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Episode: 3293
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Title: HPR3293: HPR RPG Club reviews Dungeon Raiders
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr3293/hpr3293.mp3
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Transcribed: 2025-10-24 20:22:44
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---
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This is Hacker Public Radio Episode 3293 for Wednesday, 17 March 2021.
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Today's show is entitled, HPRPG Club Reviews Dungeon Raiders,
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and is part of the series' tabletop gaming that is the 250th show of Clot 2,
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and is about 54 minutes long, and carries a clean flag.
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The summary is, Clot Ubeni, and McNally Review NOS RDND Clone.
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This episode of HPRPG is brought to you by archive.org.
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Support universal access to all knowledge
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by heading over to archive.org forward slash donate.
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You are listening to Hacker Public Radio, my name's Clot 2, and in this episode,
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I talk to Benny and McNally about Dungeon Raiders, a simple tabletop RPG that we played
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in order to review for the Hacker Public Radio RPG Club, which you're invited to play in at any time
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if you're interested to keep an eye on the mailing list for more information.
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So the Hacker Public Radio mailing list. So the Dungeon Raiders is maybe a 30-page booklet
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written committed to the public domain written by Brent Newhall, a game designer I quite like.
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He says in his introduction, and this is a quote,
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I wrote Dungeon Raiders to experience the construction of a classic Dungeons and Dragons Retro Clone.
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I wanted to mold a simple system out of the earliest editions of DND, what would it look like?
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So in other words, when he's saying a Retro Clone, he is attempting in this booklet to recreate
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the feeling of very, very early Dungeons and Dragons gameplay. And apparently, he succeeds.
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Point of interest, I've never quite understood this concept that old school gaming
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was a simpler style of gameplay, because in my memories, while I never played DND as a kid,
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but I did build a lot of DND characters. I wasn't allowed to play, so I just built characters.
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And in my mind, that was a very long and drawn-out process. And you'll hear me discover
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why there's a difference between my memories and a lot of other people's memories
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around old school gaming. You'll hear that in the review. You'll hear me and McNally was
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sort of reverse engineer that. Okay, so this booklet is about 31 pages. The rules only take up
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about 11 pages and few of those are full pages. So I could literally just read the rules to you
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right now, and that is one of the huge advantages of this gaming system. So I kind of will just
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do that. So when you sit down to build a character, you need a piece of paper so that you can write
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down your stats, your little statistics of your character. And you have first to choose a class.
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Class is like a job or a type of character, so you can be a fighter, a rogue, a wizard, or a
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cleric. And if you're a fighter, you have eight health points. You attack within eight-sided die,
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and all of your damage gets a free plus one to it. So anytime you deal damage, you'll add one more
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than what you roll on your damaged dice. If you're a rogue, you have six health points. You're attack,
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you attack with a six-sided die, and you have some bonuses to some special abilities that you'll do,
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such as looking for traps or moving quietly or picking locks, and that sort of thing. If you're
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a wizard, you have four health points, you attack with a four-sided die, and you have a specialty
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involving the fact that you cast spells. You use magic. If you're a cleric, you have five health
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points. You attack with a six-sided die, and once again, your special ability is that you get to
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choose, is that you get to cast spells, granted to you by your god. And that's the first step. You
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choose a class. You choose one of those four classes, and then you roll three six-sided die
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six times. What that does is it covers strength, dexterity, constitution, intelligence, wisdom
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and charisma. These are known as your ability scores or your attributes. Those are the six
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standardized dungeons or classic dungeons and dragons attributes that pervasive through many
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different game systems. Anything that's taken its cue from D&D generally has either those exact
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six attributes or something that's quite close to those or inspired by those anyway.
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You roll three six-sided die for each one of those, and then you jot down the score that you
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receive next to each attribute. For instance, you might have, I don't know, 15 in strength,
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and 12 in dexterity, and 14 in constitution, and 13 in wisdom, and so on. At various points during
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the game, the game master asks you to make a check against some of these ability scores.
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For instance, if you're trying to move very quietly, then your game master might ask you to make a dexterity
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check to check whether you are being agile and dexterous enough to do something with stealth.
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You roll a D20, that's a 20-sided die, and if you roll a number that is less than or equal to
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your ability score, then you succeed. For instance, if I had rolled on my three six-sided die for my
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dexterity, 14, then I would roll my D20 now, and if it's anywhere up to 14, then I've succeeded.
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I am successfully very, very stealthy, and the game master would proceed with the game accordingly.
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If I roll 16 or 17 or 18, then the game master proceeds under the assumption that my character
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was not successfully silent. Some noise was made. If there's an enemy nearby,
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that enemy would notice that character moving through the room or whatever the scenario is.
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Now, if you roll a 20, that's what people generally call a natural 20, meaning it's just a 20 that
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you rolled on the die. You didn't have to add any bonus points to that or anything. It just comes
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up 20, then it's an automatic success, even though it's above all the numbers. 20 is magic. If you roll
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that grants you success to whatever you have done. That's the ability scores and your attributes.
