Game Design

Outrealm Post-Mortem, Part 1 - by Nick Thandi Blogs - 6 February 2018 - 6:42am
Part 1 of my multi-part series on Outrealm's Post-mortem.
Categories: Game Theory & Design

New Miniatures Available From Knight Models

Tabletop Gaming News - 6 February 2018 - 6:00am
Knight Models is leading off the day with a whole slew of new minis for the Batman Minis Game and the DC Universe Miniatures Game (since, y’know, figs come with rules for both games). There’s good guys. There’s bad guys. There’s a bit of something for everyone. From the announcement: We are glad to show […]
Categories: Game Theory & Design

Character Class: Making a Character

RPGNet - 6 February 2018 - 12:00am
How do you start playing?
Categories: Game Theory & Design

Blog: Can week-one Steam sales predict first-year sales? - by Jake Birkett Blogs - 5 February 2018 - 10:39pm
I collected Steam sales data from 30 indie devs and calculated their week 1 vs year 1 revenue ratios. Then I took Mike Rose's average "good" game sales figure and extrapolated that to year 1 revenues of $25,000.
Categories: Game Theory & Design

Good Society: A Jane Austen Roleplaying Game Up On Kickstarter

Tabletop Gaming News - 5 February 2018 - 3:00pm
I’ve gotta be honest, the only exposure to Jane Austen I’ve had has come from parodies (mostly from Daria and Futurama). However, many of my friends are deep into literature and have read most of her works. If you’re like them, then you’ll be excited to know about Good Society, a new RPG that brings […]
Categories: Game Theory & Design

The Keyring RPG Up On Kickstarter

Tabletop Gaming News - 5 February 2018 - 2:00pm
RPGs are fun and all, but it can get to be too much carrying around all those books. The Keyring RPG looks to get around that by making a game that literally fits on a keyring. And, I mean, there’s some cards and whatnot to it, too, but mostly you have the notes that fit […]
Categories: Game Theory & Design

Sweetheart Candy Available this Month From Soda Pop Miniatures

Tabletop Gaming News - 5 February 2018 - 1:00pm
Love is in the air. People are sending sweet nothings to one-another. And, in the material world, sweet things are being sent to one-another as well. Soda Pop Miniatures is adding another sweet thing in the form of Sweetheart Candy. This limited-edition model for Super Dungeon Explore is available this month only from Soda’s webshop. […]
Categories: Game Theory & Design

Arkon Strategy Card Game Up On Kickstarter

Tabletop Gaming News - 5 February 2018 - 12:00pm
Hill Gaming Company is running a Kickstarter campaign for their new card game, Arkon. The game involves bidding mechanics as all the players are looking to recruit the best cards from the single deck in order to build up their forces. Players take on the role of powerful, mystical characters from long ago. Who will […]
Categories: Game Theory & Design

Monday Terrain Corner

Tabletop Gaming News - 5 February 2018 - 11:00am
Well, not every day can be the weekend, I suppose. You need a week to have a weekend. And if you have something, then you have the start of something. So, as it happens, Monday is the start of the week. Ok, so my overly-long-winded way of saying, “It’s Monday again” is out of the […]
Categories: Game Theory & Design

Laruna: Age of Kingdoms Up On Kickstarter

Tabletop Gaming News - 5 February 2018 - 10:00am
For those that have played Dreamscape: Laruna, you’re in for a treat. Laruna: Age of Kingdom brings that setting to you in an entirely new format with a 4-X miniatures board game. Or, perhaps you’ve never played the RPG, then this game can be a new entry-point into an entirely new game universe. Either way, […]
Categories: Game Theory & Design

vs. Dragons Adventures: Magic’s Demand

New RPG Product Reviews - 5 February 2018 - 9:49am
Publisher: Fat Goblin Games
Rating: 4
An review

The first adventure for Vs. Dragons clocks in at 13 pages, 1 page front cover, 1 page editorial, 1 advertisement, 2/3 of a page SRD, leaving us with 9 1/3 pages of content. It should be noted that, much like the main-book for the system, the layout is a 3-column-standard in kinda-landscape, with 8.5’’ by 11’’ as the size; this means that there is quite a lot of text per page.

This being an adventure-review, the following contains SPOILERS. Potential players should jump ahead to the conclusion.



All right, only GMs around? Great! About a month ago, strange things began to happen in the quiet village of Hazelmoure, beginning with a three-beaked chicken and escalating to iridescent clouds, etc. The strange happening have the townsfolk concerned, seeking shelter in the temple by day, the tavern by night. The tavern is operated by the elf Eldwind (full stats provided) and may act as a start of the adventure – though just finding weird occurrences will do the trick as well: A full page of strange occurrences, governed by simple draw, can be used to establish a sense of weird magic. Drawing a Spade is suggested as a means of scene progression, though personally, I’d suggest only employing this after a threshold of a certain number of such occurrences. The effects include spontaneous out-of-season blizzards, reverse gravity, or the whole town being reduced to 1 toughness AND extreme pain – ouch! (Minor complaint: “is reduce” should probably read “is reduced.” – unfortunately not the only such glitch; we e.g. have missing “as” and similar minor hiccups accumulate throughout the pdf.)

