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Whitehack Third Edition
Publisher: WhitehackRPG
by Jordan R. [Verified Purchaser]
Date Added: 03/01/2021 11:17:17

This is a great ruleset : rules-light yet peppered with some simple modifiers and special rules, free-form yet not boundless. It is traditionalist and not storygamey in the sense that players are playing their character without having directorial or GM-like authority. This 3rd edition is very well laid-out, the PDF is full of cross-reference, which is a boon (if a rule is referenced in the text, a hyperlink will lead you to the referenced page), and the random tables and other examples really help to understand how to use the ruleset and what this is all about.



Rating:
[5 of 5 Stars!]
Whitehack Third Edition
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Torchlit Adventures
Publisher: Gallant Knight Games
by Jordan R. [Verified Purchaser]
Date Added: 11/18/2019 20:00:08

I must say that I’m very disappointed with this book, especially since I really like Alan Bahr’s TinyD6 line. I was curious to see how he would streamline old-school D&D, and he definitely has some nice ideas. What I got, though, feels at best like a well-illustrated and spell-checked first draft, not a finished game. Here is my in-depth review.

On the good side, Torchlit has many cool ideas : a simple yet pretty robust and scalable skill system; hexcrawling and camping “phases” with specific actions; degrading (and repairing) equipment; items that become “magical” by using them and spending XP; spending HP to raise a d20 result; manipulation and intimidation resisted by a saving throw; reckless and cautious attacks. Some of them might not work great exactly as presented, but they are interesting nonetheless.

But Torchlit is not a bunch of house rules suggestions. As a full game, it fails.

Some rules straight up contradict each other: how to repair things have different rules under Equipment and Camping; running out of food have different rules under Camping and Journey; the Fighter can have advantage on some loyalty checks (a 3d6 roll), yet the rules states that you can never have advantage on a non-d20 roll; light sources project different light under Equipment and Light.

Some rules are very poorly explained, or even mistaken, so that you can’t use them properly unless you are already familiar with them from other games. Spells for the Sage are a good example, where a number is listed but left unexplained (it’s probably the maximum number one can cast each day). Surprise is either very confusing or the explanation makes a mistake. Movement rates are clearly mistaken, allowing two 12-feet moves per 10 minutes. Many times, the book reminds the reader that the GM will adjudicate, advocating a “rulings not rules” approach, but it either does not give them tools or even guidelines to do so (XP, Poison, Hexcrawling procedures) or states some specific rule that could undercut some rulings (Thievery, Disguise, dropping a torch).

Some rules appear to be a pain in actual play. Hexcrawling procedure requires four different checks from the PC for every travelled hex, none of them involving a real decision on the player’s part, and a party is assumed to travel three hexes per day. Every weapon can degrade after a fight, and a check is needed for each one that hit. Stoking the light encourage mindless rolling to success (or failure) and requires tracking if a fire was already stoked on each of the three light levels.

The compatibility with other OSR games is also a bit baffling. On one hand, there are many similarities: six same basic stats with XP bonus, similar array of modifiers, saving throws, attack and damage rolls, etc. On the other, the game use different name for many of them: five stats are different (yet mean exactly, and I mean exactly, the same thing), HP is Lifeblood, AC is Defense. These changes make conversion harder, but they serve no purpose, so why were they made? Another important difference: XP is awarded through combat, not treasure, so monsters have no treasure listed.

In my opinion, there are two key rules differences to keep in mind for OSR compatibility. The first one is HP : it’s much higher at low level, but raises much less through leveling (Constitution+Level; it’s the same for every class, which runs counter to their respective roles, but the way armor works effectively give the Fighter many more HP). To convert monsters, the book advise to use average HP+10, so it’s pretty easy to do on the fly. The major difference that will muck the compatibility is the Reduction from armor (it cancels damage instead of raising AC) and the AC that appears to be much less varied (mostly around AAC 12-14, always 10+Int+Dex+Wis, some weapons boost it). Unfortunately, this important difference is not acknowledged, and no conversion advice is given; but to be honest, once you eyeball a couple of different monsters, it’s easy to make on the fly.

Unless you don’t mind spending a bit of money for ideas, or use rulesets in a very loose way, I can’t recommend this. If you don’t care about OSR compatibility, buy Tiny Dungeon instead.

