Game Design

How many wishlists should you have when launching on Steam? - by Jake Birkett Blogs - 25 April 2018 - 12:55am
I recently asked developers to share their Steam wishlist-related data because I wanted to know the relationship between wishlists at launch and sales at launch. Here's what I found out.
Categories: Game Theory & Design

A Comprehensive Guide to Successful Group Projects at University - by Luke Haslett Blogs - 24 April 2018 - 11:18pm
Using the knowledge I've gained over my time in academia, I've written an extensive guide that's intended for all students of game development to find guidance that will help them improve their approaches when it comes to group projects at university.
Categories: Game Theory & Design

The Bark Side Card Game Up On Kickstarter

Tabletop Gaming News - 24 April 2018 - 3:00pm
The Bark Side is a new trick-taking game from Korea Boardgames that’s up on Kickstarter now. Players are looking to win tricks, causing their opponents to lose cards, all up until that last trick, which you don’t want to get! It’s a quick and simple game suitable for the whole family. From the campaign: The […]
Categories: Game Theory & Design

CIA: Collect It All Card Game Up On Kickstarter

Tabletop Gaming News - 24 April 2018 - 2:00pm
Gaming can be used to teach a lot of useful skills. You can learn pattern recognition, critical thinking, problem solving, and many other useful things. So it’s no wonder that the CIA had developed a game for training their operatives. For a long time, the game was listed as classified. But it is no longer, […]
Categories: Game Theory & Design

Battle: Superheroes vs. Villains From Gather Together Games Coming to Kickstarter

Tabletop Gaming News - 24 April 2018 - 1:00pm
The group Gather Together Games is mostly known for their how-to play tutorials on YouTube. But after having given everyone else’s game a try, they’ve decided that they are gonna branch out and make their own game. It’s called Battle: Superheroes vs. Villains, and they’ll be bringing it to Kickstarter soon. From the announcement: Search […]
Categories: Game Theory & Design

Wyrd Seeks Miniatures Game Designer

Tabletop Gaming News - 24 April 2018 - 12:00pm
Well, one of the “dream job” openings that you don’t see often in the gaming world has become available. Wyrd is looking for a miniatures game designer to add to their team. Do you think you have what it takes to work with one of the leading miniatures games out on the market? If so, […]
Categories: Game Theory & Design

Xbox is starting to let players link their Discord and Xbox accounts

Social/Online Games - Gamasutra - 24 April 2018 - 11:58am

Xbox has announced a cross-platform partnership with Discord that allows its players to link the two accounts and display the console game they're playing in Discord's desktop and mobile client.  ...

Categories: Game Theory & Design

Podcast Radio

Tabletop Gaming News - 24 April 2018 - 11:00am
Don’t touch that dial, gamer fans. It’s time to turn it up for some great gaming podcasts. As we’ve got for you every Tuesday, we’ve collected them together and present them here for you now. This week we’ve got: Blight and Boon Episode 6: Mournblade and Titus Focus; Epic Gaming Night Episode 152: Top 10 […]
Categories: Game Theory & Design

Pledge Manager and Late Pledges Open for Blackwater Gulch: Minions & Monsters

Tabletop Gaming News - 24 April 2018 - 10:00am
Sometimes you just miss out on a crowdfunding campaign. With so many going on all the time, it’s easy to let one slip by, or maybe you just didn’t have the funds at the time. But it’s often not too late when that timer hits 0. There’s usually a late-pledge period. And if you’re wanting […]
Categories: Game Theory & Design

Ramshackle Games Releases Minis Gangs Rules Sets

Tabletop Gaming News - 24 April 2018 - 9:00am
Minis games can be intimidating for a new player, either new to the system or new to minis games entirely. Well, Ramshackle Games is looking to fix that and make entry into their new game, Minis Gangs, as easy as possible. The game comes in three tiers of difficulty and complexity. It goes all the […]
Categories: Game Theory & Design

A Convention, a War, and Answers from Battlefront

Tabletop Gaming News - 24 April 2018 - 8:00am
Battlefront has been really busy over the past couple weeks. They’ve got a new website up for the ‘Nam game, as well as they’re currently running a sale over there. They’ve got a new FAQ for Tanks, which should help everyone make sure they’re playing the game right. And they’ve also been prepping for the […]
Categories: Game Theory & Design

Open-Ended Video Games: A Model to Develop Learning for Interactive Age - by Dylan Moran Blogs - 24 April 2018 - 7:40am
Open End simulation games have open worlds, through which there is not a single right way.
Categories: Game Theory & Design

Part 3, Don´t show, involve - by Katarina Gyllenback Blogs - 24 April 2018 - 7:39am
The third and last part of "Don´t show, involve" is about plotting and how the narrative can assist the stylish elements in the creation of a form that involves and evokes emotions. #narrative #cognition #emotions #meaning #mechanics #plotting
Categories: Game Theory & Design

