Sunday 31 May 2015

Tabletop RPG - Tunnels & Trolls (1975)

Overview

Tunnels & Trolls is one of the oldest fantasy roleplay games out there, second only to Dungeons & Dragons as far as I am aware.  In 1975 a group of gamers lead by Ken St. Andre came up with an easier and more accessible alternative to the D&D rule system.  Instead of needing three core rulebooks T&T would use just one.  It was sold without dice to cut out extra tax and purposely avoided the use of specialist dice.  You could easily obtain six-sided dice cheaply or even take them from boardgames you already owned.

The game is still going strong today and with the accessibility of the Internet, more and more groups of players have merged their efforts.  Ken St. Andre still runs numerous events for adventurers and the game has found a new surge of support via Kickstarter to release a deluxe edition.

Game Editions:  Although 1975 was the release date of the original game I shall be reviewing Tunnels & Trolls based on the 5th edition from 1979 plus maybe a few mentions of the Anniversary edition known as 7.5 from 2005.



Game Setting

Tunnels & Trolls  takes place in a (non-specific) fantasy world, described in the book as a simpler cosmos, where numerous tunnel complexes exist.  Determined men and women arm and provision themselves to venture deep into these ancient dungeons in search of great treasures.

There are some brief descriptions of the "Trollworld" the developers used for their game but all in all you are encouraged to make your own fantasy realm.  Later editions would include more details of the developers Trollworld and included a colourful map as well as historical time lines.

In a 1986 interview Ken St. Andre said the T&T setting was what Lord Of The Rings would have been like if done by Marvel Comics.  Based on many of the published adventures for the game this is evident in the amount of freaks, mutants and super-heroic characters you encounter.  The players themselves may also expect to find themselves fused with giant cave bears, having their arm turned to magic crystal or finding their personal attributes raised to godlike levels.


Characters

As with Dungeons & Dragons, each player has six main attributes representing their personal ability.  Higher attributes give bonuses to combat, lower ones cause penalties.  The game uses only three character types: Warriors, Wizards and Rogues.  There is also one cross-class type of Warrior Wizard but these are rare indeed.  Flexibility is possible in Tunnels & Trolls but restrictions do apply.

Warriors:  Described in the game as based on characters such as Robert E. Howard's Conan, they understand force over all else.  Warriors can use any weapon in the game and have a massive advantage when wearing armour (knowing how to use it rather than just wear it).  They may never learn how to cast spells but can and will use any magical device they can find.

Wizards:  As can be expected, Wizards can cast spells.  As with most games they get more powerful with experience.  Unlike most games they actually start with some serious firepower and may also wear any armour they can afford.  Their weaponry is restricted but a well thought out wizard could easily be mistaken for a ranger or warrior until they start slinging their magic around!

Rogues:  This can be a misunderstood class.  Rogues are not thieves in T&T although they can be if the player chooses.  A rogue is someone who had the potential to become a wizard but either lacked the fortune or incentive to learn at the right age.  They can learn spells but never as well as a true wizard.  They may use any weapons effectively but will never benefit from the defence training warriors have.  Rogues get by mainly on their wits and sheer luck.

Warrior Wizards:  These are a slightly elitist lot and are often better served as challenging villains than player characters.  They can cast spells and fight like a warrior.  They are not quite as good as a true Wizard in the field of magic however.

There are rules for playing dwarves, elves, hobbits and even leprechauns or fairies!  The effect of kindred advantages are not balanced however.  The game often seems to teach you that things are not always fair.  As combat activities are mainly team based it is not a big issue however.

Aside from that you have no specific skills.  The players are encouraged to come up with their own ingenious solutions to their problems and are not held back by shackles of skill deficiency.  You don't have to roll to cook a meal or set up camp in T&T.  That's not the part we're interested in.  You're heroes and so we save the die rolls for the fun parts!



Gameplay

Combat is a chaotic and furious affair.  Each player rolls an amount of dice specific to their weaponry and adds the bonuses from their attributes.  Monsters usually have a simple Monster Rating which gives them dice and bonuses of their own.  Melee combat is contested and also team based, adding together everyones' rolls against the combined monster attack.  For this reason you may have dozens of dice on each side and it can get a bit out of control (which is part of the fun in the game).  Combat can sometimes be a long and drawn out affair and so players are often encouraged to find ways to gain advantage using their own ingenuity.

