yes!" These are more "normal people" players, not gamers who know the hobby inside and out. They know Warhammer. It sounds cool. They will jump at the chance of being in that world.

As a D&D 2024 alternative, or being stubborn with 2014, Warhammer 4th Edition is a worthy option to wash your hands of identity gaming and walk away.

Sunday, May 11, 2025

Off the Shelf: Warhammer Fantasy Roleplay

I have always been partial to Zweihänder, but WRFP is back on my table now that a few of my current 5E players have shown interest. It is harder to sell Zweihänder to people who have no idea what it is other than "like Warhammer."

And everyone knows what Warhammer is.

Why not just play Warhammer?

When you play these other adjacent games, normal people ask, "What is the problem?" And that becomes, "What is your problem?" When introducing normal, outside gaming people to the hobby, most people need to be taken in using the familiar things first. I have even seen them resist Shadowdark, when D&D seems like "the game everyone plays." Even though I know Shadowdark is the game they would enjoy more.

Getting "I know D&D" players into Warhammer and possibly Call of Cthulhu or Cyberpunk is easier than any other game. Warhammer is easy since everyone knows what it is, and it is a "brand" that strongly sells its assumptions and world-building. Warhammer is the Applebee's to D&D's McDonald's.

I can easily bring people to eat at either, given their mood.

I still like Zweihänder. It is a better game if you homebrew your setting since it hits the generic setting tones. Overall, it is a solid system and well-supported. Getting a group into Warhammer is far easier for me, and I am not explaining the theme while trying to convince them to play something else just like it. If Zweihänder were a restaurant, it would be a regional chain that was very good, but few people outside the area know what it is, like Chunky Jones' Chuckwagon, a name I just pulled out of my hat. This place has a giant glass-enclosed pie counter, chicken-fired steak, hot cinnamon apple side dishes, baked potatoes, and comfort food up and down the menu. You know the place.

Some people deride it as a copycat game, but they have an open license, and as a creator who supports open and free games, that means something. We need to support those who help indie creators and open gaming.

It is nice that they did not modernize the Warhammer world for D&D players. While there is diversity in the human races, no furry animals, dragon people, angels with wings, half-demons, or other silly animal-shaped cookie-cutter fantasy races are running around happy land. The world does not look like it is on psychedelic mushrooms with pseudo dragons hanging off blacksmith signs and angels smiling at devil people while happy cloud half-giants float overhead.

D&D species have become the same dough, new shape, and nothing special. Even humanoid races in the 2024 Monster Manual have been erased out of fear and replaced with generic stat blocks, where it is, "Who cares if you say orc or goblin? We are fighting the fighter template again."

And someone, somewhere, down the line, will Kickstarter a patch for that with "ultimate humanoid monsters" and bring back the Monster Manual orcs, goblins, and others, what we had, minus sixty to hundred dollars for the hardcovers. I am sick of relying on the community to patch a broken game or being intentionally limited by a design team that did not care about the game's history.

The new 2024 D&D with its fake diversity sucks. It is "anything-ism" and a flavorless slop of fantasy gruel art that looks like the happy AI remix machine made it. And it seems so dumb that it turns off some of my new players. One said, "D&D looks stupid now."

D&D 2024 is filled with corporate blandification.

People sit there and take what they are given to be a part of a group. Being a fan of something these days sucks. It means there will be an expiration date for your love for something. Instead of accepting the death of something you love, the profit-squeezing necromancers of Wall Street will keep it alive and torture your memories of it in an abusive relationship with an undead franchise.

D&D 2014 was that expiration date, and even then, the later parts of that game are dead on the vine. Some of the Open 5E alternatives are the true heirs to the legacy.

Warhammer sticks to its lore and guns, slightly updating the look, but keeping its heart. Orcs and goblins are evil, and that will never change. Chaos will corrupt your soul and turn you into a monster. Goblins, skaven, orcs, dark elves, chaos cultists, trolls, chaos dwarves, and other evil kin will never be player options. Good. I want clarity. If something has demon blood and is growing horns, it isn't a happy coffee shop owner who makes your latte. I want players to see a band of plague skaven, see the terror in their eyes, and sense their hearts dropping to the floor as they know what comes next.

