Showing posts with label board games/rpg. Show all posts
Showing posts with label board games/rpg. Show all posts

Friday, April 24, 2015

Apex Theropod Deck-Building Game by Die-Hard Games (2015)

Summary

Apex is a deck-building game, played solo or with up to 5 friends. You play as one of seven prehistoric apex predators competing for territory and resources against other predators. Each playable species has a unique deck to master.  Each deck has different strengths, weaknesses, and strategies—creating a varied and constantly evolving experience.

Your species must overcome a very brutal environment including harsh climate changes, disease, attacks from predators, grievous wounds, infections, and deadly prey. The game incorporates many dinosaurs that behave in their own distinct way. The goal of the game is to endure the environment, build up the population and evolve your species, and become the Apex predator.

* Summary from publisher’s website. Images from BoardGameGeek.

My thoughts

Apex is a game I waited a long time to get my hands on. Then I got it, and it took me nearly as long to learn how to play.

I’m exaggerating, but my unfamiliarity with deck-building card games combined with a poorly written rulebook certainly tested my patience during my first few games. The game designer has since published a second, much easier to understand rulebook and posted gameplay videos, all of which helped. I’ve now nailed down the core mechanics of the game, although I’m still a long way from mastering it.

Was all the time I sunk into Apex worth it? Definitely. Apex is the best dinosaur board/card game currently on the market. But it is not a game that will appeal to everyone, with mechanics that will likely confuse people whose experience with board games doesn’t go much beyond Monopoly.

Apex is a game for one to six players—or eight if you have the Kickstarter edition—in which you take on the role of a carnivorous dinosaur in the Mesozoic. You hunt prey, fend off other predators, and even “hatch eggs” that can become cards to add to your deck. Most of the game’s 600 cards represent an impressive range of dinosaurs and other prehistoric animals that lived during the Mesozoic. (Except the giant snake Titanoboa, which was included for its coolness factor.)

At the start of the game, each player chooses a deck of cards that represents a specific predator. You then “hunt” prey cards using cards from your deck. Every kill earns you points that can be used to purchase new apex predator cards for your deck or "evolve" cards that give you special abilities. Trouble comes in the form of non-player predators that periodically pop up in the game to either kill prey or attack you. If that weren’t enough, you must contend with a super-predator “boss” that can not only deal out a lot of damage, but will take multiple hits to bring down. And did I mention this boss has minions to make your life even more miserable?

One thing Apex does beautifully is merge theme with game mechanics. A lot of the rules simply make sense in context of simulating a predator in the wild. For example, there are disease cards that require you to add a wound card to your deck every time you draw them. That’s logical: Just as a disease whittles away an animal’s health, disease cards make your deck progressively weaker. One rule I really like is ambush. You can set aside up to three cards to ambush prey in a later turn, but you must add an “alert” card to your deck to do this. If you draw the alert card later on, not only do you lose the element of surprise and return your ambush cards to the deck, but you activate any alert rules on prey in play, making them harder to hunt.

Another plus for Apex is it’s simply beautiful to look at. Apex was the creation of one man—Herschel Hoffmeyer —who not only came up with the game mechanics but also did all the art himself. That’s an impressive achievement, and I’m a bit flabbergasted at the amount of work that went into the game. The art is not just good game art—it’s good paleoart, with a degree of anatomical accuracy you usually don’t see in entertainment products. I’ve often found myself not playing the game but simply looking at it, enjoying the depictions of the dinosaurs spread out on the table before me.

Are there downsides? As I’ve already mentioned, the rulebook that came with my copy of the game was hard to follow. Another drawback is Apex isn’t a game you can just jump into on a whim. It has a significant setup time, with players needing to shuffle and sort the several card decks used in the game before they start playing. (This is probably less of a problem with more players given each person could shuffle a different deck.) Also, while I have only played Apex solo, I’m left with the impression there isn’t much player interaction during the course of the game. There are few cards you can play against other people but otherwise players are playing against the mechanics of the game itself, not other players. Whether or not this bothers you depends on what type of gamer you are.

Negatives aside, I love this game. I had never been much of a card game person before, usually preferring games with dice. Apex opened my eyes to a whole genre of games I had missed out on until now. Unfortunately Apex is not a game you can purchase and begin playing the same day, which will limit its appeal to casual gamers. The game has a bit of a learning curve. But if you are willing to invest the time to learn how to play it, you will be rewarded with the best dinosaur game since Dinosaurs of the Lost World.

Trivia
  • The nine playable predators in the game are Acrocanthosaurus, Carnotaurus, Giganotosaurus, Spinosaurus, Tyrannosaurus rex, Utahratpor, Velociraptor, Quetzalcoatlus, and Sarocosuchus. The last two are only available in the exotic predators edition of the game.
Reviews

Sunday, May 18, 2014

Jurassic Park III: Island Survival Game by Milton Bradley (2001)

Game description

Choose to ATTACK or prepare to FIGHT BACK!

Decide who you will control, the humans or the dinosaurs. Then battle in 5 dangerous action sequences.

Human players — Your goal is to move quickly across the island and get to the beach… alive! Each action sequence has a different breed of dinosaurs – just waiting to eat you alive! If a dinosaur catches you – get ready for the battle of your life! If you’re the first player to escape the island – you win!

Dinosaur players must stop the humans dead in their tracks before they can escape the island! Anytime a human enters an action sequence a new dinosaur comes alive and the chase begins! Catch the humans and attack! CHOMP! CLAW! GNAW! SLASH! Defeat all the humans before they escape the island and win!

*Cover image from BoardGameGeek.

My thoughts

I never had any intention of picking up this JPIII board game, but when I stumbled across it on eBay for a very low price, I shrugged and said “What the heck.” The game had a colorful board and plastic dinosaur figures, so maybe it would surprise me.


JPIII: Island Survival Game is at its heart a roll-and-move game – you role a die and move your pieces along the board the same number of spaces as the result. That said, it has some features that make it different from your average Chutes and Ladders clone. First, it comes with special dice that have an unevenly distributed set of numbers on them. Second, one player controls the dinosaurs, and it is that person’s job to try to eat the other players’ human pawns. Finally, players can take alternate paths on the game board, so it isn’t necessarily a straight-line race to the finish (although there is only one finish line).

The goal of the game is for the human players to get from one end of the board to the other without becoming dino chow. The board is divided into five sections, each representing a different scene from the movie. Different species of dinosaurs are confined to different sections, but unlike the humans who can move freely, the dinos can’t die. On a human player’s turn, the person rolls one die and moves one of his or her pawns the same number of spaces. If the player rolls a “3 GROUP,” then he or she can move all the human pawns on the same space three paces, including pawns belonging to other players. Certain spaces have “DRAW CARD” written on them, so when a players lands on that space, he or she draws a card and follows the instructions on it.


The dinosaur player moves between each of the human players’ turns. Dinosaurs have their own special die that determine movement. When a dinosaur lands on a space occupied by a human character, they must battle by each rolling a special die. Humans have a 50-50 chance of escape: If they roll “ESCAPE” on their battle die, then they move as many spaces away from the dinosaur as indicated by the die. If they fail to escape, then they take damage equal to the amount of damage indicated on the dinosaur die. Each character has a set amount of “life chips” at the start of the game, and if those run out… well, then the dinosaurs won’t go home hungry.