Other daring feats are done by Saving Throws.  This simple mechanism has made Tunnels & Trolls one of the most flexible games out there.  Pick an attribute, pick a difficulty level, roll two dice.  Simple as that!  Doubles of the same number are added and re-rolled meaning that any player stands at least some chance of succeeding.

The simple systems of T&T have made it ideal for solo-play too.  Many adventures have been published over the years for solitaire adventures and you can find many more across the internet.

Obviously the game is not without flaws and combat can get particularly cumbersome at times.  This has encouraged players to think outside the box and even create their own house rules.  The flaws almost become part of the charm.


Presentation

The edition I originally played with was a simple stapled book, black and white inside with a yellow cover.  However a 5.5 edition came out in 2005 with a full colour cover, although the pictures are all still in black & white.

The book is extremely readable but laid out in a slightly odd way.  You are given enough information to run a game first, followed by more rules are expansions.  Throughout the book are wonderfully inked illustrations by artist Liz Danforth who really gave to game a unique feel.  Although simple in comparison to what you may expect from Wizards Of The Coast these days you must remember that at the time TSR's Dungeons & Dragons were mainly ink illustrated too and not as beautifully as Danforth's work.



Conclusion

I worry that I may wear my nostalgia goggles too much but I really miss these sort of games where you had your own input and the gameplay was more important than selling a product.  More elitist RPG fans may look down at T&T with it's simple single rulebook and pen & ink illustrations.  I say they are losing out and they have certainly forgotten their roots.

Games like T&T are often created in reaction to the expensive or overly complex games that are marketed at us.  Remember that we all make these games special, not just the people listed on the credits.  Ken St. Andre and his gang of merry delvers gave us a chance to remember that back in 1975 and we should remember it now.

Nostalgia goggles or not the game gets 9/10 from me.

Saturday 30 May 2015

Video Game - Warhammer Quest (2013)

Overview

In 2012 it was announced that Rodeo Games would be developing an iOS version of the popular Games Workshop dungeon crawler.  Some previews appeared on YouTube and the excitement started to build, quickly followed by some sadness as PC and Android users realised they would be left out.  In 2014 the game was finally released to Steam but very overpriced and suddenly riddled with annoying flaws which I will go into later.

In case you didn't know, Warhammer Quest is more-or-less considered the king of tabletop dungeon crawling.  It has already warranted plenty of mentions on this site and I haven't even reviewed it yet!  This review is specifically for the video game version but comparisons will be made here and there.



Plot Summary

In the gloomy setting of the Warhammer world, adventurers wander the wilds in search of fame and fortune.  Hiring themselves as mercenaries or simply by exploring these warriors delve into dark dungeons to slay monsters and retrieve treasures.


Gameplay

Keeping faithful to the original game the iOS version takes place in turns, with each hero moving and attacking, followed by the monsters.  Also taken directly from the boardgame is the Winds Of Magic roll at the start of each turn, which determines how much power the wizard can focus and if anything happens to interrupt that process (such as monsters or a chance encounter).

Your party of four adventurers will delve into many dungeons across the land and due to the rather nifty random quest generator you can theoretically delve for infinity gaining treasure and experience as you go.

Playing this is very much like playing a boardgame, the warriors and creatures are even like scale fantasy miniatures.  So far so good.  Sadly that's where the flattery ends.

Warhammer Quest like any game of this age is riddled with in-app purchases to be made.  Now don't get me wrong, I'm not as mad about this as many other gamers are.  The original tabletop game came with only four heroes and one set of monsters.  You had to fork out some cash if you wanted specialist characters or creature & quest expansions.  That is fair enough. 

What is not fair is the inclusion of content obviously meant for the purchased characters littering the vanilla game.  By this I mean horribly overpowered undead roaming the halls of what was supposed to be a goblin dungeon and treasure rewards that are unusable by the standard characters.  Talking of treasure, the quest rewards seem to have got a little lighter since Rodeo slapped you with in-app gold purchasing too.

While we are having a pop at the game I would also like to mention that to the disappointment of many gamers there was absolutely no effort to tailor the Steam version of the game to a PC interface.  As the game is much more expensive on PC you really would have expected that.



