Wednesday, January 1, 2020

What I Read (2019)

Down to just 49 books this year--I'm slipping.

BOOK LOG 2019

January 2, 2019: It by Stephen King. “Such a beautiful evocation of childhood and horror. One of King’s very best novels.”

February 1, 2019: Lost Cities of Golarion by Tim Hitchcock, et al. “Lots of great campaign ideas with settings suitable for many levels of adventure.”

February 14, 2019: The Right Hand of God by Russell Kirkpatrick. “End of mediocre fantasy trilogy. So glad it’s done.”

February 15, 2019: Consider Phlebas by Iain M. Banks. “First novel in SF Culture series. Really good, bittersweet, curious what others are like.”

March 9, 2019: Different Seasons by Stephen King: “Collection of four novellas, with fantastic classics like The Body and Shawshank Redemption.”

March 28, 2019: Wizard’s Mask by Ed Greenwood. “Pathfinder book that quickly wears out its welcome with a ceaseless calvacade of battles.”

April 8, 2019: The Discovery of Heaven by Harry Mulisch. “I think the same thing I thought 20 years ago—so much great build up and it all falls apart at the end.”

April 9, 2019: Jesus for the Non-Religious by John Shelby Spong. “Attempt to show how a non-divine Jesus could still hold spiritual significance.”

April 12, 2019: Moll Flanders by Daniel Defoe. “Norton edition. Episodic and matter of fact.”

April 13, 2019: The Library Book by Susan Orlean. “Tells of huge L.A. library fire interwoven with interesting vignettes about libraries. Very readable and interesting.”

May 5, 2019: Nathalia Buttface and the Most Embarrassing Dad in the World by Nigel Smith. “Really good book for middle schoolers.”

May 20, 2019: Nexo Knights: Fright Knight by Kate Howard. “My kid laughed hysterically.”

May 29, 2019: Seekers of Secrets by Tim Hitchcock, et al. “Great guide to the fictional Pathfinder Society.

May 29, 2019: Hollow City by Ransom Riggs. “Second book in the peculiar children series. Good.”

June 15, 2019: King of Chaos by Dave Gross. “Radovan and Varian in the Worldwound. A lot of nice moments.”

June 19, 2019: Skeleton Crew by Stephen King. “Short story collection. Okay but not great, with The Mist the best.”

July 5, 2019: Pathfinder Playtest Rulebook by Various. “Draft version for second edition—I’m sticking with the original.”

July 5, 2019: Ambush at Corellia by Roger Macbride Allen. “First book in the Corellian Trilogy. Solid.”

July 10, 2019: The Earthsea Quartet by Ursula Le Guin. “I appreciate this much more now than I did as a teenager. It’s fantasy that seems simply plotted, but holds real depth.”

July 14, 2019: The Thousand Dollar Tan Line by Rob Thomas and Jennifer Graham. “Fantastic Veronica Mars book, with real character development.”

July 20, 2019: Mr. Kiss and Tell by Rob Thomas and Jennifer Graham. “So, so good. Captures characters perfectly. I really wish they did more.”

August 1, 2019: Undead Unleashed by Various. “Pathfinder book with 15 undead villains and their lairs. High CRs, good for homebrew GMs.”

August 5, 2019: Thunderhead by Neal Shusterman. “Second book in the Scythe series. Expands and deepens the setting in a satisfying way, and great cliffhanger for book 3.”

August 18, 2019: The Alienist by Caleb Carr. “Great historical detective novel set in 1890s New York.”

September 3, 2019: McTeague by Frank Norris. “American naturalist fiction set in San Francisco—dentist turns murderer! Bit disconnected to be great.”

September 24, 2019: The Angel of Darkness by Caleb Carr. “Satisfying sequel to The Alienist.”

September 28, 2019: Japan: Imagine & Discover. “Picture book. Such a gorgeous country. Someday!”

October 6, 2019: Charlie and the Chocolate Factory by Roald Dahl. “Great fun.”

October 10, 2019: The Yellow Sign and Other Stories by Robert W. Chambers. “Collection of weird fiction, with a few great ones and several utterly forgettable ones.”

October 13, 2019: Stalking the Beast by Howard Andrew Jones. “Fantastic Pathfinder novel.”

October 14, 2019: Guide to Korvosa by Mike McArtor. “Really good, almost completely mechanics-free description of Korvosa.”