JPIII isn’t a particularly deep game but it does a good job of recreating the movie experience while remaining accessible to younger players. The biggest letdown was the components – the plastic dinosaur figures were nice, but the board is printed on thin cardboard and the human pawns are cardboard standees. I also would argue the game is a bit unbalanced given the human players have an advantage over the dinosaur player. That said, it is a fun little game that plays relatively quickly. If I had a choice between this game and getting stuck in a never-ending game of Monopoly, I would definitely pick JPIII.

Trivia
Reviews

Sunday, April 13, 2014

Tyrannosaurus Wrecks by Glen Frank (1985)

Summary

TYRANNOSAURUS WRECKS is a science fiction game for two to four players depicting a hunt for the biggest game imaginable - dinosaurs. Each player controls one Hunter, who has traveled into the past in a time machine to try to win fame and fortune by becoming the most successful dinosaur killer.

My thoughts

Ah, the ‘80s. I was a kid watching Dungeons & Dragons on Saturday morning TV and playing video games on my Atari 2600. But some of my fondest memories were those rare visits to a bookstore in a college town near where I grew up. It kept all the respectable stuff up front, but in the back of the store was a room – a glorious room – stocked with pen-and-paper roleplaying games and other nerd manna. That’s where you would have found Tyrannosaurus Wrecks.

Tyrannosaurus Wrecks calls itself a board game but really it is a microgame – a genre that seems to have died out with the rise the modern video game. Microgames were games published in paperback booklets. They often came with punch-out cardboard pieces that substituted for the plastic pieces found in regular board games. Many were wargames, but in truth they covered a wide variety of genres. Their rules were complex and chaotic, with the authors usually more concerned about creating a roleplaying experience than delivering balanced gameplay.

As advertised, Tyrannosaurus Wrecks puts players in the shoes of time-traveling, big-game hunters out to bag dinosaurs. Scientific accuracy is the first thing to be thrown out the window as the game mixes a dinosaurs from a variety of eras into the same setting. Dinosaurs are placed on the playing board in different locations depending on the scenario. Hunters start at locations randomly determined by a roll of the die. Players have 20 turns to kill as many dinosaurs as they can and return to their time machines or risk being stranded in the past.

At its heart, the game is all about tables. Shoot a dinosaur, roll a die and compare the result to a table to see what happens. Move into a new space, roll a die and look up what happens on an event table. Start a turn, roll a die to see if the volcano erupts. As you can see, there is a lot of dice rolling in Tyrannosaurus Wrecks. In fact, at the start of every turn, you must roll a die for each and every dinosaur to determine what direction it moves. This is not a game for people with short attention spans or who do not like repetitive action.

I enjoy Tyrannosaurus Wrecks for what it is while recognizing that, from a gameplay perspective, it probably isn’t very good. This is a game you play just to see what crazy things will happen rather play to try to win. Maybe it's just the nostalgia speaking, but if you are in the mood for hunting dinosaurs, you can’t go wrong with Tyrannosaurus Wrecks.

Trivia
  • While the game is advertised for 2-4 players, it plays perfectly fine as a solitaire game. In fact, it may play best solo as there isn’t a lot of downtime between turns.
     
  • More information about the game can be found on its BoardGameGeek entry page.
     
  • As of this writing, the game is available as a print-and-play PDF file from RPGnow.com. It is also available on the publisher’s website.
Reviews
  • None

Saturday, March 22, 2014

Thrilling Expeditions: Valley of the Thunder Lizard by Richard A. Johnson (2008)

Cover blurb

Thrilling Expeditions: Valley of the Thunder Lizard allows players to play big game hunters in a lost valley populated with creatures from before the rise of man, or have their pirates going ashore on an island where Neanderthals battle Saurians, or time traveling tourists suddenly stranded in Earth’s distant past.

This title will add dinosaurs not only to the .45 Adventure system, but to Gloire and Fantastic Worlds. In addition, the book will provide a Big Game Archetype for each of the three game systems. This release will allow players who may enjoy more than one of our games, the chance to get one book to cover all three.

The Valley of the Thunder Lizard is the first of the Thrilling Expeditions series of supplements. These supplements will be heavy on scenarios with at least one multi-part scenario for each game system. These scenarios should provide you with plenty of ideas for your own games.

So grab your rifle and prepare for Thrilling Expeditions!

My thoughts

Valley of the Thunder Lizard is a supplement for three tabletop miniatures gaming systems by Rattrap Productions, all of which share the same basic mechanics. “Miniatures games?” you say. “You mean like Warhammer 40K?” Actually, no. Warhammer games usually involve dozens of miniatures scattered across a large tabletop. The beauty of Rattrap’s systems is they are designed to be played with only a few 28mm miniatures in an area that can be a small as 2x2 feet. Building large Warhammer armies is expensive. Rattrap’s systems are designed for gamers on a budget.

All three systems use 10-sided dice to resolve conflicts. When attacking, for example, both players roll dice and add any modifiers specific to their figures. The player with the highest number wins the roll. Each figure have seven skills tied to a specific body location. Skills include brains, speed and brawn. When a part of the body takes damage, the associated skill is usually reduced by one point, making it harder to pass any challenges using that skill.

As for the systems themselves, .45 Adventure covers the 1930s pulp action genre, like Indiana Jones or The Shadow; Gloire covers pirates; Fantastic Worlds covers 1930s space pulp serials like Flash Gordon.

Valley of the Thunder Lizards is a solid supplement for anyone who plays miniatures games. It comes with stats for a wide variety of prehistoric creatures along with rules modeling how different types of animals should behave. There are a fairly large number of multi-part scenarios, each specific to one of the three game systems, although they could easily be adapted to the system of your choice. There is no background about the lost world genre itself as the author assumes players already are familiar with it.

I’m glad I have Valley of the Thunder Lizard although I admittedly don’t use any of its core systems – they are a bit too heavy on record keeping for me, given you must track wound locations (although, to be fair, it is easier than it sounds). Still, the scenarios and the book itself can be scavenged for ideas no matter what system you use. One thing to note is that since the supplement came out, a second edition of .45 Adventure has been published that makes several changes to the rules, including the use of multiple dice. I’m not sure how easily Valley of the Thunder Lizard can be adapted to the new system.

Reviews
  • None

Dragon Bones: Adventures in the Gobi Desert by Richard A. Johnson (2005)

Cover blurb

The time and place is Mongolia of the 1920s. Warlords and freeroaming bandits battle for control of the countryside. Your team of researchers and explorers must race against time to recover the fossils and get them out of the dangerous warzone and back to the safety of the International Zone in Shanghai.

The scenarios in this book are designed for 2 to 6 players. There are four chapters (scenarios), each is capable of being played in a single evening or several can be played at one session.

This book also introduces nine new archetypes to .45 Adventure; including Professors, Bandits, and the Dragon Lady. There are new rules for Mounted models and eight new skills you can add to provide even more diversification for your figures.