Graphics and SFX

The visuals of the game are perfectly acceptable for a tablet game.  On a large PC screen they are a bit basic.  What I said about the gameplay applied to the graphics too - no effort has been made to make bring the resolution or detail up for the PC version.  Again this seems very lazy of the developers considering the difference in price.

One thing I do enjoy with this game is the beautiful pop-up book video clip when you enter a town.  Little snippets of effort like this show that the original intention of the developers surely was to make a great game.

The sounds aren't really much to get exited about.  They do their job but that's about it.  The music however is quite impressive and dramatic.  The game's opening theme is distinctly epic.  The town and wilderness music is mysterious and atmospheric.  The dungeon music picks up when monsters appear and so forth.  I can't complain about that.


Conclusion

This game certainly had the potential to be fantastic.  If they had stuck to the original line-up of monsters and offered a few in-app expansions simply to enhance an already exiting game that would have just fine.  But sadly I am disgusted with just how greedy they became with this game.  Buying gold?  What kind RPG makes you buy your own gold?  A broken one!

It may be a semi-faithful recreation of a classic but due to the incredible cheek of the pricing and micro-transactions I'm giving this game a mere 4/10.  It could have been so much more...


Sunday 17 May 2015

Video Game - Daggerfall (1996)

Overview

With all the excitement attached to both Skyrim and the Elder Scrolls Online I thought I would post a review of the game that introduced me to the world of Tamriel.

Daggerfall was released in 1996 by Bethesda as a follow-up to their 1994 game Arena.  Instead of attempting to continue in the entire continent, the game takes place in the Iliac Bay, the coastal regions of High Rock and Hammerfell.  This makes the game slightly more focused than Arena with more emphasis on the politics and powers controlling the region.



Plot Summary

The City Of Daggerfall is under a curse, haunted by the spirit of the late King Lysandus and his army of ghosts.  No one can walk the city by night for fear of the curse.  The kingdoms are warring and betraying each other in their bids for power while the savage orcs and sinister necromancers prepare forces of their own.

Eager to keep his hold on the Iliac Bay, Emperor Uriel Septim VII secretly sends a champion on a course for Daggerfall to investigate why King Lysandus' haunts his former kingdom.  However, as the ship nears Daggerfall a supernatural storm leaves the hero shipwrecked and stranded in a coastal cave.  With only basic equipment and beginner's luck you must escape and fulfill your role as the Emperor's champion...



Gameplay

Daggerfall is an early first-person RPG which uses a rather basic 3D engine similar to Doom or Duke Nukem.  The controls more-or-less default to the type used in Arena which are awkward and clumsy.  However unlike Arena you can customise almost every function.  Players of the later Elder Scrolls games will find they are able to achieve a layout similar to Morrowind or Oblivion.

So with your newly configured controls you can escape the first dungeon and set out in the world.  As with later Elder Scrolls titles, this is open ended.  You can pick up quests in towns or guildhalls, which often result in you delving into a dungeon and completing an objective inside.  When you first start, there will be no dungeons on the map apart from crypts.  You find dungeons by taking quests, looting maps during your adventures or sometimes you get a location as a quest reward.

There are literally thousands of locations in the game, from tiny hamlets and way shrines to huge walled cities.  Sadly there is a lot of repetition and random content.  The guild quests are totally random and generic.  On the other hand you can take work forever, unlike later games where rising in the ranks basically means you stop getting quests.

An important part of the game is of course the dungeons.  In Daggerfall they are big.  Really big.  Many players complain about this as you frequently cannot find the quest location and you may never find your way back to the surface again.  It can be frustrating but it also makes the dungeon a truly daunting environment.  Unlike the later games when a dungeon meant two or three caves linked together, Daggerfall has dungeons akin to your old D&D maps.  There are still websites that offer help with Daggerfall and they give a few hints on dungeon crawling for this very reason.

The combat system is very much like a tabletop RPG would be.  Your stats and skills give you a semi-random chance to hit something.  The enemy has an automatic dodge roll.  The same system was later used in Morrowind and is often disliked by people who play Oblivion or Skyrim.  Personally I prefer this system for the RPG experience.  I will go more into this when I review Morrowind.