October 30, 2019: Wool by Hugh Howey. “Fantastic, original novel.”

November 1, 2019: Comme un poison dans l’eau by Carl Hiaasen. “Kids help dad arrested for sinking polluting boat. Very good.”

November 3, 2019: Black God’s Kiss by C.L. Moore. “The first female sword and sorcery protagonist. These pulp era stories of Jirel hold up quite well.”

November 6, 2019: SPQR: A History of Ancient Rome by Mary Beard. “Admirable, though it takes most of the fun out of Roman history.”

November 10, 2019: The Desert Spear by Peter V. Brett. “Fantastic! I don’t know why I waited so long to read it.”

November 11, 2019: At the Existentialist Cafe: Freedom, Being, and Apricot Cocktails by Sarah Bakewell. “Very readable and interesting retrospective on major figures in existentialism.”

November 14, 2019: The Odyssey by Homer (trans. Robert Fagles). “Satisfying presentation of the epic.”

November 15, 2019: Faith or Fraud: Fortune-telling, Spirituality, and the Law by Jeremy Patrick. “Not too shabby!”

November 16, 2019: La Belle Sauvage by Phillip Pullman. “Prequel to His Dark Materials. Fine, but not really necessary.”

December 1, 2019: Wolf Girl by Anh Do. “Really good kids book.”

December 6, 2019: Pact Worlds by various. “Excellent Starfinder setting book.”

December 7, 2019: Gravity’s Rainbow by Thomas Pynchon. “Thank god it’s over! Almost as bad as Ulysses.”

December 10, 2019: Wolf Girl 2 by Anh Do. “Strong kids series continues. My kid absolutely loves these.”

December 16, 2019: Beware the Glop by Steve Behling. “Marvel monsters kid book. Good.”

December 21, 2019: The Toll by Neal Shusterman. “Finale of the Scythe trilogy. Great and memorable.”

December 22, 2019: The King’s Conjuror by Benjamin Woolley. “Boring biography of John Dee.”

December 26, 2019: Kitty’s House of Horrors by Carrie Vaughn. “Reality show turned trap—enjoyable continuation of werewolf series.”

December 30, 2019: Blackout by Connie Willis. “Time travel to the Blitz. Starts great but peters out.”

Sunday, December 29, 2019

Pathfinder Flip-Mat: "Dungeon" [RPG]

I've played through a couple of scenarios using the Dungeon flip-mat now, and I'm very happy with it.  There's a wide variety of rooms that allow for almost anything a GM might need: long hallways, fountains, pits, rooms with multiple levels, a small maze, crypts, statues, and more.  It's also, if you look closely, incredibly detailed with cobwebs in the corners, cracks in the floor, mystical glyphs near some kind of artefact, etc.  The color palette is dark to fit with a dungeon-delve theme, but the grid-lines are easy to see and there's a good use of the available space.  The foldable, wet & dry erase nature of the mat makes it easy to use.  When it comes to a classic dungeon crawl, this one is hard to beat.

Friday, December 27, 2019

Blue Devil # 21-31 & Annual # 1 (DC Comics, 1984) [COMICS]

Finishing off my read-through of Blue Devil, last discussed here.

Annual # 1: Styled the "Blue Devil Summer Fun Special," the first (and only) Blue Devil annual throws in the works!  Blue Devil is showing Marla some new props for the second B.D. movie when evil wizard super-villain Felix Faust shows up to steal a magical artefact from the workshop.  Blue Devil gets some help from The Demon, Phantom Stranger, Madame Xanadu, The Creeper, and (once it breaks free from Faust's control) the Man-Bat to try to get it back.  There's even an appearance from  Black Orchid as well.  It turns out that Faust stole a demon egg brought back from the shoot on the island where Nebiros first appeared, and the egg grows into a simulacrum of Nebiros for the big battle.  The ending is funny, with the seven heroes joking about a future team-up--I'd call it Justice League Weird!  There's some fun little extras as well, including a pin-up, a schematic of the B.D. suit, and even a pull-out board game.  I loved annuals and the grab-bag of stuff that went into them when I was a kid.