If you are still interested, here are some additional facts that might be useful:

  • Nice black and white art, serviceable layout (it’s fine, but some people elevate layout to an artform of beauty and usability, and that’s not the case here).
  • No fluff, but traditional low-magic medieval-fantasy is assumed.
  • Mostly traditional D&D mechanics, but with a unified simple skill system: roll a d6 to equal or beat target number.
  • 10 PC levels.
  • 3 traditional classes (Fighter, Thief, and Sage, which is some kind of mage/cleric/scholar/McGuyver hybrid ). Each class has a small number of simple abilities, and some are chosen.
  • Each character also define a Profession (it's freeform) that makes them better at skills under it (roll a d8 instead of a d6).
  • Low-magic. Sages start casting spells at level 5, don’t have many of them, have access to 3rd level spell at most, none deal much damage, and casting have a pretty high risk of damaging the PC. It’s mostly support and exploration, with Sleep being the nuclear option.
  • Combat damage is dictated by class, not by weapon, but some weapons modify that (enhancing the damage die, piercing armor, etc.).
  • A couple of special attacks and maneuvers are described, and the resolution is always simple and straightforward.
  • There are subsystems/procedures for camping, hexcrawling, mass combat and light sources. In my opinion, camping can be used pretty much as is even if it could be better, hexcrawling as written is quickly going to be a pain but can be easily salvaged by cutting down on the number of checks, mass combat is going to be boring unless the GM (and the players) are fantastic at describing troop maneuvering, and light makes a simple mechanic more complicated, abstracted in a counterintuitive way, and for no real benefits. Your mileage may of course vary.

A quick note on the included adventure: it’s bad and anti-OSR. Village with no one to get information from and nothing to interact with save buying stuff; quest giver tells you to go 3 hexes away; travel there, get told by the GM that this is a good time to camp; skill checks to continue the adventure and get to a nearby crypt, a small unkeyed map (12 rooms without any description whatsoever beyond the map itself) where the PC have probably a single combat (this one can be interesting, though); skill checks to find/generate treasure, skill checks to get told by the GM that you can try to cover the entrance to the crypt, multiple tough skill checks needed to succeed at the task of putting rocks in front of an entrance, hex crawl back home (but you can skip the hexcrawling checks this time and let the PC travel safely).



Rating:
[2 of 5 Stars!]
Torchlit Adventures
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Through Dungeons Deeper: A Survival Guide For Dungeoneers As Written By A Survivor
Publisher: InfiniBadger Press
by Jordan R. [Verified Purchaser]
Date Added: 10/23/2019 22:57:10

The previous review by James S. says it all. This is a great, bingeworthy book (I read it in a single sitting). Since the preview on DriveThru RPG is something like 30 pages, check it out! You'll definitely know if you'll enjoy it or not.



Rating:
[5 of 5 Stars!]
Through Dungeons Deeper: A Survival Guide For Dungeoneers As Written By A Survivor
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Trilemma Adventures Compendium Volume I
Publisher: Trilemma Adventures
by Jordan R. [Verified Purchaser]
Date Added: 10/15/2019 23:39:21

Great adventures, very evocative. The maps are gorgeous and interesting. The layout is absolutely fantastic for the GM. Highly recommended!



Rating:
[5 of 5 Stars!]
Trilemma Adventures Compendium Volume I
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Never Unprepared: The Complete Game Master's Guide to Session Prep
Publisher: Encoded Designs
by Jordan R. [Verified Purchaser]
Date Added: 03/31/2019 23:00:20

[Originally published in 2012. For some reason, DTRPG changes the date when you edit, bumping it back to the top. Sorry for that : I simply divided the paragraphs properly.]

I'll say it right off the bat : "Never Unprepared" is not the book you are looking for if you want to actually get better at preparing your games. Even if there are some useful things buried in it, it's mostly hollow talk and useless advice. This comes as a big (and bad) surprise to me : Eureka and Masks are both very good products that you should buy, Gnome Stew is a very interesting blog that you should read, and posts from NU author Phil Vecchione about prep are really a must. Here is my more detailed review.

The book is 131 pages long, with a very complete index and a table of content, so you get about 120 pages of material. It is divided in 14 chapters, one of them being the conclusion and another one listing references and inspiration, plus a foreword, an introduction and a "how to use this book" passage. Quibble here : introduction and conclusion should be treated the same, so both a chapter or none, while references and inspiration should not be a chapter. The main 12 chapters are divided in three sections, and I'll treat each of them separately here.