Playerless playtesting: AI and user experience evaluation in games - by Samantha Stahlke Blogs - 24 April 2018 - 7:39am
In this post, we explore the applications of AI for UX evaluation in games, providing a high-level overview of how semi-automated approaches might shape the future of playtesting.
Categories: Game Theory & Design

Game Design in Real Life: Lessons from a Disney Vacation - by Caleb Compton Blogs - 24 April 2018 - 7:38am
Game design lessons can be found everywhere. In this article, the first in my "Game design in real life" series, I take a look at some of the design lessons that can be learned from the design of Disney World.
Categories: Game Theory & Design

"Heroes of Rings: Dragons War" Dev Q&A with Codigames - by Jill Sullivan Blogs - 24 April 2018 - 7:38am
Kongregate sits down with Francisco Martínez, President & Co-founder of Codigames to talk about the development process behind "Heroes of Rings: Dragons War."
Categories: Game Theory & Design

Entering the Indie Games Market at the Lowest Cost Possible - by Tim Hoang Blogs - 24 April 2018 - 7:29am
This post discusses actual costs of indie game development, what developers need to know before they begin developing, and how to budget and spend properly on projects.
Categories: Game Theory & Design

Four New Factions Announced for Crystal Clans

Tabletop Gaming News - 24 April 2018 - 7:00am
The ancient crystals bestow great power to the one that can find, capture, and control them. Such a prize has many groups hunting after it. In the case of Crystal Clans, four new factions, the Shadow, Fang, Feather, and Leaf Clans are getting set to hit the field of battle. In this preview from Plaid […]
Categories: Game Theory & Design

White Wolf and Modiphius Announce Partnership for Vampire: The Masquerade 5th Edition

Tabletop Gaming News - 24 April 2018 - 6:00am
Vampire: The Masquerade is one of those venerable titles in gaming. You might not hear it quite as often as some others, but it’s withstood the test of time and is played by many all over the world. As such, it’s pretty big news when a new edition of it is looking to hit the […]
Categories: Game Theory & Design

The Secrets of the BBEG (Big Bad Evil Guy) (PFRPG)

New RPG Product Reviews - 24 April 2018 - 3:35am
Publisher: Rite Publishing
Rating: 5
An review

This April Fool’s release clocks in at 12 pages, 1 page front cover, 1 page editorial, 1 page advertisement, 1 page SRD, 1 page back cover, leaving us with 7 pages of content, so let’s take a look!


Oh boy. What was that?? Sounded like a bad crash. Sirens blaring. Focus, man.


This review was requested as a prioritized review by one of my patreons.

*Door splinters in a loud explosion*

“Move aside, you reviewer-git, I need to talk to my amazing fans out there! DID YOU MISS ME?? Don’t answer. That was a rhetoric question! Of course you did, it’s me, your favorite metadventurer, helping to make this bland snore-fest of a review suck less!”

Wait a second, man…I wasn’t done! Isn’t it enough that your unqualified dithering suffuse this whole supplement, commenting on the crisp mechanics and delicious rules?

“Nope, because that’s BOOORING!! Buckle up, folks, as we all established in the review of my amazing book, I have won Pathfinder. Everything released since and before that was just rules-bloat and utterly irrelevant, regardless of system.”

Yeah, right. Sounds like a hardcore-grognard speaking about anything past 0ed…

“Shut it, endy, or I’ll move back in. Behind your couch. With my bags of chips. ALL of them.”

Okay, okay…may I cover the basics at least? Talk a bit about the rules and stuff?

“All right, all right! Man, do you have something in your fridge, or do you still subsist primarily on coffee for your reviewer-robot-shtick? Seriously, folks, the amount of coffee he drinks is insane. I still have this theory that he’s the first German, coffee-powered replicant…”

Okay, while the metadventurer’s pillaging my meager supplies, let’s talk. We have to be quick. He’s uncannily fast at gobbling down anything with a nutritional value…

Ähem. So, know how a well-optimized team can make BBEGs just suck? I’m sure that, if you’re a moderately experienced GM, you’ve encountered it at least once. That time when your players started curbstomping all bosses from published modules. Well, there is an issue here: After all, we all know plenty of media, wherein a team of heroes faces down a super-powerful villain. Here’s the problem: In the games we play, that does not translate too well, courtesy of the restrictions of action economy.

“I’ll bum a smoke or 30, all right endy?”