Issue # 21: Sharon is annoyed with Cassidy, as a planned date turns into him hanging out with his buddies.  She drives off angrily, only to have her car eaten/stolen by a monster machine named "Roadmaster."  It turns out that Wayne's uncle has been using Roadmaster to steal cars so he can repaint and sell them.  In order to take on Roadmaster, B.D. needs some souped up wheels, and Cassidy's stuntman friends (and the Trickster) put together "The Devilmobile!"  It's goofy fun.  There's a subplot about the need for B.D. to get from L.A. to the east coast, so a road trip is in order for the next couple of issues.

Issue # 22: "Las Vegas Lunacy" promises the cover, and it's the return of the silly alien duo Jorj & Leni from Issue # 6.  A bounty-hunter seems to be after them, but it's all a misunderstanding.  A very cartoony issue.

Issue # 23:  A cool cover shows Blue Devil grappling with Firestorm while a blurb promises "Five villains too!"  While Cassidy and Wayne are on their road trip east, Firestorm suddenly crashes onto the highway (following events in his own book).  Firestorm's being assaulted by Bolt, Mind Boggler, Hyena, Multiplex, and Slipknot in a super-villain beatdown.  The bad guys then turn to take on Blue Devil in a story unfortunately continued in Firestorm's own book.  My guess: sales are flagging, and team-ups/cross-overs are being uses to try to shore things up.  In a subplot, the second B.D. movie has been shut down.

Issue # 24: A good villain, the Toyman, appears in a very cliché story involving robotic Blue Devil action figures going haywire.  We do learn that Cassidy has an older sister, Frank.  The letters page says the creative team is going to be a bit more serious and try to avoid so much parody and silliness, but as the next issue shows, change takes time.

Issue # 25: You don't often see special issues for St. Patrick's Day, but this eminently skippable story is one of them.  The "Faerie Liberation Front", leprechauns, magic seeds, and Jimmy Olsen combine for a very goofy tale.

Issue # 26:  A new villain, the Green Gargoyle, appears in a story that involves baseball.  There's a couple of funny bits, but I can understand why people aren't buying the book.

Issue # 27:  Funny animals, including "Godfrey Goose", take the cover and give the lie to any promises to less silly stories.  I think the writers have trouble finding the right line between weird and downright goofy.  The story involves an old cartoon character coming to life (Roger Rabbit style).  It's a bit better than it sounds.  There's a lot of talk in the letters page about the "upcoming" Blue Devil Summer Fun # 2, but sadly it never materialised.

Issue # 28: Earlier in the series' run, there must have been a contest where readers got to win a chance to appear in the comic.  This issue has the lucky kid's appearance in a super-goofy tale about a little green alien setting balloons free because his spaceship resembles a balloon.  On the letters page, the editor announces a "new direction" for the book, with fewer silly one-shots and a more sustained narrative.  But the writing is on the wall, and time is running out.

Issue # 29: This is one of the best issues of the second half of the series, as it achieves the perfect balance between weird and funny and establishes its own style.  The story involves strange things happening in the House of Weirdness because the house itself is allergic to Blue Devil.  The letters page promises "big changes" starting in Issue # 31.  I guess cancellation is a type of change . . .

Issue # 30:  A double-sized issue featuring the Flash's rogues gallery.  It's fun seeing them in a Blue Devil story, and the story ranges from Gorilla Grodd's hidden city in Africa to an amusement park.  Alas, the letters page announces the official cancellation with next issue.

Issue # 31: Another over-sized issue, as a surprise birthday party for Blue Devil turns to Hell . . . literally!  It's a framing story for a flashback tale that, I'm guessing, was an old inventory story they wanted to use up.  The story doesn't make much sense, but there is an appearance by Madame Xanadu, and that's always a plus.

Despite some problems, I really like Blue Devil.  The character is visually interesting with a fun concept ("weirdness magnet") and exciting powers.  Dan Cassidy is given an appealing personality and a solid supporting cast, and the setting (a mix of Hollywood and the House of Weirdness) is great for all sorts of stories that are different than the Gotham/Metropolis/New York norm.  As the series shows, it's hard to get the tone of a Blue Devil story right, and it's easy for weirdness to slide into Saturday morning cartoon silliness.  But in the right hands, there's a lot that could be done with the character.  It's a pity the character has never received another chance at a solo series.

