Interesting articles and things, posted recently.
Seerbones: A Mythic Age Dice Game from Bastionland
Chris McDowall gives us a popular dice game among the knights, vassals, and vagabonds of the mythic age in Bastionland. Unlike the electric epoch’s dice games, Seerbones is packed with multiple variants, each offering a unique twist on gameplay like secret piece guessing, to flicking pieces across a play area, bidding on throws, and more.
Explore the various versions and maybe even craft your own!
🔗 Read the full article on Bastionland
Emo vs D&D5: A Personal Review and Reflectio
On the Elfmaids & Octopi blog, Konsumterra shares a deep dive into their experience with Dungeons & Dragons 5E and contrasts it with their homebrew system, EMO (a streamlined, 1985-style 1st ed inspired game).
Highlights include:
- Appreciation for recent D&D books’ value and art, despite not always being the target audience.
- A thoughtful critique of D&D5’s complexity, combat focus, and power creep.
- Favorite supplements like Mythic Odysseys of Theros, Glory of the Giants, and Icewind Dale
- A call for more settings that emphasize community and roleplay over universe-shaking stakes.
- An openness toward varied playstyles, from combat-lite faerie adventures to grimcore horror.
🔗 Read on Elfmaids & Octopi
One Shot in the Dark: Return to Duervar – A Solo OSR Gem
Brian Rideout offers a glowing review of "One Shot in the Dark: Return to Duervar", an ultra-light solo dungeon crawl by Jon Cohen, set in the world of the Tale of the Manticore podcast.
Key points:
- Return to Duervar provides a story-rich scenario with a party of dwarves investigating a cursed stronghold.
- Expansion Module Maker Kit encourages fans to create their own adventures.
- Some layout quirks and “swingy” dice moments are noted but don’t detract from overall fun.
- The game excels at delivering satisfying solo dungeon experiences in just 15-50 minutes.
Perfect for those looking for quick, narrative-driven solo RPG sessions with a strong OSR vibe.
🔗 Check out the review on Deathtrap Games
What’s the Difference Between Asymmetry and Variable Player Powers?
James Naylor at Skeleton Code Machine tackles a nuanced topic: the distinction (and overlap) between asymmetric games and variable player powers (VPP).
Highlights include:
- BGG’s broad definition of VPP encompassing asymmetric mechanics.
- A proposed distinction: VPP involves unique abilities but shared victory conditions; asymmetry involves fundamentally different mechanics and win conditions.
- Examples like *Root*, *Massive Darkness 2*, *Terraforming Mars*, and *Android: Netrunner* illustrate the spectrum.
- The intriguing case of *Dracula vs Van Helsing*, where players share rules but have different victory goals, blurring the lines.
- Practical advice for designers on balancing complexity, replayability, and teaching challenges.
If you’ve ever wondered about these design concepts or want to explore them in your games, this article is insightful and thought-provoking.
🔗 Read on Skeleton Code Machine
Dungeon Design Note: Defining Interactivity
Russ Nicholson’s evocative art sets the stage for this deep design note from All Dead Generations, where the focus is on what makes a dungeon truly interactive beyond just combat and traps.
Key takeaways:
- Interactivity means more than just dice rolls; it involves meaningful obstacles, clues, and environmental features players can engage with.
- Descriptions should provide usable, evocative details that offer players opportunities to think, plan, and use the environment creatively.
- Balance is crucial: avoid both under-dressed keys (lack of info) and overdressed keys (too much confusing detail).
- The blog includes a rich example of a dragon’s lair combining atmosphere with clear mechanical guidance.
- Discussion on player and referee needs, including dealing with diverse imaginations (aphantasia vs hyperphantasia).
A valuable read for GMs and designers aiming to create memorable, engaging dungeon spaces.
🔗 read on All Dead Generations
Tatooine Manhunt – Classic Star Wars Adventure Adapted for Outgunned!
Finally, a fun conversion of the classic WEG d6 Star Wars module "Tatooine Manhunt" for the Outgunned! RPG system.
What to expect:
- A streamlined, cinematic action RPG experience set on Tatooine.
- Players take on the role of rebels racing bounty hunters to find a war hero before the Imperials do.
- Key scenes include the Mos Eisley Cantina, Slag Flats, desert wastes, and a climactic confrontation at the Tusken Fort.
- Includes pregens, chase mechanics, and encounter templates tailored for Outgunned!.
- Tone is light-hearted and heroic, capturing the nostalgic spirit of 1990s Star Wars RPGs.
Perfect for groups looking for a fast-paced sci-fi one-shot with iconic Star Wars flair.
🔗 Read on Burn After Running
That’s it for this roundup! Which article caught your attention? Are you inspired to try a new solo RPG, dive into asymmetric game design, or craft more interactive dungeons? Share your thoughts and happy gaming!
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