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You next choose an alignment. That's lawful good, good, chaotic, good, lawful, neutral, chaotic,
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lawful evil, evil, or chaotic evil. You choose that to guide you as you play the character through
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the game. A lawful good character might be very inclined to follow rules and to do the right thing
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morally, whereas someone who's maybe neutral just wouldn't care one way or the other.
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This also has effects sometimes in magic, because some magical spells will target creatures that
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are good, but be ineffective against creatures who are evil, or they might be able to affect someone
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who's lawful, but ineffective on upon someone who's chaotic or whatever. That's kind of important.
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And then finally, the last rule, the last rule set is combat, and combat in this game works
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around the target number of four. If you're trying to attack a creature, you roll a six-sided
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sorry, you roll your attack dice. Your attack dice is whatever was listed by your character class
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when you were choosing what kind of character you wanted to play. So if you're a fighter,
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remember I said they had some number of health points, and their attack die was an eight-sided die.
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The rogue had a six-sided die, a wizard had a four-sided die, the cleric had a six-sided die.
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So you would roll that. If you roll a four or greater on your six-sided die,
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then you successfully hit the creature that you were attacking, and then you roll another D6
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to figure out how badly you damaged them. This system is kind of neat, because rolling a four
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or greater on a D8 on an eight-sided die is easier than rolling a four or greater than on a four-sided
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die, meaning that the fighter has a greater chance of hitting creatures than, say, a wizard who
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doesn't really necessarily know how to use a sword all that well, but certainly has a bunch
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of spells that he could cast and do damage that way instead. So it's kind of a cool,
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a cool little system, and of course as you level up or find different equipment, there might be
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numbers that you get to apply to those roles. So even if you did just roll a three,
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maybe you're using a sword that has a plus one to it, and so suddenly your three becomes a four,
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and it becomes a hit, isn't that nice? Those are all the rules of the game. You now know how to play
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Dungeon Raiders. This is a very cool little system. It is super simple. As you can tell,
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it can be explained in about five minutes. You can build a character in about five minutes.
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Here's the Hacker Public Radio RPG official review.
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Let's everyone roll for initiative. In this game, we rolled just a D6, I think,
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isn't that correct? I think so, yeah. I just rolled a one. So guess, McNeil will be the first
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I rolled a four. Cool. Well, how did you like the character build process? Well, it was
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extremely easy and rapid. I built a character because I was being somewhat absent-minded. I
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got my dates bottled up, and so I hadn't built a character, rid the rules or anything. So, yeah,
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it took almost no time to learn, and literally minutes to construct a character. So as this was
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build as a lightweight role-playing game, did exactly what it said in the tid, very impressive?
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Yeah, I mean, it consisted of what, rolling for your abilities, and choosing your class,
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whether you're a fighter, a magic user, or a thief pretty much, and that if there was any other
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thing that you had to do, like choosing a spell, you chose your spell. Yeah, it was, and I think
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the only thing about it was it was so simple that it seemed to be, it was my class, then rolled,
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and I mean, I don't know, maybe I didn't look at the rules closely, but I just rolled and then
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put the number next to the attribute to strength decks, in order that they came. So it was a good
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bit of luck that I first of all chose a wizard and ended up with my highest score, being intelligence,
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both times I had to generate a character. Yeah, Benny, what did you think?
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Especially for me, it was extremely easy because I chose to fight the fighter class and
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didn't have any spells or anything, so basically only consisted of like five rolls of 3D6s to figure
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out your decks, strength, and so on. And of course, this can't turn out in a pretty bad character,
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I mean, in the end you could have a character with like three or four or something in every
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ability, but in the end, I mean, it's designed to just get a new character whenever you need one.