Friday, December 20, 2019

Pathfinder: "Playtest Rulebook" [RPG]

Yes, I know you've all been furiously clicking the refresh button on your internet browsers, waiting for my review of the 2018 Pathfinder Playtest Rulebook.  Stop tweeting at me folks!  The review that follows is just in time for you to travel back in time prior to August 2019 and get insight into what the then-forthcoming second edition of Pathfinder will have once looked like.
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To start off, it might be good to talk a bit about the book as a whole package.  The cover is amazing, and I have to give Wayne Reynolds credit for both exceeding the original Core Rulebook art while paying homage to it with another epic battle against a dragon.  This book is long for a playtest document: 428 pages!  One might plausibly argue that it was too long for most players to digest during the very short window in which playtest reports were being evaluated; though, on the other hand, it's best for the designers to get as much feedback as possible about every aspect of the game.  Similarly, this is not some sort of bound print-out--this is a professionally laid-out book with obvious devotion paid to attractiveness and readability.  The folks at Paizo are probably the best in the business at this aspect of publishing, and the amount of time they spent on a book that was destined to become a forgotten curiosity just a few months after release is impressive (and maybe a little sad). The artwork inside is a mix of color art re-used from previous Paizo products alongside new B&W sketches of the Iconics by Wayne Reynolds.

The book is written in very precise, technical, and frankly awkward language.  I know this structured approach is designed to avoid ambiguity about interpretation of rules, which is important, but it makes the book read like a computer programming textbook.  I'm also not a fan of the glyphs used throughout the book--I find them confusing and unhelpful.  There's also a lot less setting flavour than I would have expected considering that one of the major decisions Paizo made was to integrate their rulebook line with their Golarion campaign setting.  Things are still kept pretty generic (with a few exceptions), which is a missed opportunity.  As a sort of overall first impression, I wasn't excited or inspired but I what I read.  There wasn't a lot of "I can't wait to try that out!"  I'll also go ahead and note that my view of the playtest rules as a whole are probably coloured by my experience with the Doomsday Dawn adventure (reviewed elsewhere), which didn't go so well with my group.

CHAPTER 1: OVERVIEW

An editorial explains the overall purpose of the revision to PF1: to streamline play while still offering a wealth of options.  I can't really argue with that as a design goal.  The section contains the usual "what is an RPG?" section for newcomers, with a few paragraphs on inclusiveness that seems to irk some people but looks perfectly fine to me.  The character generation overview is very clear and thorough.  One of the things old-school players may note is a general abhorrence of randomness: everything is structured and you won't need any dice until you actually start playing the game.  It's not my preferred approach, but the RPG industry seems to be moving in that direction.  Anyway, this section is a strong introduction to the goals and basic concepts in the playtest rules.

CHAPTER 2: ANCESTRIES AND BACKGROUNDS

In the Playtest Rulebook, "ancestry" has been substituted for the more loaded term "race."  The gist of the idea stays the same, as characters are selected from the usual array of human, dwarf, elf, gnome, and halfling.  There's one new addition to the list, goblin, that touched off a massive debate in the Paizo forums because in PF1, goblins were almost uniformly pyromaniacal evil creatures, and their inclusion here seems more of a marketing gimmick than anything.  In addition, the old races of half-elf and half-orc no longer receive their own write-up in the playtest but are instead a subset of the human ancestry.

Ancestries also work mechanically different than races did in PF1.  Although there are a few fixed features of each ancestry, the vast majority of mechanics are chosen by the player from a list of "ancestry feats" unique to each ancestry.  This starts the common characterisation of the playtest as  "everything's a feat."  The problem from my point of view is that the ancestry feats system doesn't differentiate from biological features (for example, giving an elf bonuses to Perception because they have keen hearing) versus cultural features (for example, giving an elf bonuses with elven weapons).  This means, depending on player choices, some elves have keen hearing and some don't, which sort of undermines the point of having advantages and disadvantages premised on race/ancestry to begin with.  It also creates clunky storytelling because characters get one ancestry feat at first level, one at 5th, one at 9th, one at 13th, and one at 17th--which means (for example) my gnome may have no idea how to use gnome weapons until suddenly that part of his ancestry inexplicably kicks in at level 13.  There is a good infusion of Golarion-specific flavour in the description of the ancestries.  Humans are all treated alike mechanically, but there is a one-paragraph description of different ethnicities in the setting.