One thing to note is the game is sadly very glitchy.  Depending on which version you have it can be very hard to complete the main storyline due to crashes and corrupted saves.  There are plenty of bug fixes on the internet though.



Graphics and SFX

Sadly this is probably the reason why many people will never play Daggerfall.  The basic 3D engine uses fairly repetitive textures and flat bitmap sprites for enemies, NPCs and scenery.  Even back in 1996 the graphics were fairly low resolution.  The game has always been sold on depth and vastness rather than it's graphics.

The in game sounds are okay if not a little generic.  Many of them will be familiar as they seem to be from a public domain source and are used in many games.  Some of the creatures sound rather creepy though, such as the snarling vampire and screaming skeleton (which gets annoying quickly).

One rather interesting fact is that Daggerfall actually contained nudity (okay so it was blurry 16-bit nudity) and was originally going to have some adult content.  None of the other Elder Scrolls games have attempted this so blatantly.


Conclusion

Old and clunky but still very playable.  Daggerfall has an air of hidden politics and a genuine sense of vastness to it.  The game can be genuinely challenging and you are not lead by the hand at all.

With the bugs, glitches and low res graphics (even for it's day) I'll give it a 8/10.

Saturday 16 May 2015

Boardgame - Castle Raveloft (2010)

Overview

Castle Ravenloft is a boardgame released under the popular Dungeons & Dragons franchise by Wizards Of The Coast.  The game was designed by Bill Slavicsek and Mike Mearls and originally released in 2010.  I purchased this game mainly for the fact that you can play either alone or in small groups as I don't have a dedicated D&D party or GM at the moment.

Play time: 1 hour
Players: 1-5
Type: Solo or Co-Op

Also of note is that this game is inevitably compared to Warhammer Quest so yes I will be making many comparisons throughout and shortening it to WHQ also.


Scenario

The game has a basic scenario that a powerful vampire has set up home in a large haunted castle and heroic adventurers have dedicated themselves to stopping him (or at least looting his home).  As there are several quests included in the game the scenario changes slightly each time you play.


Gameplay

Like many dungeon crawlers this game is all about map building.  As the heroes explore they place tiles, making each experience a little different.  Many would compare this game to WHQ.  The map-building mechanic and basic concepts are very similar.  The challenges are where this similarity ends however.

Unlike most delving games, Castle Ravenloft often gives the monsters the initiative.  It is their home, they are defending it and they are ready for you!  This makes the game more challenging and your heroes often take a few scrapes before they get to fight back.  Luckily you normally place only one monster at a time.  This makes the game interesting because any creature is a significant threat which requires strategy and maneuvering.  But on the other hand I did miss the satisfaction of the mob-massacres you got in WHQ.

The random encounter deck lessens the "safety in numbers" vibe with a series of nasty events designed to wound and frustrate your heroes.  Sometimes more monsters will appear.  Sometimes traps will be sprung.  Sometimes weird and spooky things occur...

If you reach the objective tile of the dungeon you have to fight a boss monster, perform a specific task or sometimes simply escape the dungeon.

One slight disappointment is the level-up up system.  You only have a second level to aim for.  On the plus side this means you don't outgrow the monsters in the game.  But it is a bit of a let down considering the ability to level-up is such a big part of RPG excitement.



Components

I've read mixed reviews about the components and artwork included in the game.  I'm not sure how jaded some gamers are or what their expectations have become.  Personally I think they are of a good standard and on par with other Dungeons & Dragons products

The dungeon tile pieces seem to be higher quality than those in WHQ.  The artwork is crisper too, although the rooms and halls feel a little generic.  You get so many however that each dungeon is almost guaranteed to be different and the map soon becomes a sprawling maze.

The miniatures are much more dynamic than the flat-posed pieces included in WQH too.  Although I do rather miss the masses of spiders and goblinoids.  Castle Raveloft has far less creatures.  But they are exiting pieces and I felt that I was getting good value for money.  Two undead dragons in one game can't be bad, right?  Well maybe for the heroes.

The rulebook is fairly light reading.  That's because the game decks do most of the work.  The game decks are high quality and robust but a tad plain.  A bit of artwork on the encounter and treasure decks would have been an improvement.  I would have personally liked a larger adventure book with more solo-play quests.  But maybe that's what I get for being antisocial...