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So I went during our two-hour session, I went through three characters, and I think one of them
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was pretty crap, and the other two turned out to be quite good. It's a good system to have like a
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short one-off shot. You mentioned conventions, so I think it's definitely something that's designed
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for an event like this, not something you're going to play for like weeks and longer sessions that
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continue next week and so on. Yeah, agreed. I think that the very rapid character build
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is a nice feature, and I think one could learn a lot from it when I was playing my live games here
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where I live. If a character would die, I would just have people roll a new character and just
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I would just tell them just roll your stats for now. Just do your six rolls for your stats,
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and then start, you can jump back in the game, and then when you go home, you can finish off
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your character, and I don't think I'd have ever thought to do that if I hadn't played this version
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as well, because you know, you kind of think of when you're playing D&D Fifth Edition, you just
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think, well, you got to build a character, and you have to take like an hour to look through the book
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and choose all your things, and it's like, well, kind of you don't, like you can just to get back up
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and running, you can just roll your stats and jump back in the game, and you've got basically
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everything that you need to know. Yes, the other thing that was very simple here is there are only four
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character classes, Fighter Rogue Wizarding Cleric. Yeah, true. It really boils everything down to
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just kind of the bare minimum. Yeah, and there's no races there. I mean, there's not like Dwarf
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and Human Neural, that's it, there's just the four character classes. I mean, supposedly this
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is supposed to evoke the feel of earlier editions of D&D, which, you know, I don't know that,
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I don't know for me that it succeeds because it is so simple. The first and the second edition
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character build process was not fast. You'd still have to look through a bunch of tables while you're
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making your character and assign different attributes and percentages and stuff like that to your
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character. Whatever this was attempting to do, I think it was like either trying to attempt what
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people thought earlier editions of D&D were, which, you know, I think a lot of people remember
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things being very quick and haphazard in the early days, because people, a lot of people didn't
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actually read the rules, you know, as one of those sort of false memories, or, or maybe it's
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talking about some other aspect of the game that it's trying to emulate. I'm not really sure,
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but I think the simplicity is charming. So you're saying it kind of imitates
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with the short rules, it imitates that no one basically read the rules because it's only like a
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couple of pages. So everyone has almost no knowledge about this game because there isn't anything
|
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more to know about, right? Yeah, exactly. It's like, you know, you didn't, here's here's what you
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did read, and I'm gonna print that in this book. Yeah, exactly. And then you lost interest after
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everything else, so we just won't include it in this book. I mean, the rules of this game, as
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you pointed out, Benny, are basically on one page. It was page 11, and that's where everything that
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you really needed to know how to play was contained. Yeah, I mean, McNally forgot to read the rules, and
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he was into the game in minutes. So he got basically everything he needed to know within minutes
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to play. Well, you know the interesting thing that you just said, they acquired to, is this from me
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very much evoked the original time I played Dungeons & Dragons, and I've just gone and checked,
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and I started playing with the 1983 revision of the basic rules set, and it did feel like that,
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I'll be honest, it is simpler than that, it's no doubt about it, but I guess you would play,
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you would back in the old days, you would have played the advanced rules AD&D, has the gold at
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then? That's a really good point, yeah, I hadn't thought about this. Yeah, and actually it was one
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thing about playing 5, he still annoys me, especially just too much for my poor little brain to
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cope with, you know, I really don't like having to pick up the rule book too often. Yeah, so
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as much as something like it. Exactly same for me, yeah. Yeah, and I know different, you know,
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obviously when we play, when we play some people love going through the book and reporting over
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it, I'm just not like that, I like simplicity, so this is actually more like what I remember playing
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back in the early 80s. Yeah, I'm the kind of person who forgets what he has read like three pages
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ago, so I have to reread and reread everything, I mean, I couldn't imagine reading multiple books
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about Dungeons & Dragons and still know what was in the first one. That's this is really interesting
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perspective from both of you actually, so it's funny, yeah, I never thought about the difference
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between basic D&D versus AD&D in terms of what you remember, because yeah, I'll bet that's exactly
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the difference, like because I definitely hear people talk about old school D&D talking about how
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simple it was, and then I'm looking through my AD&D books and remembering back when we would build
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characters as a kid, and it's just like, I don't remember being like this at all, but that was because
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it was AD&D, you're right, and then it's funny to hear you both say that 5E is complex because 5E
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is famously and sometimes criticized for being like the simplest addition yet, or at least in
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recent history, so it's kind of kind of interesting to hear the difference between true simplicity,
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which is this game, and where D&D has gotten to where they think, oh, we're simple now, and it's
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like, yeah, it still takes me an hour to fully build a character. I mean, to play, I think five years,
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not that hard to play along the basic rules, but to remember every single aspect from the book
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of your class and of your race, this is pretty hard, and I keep forgetting what my wolf can do,
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or what the monk can do, and have to reread everything I actually have, and then some sessions,
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I just discovered something I forgot about for three or four sessions, and then I use it again.
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Yeah, we'd never used your dwarf stone cunning until what, two sessions ago?
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This is one of the things you were both dwarves, and we hadn't used it because none of us thought of it.
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I remember, I just forgot, because I think that's the problem when there's so many things,
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you race stuff, your class stuff, and then your stuff that's bespoke to your character,
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build along the way that, yeah, there's a real risk you forget stuff along the way.
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I don't know what your guy's problem is, Patrick remembers everything,
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yes, it's actually a point for these, I mean, I just figured he has more time to spend
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to read the indie books, this was just my impression, but I mean, I had those
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amount of times on my hand when I was in school, but I don't have this anymore.
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Yeah, that's certainly true, I used to spend a lot of time listening to my books when I was younger,
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now there's an internet, of course, which gets in the way of doing that.
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The next topic is, which I think we're kind of dancing around anyway, how was it to actually
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play the character that you built? Well, I think, and this is probably where I can be critical,
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and it was so fast beyond my character's class and name, I knew nothing else about my character,
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so there was no, maybe if I read the rules more closely, there was some encouragement to think
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about your background, but I think I could... I don't think there were, no. There wasn't, yeah.