Another big change in the playtest rules is the inclusion of backgrounds.  Every character gets one background, and the background grants two ability boosts, a bonus skill feat, and increased proficiency in one knowledge ("Lore") skill.  The backgrounds are very broad and generic, like "Street Urchin" or "Warrior."  Backgrounds are replacements to the traits system of PF1, and, while I acknowledge there were way too many traits, backgrounds are very boring and forgettable.  Traits could allow you to do really interesting little things to assist in a variety of character builds, and were also often grounded in the regions, faiths, or cultures of Golarion.  The background system here is something fine for an introductory game for newcomers to RPGs, but lacks the flavour and depth of the old traits system.

PCs in the playtest get only 1 bonus language for having a high Intelligence, but the problem of "everyone speaks Common anyway, so why do languages matter?" still hasn't been solved.

CHAPTER 3: CLASSES

The classes in the playtest are exactly the same as the core classes from PF1, except for the addition of the alchemist.  I thought this was unfortunate, as it would have been a perfect opportunity to show some real creativity and originality to freshen up the game.  There's nothing here that made me say "wow, I never thought about being a xyz before!"  As with ancestries, the classes offer some fixed elements (hit points, bumps to saves and skills) but are mostly sorting devices for a selection of abilities that players can choose.  Every other level, characters get a "class feat", and these are unique to that class--so there's a big list of alchemist class feats, rogue class feats, etc.  It does allow for a lot of options in build.  A lot of the classes get special powers which require "spell points" to use--I'm not a fan of the terminology, though I understand having a consistent standard across the board is better than PF1's penchant for giving a point-based resource pool with a different name to seemingly every class.

I should mention that, although officially alignment is still in the game, its importance has been reduced dramatically.  Instead, classes with some sort of moral restriction have a new mechanic called "anathema" which is designed to better describe the restrictions and penalties for breaching them.  Given the enormous controversies in past decades over alignment, it probably is time that a better system was developed to give players more guidance.  There's little if any mention of Golarion in this chapter--it's almost like the ancestries chapter was written by someone who liked the setting and the classes chapter was written by someone who didn't.

There's no way I can give a full summary of each class, but here's a quick and dirty rundown of some things:

* Alchemist: Alchemists actually get skill with alchemical items instead of ersatz spells like in PF1, which is a change for the positive.  The class still has the incoherence of also having a bombs and a mutagen feature, which I think overeggs the pudding.

* Barbarian:  Every barbarian now gets a "totem", which is a sort of symbolic focus that determines special abilities and anathema.  The playtest offers Animal, Dragon, Giant, Spirit, and Superstition totems.  Oddly, there's no incorporation whatsoever of all the lore from the Inner Sea that would be fantastic here: Shoanti tribes, for example.

* Bards: They are now "occult" spellcasters, which is a really strange idea since "occult" means secret/hidden and bards are all about performance and visibility.  They're also full 9-level casters instead of the traditional fighter/wizard/rogue "jack of all trades."  A new concept in the playtest are a selection of "muses" that each bard is supposed to be devoted to--but they're very generic and don't do much.  Again, a missed opportunity to integrate setting lore.

* Cleric: Overall, very similar to PF1.  There's the same "Core 20" list of deities, there are still domains (though some have changed), and their primary focus is divine spellcasting.  Clerics (and all spellcasters) get fewer spell slots per day--no more than 3 for each spell level--which is a positive change to reduce the sheer versatility of spellcasters compared to martials.

* Druid: Druids are now "primal" spellcasters, and their anathema still includes metal armor.  Every druid now has a "druidic order" they belong to, but again they're pretty generic: Animal, Leaf, Storm, and Wild.  The orders provide a special power and additional anathema, plus some bonuses with class feats.  I wish they had been more flavourful, but the general concept sounds fine to me (and gives the game plenty of room to expand).

* Fighters:  All of their class feats are combat-focussed, which makes them very one-dimensional, unfortunately.  Many of their feats also complicate the new simplified action economy in an unfortunate way.

* Monk: In the playtest, monks are all about different "stances"--like "crane stance", "dragon stance", etc.  Some things that used to be built into the class, like stunning fist and skill with special "monk weapons", are now optional class feats.  Some of the special abilities are really cool and dramatic.

