Sin City... AKA Las Vegas, the town that I used to live in. Dispatch... an official report. Put them together and you have the Sin City Dispatch! If you are looking for Cam Girls, soldiers of fortune, or truck dispatchers then prepare yourself to be disappointed! BUT if you are interested in reading about miniature and board gaming in my corner of the net... then by all means, read on!
Thursday, January 12, 2012
Adventurers Assemble!
Wednesday, December 28, 2011
Sometimes One More Option Is One Too Many
From the other side of the screen, I'd suggest the GM offer some guidance and maybe even limitations on the options available to players. Setting these kinds of guidelines can also be helpful for laying out and shaping your story. Maybe you're aiming for a low magic setting. Take some of the magical classes off the books right from the start so you don't have to worry about fitting a wizard or sorcerer into the world you've created. The same can be said for a more civilized setting. How exactly would you fit a barbarian into that kind of game? Admittedly that sounds like it could be an interesting twist but unless you were trying to focus on that character fitting into a completely different world you run the risk of either leaving that character our of the loop or leaving the rest of the characters hanging out to dry as you focus too much on that story.
Ultimately communication is the key to making sure that everyone buys in and has a good time with the game so ask the GM and if you need to put them on the spot. Likewise as a GM don't be afraid to say "No" if someone is trying to pull something into your game that doesn't fit in. You're all in this together so make sure that everyone is having a good time with it. Until next time...
Wednesday, December 21, 2011
Skinning One Cat To Re-Skin Another
Friday, November 18, 2011
Leviathos Arises Again!
Thursday, October 20, 2011
Opening Up With The Beginning Of The Path
Personally I'm really looking forward to getting my hands on this one. I will admit that I have some concern about the stand up pieces instead of the counters that you find in most of the 4e products nowadays but they look like they are extremely durable so I'm more than happy to give them a try. It also sounds like you get a good amount of other things in the set as well. In particular I was surprised at just how many monsters they stat up in this Beginner set. Almost 100 monsters is a pretty impressive number and shows that this set has a lot of potential for replay and customization.
Saturday, October 15, 2011
More On The Pre-painted Paizo Goodness!
As you can see these minis are really nice looking for pre-paints especially since these are actual production miniatures. Are they Golden Demon winner quality? No, but considering you get all four of them for about $13 they are really nice.
Thursday, October 6, 2011
Me be Vorka and you be dinner!
And there we have it! Well, almost anyway. There is one mini left for the adventure but when my daughter saw that I was prepping a horse she asked if she could paint it. Haven't had a chance to sit down with her to get it done but I plan on doing it soon and then we can have the big reveal for the final critter in the game, Stomp.
Saturday, October 1, 2011
He be Mogmurch! Chuffy be me!
Thursday, September 29, 2011
Me be Reta! He be Poog!
Thursday, August 25, 2011
Back With a Vengeance
Ground control to SpacerGal your circuit's dead, is something wrong? Can you hear me SpacerGal? Can you here me SpacerGal?! Here, I've been floating 'round my tin can, far above the world. But, I'm back, rock references in full force, bringing you a roleplaying update, a big boy game review, AND a Child at Heart review! I figure I've been gone for far too long, so why not come back with a bang? So without further ado, let's get things started!
Look at Leon Kennedy all silly with his bangs all around. Yay!
First off, this game is easy to learn, and easy to play. Obviously there are certain strategies to it, what to buy for your deck and when, but overall, anyone can play this game, and I think that's nice. I have a ton of friends who aren't tabletop gamers, but would give this a try simply because of the franchise, and they wouldn't be lost or confused. Every turn, you get an Action, Buy, and Explore to use, and can earn more depending on what cards you play. Actions are used to gain extra damage, draw extra cards, score more Buys, and other cool effects. Buys are pretty obviously when you spend money to add a card to your discard pile, which shuffles and resets as your deck every time you run out of cards. Exploring lets you hunt zombies to kill and score points, but don't get too hasty to score, because if you can't kill the random zombie that flips from the top of the Mansion deck, you'll end up with damage, and that can mean loss of turns, or even the whole game.