“Yeah, yeah, sure, whatever!” Anyways, in Pathfinder, my go-to-solution is to use Legendary Games’ mythic rules and Mythic Monsters/Path of Villains/Dragons to upgrade builds and make boss fights more interesting. But perhaps you don’t want to learn mythic rules. That’s pretty much where this becomes your one-stop-shop. Since the CR-system, wonky as it is, doesn’t properly measure up here, we work with threat levels, which range from 1 to 5; CR-adjustments of the template are based on threat level. The pdf urges caution here, with the metadventurer cheering for a TPK and the fact that the first three letters of “funeral” are F-U-N. You get the idea. ;)

Anyhow, the template nets +1 hp per HD, +1 deflection bonus to AC and +1 to SR per threat level, and +5 to existing DR and energy resistance per threat level. Also, +1 to initiative, damage per threat level, +1 to atk per two threat levels. +1 to all ability scores per threat level. That, however, is not the main meat of the massive templates: That would be the colossal amount of BBEG abilities that make up the majority of the pdf. Saves versus these are governed by Constitution, just fyi. (As an aside – it should probably specify that Charisma is substituted for undead.) One such potent ability is gained per threat level, and they are brutal: Aggro, for example, allows the BBEG to move up to their speed and execute a full attack as a swift action.

“Endy, I’ve called my relatives from China while you’re writing this! Oh, and you really shouldn’t let your credit cards lie around openly… Ni hao!”

Urgh. Anyways, there are adaptive resistances, devastating, potentially disintegrateing waves of energy governed by HD, summoned creatures that detonate, the option to generate hazardous terrain that detonates, siphoning off life of meat shields…have I mentioned super-strikes at +20 to atk, which ignore concealment and auto-threaten a crit, increasing crit multiplier by threat level?? Yeah, these guys will WRECK even veterans when build smartly! Doubled hit points, a ton of additional AoOs…the focus here is truly to make a single being capable of standing up to a well-oiled group of adventurers. Really nice would be btw….

“So, endy, I’ve just talked to this nice gentleman from Nigeria and gave him your social security number and banking IDs. Oh, and when I arrived…that crash? I kinda may have totaled your car. Which I’ve hijacked. Also: You’re now all out of food.”

Damn, I need to finish this review, stat! So yeah, the abilities of the BBEG are amazing and deadly, and we actually even get two cool puzzle-abilities that require that the players use their brain to defeat the BBEG. And fret not if you’re new to the concept, or the pdf provides an extensive section to guide you in how to use these without being unfair.

This is not all, though, the pdf also…

*WHACK; sound of head crashing to desk*

“Dude, this pretentious git is really slow for his supposed IQ. Man, I even have a Goatee, dammit! So yeah, you probably realized it by now, right? I’m frickin’ evil! I am the *drumroll* BBEM! The Big Bad Evil Metadventurer! *DUNH-DUNH-DUNH* Don’t believe what this dumb pdf says, though – I’m not an archetype of the Metadventurer. He’s a wimpy, half-baked archetype of ME! Got that? Great!

So, like all cool things, you can only play me if you’re a GM, because screw players, amirite? We all wanna bask in their despair, bathe in their tears, as pages upon pages of lame background-story are invalidated by me being too awesome. So, I can use the GM’s OOC knowledge on PCs. I get BBEG abilities. I can treat allies and enemies as abettors with betrayal feats at 7th level. At 14th level, I treat my threat level as +5 for BBEG abilities. At 15th level, I get +5 to AC and saves from 3pp-supplements, because I’m cool and amazing and know the authors. Oh, and at 20th level, when you save versus my abilities and roll a 1, you obviously don’t deserve to live. Rocks fall, you die. No save, because that’s how I roll. Also, obviously, when I crit. Because I’m too awesome. Suck it!!

What? That’s all? Okay, so you need to bask in my glory a bit more, as I…”

*whack, thunk*

I gestalted vigilante, bastard!

Okay, I need to get rid of this bastard…before the *real* Metadventurer comes back to deal with his evil twin. I can’t deal with two of the sort.

So, in all brevity, my conclusion:

Editing and formatting re very good on formal and rules-language level. Layout adheres to Rite Publishing’s old, two-column full-color standard. Artworks are full-color and amazing and the pdf comes fully bookmarked, in spite of its brevity.

Wendall Roy’s template and associated archetype are super-deadly tools for the beleaguered GM. While the writing is hilarious in the details and commentary, it should be noted that this pdf is very much intended for table-use. This is not a useless file that just plays it for the laughs. The template provided can amp up even the most pitiful of final bosses, and while it requires a responsible GM, I love it for what it offers. Indeed, it is my contention that this concept could carry a book of thrice the size on its own. Considering the low asking price, I can wholeheartedly recommend this pdf, rating it 5 stars + seal of approval.

Damn. He’s twitching. Gotta run, see you on the flipside, folks…that is, if the BBEM doesn’t retaliate…

Endzeitgeist out.
Categories: Game Theory & Design


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