* Paladin: In the playtest, Paladins still have to be lawful good and follow a code of conduct (written in terms of an order of priority, which was a clever way to avoid moral dilemmas--though I think moral dilemmas are really interesting!).  Some of their special abilities depend on additional oaths, which is a mechanic I like.

* Ranger:  They're spell-less in the playtest, which is something I think fits the concept much better.  They still get animal companions and, through feat choices, can specialise in archery or two-weapon fighting.  There's a particular focus on wilderness traps, but I don't think the mechanic actually works that well.  In sum (having played a ranger during Doomsday Dawn): fine, but kind of bland, really.

* Rogue: They get the controversial Dex to damage along with frequent increases to skills and sneak attack w/ add-ons.  Fairly similar to PF1 in terms of basic concept.

* Sorcerer: Sorcerers still use bloodlines, but in the playtest the choice of bloodline determines which spell-list the character has access to, including the divine list!  A lot of their powers revolve around increasing the power of spells through concentration.

* Wizard:  Fairly similar to PF1: prepared spells, specialisation schools, a focus item, etc.

CHAPTER 4: SKILLS

Skills have been condensed to just seventeen--far fewer than PF1, but the consolidation looks pretty reasonable.  A more significant change is that there are no longer  skills points (ranks); instead, there are four levels of proficiency (untrained, trained, master, and legendary) and each level gives a very small difference in the PC's bonus when using that skill.  The difference between being "untrained" and "legendary" isn't actually that big numerically, so the randomness of the dice could create some surprising results.  However, some uses of some skills are "gated" behind different levels of proficiency.  I prefer the gradual increases of PF1 as more intuitive and straightforward (while acknowledging there were too many types of bonuses that could elevate things to ridiculous levels).

The descriptions of the skills and their respective uses are very clear and specific, though the DCs are very discretionary--a problem that could lead to the "treadmill" effect (where GMs increase the DC to do the same thing at different levels of the game, so players never really feel their characters are getting better at anything).  Other changes include the addition of critical failures (something I've long house-ruled into PF1), a much-cleaner and easier to use system for crafting, and the surprising integration of the Athletics skill into the combat portion of the game.

CHAPTER 5: FEATS

Characters gain a small number of "general feats" and a large number of "skill feats" as they level up.  A lot of the feats here speed up the number of actions it takes to do something, but sometimes in ways that complicate the otherwise-simple three actions/round premise.  There wasn't a lot in this chapter that was particular exciting, though I did like the level 15 "Scare to Death" feat--on a critical success with Intimidation (and a failed Fortitude save), the victim just drops dead!  I wish there were more fun, flavourful things like that.

CHAPTER 6: EQUIPMENT

One of my favourite things about the playtest rules is the rarity system used for mundane equipment, magical equipment, and even spells.  This gives the GM a much better system for determining how "exotic" they want their game to be, and in a way less likely to require extensive house-ruling and ad hoc judgments.

Some other changes to the way equipment is handled is the adoption of the Bulk concept from Starfinder, because apparently adding more than whole numbers is too hard for some gamers.  The currency standard shifts from gold to silver, which is one of those "changes for the sake of change" that really annoy me--what does it matter?  Equipment can now take a certain number of "dents" before breaking (kind of weird for shields), and there's a ton of new traits for weapons that add both depth and complexity to the system.  Switching grips takes an action, and is going to lead to some really pedantic arguments in encounters.  In addition, critical hits do different things depending on the weapon's type.  I could get behind the changes, though I do wonder if Paizo has strayed from its goal of speeding up and simplifying the game to draw in a broader audience.

CHAPTER 7: SPELLS

Spells still work fundamentally the same way they did in PF1: there's still prepared vs. spontaneous casters, slots, spell lists for different classes, schools of magic, and spell components.  Magic can still do anything and everything, though the playtest goes some way to curbing the martial-caster disparity by reducing the sheer number of spells that casters get.  One of the innovations I really like is that each spell, even the non-damaging ones, has a sliding scale of success, which will lead to some more interesting and less-predictable outcomes during encounters.

A new type of spell, rituals, are included--these require multiple characters to get involved (not just spellcasters) and can do very powerful things but are very risky for everyone who takes part.  There's a ton of story possibilities with these.

As an aside, the teleport spell has had substantial reductions in distance and accuracy--a positive change, in my opinion, that stops the "scry & fry" tactic and preserves overland travel as a viable expectation even at higher levels of the game.