So put on your campaign hat, strap on your .45 and get ready for Dragon Bones: Adventures in the Gobi Desert!

My thoughts

Dragon Bones is a campaign supplement for the .45 Adventure tabletop miniatures rules system, which is explained in greater detail in my review of Thrilling Adventures: Valley of the Thunder Lizard. For the purposes of this review, it should be noted that Dragon Bones is not a stand-alone product. Rather, it is a series of linked game scenarios involving a fossil hunting expedition in the Gobi Desert in the 1920s.

The inspiration for Dragon Bones was the Central Asiatic Expeditions, led by famed explorer Roy Chapman Andrews. Among the discoveries made by Andrews’ team were the first scientifically documented fossilized dinosaur eggs. While paleontology was not the only reason for the expeditions – Andrews was a zoologist, not a paleontologist – it takes center stage in Dragon Bones. One player plays a team of well-armed scientists seeking to transport a cache of fossils out of Mongolia. The other player plays as a gang of Mongolian bandits wanting to steal the fossils. Each scenario has certain number of goals each player must attain to be victorious.

Dragon Bones is a fairly short supplement with only four scenarios, and one of them is only played if the expedition gets captured in the course of the other three. It does contain a few new rules for .45 Adventure, but those may have been made obsolete with the release of the second edition of the ruleset. There is no background about the setting except a short opening story setting up the adventures. You may find many of the provided character stats useful if you still play with the first edition of the rules, but otherwise there is nothing here gamers couldn’t come up with on their own.

Trivia
  • For any players interested in playing out the Central Asiatic Expeditions on their tabletops, the U.K.-based miniatures manufacture Copplestone Castings sells some appropriate figures. Check out the site’s “Back of Beyond” section.
Reviews
  • None

Sunday, March 9, 2014

Lands of Mystery by Aaron Allston (1985)

Cover blurb

Discover the world of Zorandar, a savage, timeless land where brave natives battle ferocious dinosaurs. Can you solve Zorandar’s ancient mysteries? Will you be able to defeat the despotic Emperor of the lost Roman Legion and his evil lizard slavers?

Lands of Mystery is more than an epic journey through the strange land of Zorandar. It’s an Adventure Sourcebook for both players and game masters. It shows you step-by-step how to build your own lost world campaign. Learn how to game-master and play all the cliffhangers and plot twists of your favorite jungle adventures. You get a full length Zorandar campaign novel, complete conversions for Chill, Call of Cthulhu, and Daredevils, and you get more action and adventure than any 96 page sourcebook has a right to have!

My thoughts

Hi, I’m Doug McClure. You may remember me from such 1970s dinosaur films as The Land That Time Forgot and At the Earth’s Core. I’m here today to tell you about Lands of Mystery, a campaign supplement for the 1980s roleplaying game Justice Inc. Have you ever wanted to star in your own lost world adventure, just like me? Well, now you can! And you can do it from the comfort of your home! But enough with introductions — now let’s explore the action, romance, and thrills that can be found within Lands of Mystery

Okay, enough of that. Rest in peace Doug McClure and The Simpsonscharacter you inspired. Lands of Mystery is just as it advertises: A roleplaying game supplement for gamers who want play the type of lost world adventures that were popular in pulp fiction during the early years of the 20th century. Populating its pages are beautiful cavewoman princesses, lost Roman legionaries, and intelligent, evolved dinosaurs. Even aliens are not out of the question if you really want to add them to your campaign.

The book is divided into two parts. The first half is an overview of the lost world genre, exploring themes, appropriate characters, and hazards players are likely to face. It is this first part gamers will find the most useful, as it is a sandbox for creating adventures of your own. The second half of the book is a campaign setting, Zorandar, which is an alternate world where dinosaurs still exist. It is useful for any gamers who don’t want to go to the hassle of building their own settings. Your mileage will vary depending on how “pulp” you want your pulp setting to be – a lost Roman legion didn’t strike me as a good fit, but it could always be substituted for a civilization of your choosing.

Lands of Mystery has been long out-of-print and is hard to find these days, which is a shame because it is one of the best roleplaying supplements about lost worlds ever written. While it does contain stats for various gaming systems, most of the material in the book is system neutral, so you can use it no matter what you play. From its nifty black-and-white illustrations to its comprehensive overview of the genre, Lands of Mystery is well worth the effort of tracking down, if you can find it for a reasonable price.

Trivia
  • The author, Aaron Allston, has written several gaming supplements and science fiction novels, the latter mostly tie-ins to film franchises such as Star Wars. He is also the author of Dungeons & Dragons: Hollow Earth, a lost world setting for the popular roleplaying game.
  • Allston also wrote the story for the roleplaying computer game Worlds of Ultima: The Savage Empire, which is set in a valley filled with dinosaurs and primitive tribes. I recommend The Savage Empire and Warriors of the Eternal Sun (which takes place in the above Dungeons & Dragons setting) to any gamers looking for fun RPGs that are a little different from your standard sword-and-sorcery fare.
Reviews

Saturday, February 22, 2014

Cadillacs & Dinosaurs: The Roleplaying Game by Frank Chadwick (1990)

Note: This is a review I wrote for RPG.net back in 2009. Since my thoughts on the game haven't changed, I'm simply republishing it here - complete with the corny jokes. (What was I drinking at the time?)

Chances are you've never heard of the Xenozoic, that as-yet-to-come geologic era when every creature that ever existed once again roams the Earth, and when what's left of mankind cruises the countryside in retrofitted 1940s and '50s Cadillacs. But if it sounds familiar, that's because it's the setting of a comic book series you might have heard of: Cadillacs & Dinosaurs.

Technically, Cadillacs & Dinosaurs (abbreviated hereafter as "C&D") is the nickname for a short-lived comics series titled Xenozoic Tales. It was the brainchild of Mark Schultz, who both wrote and provided most of the artwork for each of the series' 14 issues. C&D was the catchier title so it's the one that stuck.

The series may have only lasted 14 issues and ended mid-story, but it enjoyed a surprising amount of marketing success for an alternative comic. It was the basis for a beat-'em-up arcade game; a Sega CD shooter; a few toys; a sharply animated, if dumbed-down, Saturday morning cartoon; and even a music album with 1950s-ish songs. (The album is decent, if you can get past the corny lyrics: "We make love with fang and claw! Fa-a-ang and claw-w-w!")

Then, of course, there was C&D: The Roleplaying Game, written by none other than Frank Chadwick of Space: 1889 fame.

C&D is a 144-page, magazine-sized paperback published in 1990. Despite its age, it's still relatively easy to find on sites such as Ebay or Amazon.com, and I've spotted it a few times while browsing through comic and hobby shops. It uses the rules from another CDW post-apocalyptic game, Twilight: 2000, and that's its major downfall. The Twilight: 2000 system is a relatively tactics-heavy system, but C&D at its heart is a fast-paced, pulp adventure, and the two don't mesh.

Still, C&D provides a wealth of information about its setting, making it invaluable for anyone who wants to adapt their favorite system to the world of the comics.