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I think it's worthwhile. I mean, just the name of my character immediately conjured up an image,
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it was called, was he called, furl and furl and one skank? Yeah, I don't remember.
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Von Sank, skank, I think. Well, the reason that he was called that is because he was going to be
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called something the slim of some reason, I don't remember why. And then I thought, I know,
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I can't call him the slim, that's on the rubbish, he's a wizard, so I'll be Von somebody,
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and then I thought, I'll look in some Germanic language, and so the word I chose was actually
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Dutch for slim, and that's where the name I don't know. Okay, good to know why I went through this,
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but I did in my head, so I was a skinny wizard, and I think I said, I did see, that I was really
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into my wizard dress, I think, did I mention that? Yeah, so I wasn't a powerful wizard,
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but a very vain one, but that was it, that's, I've now summarised the entirety of the character
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that I had in mind. I don't think that really came out in the story as being relevant. Oh,
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sorry, alignment, alignment, what's the other thing? Yeah, so the alignment helped with that
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a little bit, because I was- You had to roll for alignment if I'm recalling correctly, isn't that true?
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Yes, I- No, you didn't have to, right? Oh, right, yeah, okay, that's what I chose to do.
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Vinnie, what do you think? It was exactly the same for me that the characters seemed a bit shallow,
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because you didn't put that much thought into who this person actually is. I solved this problem
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in the end by just numbering my characters, I mean, my characters were called Fighter No. 1,
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Fighter No. 2 and Fighter No. 3, a short No. 1, 2 and 3, and they were, I mean,
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when I created the second Fighter, it didn't feel like a different person than the first one,
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because it was basically exactly the same class and just different stats, so it felt more like
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you just played a general type of character with some stats, and that's it. Not really a background,
|
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you didn't have to put too much thought into what the background stories of this person. Of course,
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if you play a game that goes on over multiple sessions, it's kind of your character kind of
|
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develops, and if your character dies after like 20 minutes, there is not a lot of time to put
|
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thoughts into their background anyway. Yeah, I think the coming to mind, the solution to this would
|
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have just been, and I mean, this is in the public domain, so I could actually just add this to the
|
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book myself, and I might, but the solution I think could be just like a D20 table of character
|
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traits, or a background, you know, just like a one-liner, like your character is a former criminal,
|
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your character loves nothing more than gold, your character, whatever, just one-line description
|
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of a character, and just have you roll that as part of the character creation process. Oh yeah,
|
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or a week at that 1,000 radiations or something there. Okay, maybe not 1,000. We see this
|
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in the thing is, is it simple to play, doesn't, or is it simple, or are the rules simple? They're not
|
||||
the same thing actually. What might be simple, are the rules concise? No, the rules are very concise,
|
||||
but actually having a table, a look a table at that, doesn't complicate the rules, it just makes
|
||||
the rules bigger. I think that's what I'm driving at, but adds quite a lot, and it doesn't
|
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do at all with the gameplay, because you just do it during character creation, and if you make it
|
||||
optional, and they have, and there were optional things in there, then you don't interfere with
|
||||
the simplicity. I mean, you could just add a table as an appendix, and you don't actually have
|
||||
to read the whole table. I mean, you just roll a number, and then you read your sentence
|
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for the number you roll, right? That's your, that's your character, so it doesn't, it doesn't even
|
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blow up the rules in terms of what you have to read to get started. No, do not. What did you guys
|
||||
think about the rules themselves, and since a lot of that sort of thing probably doesn't
|
||||
maybe resonate with a player, but like, so think of the times that I had to make rulings as the
|
||||
game master, and kind of consider that as well when you're answering. I don't think that came up,
|
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but at least it didn't, and that comes up a lot, and when we've played other things, but it didn't,
|
||||
I don't know, it could be my poor memory, but I just don't remember that being an issue,
|
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I think, yeah, I don't think why that might be, I think the more rules, the thicker the rule book,
|
||||
the more you get, well, I think I have read somewhere that this thing, you have to do this,
|
||||
you have to do that, so there's that kind of complication of the rules where you get, it's like,
|
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you get a player appealing to the rule book over the dungeon master, and then the other one is,
|
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I guess you call this the common law thing, you know, the I'd even common law, create a new law
|
||||
by applying one or more precedence of previous rulings that have existed, not, you know,
|
||||
one judge ruled in this case, this happened, and then the other judge ruled in that case,
|
||||
that happened when you can bring the two together to imply a new law. If you have very complex rules,
|
||||
then there are lots of unintended rules that can come from it, and of course, this game is
|
||||
completely free of the latter, and mostly free of the former, especially since I didn't read the
|
||||
rule book in advance, so yeah, I guess maybe it meant that you are probably making a lot of calls,
|
||||
but they were silently at like dungeon master type calls, but they're a lot more silent than usual,
|
||||
because we weren't really appealing to any, you know, higher authority, like the rule book.