CHAPTER 8: ADVANCEMENT AND OPTIONS

This chapter includes the rules for levelling up a character, which is very straightforward.  The playtest version of archetypes are introduced here, and they're very different than PF1.  There are regular archetypes (cavalier and pirate), "prestige" archetypes (Grey Maiden), and, in the biggest change, "multiclass" archetypes (Cleric, Fighter, Rogue, and Wizard).  The inclusion of the multiclass archetypes means that the PF1 method of multiclassing by taking a level in a different class doesn't exist.  All of the archetypes function by requiring class feats to instead be spent on archetype feats.  I'm not really sure what I think, but I do like the new archetypes better than the new Background system.

There's a short but important entry in this chapter on animal companions.  The "pets" system is much cleaner and better balanced in PF1.  In this new system, it takes actions by the PC each round to command animals, which helps solve the action-economy advantage that pets had in PF1 (not to mention that a lot of animal companions used to be tougher than some martials).  There's also a new "work together" mechanic which allows the animal companion to contribute to combat success without having to run through a full suite of actions for them.  I'm a big fan of the approach here.

CHAPTER 9: PLAYING THE GAME

This is an important chapter, and there's a lot here.  Some of it I've already averted to: every d20 roll you make in the game (whether skill checks, attack rolls, saving throws, etc.) has a chance for a critical success or a critical failure, and all of these rolls follow the same "levels of proficiency" system I talked about back in the Skills chapter.  It's an attempt to bring added consistency to the system, and although it looks a bit weird at first, I think it's a pretty elegant way to streamline the game without losing complexity.

The most well-known change from PF1 is the switch to a "everyone gets three actions a round" concept.  The PF1 distinction between different types of actions (standard, move, swift, immediate, free, miscellaneous, etc.) is gone.  The advantage of the new system is clear, even if it's not quite as straightforward as it sounds (you can't just cast three spells in a round, for example, because now each component of a spell requires its own action, nor are you going to want to attack three times in a round because there's incremental penalties for trying).

The death and dying rules have been changed significantly from PF1 in a way that's so complicated I don't even want to try to summarize it.  The PF1 method with negative hit points is much better in my opinion.  I know, I know, some people don't like negative numbers . . . but we shouldn't have to dumb down a game to cater to the lowest common denominator.

Hero points are now a core feature.  A lot of groups used various versions of the hero points mechanics as house rules in PF1.  They're pretty powerful here in the playtest, though they require a lot of GM discretion.

A major change that I'm not a fan of is the idea that there are three fixed "modes" of play (Encounter, Exploration, and Downtime).  I don't actually mind downtime being a separate thing (it's good to have a system in place for when adventurers aren't actively adventuring), but the way Encounter vs Exploration mode is articulated is very clumsy and leads to weird, forced results.  This is another example of how I never heard of groups having problems with the distinction in PF1, so the "it ain't broke, don't try to fix it" precept should have been followed.

CHAPTER 10: GAMEMASTERING

This chapter gives advice to GMs, and fleshes out a lot of things that most GMs already do.  Rules for weather, environment, and hazards (formerly known as traps) are also included here.

CHAPTER 11: TREASURE

I've already talked about my love of the rarity system.  The playtest has another system that proved very controversial: resonance points.  The idea here is that each PC has a certain number of these, and each magical item that they use (are "attuned" to) takes up a resonance point.  The goal was to reduce the "walking Christmas tree" effect of characters wearing 20 magic items, and it also allows for the elimination of the "item slots" idea.  I think it was more trouble than its worth, and the way Starfinder just sets a fixed limit (two, I think) on wearable magic items is much easier.

Snares get a surprising amount of attention here, which I guess is important since rangers can get a lot of special abilities in setting them.  I don't mind the concept, but I'm not convinced they're very practical in most gameplay.

Instead of magical weapons and armor getting fixed bonuses (a +1 sword, for example), the playtest introduces the concept of runes.  These are swappable and give the item they're attached to a special power.  It's very video-gamey, and I guess reminiscent of how Starfinder handles weapon fusions.