We most often play Mercenary mode, one of the three different game modes provided in the rules. It's the fastest played and the least based on stalling and grinding up a ridiculous deck, plus all the characters are more unique, in that they get specific staring decks instead of the stock one used in Versus and Story modes. In Mercenary, you have 15 rounds to score as many points worth of dead zombies as possible, giving it a rapid-fire arcade type feel. It also removes the three super-huge zombies from the Mansion deck, so you don't have to be worried about being one-shot. In Story, the first player to kill the one copy of the biggest infected monstrosity wins. With him coming up at random, and being ludicrously powerful, it can be a frustrating game when you get blasted for 70 damage out of your 80 health on turn 2, but the duration means you can spend more time fine-tuning and customizing your deck. Versus is just what it sound like. Instead of using your Explore action to fight zombies, you shoot at other players, aiming to be the last one standing. With how powerful some of the character abilities are, it seems this mode can get unbalanced really fast, but it is a fun little diversion if you feel like really mixing things up a bit. No matter what game mode you are playing, you use a Scenario to determine what cards will be used. There are certain basic resources that are always there, which are the Knife, Pistol, Green Herb, and three levels of ammunition/gold. The Scenarios add 12 more cards to the available purchasable pools, called resources, and they are usually themed. For example, the Special Forces uses a lot of higher-powered specialty weapons and bonus ammo and damage actions, whereas Mobility uses less super guns and more actions that draw cards and add to your deck. This added variety on top of three included game modes makes Resident Evil remarkably replayable, and a blast for anyone into zombies, the RE franchise, card games, or fun.
Two new theme decks from a brand new set, featuring Krookodile and Scolipede. I'm positive you can figure out which is which.
The rules to the game are simple. At the start of the game you put out a basic pokemon as your "active" pokemon and may place as many additional basic pokemon as you like in your "bench" area as "bench pokemon." If your active is defeated, one of these is chosen to step up and replace it. After you've got your pokemon out, you take the top six cards of the deck and set them aside as "prize cards." For each pokemon of your opponent's you defeat, you pick up a prize card. Pick up all six and you win! Each pokemon has at least one attack printed on it to start walloping your opponent. These attacks require energy cards to use, and you can only attach one energy per turn, much like lands in magic. Think your active pokemon is going to get dropped in one more attack? Maybe you should attach the energy to something on your bench so it can come in powered up, or do you take the risk and build your active up further in the hopes of riding it out? Energy management can make a huge differences in these games. Also, you can evolve one pokemon per turn by placing a higher stage version of it on the basic form. For example, that Scolipede up there is a stage 2 pokemon, so I'd have to have his stage 1 out in order to put him into play. And in order to get to the stage 1, I'd need the Basic pokemon that the stage 1 comes from. This keeps the game from slamming out too fast, but I did notice that, with a handful of exceptions, the first person to get out the big stage 2 beasties tends to sweep from that point on. We did have several games in which a player stabilized and managed to turn it around, but in general, big guy first usually means the win. In addition to pokemon and energy cards, there are Trainer cards, things that function like sorceries and instants in Magic, one-shot abilities that help you draw more cards, or search for things you need, or even heal your pokemon. From what I've seen, these are what REALLY make or break the game. A well placed extra draw or hand replacement can change everything in a heart-beat, and while all decks have access to them, it makes it feel like a very luck-based game now that I'm older and more versed in card gaming.
So, all in all, the game is still a blast, but the fact that almost the entire game is hanging on who scores the better draw can get a little frustrating. I've been reading up on the super-competitive aspects of the game, and it's almost all dependent on accelerating draw, so even above the casual level it's a pretty luck-based game. If you're looking for something light, or have someone in your life who loves pokemon, it's at least worth a look with a couple theme decks.
Oh! That's right, the online thing! This is a really cool new thing implemented in the last couple months, and I think it's a fun way to get more bang for your buck out of card gaming. When you sign up on the website, they give you three basic decks to play with that can't be modified. There are currently several different NPC challengers to play against, and if you're really feeling daring you can play against other live players. The new theme decks all have codes in them to add them to your digital collection, and with the deck-builder system currently in beta, it won't be long before you can use fully customized decks to play computers and challengers alike online. yeah, Magic's had MtGO for a long time, but it's nice to have my physical collection digitized without having to rebuy digital copies.