Setting

C&D is set 450 years in the future after a planet-wide disaster destroyed most of civilization. While details of the disaster were only hinted at in the comics, Chadwick gives a very thorough and plausible-sounding explanation of what happened. (Chadwick will never be accused of slouching on his science.) The world after the apocalypse isn't a desert wasteland, but rather a lush, jungle world where dinosaurs, mammoths, sabertooth cats, terror birds, and every prehistoric animal you can think of live side-by-side. How it got that way is one of the central mysteries of the series.

In tone, the setting is a mix of The Lost World, Indiana Jones, and An Inconvenient Truth, with a dash of Mad Max thrown in. Schultz drew his inspiration, and his art style, from many classic comic strips, such as Tarzan and Prince Valiant.

Humanity is scattered into tribes that live on scraps of old world technology. Most of the action takes place around the ruins of New York City, which has become an archipelago of skyscrapers named "The City in the Sea." One of the main characters is Jack Tenrec, an "Old Blood Mechanic" who restores antique Cadillacs and preaches a form of environmentalism so unyielding it would leave Al Gore shell shocked. Sexual tension comes in the form of Hannah Dundee, the voluptuous ambassador (and spy) from the neighboring Wassoon tribe. Add to the mix a dozen colorful characters, from marauding poachers to a muscle-bound female villain who could bully Hulk Hogan into crying uncle.

The conflict between environmental stewardship and technological progress is a central theme of the series, with some characters trying to prevent the ecologic mishaps that led to the earlier disaster and others pushing for mankind to once again reign over nature. A healthy black market exists for dinosaur body parts, and the tribes repeatedly send expeditions into the interior in search of natural resources and old world technology. Those expeditions often don't return.

There also is plenty of political intrigue. Various factions in the City in the Sea vie for control of the tribe while the Wassoon jealously eye the vast hoard of old world relics their neighbor possesses.

And don't forget the Grith, an intelligent race of humanoid dinosaurs whose thought processes are so alien that no humans can understand them... unless they play Scrabble.

Content

C&D may be only 144 pages long but it is a densely packed 144 pages, with two columns of small-type text on most pages.

Black-and-white illustrations coming almost exclusively from the comics make up the bulk of art. Schultz himself evolved as an artist over the course of the series, so some of his early work lacked the attention for detail that later issues possessed. Also, some of his best work appeared in the comic's final issues, which were published after C&D was released. The result is the art in the book is a mixed bag, although much of it is of higher quality than what you would find in most other roleplaying products. A disappointing exception is a bestiary that features several full-page renditions of silly-looking prehistoric animals. These images largely came from Schultz's early work, when he portrayed dinosaurs as tail-dragging behemoths.

As far as written content, Chadwick begins with a history of the disaster and how mankind managed to survive hidden underground. After the routine "what is roleplaying" introduction, he delves right into character creation (discussed below). A lengthy and nicely illustrated equipment section is next, with helpful pricing guidelines for various items. Next comes a section about GMing (here called the "referee") that contains many of the system rules. Rules for combat follow, and after that the relatively short bestiary. Then there is "The Known World," a guide to the world of the Xenozoic and the many characters who inhabit it.

Unfortunately, a rather boring adventure ends the book. The characters are ordered by the ruling council to journey to a research station to solve a mystery and then journey back to report their findings. It's about as prosaic as it sounds.

While the adventure itself is not up to snuff, much of the content is. Chadwick goes into great detail about equipping and launching expeditions, traveling overland, keeping equipment in tiptop shape, and encountering creatures in the wilderness. Yes, C&D makes much use of random encounter tables, but here they're put to good use given this is a setting heavy on wilderness exploration.

There also are rules for creating your own tribe as well as a nifty table that allows GMs -- I mean, referees - to randomly generate NPC motivations using a deck of poker cards.

While most rules are straight forward, at times Chadwick goes overboard on emphasizing planning and resource management. C&D, in my mind, really is a story-driven setting with its roots in adventure literature, but Chadwick aims for a simulationist approach: He seems to think that roleplaying in the fantasy world of the Xenozoic should be treated as realistically as exploring the American frontier of the 18th century. My guess is most players will just want to fight dinosaurs and uncover pre-cataclysm secrets, not spend a lot of time figuring out how much food and equipment they will need on their expedition.

System

C&D uses only two types of dice: d6s and d10s. The system at first seems blissfully simple, but once you get into the details of combat, it bogs down.

Characters have six attributes: Strength, Constitution, Agility, Education, Charisma, and Intelligence. All work pretty much as you expect them to. In addition, there are a number of skills linked to each attribute. Attribute levels are determined by rolling dice for random numbers or by assigning points. Skill levels are determined by choosing a background profession and by assigning bonus points to those skills you want to beef up.

Each attribute and skill is ranked from 1 to 10. A player must roll equal to or less than the governing attribute or skill on a d10 for an action to be successful. Say your character needs to repair a car and has a mechanic skill of 5. He or she must roll 5 or less to succeed. Some tasks require characters to use two skills or attributes, so they add the two together, divide by half, and then round down to get the target number.

Tasks can be easy, average, or hard. An easy task is twice the governing attribute or skill level. An average task is equal to the level. A hard task is half the level, rounded down. I rather like the simplicity of assigning difficulty, finding it infinitely more user-friendly for referees than picking arbitrary target numbers.

Simple is not how I would describe combat.

Combat basically uses the same task resolution rules as above. However, there are so many situation-specific rules for attacks, damage, and healing that require you to add, subtract, multiply, divide, or get the square root that they quickly become overwhelming. Keeping track of damage is a headache, given different body parts have different hit point values. Then there is a funky initiative system allowing some characters to take from two to five times the number of actions as others in a single turn, which really unbalances gameplay.

You also can be required to roll a lot of dice, particularly if you're using automatic weapons. One example given in the book has a character rolling 25 d6s in a single turn!

The combat system really defeats the overall pulp tone of the setting. Again, C&D is about two-fisted adventure, gun fights, and facing prehistoric monsters. Combat should be quick and light, allowing players to move from one scene to the other in relatively rapid succession. But the rules system here is unnecessarily complex and, at least when involving automatic weapons, potentially very deadly. It may be a great system for a gritty military game (such as Twilight: 2000), but here it's just out of place.

Conclusions

I'm a big fan of the comics, so I was happy as a Domo-kun chasing a kitten to find a roleplaying game based on them. I even bought two copies of the book. (They're pretty cheap these days.) I don't consider my money wasted because there is a wealth of information about the Xenozoic world, plus several helpful tables, maps, and rules for exploring that world. But it all comes attached to a combat system I really don't want to play and isn't a good fit for the types of adventures the setting lends itself to.

My suggestion is C&D is best used for background for building your own Xenozoic adventures using a pulp-friendly system. The first to comes to mind is Savage Worlds. (And given a Space: 1889 campaign is in the works for the SW system, is there any possibility Pinnacle will come out with its own C&D rulebook in the future, provided it gets the publishing rights?) Another good fit would be the Ubiquity system that powers Hollow Earth Expedition. Heck, move HEX up 500 years, tweak some of the character classes and weapons, and get rid of the hollow earth concept, and you essentially have C&D.