Now, the village is obviously the focus of a strange font of magic and the pdf provides rules for this, allowing for a fluctuating amount of magic. The rules here are nice, though I was a bit puzzled by the chance of taking points of pain when tapping into the font – RAW, pain is not tracked in points in Vs. Dragons, but in steps. Just as the PCs are investigating the strange phenomena, a “hero” comes into town: Dracom pretty much immediately ends the weird phenomena, stealing the PC’s thunder, big time. He is, unsurprisingly, hailed as the savior of Hazelmoure, immediately instated into power, outlawing magic and non-authorized weapons. Yes, the PCs will not be happy, but hey, they may be hired as village guards.

Dracom then proceeds to call for taxes and the PCs will have their hands full, as a random creature table suddenly sports an influx of strange and dangerous new creatures the PCs will have to handle. Things will become personal at the very latest when Dracom sends villagers to collect the vanquished monsters and, worse for most players, the loot! The PCs, at one point, will have to confront Dracom – who is actually a magic eater dragon in disguise – and the PCs should take care, for collateral damage is very real, considering the power of the dragon. The pdf provides suggestions for Good of Bad outcomes of the adventure.


Editing and formatting are not bad, but sport a couple of unnecessary glitches, some of which influence the rules-integrity of the chaotic magic rules in minor ways. As mentioned before, the 3-column layout is elegant and the pdf sports thematically-fitting b/w-public domain-artworks. The pdf comes with bookmarks.

Kiel Howell, with additional content by Lucus Palosaari, weaves an interesting, brief yarn here: The module can easily be expanded to the desired length: Due to all important aspects being pretty modular (occurrences/combats), this can work equally well in the context of a convention slot or for a longer game at the table. The strange occurrences in the village are nice, though the Ace-effect can be pretty lethal; similarly, the monsters are not easy – there is a definite chance of death here. The adventure is fun and delivers, considering its limited page-count. All in all, this is a pretty nice scenario. My final verdict will clock in at 4 stars.

Endzeitgeist out.
Categories: Game Theory & Design

Dreadball Season 2 Available to Pre-order From Mantic Games

Tabletop Gaming News - 5 February 2018 - 9:00am
True story: DreadBall was the first game I ever backed on Kickstarter. However, as excited as I was for the game, it didn’t last once I got it on my tabletop. While Mantic put out the best game they felt they could at the time, they’ve since seen where things could’ve gone better. It’s alright, […]
Categories: Game Theory & Design

Fantasy Flight Previews Rebel Units From Star Wars: Legion Starter

Tabletop Gaming News - 5 February 2018 - 8:00am
So, we already know what the Dark Side forces are going to be like in the Star Wars: Legion starter. And, unless you want to just play Dark Side versus more Dark Side, you’re gonna need some Light Side troopers in there, too. That’s just what you get a look at here in this preview. […]
Categories: Game Theory & Design

Difficulty Balance in Development Process - by Elif Karaata Blogs - 5 February 2018 - 7:43am
This post is about balancing the ups and downs of game development process, mentioning common patterns in development teams based on the past three years of our lives with Swaps and Traps.
Categories: Game Theory & Design

Haruspicy and Canopic Jars: using Playmaker in Production - by Yanko Oliveira Blogs - 5 February 2018 - 7:43am
Playmaker might be the best tool for visual scripting in Unity, but if not used properly, it can be messy. Here's the approach that I use that empowers the designers as much as possible, but still keeps entropy under control.
Categories: Game Theory & Design

Episodic design 2.0 - Gameplay and storytelling at its best (Part 1) - by Pascal Luban Blogs - 5 February 2018 - 7:42am
Episodic games have the reputation of offering great storytelling but weak gameplays. Does it have to be that way? No. In this 3 parts feature, I will explain how we could merge mainstream gameplays with the effectiveness of episodic storytelling.
Categories: Game Theory & Design

Technologies Being Used in Modern Games in 2018 by Developers - by Ajeet Singh Blogs - 5 February 2018 - 7:42am
Game developers continue to adopt new ways of creating and designing games we can only imagine what 2018 has in store for us!
Categories: Game Theory & Design

Podcast: Character Behaviours in The Last Guardian and How To Design Them - by Marius Holstad Blogs - 5 February 2018 - 7:41am
In this 2018 podcast, Norwegian game designer Marius Holstad goes through the process of designing a lifelike character like Trico in The Last Guardian and gives a clear, in-depth breakdown of the approach.
Categories: Game Theory & Design

Simplifying a Game Design - by Lewis Pulsipher Blogs - 5 February 2018 - 7:39am
Almost always, when I talk with groups of people about game design, I quote Antoine de Saint-Exup'ery:"A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away." How do we achieve this?
Categories: Game Theory & Design

Steam Winter Sale Data and the Effects of a Front Page Feature - by Josh Ge Blogs - 5 February 2018 - 7:39am
Examining Cogmind's traffic and rankings during Steam's biggest sale of the year, with additional focus on one day of being featured on the front page and its impact on exposure, wishlist activity, conversion rates, and revenue.
Categories: Game Theory & Design


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