Thursday, August 4, 2011
Finding The Path To The Painted
A few months ago Paizo Publishing announced that they were going to be working with Wiz-Kids to release a set of four pre-painted player character minis for their new Beginner Box set. Well yesterday they announced the full line of 40 different pre-paints that will be available in their new Heros and Monsters set. Among the 40 minis will be a mix of large, medium, and small creatures that should cover the basics that you would need for a solid RPG mini collection.

The bad news is that they are being done as a blind purchase instead of open package so you won't know what you've gotten until you have it open. The price point is also a little high in my opinion with the large booster (containing 1 large base critter) running $5.99 and the standard booster (containing either 1 medium base or 2 small base critters) running $3.99. No these are not horrible prices but for a blind purchase it seems a little steep to me.

Hold your horses though as the doom and gloom don't have to carry the day. The initial set only includes 40 different minis and by Paizo's estimation you should be able to get almost the whole collection if you buy one of the factory sealed cases. Yes this will run you about $275 but when you consider that includes 12 large base monsters which would normally cost more than the $6 price point the random booster has I'm inclined to think that it starts to balance out. For those who say "but I want a horde of goblins not just one" Paizo has an answer to that call as well as they are planning to release Encounter Packs which will not be random. They haven't said officially but I'm assuming that these will feature the more common critters that people would want to have en masse (such as orcs, goblins, etc., etc.) so you don't have to buy a ton of cases to get a handful of goblins. There is no price point for these yet but they should average about six figures in each Encounter Pack.

In addition to all of this, Paizo posted a FAQ that explains their reasoning behind doing the random route from a business perspective and it honestly makes sense. This doesn't make it cost any less but I can understand why they are doing what they are and I can respect that kind of open communication from a company.
So what's the final verdict? Well based on what I've seen so far I think that these are a good option for whatever RPG game you might be playing. The examples that they've shown look nicely sculpted and painted, plus it sounds like it will be a nice entry point for those looking to get a good assortment of RPG minis for the first time. Add in the Encounters Packs and I see a huge potential for building up a good selection of minis for a fairly reasonable price.
Wednesday, June 22, 2011
We Be Licktoads, You Be Food!
This past weekend was Free RPG Day at local game stores. Not familiar with it? Basically it is a chance for people to come down to their local shops and try out something new, plus get something free from the store for coming down. Have a friend that's been thinking about getting into gaming? Bring them down so they can sit in on a game and see just what this crazy things is that you do with your other friends, Twizzlers, and Mountain Dew. Who knows? They might just like it...
One of the products that caught my eye as soon as it was announced was the free adventure being released by Paizo Publishing for their Pathfinder game. I wasn't able to get down to one of my local game stores but you can still get the adventure right from their website.
What is this marvelous masterpiece of fantastic exploration? Why it's none other than We Be Goblins!

In this adventure for four players, the adventurers get to play... have you guessed it? That's right! Goblins!!! Packed with four pregenerated characters, this little adventure makes a great one shot and also serves as a prequel to the upcoming Jade Regent adventure path. Even if you aren't using the published adventure paths in your gaming group, there's no reason not to pick up We Be Goblins. You can't beat free for a price and come on, who doesn't want to play a goblin one time, right?
Wednesday, June 8, 2011
And Now We Move... Into The Third Dimension!
After doing some exploring in the wide world of Leviathos, we started to realize that we were having a little trouble keeping track of just where everyone was during combat. Sure we could have just used some spare dice or something similar but we wanted to do it right. Off to the internet!
Our party consists of a dwarven monk, a gnome rogue, and a gnome summoner. Kind of a wacky mix but surprisingly enough it was pretty easy to find the minis we needed. If you head on over to the Reaper Miniatures homepage you can search by specific key words that let you really narrow it down to almost exactly what you are looking for.

Between the massive range of minis they produce and the ease of using the search engine on their site, I definitely recommend hitting Reaper Mini for your fantasy mini needs. In fact you might want to check them out for other genres as well since they recently added in the Chronoscope line of figures that expand their range even further. Definitely worth checking out if you haven't already!
Wednesday, April 20, 2011
Players? Oh, you mean my guinea pigs!