The first section, "Understanding Prep", contains seven chapters and fills about half of the page count. Another quibble : the first two chapters feel like an introduction, and maybe should have been lumped together into one. In chapter 1 (Prep is Not a Four-letter Word), the author explains why he believes prep has a bad reputation, and why it should not be this way. In chapter 2 (The Phases of Prep), he gives an overview of the five phases of prep that will each get its own chapter : brainstorming (sparking ideas, chap. 3), selection (choosing some ideas, chap. 4), conceptualization (expanding and fleshing out ideas, chap. 5), documentation (making actual notes, chap. 6) and review (making sure you did not make any mistakes, chap 7).

I could go into details of each of those chapters, but it would be repetitive. They all takes a lot of time explaining what is the phase, why it is important, what problems could happen if you do too much or not enough of it, but does not give much actual advice to accomplish it successfully. There is a "Techniques for Improvement" subsection in each of them, but they're all useless. For example, the three given in the Documentation chapter are really nothing more than "think before you write", "don't write things you don't need" and "make sure you are comfortable with your pen or computer software".

I also have issues with the division of phases itself. It does not strike me as the best one to help people understand and get better at prep. The author insists a lot about the fact that conceptualization and documentation are really distinct phases (the first being the thinking, the second the note-taking), but it strikes me as mostly a matter of semantics. I mean, yes, you can distinguish the act of thinking from the act of writing things down, but in the spirit of getting better at prep, a much more productive distinction, in my opinion, would have been to talk about first preparing the general outline of a session/story arc/campaign, then preparing individual scenes in more details. Reading the book, I am under the impression that the author actually sometimes confuses his own phases with these.

The second section, "Prep Toolbox", contains two chapters : chapter 8 (Tools for Prep) and 9 (Mastering Your Creative Cycle). I thought the section would provide tools to prep my sessions, like templates, plot flowcharts and whatnot to use and hack to fit my needs, and boy, was I wrong. Instead of that, the "tools" of chapter 8 are all about the things you use to prep, like notebooks, computer and pens. I kid you not, there is a table listing pros and cons of pen and paper vs computer, stuff like "paper tools don't require power" but "can't capture audio and video". If the chapter was talking about how to get most of different online tools (here are some great generators, here is how to use Obsidian Portal, etc.) or how to prepare material for your games (draw some battle mats, write conditions on index cards, etc.), that could have been acceptable. But no, there is not a single word on that. What you get instead is stuff like "If you use a notebook, you shouldn’t have to worry about the pages falling out" (p. 68).

Chapter 9 comes down to "make a schedule and plan some time for prep", and seriously blow this thing out of proportion by advising to also plan how your creative energy cycle on a hour-by-hour basis using a 0-to-3 scale (with a color-coded table and graph).

I could not believe I was reading those two chapters in a book devoted to prep, especially since the author repeats many times in other chapters that feeling comfortable using your notebook or software or whatever is important. Think of it this way : of all the things that could have been done in a section titled "Prep Toolbox", NU chooses to elaborate on things third-graders are told on their first day of class. Seriously, this section is so ridiculously inane it's almost insulting.

The last section, "Evolving your style", contains three chapters : chapter 10 (Your Personal Prep Templates), 11 (The Prep-lite Approach), and 12 (Prep in the Real World). Even if it is far from perfect, this is the most useful section.

Chapter 10 opens with this line : "Up to now I’ve avoided talking about what actually goes into your session notes" (p. 86). That hints at how useful the first 9 chapters were. This one gives you some actual usable advice about how you should organize your notes to make them more effective and useful, things like a list of "a list of common GMing weaknesses and some ways to compensate for them" (p. 90). Even if the ratio of good stuff/useless stuff is better here, there is still a lot of filler, like the first 4 pages of the chapter that are repeating things you read before, the "Paper vs Digitial" subsection (that again?) and unfortunately the whole "Template Maintenance" subsection, supposed to give you tips on improving your templates, that just gives you hollow tips of the "if it is too long, make it shorter" kind. It's the best chapter of the book, but I would give it a 3 out of 5 note at best.

Chapter 11 gives you some advice to actually reduce the prep you do, like ways to simplify the stats of your NPCs or to make maps way faster. Even if the presentation is incomplete, they are interesting and useful ideas that you can actually use to prep faster (still, like in the previous chapter, they are swimming in filler). You should know that the author already wrote a series of posts about it on Gnome Stew. The good stuff in this chapter is pretty much directly lifted from it, and there is actually more in the blog posts than in the chapter. NU actually tells you that if you want more details (about all these things that could actually improve you prep), you should go read them.