This is Call of Cthulhu mixed with D&D.

Kill or be killed, with everything you know and love being destroyed if you fail.

Chaos will take it all.

That is Warhammer, and it won't change. The 4th Edition may look a little more diverse, but the same heart is in there, and the same blood runs through its veins. I see it as a later world, after trade and commerce have opened new lands, and the cities have become melting pots of cultures and people. The hinterlands and rural areas will still remain more homogenized and monocultural, as history teaches us, but that is good since, from a story perspective, that sets up clashes in cultures and kin.

Is this a chaos cult, or is it people getting used to new people setting down roots? That is good stuff—the real meat that means a lot to people today. Do you want to be the good guys and help people live together, or do you play into the hands of chaos and blame the innocent for acts they did not commit?

The game company does not try to hide that fact or make it impossible for you to tell these stories. Players sit there and don't see orcs and dwarves fighting; they just see a bunch of generic fighter templates on each side rolling meaningless dice, propped up by a DM trying to do their best with rules that hate creativity. The game seems embarrassed by the simple facts of history to the point that the writers would have panic attacks and feel they were personally attacked if someone pointed this out, or included enough cultural diversity that telling these stories feels easy and natural.

Warhammer is still worthy.

Friday, May 9, 2025

Palladium SDC Games and Sandbox Play

Strangely, the concept of dungeon crawling took over the hobby. It is suitable for follow-on sales, but it feels strangely fake as the core of the hobby. Many games in the 1990s walked away from the dungeon concept, and a lot of creativity and imagination came into the hobby. We had the Palladium games, which were never really dungeon-crawling games, Vampire, GURPS, Cyberpunk, Shadowrun, and a few others that did not put "the dungeon" as the peak of adventure gaming. By the 1990s, the dungeon had been done, and even AD&D 2nd Edition shifted more towards story-gaming and modules based on novels.

Which is why my Palladium SDC games are sticking around. They come from the post-D&D era and tried to do something new. We are in that post-D&D era again, where the "dungeon as adventure" has been done to death, and we are ready for more story-based adventures. Once you build your character in a Palladium game, that is your "playing piece" that you take through various situations and scenarios. That sounds precisely like D&D, but it differs from the 90s RPGs.

The first goal is to "assemble your team of experts," and characters in Palladium's games need each other since they are all specialists in certain areas, and below average in areas unrelated to their specialties. In Palladium games, if you pick the archer, you will be the best archer ever. If you choose the ninja, you will be the best ninja ever. You will excel in your area of specialization, but you need the healer, warrior, wizard, and all others in your group.

You are trying to solve a series of situations with your characters, where you will all have a chance to shine. A dungeon is not a dry grid of room descriptions; more than it is a list of situations you will all need to resolve, circumvent, or work your way through to achieve your objective.

The "SB" in SBRPG stands for situation-based. This is what our game was about.

The gameplay in situation-based gaming is dynamic and incompatible with set-in-stone keyed room descriptions. It is almost sandbox-based play, with factions in the world working "live" to achieve their own goals, and you running around trying to stop them. In a Keep on the Borderlands-style adventure, the Caves of Chaos would not be the focus. The area map would be better filled with hamlets and villages around the keep, interesting locations, a wizard's tower, a soaring ancient bridge, small farms, outposts, trading camps, and other spots. Then, the tribes would enter the map, set up camps, and begin to take down civilization as marauders.

Each group's force numbers and memorable NPCs would be tracked and killed, and the situation would evolve organically. Your group may choose to root out the goblins stealing food from farms and burning them down first, and that may slow down the other forces when they begin to suffer food shortages. You may choose to break the orc siege of a southern town first, and that would free up men to reinforce the outposts.