|
||||
I mean, we had, we had a couple of discussions how garlic and wooden steaks affect vampires,
|
||||
because there were not like regular weapon, or regular weapons in this case, the weapon section
|
||||
was extremely easy. I mean, you could have whatever weapon you would like to, but it would have
|
||||
exactly the same strength for your type of character, right? Yes, you're absolutely right, so I
|
||||
was appealing to bram stalker vampires, and Klaatu, you were thinking of Buffy style vampires.
|
||||
And I think Benny was thinking of Buffy style. I think I was probably thinking of D&D style,
|
||||
which is kind of a mix between both of those. Not that I did this any good whatsoever,
|
||||
because it turned out there's the vampires were something completely different in this.
|
||||
I mean, my main reference for vampires is from Dusk till Don, just for Ford.
|
||||
Yeah, that's a good one too. Yeah, that's basically whatever, that's always comes to my mind when I
|
||||
hear vampires. I think that the rules for me, yeah, I did feel like they were, they were very absent,
|
||||
and it made me very nervous about making calls, because I did, I think I had an awareness of what
|
||||
you're saying McNally, that if I do one thing at one point, then that is going to have to be the
|
||||
same thing that I do in the next situation that's similar, and just knowing that I was building a
|
||||
rule set as play went on, I think I was quite aware of that. But then again, I think because it is,
|
||||
because I knew that this was just going to last one session, there was also the comfort of knowing
|
||||
that I'm only building a rule set for these two hours, you know, that my memory and sort of
|
||||
consistency would only have to last that long. Yeah, there were a couple of times where I remember
|
||||
thinking that I would have maybe appreciated a little bit of sort of definition of what's
|
||||
like supposed to happen. I guess that's largely just because I'm used to be there being definitions,
|
||||
and in reality it's just, it's fine to just shrug and say, okay, yeah, that's good enough.
|
||||
Yeah, I mean, generally, generally when you forget something isn't consistent with something,
|
||||
something you did before, mostly the players forgot to anyway, so it actually
|
||||
consistency only matters as long as someone noticed, right? If no one notices, it doesn't matter.
|
||||
Yeah, no, absolutely. Yeah, so that's quite interesting. To me, a good game,
|
||||
role-playing game, it has a bit of pace to it, and too much stopping to look up rules is just
|
||||
to me a bad thing, I'll be honest. I mean, it's very worst case, you know, you could have somebody
|
||||
debating laws of physics or something like that, and I think one time, yeah, you put, you just ruled
|
||||
that D&D was not a non-cartesian space to stop me going on about, which was quite right.
|
||||
So I, you know, I went off and recorded an HPR episode or two about, on that very subject,
|
||||
a little steam rather than it let it interfere with the game, but I think, I mean, you can imagine
|
||||
that, you know, I mean, I was invited to play a game with physicists recently, and the guy
|
||||
you invited me, very nice from to invite me, I didn't go in the end, but he described how much
|
||||
bickering there was over the rules, and I thought, oh wow, maybe not, you know, was it,
|
||||
I'm going to talk debate about the gravitational constant and the height you're up the mountain,
|
||||
the trajectory of crossbow balls, you know, like, yeah, I'm just joking, I'm sure it wasn't like that,
|
||||
but it did some that there were a lot more, you know, they were, I actually spent a good part
|
||||
each session arguing over rules, which we really just don't seem to do. Definitely know about
|
||||
myself that I like games with a hefty amount of rules, and I think there's this sort of illusion
|
||||
that that provides, you know, that this is a game game, like, this is a real game, like, there are
|
||||
things you can and cannot do, whereas in this simplified version, the rules are just being made up
|
||||
on a spot by one person, and it just feels like less of a game that way, because, well, we didn't
|
||||
know those rules coming in, you know, they're being made up as they present themselves, but I don't
|
||||
apparently that doesn't come through for the player so much, which tracks with my experience,
|
||||
with playing this as a player, it is just a ton of fun, and you don't really think about whether you
|
||||
excelled in this way or that way, you just remember the moments that you did something and
|
||||
something really worked out for you, and it was cool or whatever. Generally, in a board game,
|
||||
just a regular board game, you need a lot of rules and extremely precise rules, because mainly the
|
||||
game is about winning and losing, and if someone loses or wins, there will be discussions if the
|
||||
rules aren't clear, but role-playing is basically about having fun, it's not about someone losing
|
||||
or winning. I mean, in the end, it doesn't matter whether you lose a fighter or your win as long
|
||||
as the whole story around it, and the action is fun. What did you think about having your character
|
||||
die so often though, Benny, you went through three characters, did that not affect anything for you?