Chapter 12 gives advices on how to deal with problems that are all variation on either "I need to prep something really fast" or "I want to remove something from my scenario". The way to handle them comes down to "cut down on some phases of prep" and "go back to some phase of prep". There is also the "I was planning to prep my game Thursday, but some other thing came up" problem that meets the "plan some other time to prep" solution. It's a useless chapter.

In my opinion, all the problems of the book comes down to the fact that there is a lot of space dedicated either to explaining and analyzing (and repeating) stuff that really does not need much of it, or to deliver advice that are self-evident and begs the question. For example, the whole chapter 4 is basically only advising you to know your players, your game, your campaign and yourself as a GM. Unless things like "some players love a long dungeon crawl while others want to play out trade negotiations" and "having space aliens invade your Dragonlance® campaign in flying saucers is likely to cause a disruption at your table" are eye-openers to you, the elaboration of those four elements is pointless. To help you with those tasks, there is nothing aside providing really general questions that you probably already ask yourself ("what are your favorite parts of a session?") or don't even bother to because they'll come naturally to your mind when needed ("does your game feature a social combat system?").

Among all that, you will find some good things in the book, but they often feel very incomplete. The reason is that the good stuff is usually only there to illustrate some truism like "your notes should be well-organized" instead of being presented and detailed as a tool in itself. Here is an example taken from the Brainstorming chapter : "What kind of session do I want to have? (As in a chase, a rolling fight, a heist, etc.)" (p. 22). Someone in desperate need of ideas gets a lot more help from reading "a chase, a rolling fight, a heist" (and would get even more if he could read all these words folded in this "etc.") than from being told to ask himself the suggested question. Some chapters are less bad than others, but this is characteristic of NU as a whole, and it's very irritating.

You'll also find some usable but really bad advice. The worst offender is probably on page 44, where it discusses the eternal "A problem has an infinite number of solutions, but your players will only ever pick one" issue. NU's answer? "It’s better to expend energy on the most likely solution, plus perhaps the two next most likely contingencies if you have time." It's like saying that if you prep well (and more than you'll use), you will never be surprised by what players will throw at you. Of course, that is very false. It could be argued that preparing for those situations is exactly what prep is all about, and NU does not even seem to acknowledge that they happen.

Bottom line is that any book that wants to be "The Complete Game Master's Guide to Session Prep" is going to face the problem that not everyone has the same issues with his prep and does not want to achieve the same things with his game. A good one would feel like a knowledgeable worker walking you down the aisles of a big tool store, telling you how to use each of them so you can make an informed decision about which ones you'll bring back home. "Never Unprepared" feels much more like this knowledgeable worker sits in your living room, telling you that you should really go to that tool store and choose stuff you will need, weighting the pros and cons of using a handbasket or a cart to shop and, sometimes, letting you catch a glimpse of some shiny things that he brought from his own toolbox.



Rating:
[1 of 5 Stars!]
Never Unprepared: The Complete Game Master's Guide to Session Prep
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Elite Dangerous RPG - The Worst Intentions
Publisher: Spidermind Games
by Jordan R. [Verified Purchaser]
Date Added: 01/26/2017 23:38:00

Giving a bad grade to a free product seems pointless : worst case is that someone downloads it and loses a bit of time before realizing it's not to their liking. I decided to do it anyway, since this free quickstart is used to draw people to the Kickstarter.

First, two disclaimers. First, I did not play nor GM the adventure, only read it, so my review is based on that. The mechanics are perfectly fine in theory (d10+skills VS DC; only the d10 is used, so all damages are multiple of d10s), but the numbers and other specifics may or may not be sensible in play. Second, I never played the computer game (but want to) and don't know anything about the universe it's set in.

So, why 2 stars? On the good side, the space combat rules looks promising : while still a bit rough at the edges (why would anyone snipe, seriously?) it's sufficiently abstracted to be interesting to run while still giving players meaningful and interesting tactical choices. Dogfighting actually looks pretty exciting, yet not overly complicated! The document also looks pretty good : while not gorgeous, it's full-color and have many images of good quality (albeit quite small ones). On the bad side, the adventure is sub-par, and the organisation of the document is absolutely terrible, making it uselessly hard to run the game.