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This is a big book (428 pages), and I've unfortunately had to skip over a lot.  To sum up though, I'd say as a physical product the book is really impressive for a playtest document--even a playtest document that people had to pay for (unless they wanted the free PDF).  There's a real mix of things I love (the rarity system, the three-action economy) and things I loathe (Backgrounds, the Dying rules, etc.).  I think the biggest surprise for me back when I started going through the materials is that PF2 was not going to be a mere update or streamlining of PF1 (like Starfinder was, though in a different genre).  Instead, PF2 was going to be a whole new game, and this playtest made that very clear.  Whether that's a good or bad thing, of course, is up for you to decide.

Monday, December 16, 2019

Rise of the Runelords Recap # 77 [RPG]


[7 Calistril 4708 continued]

Hounds of Tindalos are otherworldly predators 
from beyond the bounds of known reality.
Having easily overcome several dangers in a hidden complex dating to ancient Thassilon, the adventurers decide to press on through one more room before retreating to rest.  Believing that the set of immense bronze doors at one end of a hallway must lead to Mokmurian’s throne room, they decide to open a plain set of stone doors at the other end.  Inside, they see a strange room whose rough angles have been smoothed over even more than the rest of the complex, featureless except for another set of doors to the northwest.  Yuzo advances in and sees an uncanny sight.  Seemingly standing in the middle of the air, dozens of feet off the ground, is a gaunt, long-limbed quadruped with huge, soulless eyes and a toothy maw!  Just looking at the creature causes an image of the creature slashing and biting to flash through Yuzo’s mind, and when he looks down at his chest, he sees deep, bloody gouges!  The others press forward to help, only to realize that there are two more of the strange hounds in the room.  

Kang’s bombs again serve to dispatch his foes, but the noise of the battle alerts the inhabitant of the adjoining chamber.  The northwest doors suddenly burst open, but only a billowing cloud of fog can be seen.  The voice of a stone giant rings out, one quieter but more eloquent than the others the adventurers have fought before: Mokmurian!  The unseen mastermind behind so much of the woe that has befallen the adventurers in the past months welcomes them to a final battle for the fate of Varisia!  But rather than face their quarry, the unprepared and panicked adventurers decide to run for it.

Back in the “deathweb cave,” the adventurers hurriedly discuss plans and eventualities.  Paranoid that Mokmurian may be scrying on them, the group is on edge.  They resolve that, in the morning, a showdown must be held.

[8 Calistril 4708]

The adventurers prepare with their best abjurations and return to the chamber where they found the strange hounds.  They push through into the chamber beyond, only to find it uninhabited!  They have clearly found Mokmurian’s study, as neatly organized stacks and piles of books, arcane trappings, and more are all over the room.  On a table stacked high with more books, a message has been left for the adventurers: “I await you in the library.  Where my journey began, and yours must end.”

The bizarre creatures known as Shining Children harbor 
many secrets--the greatest of which is their origin.
In a hurry to do battle before their powerful protective spells wane, the adventurers rush to the immense bronze doors out in the main corridor.  The doors bear a huge, mirrorlike silver inlay of the Sihedron, but lacks any obvious hinges, handles or locks save for a single tiny star-shaped indentation at the center of the larger star.  Salma’s divination spell discerns that the door radiates both conjuration magicks and a strong mystical lock.  Ava casts a spell to negate the lock, but triggers a cascading effect: the door’s surface becomes suffused with a dull gray glow that rapidly brightens into a near-blinding intensity before a strange figure seems to float out of the door’s surface.  The figure seems humanoid but sheds such harsh, blinding light that it can’t be seen clearly!  Salma, Yuzo, and Kang find their retinas permanently burned out by the light.  Jinkatsyu managed to avert his eyes in time and, with Yuzo’s grasping aid, succeeds in destroying the creature.  Salma shows her unprecedented access to almost every known magical tradition by casting divine spells to cure the blindness of her allies.  And then, knowing that trying the door again might summon another one of the creatures, she reduces a large chunk of the wall next to the door into dust!

The time has come for a fateful battle against Mokmurian—but will it end with a bang, or with a whimper?
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Director's Commentary

The PCs fled the first time they encounter Mokmurian here, which was unfortunate.  It might have been an exciting, interesting battle compared to what happens in the real showdown next session.

When plausible, I try to make sure situations don't stay static when PCs press forward and then retreat.  I figure it gives the enemies a chance to prepare as well.

Salma's archetype, spell-sage, really is overpowered because (out of combat) it gives free access to so many spells that it renders the cleric redundant.

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