Conclusion

If you like Dungeons & Dragons or fantasy games in general I'd recommend buying this, especially if you don't want to commit to the actual RPG version.

The gameplay is straightforward but the in-game events are still challenging enough.  Due to the varying combiations of characters and quests I'd say there is plenty of replay value.

I'm giving Castle Ravenloft 7/10.

Video Game - Dungeon Master (1987)

Overview

I'm starting this blog with the big daddy, the game that started it all... Dungeon Master!

Released in 1987 this grid-based RPG became the biggest selling product of all time for the Atari ST.  It was also released on the Commodore Amiga, PC and a few other platforms over the years.

Without Dungeon Master there would have been no standard set for later RPG titles like the Might & Magic series or the popular Elder Scrolls saga.  I would also say that this game is the main reason I love this genre even after all these years.


Plot Summary

An ancient and powerful wizard named Greylord has begun a magical experiment which will quite literally tear him apart!  Within the bowels of his massive dungeon his personality has been split into the lawful Lord Order and the demented Lord Chaos... and his apprentice must save the day!

You must revive four of the lands greatest fallen heroes and set off into the depths of Greylord's dungeon which is now filled with Lord Chaos' ghastly minions and deadly traps.  If you survive long enough you must find Lord Chaos and turn him back into the man he once was...


Gameplay

Dungeon Master uses a very early but rather effective method of 3D gameplay.  To this day there are still games that quite deliberately emulate this style.  Sadly there was no WASD interface back in the day.  You either moved by point-and-click or the arrow keys.  Most fanatics used a combination of both!

Dungeon Master was certainly the first RPG that took place in real-time.  Previous fantasy titles had been turn-based, allowing you to get your potions & spells ready at your own pace.  Dungeon Master took that security blanket and fed it to a dragon!  You'd be fumbling through spells while mummies bashed your heads in.  You'd be running down corridors praying for a door to hide behind.  This game really did make you panic.  Even in Skyrim the game conveniently pauses while you rummage through your backpack but with Dungeon Master you could suddenly find out you've been fire-balled by the annoying monk dude.

On top of all that you actually had to find food and water.  If you didn't find chests full of food or kill something edible you'd start running out of stamina... and then health!  Not many games dared to do this afterwards.  Eating seems to be some kind of optional extra nowadays.

What really made Dungeon Master special was the unique and innovative magic system!  Your chosen spellcaster had to make up the spell from a series of runes that created different effects.  As you explored the dungeon you would find scrolls which explained the meaning of the runes and how to use them effectively.



Graphics and SFX

Being released in 1987 the graphics will obviously look very dated to modern gamers.  But at the time the full 16-Bit visuals were incredible!  No other game had dared to literally put you in a dungeon and let horrible things attack you face-to-face like this before!

Also it got dark if you had no torches or spells handy!  It was an early method of lighting which was used very well to aid the atmosphere of the game.

The sounds were rather basic but they did their job.  The mummies would scream, the beasties would grunt, the sword swingers would swoosh.  To this day I always regard the rattle of the dungeon doors in this game as the definitive portcullis noise.


Conclusion

Anyone who claims to be a true RPG fan should play through this game at some point.  You can get it free online.  Later gamers may find it hard to get into due to the dated graphics and interface but I'd advise you to stick with it.  By the time you're a few levels in you really won't care anymore!

If you get Dungeon Master on download feel free to share your own experiences with the game.  It may have aged a lot (and some of us are guilty of donning our nostalgia goggles) but seriously folks, without this game we may not have got the RPG titles of today.

Upon the 1987 release I certainly would have given this game a full 10/10.

Welcome To The Dungeon!

Greetings to all you delvers brave enough to enter my dungeon!  Dungeon Gamer is going to be a blog featuring a whole bunch of reviews and play-tests for various RPGs both tabletop and digital.

There is no concept of time in the dungeon.  One post may be for a 2015 MMO game, the next may be for a 1986 Atari dungeon-crawler.

I hope you are inspired to try some of the games I am featuring and I also hope you get some enjoyment out my features on them.

Happy Delving!

"May the monsters be friendly and the magic benign..."