In order to give players control while still holding the carrot-on-a-stick, I place what I call Adventure Hooks into the world, just waiting for an interested nibble to trigger some kind of event or NPC interaction that will lead into a full-blown story. Often these involve some kind of crowd gathered around something, or a flyer being handed out advertising something of exceptional interest. If it's an adventure hook within an adventure, there are usually a few ways to find it, whether that be finding an item that someone will take interest in or simply poking and prodding an NPC until he or she gives in and decides to take you on the next big journey. But what if a journey takes longer than anticipated? What happens to those other hooks? Well, some of them may still be around, but because Leviathos is a living, persistent world, some hooks can literally be completely missed, never to be seen again. Unless the game resets of course...
Space-Age Roleplay will be an ongoing topic of mine, covering the right and wrong ways to approach MMORPG as sources for RPG outlets, some of the general do's and don'ts of roleplaying in these settings, and some of the best ways to get roleplaying going with a community or even random people out there on the interwebs. I do hope our readers will enjoy a new perspective on the subject, as well as gleaning advice and tips to enjoy their own MMO roleplaying. Of course, more kid games are on the way, one in particular I know most of you have had some interaction with in some form or another, but it requires pictures and my camera is on the fritz. So until next time, this is SpacerGal, signing off. Ya'll come back now, y'hear?
Saturday, April 16, 2011
Actual Perplexing Polyhedron Actuality!
From Actual Plays To Actually Playing
For the longest time I was getting my RPG fix by listening to various actual plays. Some of them were really good, others... well lets just say not so much and leave it at that. Still it was fun to listen to the shenanigans even if I wasn't actually able to take part in it.
Then I was able to hook up with a gaming group and do the real thing and let me tell you.. serious difference! Don't get me wrong. APs definitely help to scratch the itch but if you're not currently gaming I'd definitely recommend getting out there and doing the real thing.
That's not to say that APs aren't useful to listen to. If there's a game that I want to find out more about, the first thing I do is look for any actual plays that might be out there. It's a great way to hear how the game plays out. In fact there are several podcasts that do APs just for this reason, The Walking Eye and Actual People, Actual Play being two that I've listened to in the past.
Another reason to listen to APs is to see what does and doesn't work, which can be invaluable to new GMs. Maybe there is some aspect of the mechanics that can cause you trouble. Hearing how someone else handled the situation will prepare you to avoid those issues in your own game and keep things running smoothly.
All in all, actual plays are a great way to wrap your head around a system and game vicariously through others but if you have a chance to get into the real thing I say dive in head first and give it a try!
The Paralyzing Perplexity of Polyhedron Performance
In sharp contract to the relative dice-less nature of our previous Pathfinder session, this week the whole thing seemed to revolve around that most commonly used of the more exotic dice, the dreaded d20. Why the sudden change in our game play? How did it go from being a non-existent aspect of the game to a critical cornerstone on which our lives hung in the balance? Easy, this time there were ancient hieroglyphs and traps!
Unlike the social skills, mechanical skills usually still require you take out that die to see how you do and there is nothing wrong with that. Unlike social interactions, it is much harder to recreate these other aspects of the game in real life. That's not to say it's impossible because SpacerGal even has a little bit of experience with that but it does require a lot more work on the part of the GM.
The interesting thing is that while taking the dice out of the social mechanic makes the game better, keeping it in for the challenges that we faced this week made the game that much more intense. Even with some pretty hefty bonuses on the skills that we were using the die rolls simply were not there for the first half of the session which added a definite level of tension. For example, there we were facing a number of obvious traps but with no apparent way to disable them all we could do was try to avoid them which sounds easy enough. At least until you are staring at five giant pendulum blades that are swinging across the hallway with two sword wielding statues on the far side of that and a locked gate behind you leaving you all alone with one way to go... yeah, it can get pretty intense.
So what's the moral of the story? Just because taking the dice out of some things makes the experience better doesn't mean that you should get rid of them completely.
The Parting Shot...
And another one in the books from the Snowman! I know it went strictly role play this week but right now hanging out with SpacerGal has got that front and center in my mind. There is more stuff waiting in the wings from both of us but we'll look at those in the future. If you have any comments or feedback, as always feel free to post them here on the blog or you can shoot us an email at SinCitySnowman@gmail.com. And if you're enjoying what you're reading tell a friend! The more the merrier is always the case here on the interwebs. Until next time...