|
||||
No, basically, at least not for those two hours, I mean, I created exactly the same character,
|
||||
as I said, I created the same character with different stats, and so it was like continuing to play
|
||||
with a character who has a little less experience points, and I lost whatever objects I found,
|
||||
but apart from this, it was just continuing, basically continuing playing, right? I mean, I would
|
||||
have minded if this was like, well, now your character died, now you have to listen to us
|
||||
continuing the game, and you can't play anymore, because you're dead on the ground, right?
|
||||
Because I was just able to recreate the character and end up at the scene of action again,
|
||||
didn't really matter. I'm curious, why did you just keep building the same character? You didn't
|
||||
want to try the different classes? Pure laziness, I didn't want to read through all the spells,
|
||||
and I'm not very used to playing characters who have spells anyway, because in our D&T session,
|
||||
the session that I play among, and I think I think I never played a class who actually had spells
|
||||
to use, so I just decided to keep this simple because the rules are simple and the game is supposed
|
||||
to be simple. Okay, let's talk about combat. What did you guys think about combat, McNally?
|
||||
Anyway, it's extremely straightforward, because the actual rules of combat were so straightforward,
|
||||
you had to put more thought, I think, into the other actions around combat, about how you engage
|
||||
in the combat and your planning and tactical strategy, and that kind of thing, which turned out
|
||||
to be very important in this adventure, actually, I'm in a direct assault on the vampire,
|
||||
wasn't going to get you very far as it turned out. In fact, it was going to get you dead,
|
||||
which is exactly what happened twice in Benny's case during the story, and only once in my case.
|
||||
So, I think my main criticism is that it just seemed awful to be a wizard in a small party,
|
||||
because your combat was a default, my combat was a default to start with, and you have one
|
||||
offensive spell, which is fireball, which is a good spell, don't get me wrong, but because we ran
|
||||
the approach where you can choose your spell at the point you first cast it, and then that's you
|
||||
chosen your spell. You have available to you, so I chose it both to be fireball, because it seemed
|
||||
to me a direct combat was what we needed to do, and my wizard was just hopeless, otherwise, you know,
|
||||
really none of the other spells were useful in a small party, so yeah, so I felt that was one thing
|
||||
about the game is that yeah, you don't play a wizard to be a fighter, play a fighter if you
|
||||
want to be a fighter, to a small party, and this game really there wasn't enough offensive spells
|
||||
to make the wizard worthwhile. I think the one of the changes that I would make, and again,
|
||||
I might since this is in the public domain officially, is that the wizard can use as many spells
|
||||
as he wants, except when you roll your spell, you have to roll a percentage die to see whether your
|
||||
spell works correctly, and if you roll high, it works correctly, if you roll low, something horrible
|
||||
goes wrong, and you zap your friend, or you miss and knock a suit of armor, and it comes to life,
|
||||
and joins the combat against you, or, you know, who knows, essentially, you have access to spells
|
||||
as throughout the whole game, because yeah, having one spell slot, I just think it kind of cripples
|
||||
the character, or at least it makes it not very fun. Yeah, and actually, if you look, I mentioned this
|
||||
during the, when we were playing, but I didn't read it properly, but if you look, the optional rule
|
||||
for combat, where you can add a modifier to your target, so, and at first I thought that benefited
|
||||
wizards, but it doesn't necessarily, because it actually, the target in this game is 10, and
|
||||
that optional rule increases it for wizards to 11, and decreases it fighters to 9, but it does give,
|
||||
I think, another direction, it gives a benefit to wizards and defence, but still it doesn't
|
||||
pull a trace, the wizard in the attack. Then what do you think of combat as a fighter?
|
||||
Compared to Dead Earth, we reviewed last time, it was very boring. I mean, Dead Earth, the combat
|
||||
was the interesting part, and here was everything around combat was fun, and combat was, it was so easy,
|
||||
it was kind of, you just roll, and then either you hit, or you don't, and as a fighter you hit
|
||||
a bit more often than, as a wizard, there wasn't a lot to do, there wasn't like, I mean, you couldn't,
|
||||
yeah, you couldn't, like, choose different weapons, I mean, you could choose different weapons,
|
||||
but the effect was exactly the same, so it didn't matter, why do you pick a sword?