If another company ever acquires the rights to publish another version of C&D, all I ask is for a 50s-style pin-up of Hannah in a fur bikini to be included with the book. Qua-hoon!

Sunday, February 2, 2014

Dinosaurs of the Lost World by Avalon Hill (1987)

Game Description

 

A LAND THAT TIME FORGOT…

Deep in the impenetrable Amazonian wilderness of South America, an unscalable plateau rises from the jungle floor. This strange land has never been trod upon by Twentieth Century man — until now. Your band of intrepid explorers has made the ascent and now stands at the edge of a treasure trove of immeasurable value. Before you lies a land teeming in flora and fauna long thought extinct or has never been imagined in the mind of man. Strange, terrible bellows reverberate in the dense forest before you until, at last, the very ground shakes to the approach of a prehistoric beast. Truly, riches beyond measure await those who bring proof of these discoveries back to the civilized world. But behold… the cruel twists of fate or the greed of man has betrayed you. Your tenuous bridge across the gaping chasm is gone!  Marooned, the task now becomes one of survival and escape… certainly a frightening enough prospect against the background of such terrible prehistoric monsters, but even now other eyes are watching you from the recesses of the trees.

DINOSAURS OF THE LOST WORLD is inspired by Sir Arthur Conan Doyle’s class work of fiction: The Lost World. And just as that famous book was the prototype for a whole genre of “Lost World” literature, DINOSARUS OF THE LOST WORLD breaks new ground in the field of innovative game design. Players explore this Lost World, ever aware of its horrible inhabitants, in search of sites where they can embark on adventures yielding great scientific discoveries and means of escape. Each adventure site leads players through an illustrated trek of great peril and reward. Comic book style story lines give vent to the player’s imagination as his adventures are visually pictured before him in an ongoing narration as he proceeds from frame to frame. Front and back full-color views of the dinosaurs actually stand erect and loom ominously across the plateau.

DINOSAURS OF THE LOST WORLD is different from anything you played before and changes with every game you play. Although simple in concept, the game comes in two versions — a basic game suitable for 8-year-olds, and the full game which will challenge even the most erudite game player while allowing his children to be competitive in the same contest. With a playing time of approximately 90 minutes per game, it is great family fun. Actually three games in one, DINOSAURS OF THE LOST WORLD also contains an excellent solitaire version for those wishing to play alone - pitting themselves against the forces of prehistoric nature in a race against the clock.

*Box art courtesy of BoardGameGeek.

My thoughts

Dinosaurs of the Lost World is a board game I’ve wanted to get my hands on for a very long time. It took years, but I finally found an unplayed, almost mint condition copy at a reasonable price through BoardGameGeek. Was it worth the wait? Most definitely, although I acknowledge this is not a game that will please everyone.

There are two versions of Dinosaurs of the Lost World. In the first, up to four players lead competing expeditions into the lost world, trying to be the first to reach 25 victory points by making scientific discoveries. The second version is a solitaire campaign in which the player must earn 25 victory points in either 40 turns or before the volcano on the plateau erupts. Play in both versions is nearly identical, the main difference being that in the solitaire campaign, dinosaur movements are determined by a die roll rather than other players.

The game board itself is rather busy with three main areas. The first is an outer movement track. On your turn, you roll two dice and move the same number of spaces as the result. The space you land on tells you 1) which action you perform – such as draw an event card or move a creature – and 2) the number of hexes you can move on the central map, the second main area on the board. The map is covered with counters depicting various locations in the lost world where you can have adventures. These counters are face down, so you don’t know which location is which until you reach it and flip the counter. The third area is a chase track running along one side of the central map. This only comes into play if you lose a battle against a dinosaur or other inhabitant of the lost world: The creature chases you back to your camp, and every time it catches up to you, you lose one tool or a victory point.


As for victory points, you score one point every time you discover a new location. However, the main way to earn points is to go on adventures. Each location comes with its own adventure track, which is a large sheet of paper covered with comic book panels depicting various hazards and discoveries associated with the location. On a turn, instead of moving along the movement track, you can instead choose to go on an adventure if your pawn is at the appropriate location. You roll one die to determine how many panels you move along the adventure track, or you can use an experience card to move a predetermined number of spaces, as indicated by the card. The trick is to balance your die rolls with your experience cards to avoid the hazards and land on the discoveries.

The winner is the first player to earn 25 victory points and successfully escape the plateau. I’m leaving a lot out because this review is already a little long. But it is worth noting that quite often players are instructed to draw event cards, which can either be helpful or very, very bad. Also, players start the game by equipping their expeditions with eight tools, which is easier than it sounds. (Hint: You usually want to equip two rifles and a camera.)


My opinion? I won’t go as far as to say Dinosaurs of the Lost World is the best board game about dinosaurs ever made, because there are a lot of games I have yet to try, but it is one of the best adventure board games I’ve played. It is dripping with theme – you really feel like you’re exploring a prehistoric wilderness. A lot of little touches, like the chase track, make the theme come to life, as does the game’s excellent black and white comic book art.

As far as game mechanics, I really enjoy the simplicity of the design, but at the same time realize they may be the biggest drawback for serious gamers. Dinosaurs of the Lost World is not a game of deep strategy. It is one of luck. Your success largely depends on dice rolls. I don’t mind this because for me, the game about going on an adventure and seeing what crazy things happen along the way. But if you are a gamer who enjoys outsmarting your opponents or challenging gameplay, this is not a game for you.

My only complaint about the game is some of the components are of poor quality, particularly the cards and location counters, both of which are printed on thin cardstock. That said, it is a real crime this game is so hard to find these days. There has been a recent trend of game publishers reprinting older, hard-to-find games, like Betrayal at the House on the Hill and Talisman. Let’s hope that someday an enterprising publisher puts up the money to republish Dinosaurs of the Lost World – I’ll be the first in line to pick up a copy.

Trivia 
  • Dinosaurs of the Lost World is a family game published by Avalon Hill, a company that was better known for its complex strategy games. The company is still around, although it is now owned by Wizards of the Coast, which itself is owned by Hasbro.
  • The game was designed by Mick Uhl, who designed at least six other games, including Wizard’s Quest.
  • More pictures and additional information about the game is available on its BoardGameGeek page.
 Reviews

Friday, October 5, 2007

Saurian Safari! by Chris Peers (2002)

Note: This is a review of the second edition of the rules.

Rest in peace Wade Hackett, for we barely knew you.

Wade, you see, had been my safari guide for three hunting trips to the Mesozoic. He had successfully led the first two expeditions in and out of the Cretaceous period without a scratch, racking up a nice collection of dinosaur trophies along the way. But during a trip to the Jurassic, a pair of allosaurs spotted the hunting party and charged it. Wade’s gun misfired just as one of the allosaurs reached him, and before the other party members could react, the beast was carrying away his lifeless body in its mouth.

Of course, we only know this because one of the expedition members had written it down in his journal. The surviving members of the hunting party were attacked and slaughtered by a trio of ceratosaurs as they made their way back to camp. All that was found afterward were a few bloodstains
on the ground and several crushed weapons with spent casings beside them.