Wednesday, April 13, 2011
Missing Dice and Twirling Tops
Part of removing these dice actually lies heavily in how detailed an environment is, and it does take going an extra couple of miles on the GM's part. Not going to lie to you, I spend hours upon hours developing even the most minor of NPC, delving deep into imagination to forge histories, personalities, quirks, and flourishes for the people my players will be meeting. Creative writing has helped make Leviathos feel more like a living, breathing world, and I have several very lengthy stories about the adventures of my main NPC that I'll probably end up sharing here.
As far as game elements are concerned, I find my players open up much more when they have to actually talk down a furious guard captain or frighten a native into telling them about an ancient secret. This opening up leads to better player chemistry, deeper, more interesting characters that players want to come back to time and again, and a fuller world for the GM to dig into.
I ultimately decided to start trying this method out a while ago. I had kind of a falling out with D&D after a very poorly run game, and most of the problems came from the heavy-handed book ruling. After wrestling with myself about what could be done to get away from the rules without completely stripping them away, I decided to do two things. The first was to remove those interaction dice, and the second was to remove alignment (but that's a story for a different time!). I sat down and started collecting all the characters I had ever played, reworked them into a new world of my design, and ran with it. After further developing this place, I thought about all the best roleplaying experiences I had ever played out, and realized they all happened when the players were entirely in control of their path. And that, my friends, is also a story for a later day. More on my style coming soon!
The goal of the game is to make sure your top is the last one standing in the "Bey Stadium," a big plastic bath tub with a bowled bottom and two side pockets in which your tops can get stuck. You and your opponent count down in sync and on the last count, you both launch your tops into the stadium from a launcher powered by a toothed rip-cord. They clash against each other, breaking down each others speed until one falls over. Simple enough, right? Now let's look a little further.
There are three types of tops, and your choice can literally make or break the game before you even launch.
Attack types are super-aggressive, ripping around the beveled stadium at ridiculous speeds, often fast enough to fly out and hit bystanders if they aren't careful. They hit hard enough to knock most tops over or into the pockets, making them lose. But of course, this speed and striking force come at a cost. They have little to no staying power, so if they don't win quick, you're going to be outspun.
Defense types are heavy, wide-bottomed tops designed to withstand the brutality of attackers. It's rare that an attacker will be able to even make a defense top budge further than a few inches before running out of steam, and while these have more staying power than attack types, they still suffer from higher friction due to their bottoms and weight.
Stamina types weigh in at almost nothing, stand very tall compared to other tops, and can spin for upwards of 3-4 minutes when not being hit. The obvious weakness here is the lack of weight and high profile. Attackers will eat them alive, whereas defense tops will be struggling to keep up with the speed of these lighter contenders.
Balance is self-explanatory. They draw from the strengths of each of the other types, but this blending of strategies more often than not ends up in expanding weaknesses or lower performance compared to specialized tops.
So it's kind of a rock-paper-scissors, where Attack beats Stamina, Stamina beats Defense, and Defense beats Attack. Where this can really get interesting is in the customization. Oh, did I not mention all of these tops can be stripped down to five parts and reassembled in whatever configuration you find fits? This is where all of our physics lessons come into play, and savvy players will spend time digging through parts and testing all sorts of combinations to find what works best. There's more to it than this, but I'll get into that next time.
Saturday, April 9, 2011
Anarchistic Arcanists Without Rolling Dice!
Constructing An Arcanist Crew
For my next crew I decided to go with one of the natural enemies of the Guild, the Arcanists. Unlike my Guild crew, these "guys" aren't already painted but I really like the minis so it'll be fun to get them to the table. First up is Sasha Dubois, the leader of the crew. Unlike Sonnia, Sasha is a little more effective in regular combat but not as much so with magic. Even so she can still pack a nasty punch with what she can bring with her to the table.
Sasha Dubois
Quality 2+
Combat 3
Special abilities: animist (steam), leader, pistol, tough, unique
Being the master of the crew its no surprise to see the leader and tough abilities in there and a pistol is always handy to have. Rounding it out is the animist ability which gives Sasha access to the combat magics and also lets her control Boomer.