[Spoilers] The story itself is pretty boring, and the PCs don't have much room to be inventive : the information they get is not enough to help them make meaningful choices (there are four blips on your radar, some bigger than other : which one do you investigate?), the enemies are basically zombies that can't give informations, the maps are uninspiring, the combat encounters are bland, there are some inconsistencies, plot holes and deus ex machina... It's mostly a railroad, with some "bonus places" to investigate if the PCs randomly chooses to go to a blip where the storyline does not unfolds. There is even a complete fail point midway : if the PCs land their spaceships directly at the points of interest on the planet (instead of landing 300 miles away and using a land rover, for reasons that just don't make sense), the adventure end early and in failure. The authors advise the GM to tell that to the players... So they know there is a problem, but instead of fixing it, just instruct the GM to either railroad the players or let them fail the entire mission. [End of spoilers]

But the real problem of the product is its organisation. Instead of putting all the rules at the same place, some are given at the beginning, while others are given the first time they're needed; in play, that's sure to be a nightmare. Because of that, the first personnal combat encounter is split in two by the combat rules, so you have the mooks initiative at page 17 and their tactics at page 20. The same problem happens for the first spaceship combat; even worse, the first land vehicle combat tells you to reference the space combat, but add some modifications, so you need to flip through two different set of pages just to know how to run it, three if you take into account the stats block at the end of the booklet. Add to that the fact that there is no rules summary for the players, and that the damage and special rules of their weapons are not on their character sheet, and you see how complicated running a simple combat can become.

Oh, yeah : simply printing the pages from the book to give them to players would also give them information about the adventure... and the advice to fudge die rolls given to GMs. The authors actually know that, advising players curious about the rules to not read the informations around it...

The same organisation problem plague the descriptions : a map is shown many pages after the room descriptions starts, and this description is given without telling the GM it refers to a numbered room on the map, or even that there is indeed a map; a super simple combat encounter takes more than a full page to describe; the background informations you would need as a GM to get the big picture is given only when the PCs might get to learn it, so at different places in the adventure. Another thing : the informations the NPCs knows are given as call-out text answers to potential questions. Lots of wasted space, and good luck keeping the conversations natural...

Oh, yeah : there is no table of content. I think bookmarks are supposed to be integrated in the PDF, but I don't see them (that still would not replace a table of content).

The whole thing give the impression to be written like a novel, not a game meant to be used and referenced by a GM. Here is a sentence taken from the description of a place the PCs might visit : "The players might also want to shoot the transmission aerial - this is both a good and a bad thing to do, as will be seen later." "As will be seen later"? Yes; four paragraphs of backstory later, to be exact, not that you could know that without reading all of them. It's not even the only time the text does that! As a GM, you need either to learn everything by heart or prepare some serious notes if you want to run this effectively.

If you are interested in the Kickstarter (or in the complete product, if you are reading this when it's out), I would advise you to seriously read this quickstart before, not just skim it.



Rating:
[2 of 5 Stars!]
Elite Dangerous RPG - The Worst Intentions
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Hard Light
Publisher: Sine Nomine Publishing
by Jordan R. [Verified Purchaser]
Date Added: 01/25/2017 14:45:34

A very solid "adventure hub", perfect to start a campain, but that can also be easily integrated into an ongoing one (especially if the PCs don't have a spaceship). The 3 "sky tombs" are very different (a pirate base, a relatively lightly guarded sunken tomb, and a big one where two groups fight one another). The layout is simple yet highly functionnal : the backstory and key to a 37-rooms sky tomb fits on 4 pages, plus another one for the map; all NPCs are described on a single page (another one gets you all the combat stats) with their important motivations and ties stated (useful in play to help you recall the more in-depth descriptions given before); lots of plot hooks and complications to throw at players while they are on Brightside station; etc. The background provided, both for the tombs and the station, is just long enough to be useful to a DM : the information provided is meaty enough to help playing the NPCs and improvise when needed, but not so much that you lose yourself in details and minutiae.

The only downside is that the art is very scarce : not counting the maps nor the cover, there are only three pieces, one being useful (showing an alien race), the other two, not so much. But it's a minor quibble.