The concept works on a master "situation" and breaks down into lower levels of "sub-situations" each faction pursues to achieve a goal. Your goal, as heroes, is to be the monkey wrench thrown into the scene. The master situation will not end well. Left unchecked, these bands of humanoids will surround the keep, lay siege, kill everyone inside, and take over the fort as an evil, demon-worshipping humanoid stronghold and blight upon every surrounding kingdom as more evil flows in from the broken lands.

This is how we played these 90s games; they were never dungeon crawls but live, active, dynamic, and engaging meshes of cause-and-effect, live situations that required multiple play sessions to work out and play through. There are no 'passive skills' that play the game for you, so you can stay on your phone. The Palladium games are perfect for this 'live action' play since your "team of experts" is there to tackle these problems with the tools you have and in the best way you see fit.

Do you have a stealthy ranger and ninja pair that can wreak havoc on goblin warbands?

Are you more a heavy metal group with tanks and healers, meant to bloody the nose of an orc assault?

Do you work more with magic that manipulates the mind and can turn the humanoid factions against each other? Or are you a more arcane sorcerer who can summon elemental forces or twist the land to stop the invaders?

Are you more in tune with nature and turn the land and animals against the invaders, washing out roads, tangling vines to slow them down, and calling on woodland spirits to fight alongside you? Are there nature factions to align with for this character type?

In Palladium games, other characters need you, and you need them.

The story modules for D&D in the 1990s were all about railroads. They were a series of combat encounters strung together by a story. Again, the live sandbox style of play ends up being the same series of combat encounters, but again, there is a vast difference here. There was typically zero freedom in how you pursued your goals in the 1990s TSR story modules.

The structure of the D&D adventuring party did not change, and it felt like a poor fit for those scenarios. Even today, D&D struggles with skills, and characters don't feel like "they have the tools for the job."

Palladium?

I have the skills for many jobs, thank you.

D&D rarely does "big magic," and 90% of the powers in the game are meant to be used in a small room. In the old days, you had "big spells" mixed into the list, like 'illusionary terrain' spell, and the 'pass without trace' spell. By the time we got to D&D 4, the game's scope had shrunk to become an MMO with small powers, and 5E continues in that direction.

Does it matter that characters in Palladium games are complex and take a while to create? No. Character creation is 90% of the game, where the focus of the rules should be. The rest of any Palladium game is so simple it puts rules-light games to shame. Combat is simple. Turn actions are simple. Skill rolls are simple. The action economy is simple. Damage and healing are simple. Armor is simple. Resources burn down, requiring rest and breaks, so you need to be able to plan for downtime and replenishment.

Palladium still captures the classic resource management elements of the classic role-playing games.

With d20 games like D&D, the story is the same as in the 1990s. D&D's characters are too simple and lack the tools to deal with dynamic situations. Your powers are room-based and don't do anything big and cool. While characters are specialized, they are specialists. The overlap of spells and abilities makes some character types obsolete. Every class is set up to tackle dungeons and not live situations. With frequent rests restoring most resources, the game feels like an MMO where your powers are full in every encounter.

Yes, there is always the Rifts game, but I am not focused on Rifts right now. I do not want MDC. I want a lower-level game where hit points and SDC matter. That part of the Palladium system is excellent, and focusing on the SDC games in an SDC universe is a joy. MDC weapons and powers are a distraction and trivialize the combat math into all-or-nothing, alpha-attacks, and going first. Playing with weapons that can destroy city blocks is fun, but my heart lies in the lower-level, smaller-focused, personal games.

The Rifts game is another discussion entirely. It is a lot like Robotech at heart; that is where you need to begin understanding it all. For me, the SDC games capture the Palladium charm the best.

I like the SDC games. I wish they made more of them. I would love to have a Weird West game or a 'hard science fiction' game combining horror and psychic powers from them. These books would also be great to combine with Rifts, adding cowboys, shamans, astronauts, and space marines. I would love a gangster game, pulp adventure, or a take on the Cthulhu mythos. I can make all these myself with any of their modern-day games (Dead Reign, Ninjas & Superspies, Heroes Unlimited, or Beyond the Supernatural). Still, they have a way of making a single-book game compelling and exciting.