Boomer
Quality 4+
Combat 5
Special abilities: artificial (construct), big, heavy armor, sunder, tough
Boomer is Sasha's guard dog, following her onto the field and loyally protecting her from danger. Admittedly he's a giant metal guard dog but it really fits in with the Arcanist feel of using constructs to fill the ranks.
Next up are the vicious guns of Taryn Rose.
Taryn Rose
Quality 3+
Combat 3
Special abilities: gunslinger, pistol, rapid fire, ruthless, stealth, unique
With her pistols in hand she sneaks around the shadows of the battlefield looking for that perfect shot no matter who might be in the way. Nothing really new here as far as abilities other than ones that I've already covered.
Rounding out the crew is Valeria Alvaro.
Valeria Alvaro
Quality 3+
Combat 3
Special abilities: gunslinger, pistol, rapid fire, slippery, steadfast
In sharp contrast to the treacherous Taryn, Valeria is a much more get in your face kind of gal while the slippery ability ensures that she can slide away just as easily. As with Taryn, more familiar abilities with the exception of slippery though this ability really is nothing new. In fact slippery is actually just free disengage under a new name which is an easy way to change the feel for a game.
As with the Guild crew, this crew also really pushes for ranged combat over melee which really does fit with the theme that I've aiming for. This is an alternate wild west after all and the revolver did rule the day for most people then. This also means that you can expect another battle report soon as these two crews hit the table and we see just how well (or not so fell) my special rules work. But more on that later...
"My Eyes Glow Red As My Robe Erupts Into Magical Flames And I Say 'While I live and breath you shall not pass!!!'"
And... I rolled a 23 for my intimidate check. Did it work?
SpacerGal spoils us so. After all the actual plays I've listened to it seems that she has developed a very unique way of running a role playing game; you don't just get to role play, you actually need to if you really want to do anything.
Want to be intimidating? Bust out the angry voice and hit him with it! Diplomacy more your style? In that case do your best to be charming so that you can win her over to your side of the argument.
Our latest session of Pathfinder is a prime example of what I mean. Over the course of a four hour session I rolled my dice less than a half dozen times and at least half of that time was spent interacting with the crew of the ship we were sailing on. By comparison, during one of the actual plays I was recently listening to the players had almost twice as many roll playing die rolls just when they were interacting with two people! No combat at that point, just talking back and forth between the two groups.
This is not to say that having access to these dice mechanics is not useful because I really think it is. For brand new players and GMs it gives them something mechanical to latch onto as they get their head around the system but for any experienced players I definitely recommend that you try putting down the dice and talking it out. You'll be amazed at how much more it adds to entire experience.
The Parting Shot...
That's all for now but be sure to come back soon for more gaming goodness from the Sin City Snowman and SpacerGal. He's told me some of the ideas that are bubbling around in her brain and I can't wait to see what finally comes out! In the meantime if you have any comments feel free to leave them on the blog or you can drop us a line at SinCityDispatch@gmail.com. Until next time...
Saturday, April 2, 2011
Finding The Path To The Reaching Guild
Hey everyone and welcome to the latest installment of the Dispatch!
We just had our first session of Pathfinder this week so I want to share my first impressions on that system but before we do that I thought we'd take a look at one of my crews for Torment's Reach.
Raising The Guild In Torment's Reach
Converting A Guild Crew To Song Of Blades
For my first crew I decided to just go with the Guild crew that I already had for two very good reasons. One: I already own them (always a plus that) and two: they're already painted (an even bigger plus!). First up is Sonnia Criid who I think I took the most liberty with as I made her much less effective in close combat and instead focused on her magic and ranged ability.
Quality 2+
Combat 2
Special abilities: channeler, magic shield, leader, pistol, tough, unique
As is fitting, she is a leader and I also gave her tough as well since crew masters are should be harder to kill than your average joe. Finally I also gave her a pistol which is one of the new things I had to add into the system. This give her a +1 to her combat with a short range. Not only does this improve her combat score to an average level it also lets her reach out a touch someone without just relying on her magic. After all, a girl's gotta have options right?
Next up is Sonnia's able cohort in crime busting Samael Hopkins.