As you’ve probably guessed by now, Dinosaur Safari! is a dinosaur hunting game published by HLBS. It is a miniatures game, meaning it is played with little figures on a table set up to simulate a natural landscape. It also is a lot of fun, although the rules could use some polish.

Players assume the roles of Victorian-era hunters out to bag the biggest game of all time. There is a nice variety of animals to choose from in Saurian Safari!, from dinosaurs to prehistoric mammals, and the rules come with several scenarios that let gamers tailor the hunts to their own preferences.

Saurian Safari! is a cooperative game with the players working together to bag an animal instead of competing against each other. All animal moves are based on reaction tables, so there is no need for a “game master” to oversee animal encounters and the game can be played completely solo. Players will need a d20 set of dice to play the game, as well as the appropriate miniatures.

One downside of Saurian Safari! is that actions take several dice rolls that eat up time. Shooting an animal, for example, isn’t simply a matter of rolling the dice to see whether you hit it. You also have to roll to see whether your character spotted the dinosaur, whether the gun knocks your character down, whether the gun misfired and whether the bullet managed to penetrate the dinosaur’s thick hide. While I appreciate the realism, I wish these actions could be determined with fewer rolls.

The rules themselves also have a lot of gaps and players will need to make up their own rules to fill in the blanks. Luckily, there is a sizable online community dedicated to the game with many helpful suggestions.

The biggest problem with Saurian Safari! is that there are not many miniatures of prehistoric animals available. There are plenty Victorian-era figures for sale and the miniatures world is awash with fantasy creatures, but gamers don’t seem to be interested in real animals. Several internet forums suggest using plastic dinosaur models, but nearly all the models I found were either too small or way too big. I just downloaded pictures of the appropriate dinosaurs from the web and turned them into paper cutout figures, which worked just as well. Also, be warned that miniature gaming can be an expensive and time-consuming hobby. Players need to build their own landscapes from scratch, and miniature figures can cost quite a bit of money and almost always need to be painted.

That said, Saurian Safari! is a fun game once you get into it. Hunts are limited only by the players’ imaginations, and the scenarios and settings can be tinkered with so that no two hunts turn out the same. There also is a certain feeling of exhilaration in facing a rampaging dinosaur and bringing it down with a well-placed shot just seconds before it would have trampled you. Just don't always expect to make it back alive, as poor Wade found out.

Trivia
  • Saurian Safari! features a make-believe “dinosaur gun” you can choose as a weapon for your hunts, but apparently there were real dinosaur guns made for the movie Jurassic Park: The Lost World. They were actually elephant guns, and according to this article, director Steven Spielberg is alleged to have kept one of the guns. (Thanks to Bob Mozark for pointing out this interesting little tidbit.)
Reviews
  • None

Wednesday, September 12, 2007

Lost Prehistorica by Dark Quest Games (2004)

Cover blurb

Has your adventuring party ever wondered what was to be found on those parts of the map marked “Here there be monsters’?

Have you, as a GM, ever been at a loss as to what to do if they decide to explore these hitherto uncharted regions?

Have you, or your players, ever wanted to play something a little more primitive?

Lost Prehistorica could be the answer to your questions! An informative well presented tool-book for the GM who wants to try something that little bit different! Packed full of new playable races, information upon long lost cultures, lost continents, nomadic tribes and settings specific monsters, this book could be just what you need to spark a whole new range of adventures in a land untouched by time where dinosaurs still roam!

108 pages of tools to create a setting like no other.

Features include:

  • 16 new diseases
  • Over a dozen natural traps
  • New weapons, armor, and equipment
  • Nine new races
  • Ten new divine entities
  • Extensive beastiary
  • Guidelines for creating tribes

My thoughts

Anyone who is thinking about turning their Dungeons & Dragons game into a “Dungeons & Dinosaurs” game will want to give this game supplement a look. (And given the last three posts all concerned D&D, I figured this was a good way to wrap up this week's theme.)

Lost Prehistorica is simply a guidebook for inserting “lost world” settings into traditional fantasy worlds. It is campaign neutral, meaning you can use it to add on to an existing world or create new one. And while it is an amateur effort – a fact reinforced by the subpar illustrations – the subject matter is well thought-out and the text is quite useful to any gamers wanting to get their adventurers out of the standard Medieval European setting of most roleplaying games.

The book provides everything from tips about how big to make your lost world to suggestions for creating primitive societies. There are sections about the environmental hazards found in stereotypical prehistoric settings, diseases your character could contract, how certain character types would react to the lost world and even how fossils may fit into local economies. It also has a sizable bestiary of both extinct animals and mythological creatures.

Lost Prehistorica is pretty closely tied to the J.R.R. Tolkien-inspired gameplay of most RPGs, and that diminishes its value for other types of game settings, like those inspired by pulp fiction. Still, there is enough here to keep most gamers satisfied. The supplement is available as a cheap PDF download on RPGnow.

Trivia

  • The publisher also has produced Lost Creatures, a bestiary of fantasy creatures suited to lost world settings.

Reviews

Sunday, September 9, 2007

The Jungles of Chult by James Lowder and Jean Rabe (1993)

Cover blurb

Come, all ye seekers after treasure beyond your ken and adventure greater than any you can dream!

Come, all ye mighty warriors, seekers after prey worthy of your peerless skills, and stalk the Children of Ubtao. Walk the streets of the city of Mezro, of the Maze of Life. Meet the barae, the holy warriors of Ubtao, those men and women who will live forever sustained by their wisdom and their faith.

Wizards, be prepared for new magical spells and new methods of magic use based on gemstones.

Search the jungles of Chult for the fabled emerald mines, for the Heart of the Jungle, a single gem as large as a man's heart.

Also within these pages are new monsters and new character kits: Mage hunters, specialty priests of Ubtao, and spiritlords.

My thoughts

This is the game supplement for anyone who has ever thought, “The Lord of the Rings would’ve been so much cooler if it had dinosaurs.”

The Jungles of Chult is set in the official Dungeons & Dragons campaign setting Forgotten Realms. The world is inspired – some would say ripped-off – from a dozen different works of fantasy fiction, most notably the works of J.R.R. Tolkien. Chances are if you ever played a Dungeons & Dragons computer game, it was set in the Forgotten Realms.

Chult itself is the most forgotten of the Forgotten Realms, usually just filling the role of a distant, little-known land that supplies magical items for the rest of the fantasy world. The Jungles of Chult was an attempt to flesh it out a little, but it’s a weak effort.

Chult, as portrayed in the book, is an African Congo setting with African natives, primitive dwarves, dinosaurs and “pteramen” – half-human, half-pterosaur creatures. The authors don’t bother going into any real detail about the setting, places to explore, or its wildlife, instead spending most of the book detailing a tribe of goblins who live in the jungle and a “lost city” that Chult’s human natives call home. Neither culture is particularly interesting, being made up of clichés. The only imaginative streak comes as a threat to the jungle in the form of a logging operation where all the employees are zombies – a fantasy parallel to the modern-day destruction of the rainforests.