|
||||
Well, there was a differentiation between melee weapon weapons, and like, you know, ranged,
|
||||
but apart from this, basically, every weapon did exactly the same amount of damage, depending
|
||||
on your class. Also, there were no modifiers to add to your roles or anything, or at least not
|
||||
modifiers that would change, I mean, there were modifiers that come with your class, but not something,
|
||||
well, in this case, you have to roll this to achieve whatever, and in the other case,
|
||||
you have to roll lower or higher, something like this, or like, I'd say, like the proficiency
|
||||
bonus or something in D&D. Yeah, I do feel like it's a little bit weird for it just to behave, you roll
|
||||
a, what is it, a fiber of six, or is it a four, five, six, four, five, six, you know, and it just,
|
||||
it does feel like pretty much a 50-50 chance of either hitting or not hitting, and that's, and that's
|
||||
it. Well, it depends on the class, right? As a fighter, I roll the D8, and with a D8, it's easy to
|
||||
achieve a four, and it's even more than 50 percent, and McNally as a wizard had a D4, so it was
|
||||
like only 25 percent chance to hit, so it was extremely different for the two classes. I think
|
||||
that's what McNally was talking about before. Yes, it's had forgotten actually that, but that is
|
||||
the crucial detail that made it impossible for the wizard to do any damage at all. Very unlikely,
|
||||
yeah, and it's probably significant to consider, I guess both of you are comparing it to 5e obviously,
|
||||
but Benny specifically is comparing it to the monk, which for me it has always been one of the most
|
||||
exciting fighter classes of D&D 5e because you just have so much you can't do as well. Exactly,
|
||||
pick literally anything and it'll become a weapon, you can spend a key point and do other cool
|
||||
things, so yeah, you just have so many options. As the game master, I have to say combat, I felt
|
||||
pretty similar to you guys that the combat was a little bit of a weak spot. The monsters weren't
|
||||
well-organized in this book. I ended up for that first fight where you were fighting a giant spider.
|
||||
I chose the giant spider because it made sense for being a creature that was in the forest,
|
||||
in that moment, and only after I chose it and started the battle that I sort of scanned through
|
||||
the rest of the stats, and it's a very powerful creature actually, which no surprise because it
|
||||
filled Benny's character with one strike, I think. It was very difficult to come up with stuff,
|
||||
and I kind of realized after the fact two things. One was that I probably should not have just,
|
||||
I should have just, who cares? They don't consult the chart. Just in the spirit of the game,
|
||||
just invent a monster, invent stats for it, and just deep down I know that that combat should
|
||||
have only lasted about maybe two rounds. It should have gotten a hit off, and then if you guys had
|
||||
hit it once or twice, then it would have died no matter what. Trying to be too strict to the rules
|
||||
in this setting, I think, didn't make sense. And then the other thing that I realized, I think,
|
||||
now that you were talking about it, is that probably an interesting combat in this context
|
||||
would have been up to the game master to make sure that the characters had interesting
|
||||
magic items or cursed items, which did happen eventually for the characters to sort of have to
|
||||
deal with during combat to add that element of surprise. Yes, I think, actually I'm just looking,
|
||||
as you spoke, we're speaking there, I went and looked at the table, I looked at the stats of the giant
|
||||
spider, and I take it, you didn't roll the number appearing, the dice, did you? Good. Because what
|
||||
you were doing to that table, you were supposed to roll a 1D8, and then we'd have had, you know,
|
||||
up to eight spiders. I mean, that would have been the whole game. The game would have been you hunting
|
||||
spiders, or not you, but many, many of your characters hunting spiders. But I mean, that isn't the
|
||||
goblin, it's 1D10 times 10, so you could be end up fighting, if you fold these rules strictly,
|
||||
end up fighting your ugly goblins. I think once you reach page 11, you just stop reading, and like,
|
||||
that's the game, and that's all the rules you need, so yeah, that's what I should have done.
|
||||
I have done here to talk about the world setting, but it's probably important to note that the
|
||||
world setting doesn't really exist in this game. The game is about building a character,
|
||||
and how those characters, you know, go through combat, stuff like that. There's not really a world
|
||||
setting. The module that we played is by a company called Adventure a Week, and I guess they
|
||||
must release an Adventure a Week, and it was just, it's a one-page thing, and this was the
|
||||
something like the blood curse of the vampire, or something like that. So yeah, what do you think
|
||||
about it, McNally? I liked it. I thought it was very simple, but it was quite evocative, you know,
|
||||
it was using a classic, you know, creepy house in the age of tone, everyone's talking about sort of
|
||||
a ploy, I don't know, ploy whatever the word is, and theme, and that made it, that gave it very
|
||||
quickly, just enough to, you know, ignite my imaginations. I really had a great mental picture of
|
||||
what we were facing, what we were doing, you know, and that's what you need, because like, say,
|
||||
there's no big background, there's no big backstory going on here, it is, so I think that makes even
|
||||
more important that the Adventure quickly gets some picture in your mind of where you are,
|
||||
so if something were complex or subtle, yeah, I can imagine that just not working with this,
|
||||
it had to be, it had to, what's the word, immediately borrow something from the, from the lower
|
||||
that players are likely to know, in this case, as it haunted mansion vampire type idea.
|
||||
Yes, this was exactly my impression, when we started for things we knew were, well, this is
|
||||
basically a mansion has a cemetery in the back, and we are hunting vampires, and basically this
|
||||
gives you all that, all the information you need, at least if you've watched a couple of movies.