Samael Hopkins
Quality 3+
Combat 3
Special abilities: entangle, hunter, pistol, scout, tough
I basically boiled down the special rules for Samael's huntin' tools by giving his the entangle ability. This lets him pin a target down (at least temporarily) and really keeps the feel of the character. He also has hunter and scout, both of which are new abilities I created. Hunter lets him choose an enemy personality mini before the game starts and Samael gains a +1 to his combat against it plus an extra victory point if he kills it in single combat while scout lets him ignore the movement penalties from ruins and woods. This makes him a very mobile mini in some situations and a potent personality killer as well.
Next up are the two Guild guards, Kyle Swift and Jacob Weaver.
Guild Guard
Quailty 4+
Combat 2
Special abilities: gregarious, pistol
These guys are really quite straight forward in my opinion. One thing of note is the fact that these guards are not actually personalities. Yes, they both have names but that is purely for fluff reasons and has no effect on the game mechanics.
Last but not least is the convict gunslinger Jeremiah Smythe just to round things out. Like the guild guards, he is not actually a personality but I wanted it there for flavor.
Convict Gunslinger
Quality 4+
Combat 3
Special abilities: gunslinger, pistol, rapid fire
Of the whole crew this one took the most creative license on my part for his special abilities. The gunfighter ability lets the mini use his pistols in hand-to-hand combat, giving him an effective combat score of 4 all the time. The important thing about this ability is that it is tied to the pistol ability and no other type of ranged weapon. If you've got a rifle then you're out of luck but with a pistol you're all set. Next is the rapid fire ability. Normally a mini can only make one combat per turn but this ability lets the mini make two ranged attacks for one action. This is a pretty potent ability but I tried to offset it by giving them a penalty of -1 to its combat score when it does this.
And there you have it! I haven't had a chance to try them in a game to see just how balanced (or unbalanced) the new special rules are but I'll be doing that soon and I'll be sure to pass along the experience. I also have a few more crews in the works as well so y'all come back now and we'll see how they're shaping up.
Trying To Find The Path
First Impressions Of The Pathfinder RPG
This week my role playing group set aside Mutants and Masterminds and we delved into the world of Pathfinder. This was the first of several sessions in our GMs custom world of Leviathos, a world that has been devastated by a magical disaster (caused by the elves... go figure) that flooded large portions of the world. There are still large islands scattered around and our adventure opened with us arriving on Corvaysa, a very large island (bigger than New Zealand but smaller than Austailia to give some perspective) that is the home to the strongest of the human kingdoms.
So what about Pathfinder? Overall, it seems very much like the D&D of old which isn't that surprising since that is effectively what it is. I never played 3.5 but from everything I've heard it is basically the same thing. We haven't actually had any real combat yet so I can't comment on that but other than that it seems like a pretty good system. I can see how character creation can get kind of crunch especially when you are picking your feats. There are no where near as many as 4e but there are still a pretty hefty helping of them to choose from but I had a very specific concept in mind so I was able to just skim the lists and pick what fit my character. Equipment was another story as Pat is being quite specific about this part but that is more his style and I can see a GM playing this aspect either strictly or loosely depending on preference.
So overall, it looks pretty good so far. Not a raving review but so far the system hasn't struck me as anything innovative which I really don't expect it to. Then again that familiarity also makes it very easy to get into and the Pathfinder books are beautifully done and come in pdf as well as hardcovers. If you really want the physical copy of the core book you can plunk down the $50 and get a gorgeous looking full color hard bound book or you can spend $10 and get a pdf of the same thing, all depends on your preference which is a really nice option in my opinion. Don't get me wrong; I love the book but being able to get all the info for $10 sold me on the pdf instantly.
So if you like 3.5 Dungeons and Dragons, are an old time gamer from earlier editions, or you just want to try something different from 4e for a while I definitely recommend checking this one out. The production qualities are great and having the pdf option makes it extremely affordable plus Paizo (and a good number of other companies)is coming out with new stuff for the line all the time. Well supported, high quality production, and affordable price; ya can't really ask for more can you?
The Parting Shot...
And there's another one in the books! I had wanted to put in pictures of the various models for the Guild but I'll have to add that later. Be sure to come back again as we look at some of the other crews that I'm working on (think I've got three more in the works right now...) plus I'm going to get a battle report up for Torment's Reach as well. If you have any comments or questions, feel free to leave them here on the blog or you can email me at SinCitySnowman@gmail.com. Until next time...