The Jungles of Chult is simply a lazy effort considering the vast amount of real-world history and jungle-adventure fiction the authors could’ve drawn on when writing the book. In recent years, writers of the Dungeons & Dragons line of game supplements have been trying to redefine Chult as a base of operations for the villainous snake-people of the Forgotten Realms setting, the Yuan-ti. It would be nice to see them revisit Chult in a future supplement, but I doubt that will happen.

Trivia

  • A couple stages of the Dungeons & Dragons video game, Demon Stone, are set in Chult, but no dinosaurs or other prehistoric wildlife make appearances.
  • The game supplement Serpent Kingdoms provides a little more history about Chult and the snake-people of the setting.
  • The Jungles of Chult was published the same year that the first Jurassic Park film was released, which I'm betting wasn't a coincidence.

Reviews

  • None

Saturday, September 1, 2007

Tooth & Claw by Jared A. Sorensen (2003)

Usually roleplaying games let you play as humans fighting dinosaurs. Tooth & Claw is the only one I know that lets people play as dinosaurs.

Tooth & Claw is nothing fancy. It's simply a set of rules for creating dinosaur characters and roleplaying them. There are no illustrations and it lacks flashy page design, having been cranked out on a word processor. The author writes that originally the game was to be published by a game company in 2001, but that never happened. The version he ultimately released was written in a single night so he could enter it into a gaming competition, where it won third place.

It's not a bad effort if you're looking for a rules-lite RPG. Tooth & Claw leaves it up to players to decide how realistic they want to make the game. If they want their dinosaurs to talk, no problem. If they want their dinosaurs to communicate only through grunts and body language, no problem. The rules themselves just give some basics for building dinosaurs with tail spikes, or horns, or enlarged toe claws, or pointy teeth. You could use the rules to build a Triceratops, or make up something completely new and not in the fossil record.

The game uses a dice-pool system in which players role a certain number of six-sided dice and try to get as many in sequence as possible, starting with 1. So, for example, say you role four dice and get 1, 2, 4, 5. You have two successes because 1 and 2 are in sequence. The 4 and 5 don't count because you must start with 1. The more successes you have, the more likely you are to accomplish a task or win a challenge. Positive traits let you role larger numbers of dice or let you start sequences with higher numbers than 1.

Most players will probably welcome the simplicity. Hard-core gamers who thrive on statistic complexity and ultra-realism will hate it. Tooth & Claw is a nice, easy game if you have a few dinosaur nuts at your house and you're looking for something other to do than play Monopoly. Plus it's only a $3 download at RPGnow, so it's hardly going to bankrupt you if you don't like it.

Trivia

Reviews
  • None

Thursday, August 23, 2007

Dungeons & Dragons: Hollow World by Aaron Allston (1990)

Cover blurb

THE KNOWN WORLD: IT ISN'T FLAT, BUT IT IS HOLLOW!

Within the sphere of the Known World is another world, a hollow world. There your characters will meet ancient Nithians, long disappeared from the surface world and thought extinct; Blacklore Elves, living in a magical valley and served by automatons -- devices that take care of everything, from serving their food to trimming their grass; Arcans, terrifying, war-mongering natives whose taste for battle extends even into their favorite game -- the losers always die -- and many more. Monsters abound as well, from dinosaurs to aurochs.

In the Hollow World, the sun never sets. Magic works differently than it does "outside"-- some spells don't work at all. And quite often, getting in is much, much easier than getting out.

My thoughts

There was a time when the people producing Dungeons & Dragons games were more creative than they are now, and when the company that put out the famous roleplaying brand -- originally TSR but now Wizards of the Coast -- experimented with several campaign settings. I actually learned about this RPG supplement through a video game that used the setting: Dungeons & Dragons: Warriors of the Eternal Sun for the SEGA Genesis, a favorite of mine even though I never did manage to beat it.

D&D: Hollow World is set in the campaign world of Mystara, or rather, below it. The planet of Mystara isn't a rocky solid ball floating in space, but rather a hollow sphere with an interior lit by a small sun. Dinosaurs and civilizations that have long disappeared from the surface thrive in the hollow world, and magic doesn't always work as expected.

Basically the campaign combines the J.R.R. Tolkien-inspired world of D&D with the hollow earth setting Edgar Rice Burroughs Pellucidar series. This allows gamers to encounter civilizations other than the Western European kingdoms found in most D&D games. There are Romans, Aztecs, Egyptians and other cultures, most of which never interact because of the high mountain ranges that separate them. The Hollow World also has its own pantheon of gods, including Ka the Preserver, who is an intelligent Tyrannosaurus rex.

Sure, it's all pretty silly, but no more than your average D&D setting. There is an interesting backstory about how the Hollow World came to be and what function it serves, but that information is for game masters only so I won't spoil it here. What's nice about the campaign world is the author gives players plenty of different cultures and creatures to choose from -- the Hollow World is a big place and gamers could spend a lot of time exploring it and never run into the same thing twice. One valley may contain a lost Roman civilization, while the next one over may be filled with primitive cavemen and dinosaurs. Any setting that allows player to tailor the game to their own tastes is a winner in my book.

D&D: Hollow World uses the original rules, not the advanced rules, although the game is generic enough that it could be easily converted. This is one supplement worth getting, if you can find it.

Trivia
  • The author, Aaron Allston, has written several gaming supplements and science fiction novels, the latter mostly tie-ins to film franchises such as Star Wars. He is also the author of Lands of Mystery, a supplement for roleplaying lost world adventures.
  • Allston also wrote the story for the roleplaying computer game Worlds of Ultima: The Savage Empire, which is set in a valley filled with dinosaurs and primitive tribes. I recommend The Savage Empire and Warriors of the Eternal Sun to any gamers looking for fun RPGs that are a little different from your standard sword-and-sorcery fare.

Reviews
  • None

Wednesday, August 22, 2007

Hollow Earth Expedition by Exile Game Studio (2006)

Cover blurb

First we discovered that the Earth is round.

Then we discovered that it's hollow.

Now we must keep its secrets from falling into the wrong hands.

Explore one of the world's greatest and most dangerous secrets: the Hollow Earth, a savage land filled with dinosaurs, lost civilizations, and ferocious savages! Players take on the role of two-fisted adventures, eager academics and intrepid journalists investigating the mysteries of the Hollow Earth. Meanwhile, on the surface, world powers and secret societies vie for control of what may be the most important discovery in all of human history.

Set in the tense and tumultuous 1930s, the action-filled
Hollow Earth Expedition is inspired by the literary works of genre giants Edgar Rice Burroughs, Jules Verne, and Sir Arthur Conan Doyle. The subterranean action is powered by Ubiquity, an innovative roleplaying system that emphasizes storytelling and cinematic action.
Hollow Earth Expedition: There's a whole new world of adventure inside!