The adventure provides opportunities for exploration/xenoarcheology/plunder, social interactions and combat. Better yet, altought there are plenty of hooks and nudges to implicate PCs, nothing ever really forces their hands : they could basically just stay put, pay for their stay, and watch things unfold; they could never leave Brightside and play a political/social game, or a sabotage one; and they could go explore/pillage sky tombs, letting the situation on Brightside sorts itself out. The PCs actions can have important repercussions on the station, but also the campain universe (possibly impacting the fate of two ancient and unknown alien species). While not limitless, the possibilities are many, and that's great.

I'd say that you would get at the very least 2-3 sessions out of it (beelining the tombs, not exploring nor discussing), probably more if the players take time to discuss with NPCs and explore the tombs, and even more if you make your own sky tombs using the geomorphs and background provided.

Alll in all, it's a fantastic product!



Rating:
[5 of 5 Stars!]
Hard Light
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Stars Without Number: Original Free Edition
Publisher: Sine Nomine Publishing
by Jordan R. [Verified Purchaser]
Date Added: 03/13/2015 12:31:26

If you are looking for good tips on how to create a space sandbox, you should read this book. Even if the ruleset is not your cup of tea, the procedures and advice is great and mostly system-agnostic. Worth infinitely more than the "free" price tag!



Rating:
[5 of 5 Stars!]
Stars Without Number: Original Free Edition
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Play Unsafe
Publisher: Graham Walmsley
by Jordan R. [Verified Purchaser]
Date Added: 01/24/2015 17:54:42

« Play Unsafe » is a list of tips, insights and ideas about RPGs organized under 5 broad categories : Play, Build, Status, Tell Stories ans Work Together. I put 3 stars, but don’t let it fool you in thinking the book is not worth reading. It’s good : it makes you think differently about RPG, and can make you reconsider some things you do, thus improving your game. But I feel this would have been an excellent blog series : 8 US$ is a bit much, especially if you already read improv-oriented games or blogs and forums about this play style.

The thing is that if the book makes you realize and question some of your assumptions, it does not help you do much more than that. For each insight the author share, he gives a good short explanation and illustrate it with a helpful example, then proceeds to another insight. No deeper discussion, no analysis, no nuances are given; and if good practical advices are sometimes offered, they still feel incomplete. Sometimes this is no big deal, but it is often frustrating : « Don’t plan ahead » means avoiding to plan contingency plans (if A happens, B will, but if C happens, D will instead…) and Walmsley’s practical advice to help the reader is to « Hold ideas lightly ». But should I plan something, some kind of scenes maybe, or some places, or maybe an evil plan that some bad guy will put in motion, or some stats blocks, or a story hook, or NPCs? How much does that change if I play a crunch-heavy game versus a light-rule one? None of those issues are acknowledged, much less discussed; some tips, like « Screw with each other » or « Shooting ideas deliberately » are in dire need of that.

This superficial treatment leaves you at the end of the book realizing that for most of the tips, one or two sentences does not only sums, but basically says pretty much everything the book itself said about it. That does not make it bad or useless : the right one or two sentences can improve your game, and the book contains a healthy dose of « right ». But that still is an obvious lack of substance. Imagine a book of aphorisms and quips about entrepreneurial success : it can be uplifting, eye-opening, maybe even life-changing, but it’s leaves a lot to be desired if you actually try to start a small business. « Play Unsafe » is the tabletop RPGs version of this. To be fair, the author tells you at the very beginning about the « Zen of gaming » approach of his book, so in retrospect, that was to be expected.

Of course, the quality of those insights will also vary. For example, « Keep the action onstage » (« Never describe action from a distance […] when you can bring the action closer ») strikes me as either false (it’s actually a great way to give life to the universe and/or to hook the PCs on some adventure) or uselessly cryptic (of course you don’t want to describe in detail a great battle if the PCs cannot take part in it in some way; but why then not write « make sure PCs are part of whatever is happening » or « make sure you are not monologuing for more than one minute »?). On the other hand, « Get to the action » presented just before is great advice : instead of stalling cool things from happening (« we kill the usurper! ») with dull obstacles (« the usurper isn’t in the room we thought, but miles away! »), let them happen and continue the story from there (« we become the new rulers of the kingdom. ») Your mileage may vary, but I’m pretty sure that you’ll find some tips great and others quite bad.

In summary, « Play Unsafe » is a book that will help you reflect on how you play and see RPGs. It may change some of your attitudes, but do not expect much else beyond that. 8$ is probably too expensive, but it’s not a waste of money.



Rating:
[3 of 5 Stars!]
Play Unsafe
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