* Cover image from publisher's web site.
My thoughts

I should start out by saying that this won't be a true review because I've never had the opportunity to test this game out by actually playing it. But ever since I purchased the PDF version of
Hollow Earth Expedition, I've had a lot of fun leafing -- or in this case, clicking -- through its gorgeously illustrated pages.
Hollow Earth Expedition is a pulp roleplaying game set in the 1930s. Think Indiana Jones with dinosaurs. The premise is based on the occult belief that the interior of the Earth is hollow and inhabited by prehistoric creatures and lost civilizations. The authors don't provide a lot of background about the world of the hollow earth; they just give the game master the tools to build his or her own setting around the idea. Players can expect to encounter everything from dinosaurs to Caribbean pirates -- it's pretty much up to the game master to decide how crazy to make the world.

What stands out about the book is its production values. It is illustrated with colorful maps and top-quality black-and-white drawings. It also is well-written, with a lot of information crammed in its 260-or-so pages. One downside is that most of the book is dedicated to game mechanics and doesn't delve much into exploring the historical and literary precursors of the lost world genre. (I would recommend
GURPS Atlantis for an example of how well it can be done in an RPG supplement, although that's an unfair comparison because GURPS comes with a separate core system rulebook.)

Another shortcoming is the sparse bestiary. There are not many animal stats provided to populate your hollow earth, and given that the game engine is unique to the book, it may be hard for gamers to create animals on their own until they have a good grasp of the system. The publisher has two supplements in the works that promise to fill in some of the gaps in
Hollow Earth Expedition.

Regardless of these complaints, the book is still worth the cover price -- $20 for the digital version and $40 for the hardcover version. There is more than enough information about how to build characters and how to play in a hollow earth setting to make any gamer happy, and the fine illustrations are the icing on the cake.
Trivia

  • The most obvious inspiration for Hollow Earth Expedition is the Pellucidar series of novels by Edgar Rice Burroughs, which are set in an interior world heated by a miniature sun. Burroughs also is the creator of Tarzan, a character who visited the Pellucidar in the crossover novel Tarzan at Earth's Core.
  • I prefer RPGs with relatively simple dice systems, and the Ubiquity system of Hollow Earth Expedition seems to fit the bill -- although, as I've stated, I haven't had the chance to try it. It is a dice-pool system in which players try to role as many positive numbers as possible to score successes. It can involve rolling a lot of dice, but the publisher also sells special 8-sided dice that help cut down on the number of dice you must roll.
Reviews

Monday, July 23, 2007

GURPS Lands Out of Time by Lizard (2006)

Cover blurb

Humans and dinosaurs go together like gamers and pizza. That tens of millions of years separated the last of the dinosaurs from the first of the humans is a mere inconvenience, easily ignored. GURPS Lands Out of Time is a sourcebook for human/dino adventuring, providing all you need to know to place man and giant reptile side-by-side, whether it's a "Lost World" adventure, caveman slapstick, or something in between. GURPS Lands Out of Time is an e23 original game setting for GURPS.

*Cover and blurb from publisher's web site.

My thoughts

GURPS Lands Out of Time is a web-only gaming supplement available on e23, the official online store of Steve Jackson Games. It's mostly about building characters for "lost world" adventures, almost to the exclusion of everything else. One mistake the author made in writing the supplement was his decision to portray dinosaurs like their 1950s B-movie counterparts rather than using modern scientific theories. "(T)he fun of the genre is adventuring with dinosaurs as they should have been, not as a they were," he writes. Sorry, but it's not fun for those of us who find modern views of dinosaurs far more interesting than the dim-witted behemoths of yesteryear.

The portrayal of dinosaurs is a small complaint because other than a short bestiary, dinosaurs and other prehistoric animals are surprisingly absent given the subject matter. Most of the book is about creating characters, from cavemen to dinosaur hunters armed with space age weaponry, with a list of advantages, skills and disadvantages suitable to the setting. There also is a disappointingly brief summary of the genre, a few generalized setting ideas and a short campaign setting taking place on a parallel world.

There is really nothing in GURPS Lands Out of Time that any gamer couldn't come up with on his or her own when designing characters; it basically just spells out the glaringly obvious. A far more useful supplement is GURPS Dinosaurs -- also available for download on e23 -- which has stats for more than 100 prehistoric creatures and is better researched. Both supplements sell for $7.95 each, but instead of spending the full $15 for both, just buy GURPS Dinosaurs and use the rest of the money to buy snacks for your fellow gamers. They'll appreciate it.

Reviews
  • None

Thursday, July 5, 2007

GURPS Dinosaurs by Stephen Dedman (1996)

Cover blurb

Tyrant Kings!

Giganotosaurus, the largest carnivore ever to walk the Earth . . . Packs of Deinonychus, the "terrible claws" . . . Triceratops, armed with shield and spears . . . 65-ton Brachiosaurus, tall as a four-story building . . . Ankylosaurus, the living tank . . . the fearsome Tyrannosaurus rex . . . cunning Troodons . . . the deadly Utahraptor . . .

Their fossil bones inspired myths of dragons and other monsters. Their images still terrify us today. Visit their world -- or have them visit yours.

GURPS Dinosaurs includes:

  • A detailed bestiary of the world before human history, with more than 100 dinosaurs, plus pterosaurs, sea monsters, other reptiles, and prehistoric birds and mammals.
  • A chronology of life on Earth, from the Cambrian explosion to the Ice Ages.
  • Character creation and detailed roleplaying information for early hominids and humans, from Australopithecus to Cro-Magnon, including advantages, disadvantages and skills.
  • Maps and background material for the world of the dinosaurs.
  • Plot and adventure ideas for Time Travel, Supers, Horror, Cliffhangers, Atomic Horror, Space, Survivors, Fantasy, Cyberpunk, and even caveman slapstick campaigns!
* Cover and blurb from publisher's web site.

My thoughts

I admittedly don't play roleplaying games that much. Most of my experience with RPGs comes through computer games. I'm vaguely familiar with the GURPS mechanics, but the nice thing about GURPS is you don't need to know how to play it to enjoy its source books. They're some of the best in the business, meticulously researched and well-written. GURPS Dinosaurs is no exception.

The book is basically a bestiary of more than 100 different animals from Earth's history. A large number of them are dinosaurs, but substantial sections of the book are dedicated to the creatures that came before and after the terrible lizards. There are even several stats for modern animals and a lengthy chapter on human evolution. No matter what game system you play, you're likely to find this book useful in your campaign setting. You could plop a few mammoths down in your fantasy world, for example. Or you could stage a time-traveling safari and go gunning for dinosaurs.

One shortcoming of the book is there is little discussion about building campaigns around prehistoric animals. Some more detail about what skills and abilities characters need to roleplay dinosaur encounters, as well as more discussion about plot devices used to resurrect extinct beasts, would have been nice. Another shortcoming is there is no template provided to allow players to build creatures not on the list, although I suspect most GURPS regulars will know how to do that on their own.

Still, it's a good book and probably the best RPG supplement people will find about dinosaurs and other animals. The book is currently available as a $7.95 download on the publisher's Web site.

Trivia
  • The "Dinosaur Society" featured prominently on the book's cover no longer exists. (I used to be a member when I was a kid.) However, it does seem to have a British offshoot that is alive and well.
  • Paleontologist Jack Horner wrote the book's forward.
Reviews