|
||||
Of course, we, we then just assume things in the world, and in the end, we ended up assuming
|
||||
slightly different versions of a vampire world, or especially vampires, because we were discussing
|
||||
what, what kills a vampire and what doesn't, right? It's what we spoke about before, but I mean,
|
||||
the general setting is most likely the same for everyone, and you didn't have to go through a lot
|
||||
to explain to us what the world looks like, and how it worked. Yeah, well, I'm glad I went that way
|
||||
then, because yeah, I definitely, I was, I was aware that we, that none of us had any information
|
||||
about the, this, the world setting, and so I, I thought that a leaning on a trope was probably
|
||||
a good thing for such a short game. My other thought was just to, just to throw you into a dungeon,
|
||||
just a very traditional kind of like dungeon crawl, but I felt like we were, I felt like you'd kind
|
||||
of gotten that experience in the normal D&D game, although looking back at it, I'm not really
|
||||
sure that you've been in that many dungeons in our regular D&D game. I mean, you went to the
|
||||
mall creature caverns, which was a little bit dungeon-esque, but I don't know if you've done that
|
||||
many room-to-room exploration of dungeons in our normal game. No, the only one I remember there
|
||||
was a bit like this is the lizard folk. It wasn't a dungeon. Oh, that's right. Yeah, the lizard folk
|
||||
there. That's, that made you agree with that, that came to my mind too. But I mean, I do like the,
|
||||
the dungeon crawl, but I think that was good that we didn't do that with this, because that was,
|
||||
you know, that was a bit too obvious a link in the vampire, because, yeah, because it gives
|
||||
that sort of a central puzzle that we had to solve. And, and it was quite interesting going at it
|
||||
using the, the lore, which I think quickly everybody missed, would mislead us thought of vampires
|
||||
in a traditional sense. So I quite like that, actually, I quite like being knocked back once,
|
||||
having to regenerate our characters and, you know, come back at it. I think that the computer
|
||||
and not the confusion, but the differing versions of the trope really did benefit, because characters
|
||||
obviously wouldn't necessarily know exactly how to kill a vampire either. So the fact that you
|
||||
guys weren't sure whether, you know, what you needed to do actually vanquish this creature,
|
||||
and had differing opinions on what happens when you, for instance, stab a vampire in the
|
||||
heart or whatever. And this kind of even gave the characters kind of a bit of a personality,
|
||||
that that's what we were talking about, which, which was lacking before. So, because it wasn't,
|
||||
basically it was us discussing, but in the end it was basically the knowledge of the characters
|
||||
who, which was, which was different. Let's do final thoughts and let's include in that,
|
||||
would you play this game system again? Oh, definitely, yeah, definitely, and definitely with younger
|
||||
players, because let's face it, you're just never going to get them following any set of rules.
|
||||
You're better not trying, it depends how old they are. I mean, I'm talking of my daughter,
|
||||
who's maybe, I wish she's about 10. I should know exactly, she's about 10. So for younger,
|
||||
younger children, I think this is ideal. In fact, to be honest, what I used to do when
|
||||
children were even younger than that, you know, maybe back down to age about five is, you know,
|
||||
it's about throwing the dice, it's about igniting their imagination, getting them excited,
|
||||
and you have to keep it fast-paced, because they just get bored. If there's too many players,
|
||||
and you're all going about rules and looking up tables, they're just literally going to wander
|
||||
over them. So this is perfect, perfect for that. I think I'd also played again, especially,
|
||||
you could also, not only for kids, you could also use this for a couple of friends who come over,
|
||||
and if you just want to play a role-playing game, and they basically don't know anything about
|
||||
role-playing. To introduce someone to role-playing, I think this would be a good start. In
|
||||
case, you can come up with a good world to play. Apart from this, there is one other final thought
|
||||
that I'd like to mention, I thought the rules are concise and short, but not very well organized,
|
||||
because I read through the rules, and in the end, I was like, well, those were the rules, but
|
||||
I wasn't told how to create a character. It wasn't like a page where it says, well, to create a
|
||||
character, you do step one, step two, step three. You had to figure out from the rules, and in the end,
|
||||
everything that was important wasn't page 11. I wouldn't put everything that's important on page 11,
|
||||
this should come earlier. Definitely, before they list all the classes. I mean, the rules start
|
||||
with listing classes, and then, like, on page 11, they explain what you do with those classes,
|
||||
so I would definitely reorganize the rules. Absolutely, I agree. Yeah, it's funny. It's one of those
|
||||
things where, once you're used to it, you lose sight of what's not clear, but looking at it again
|
||||
after so long, and then remembering that I was remembering a different game anyway. I was thinking
|
||||
of Dungeon Raiders, which is by the same author, but we played Dungeon Raiders. I'm thinking of
|
||||
Dungeon Raiders, and so coming back to the rule book, and having to quickly reread it, because I
|
||||
was thinking of the wrong one, it made me realize, yeah, there's no, there's, it's page one, should
|
||||
be step one, role three, D6 for such and such, step two, choose your such and such. Yeah, exactly.
|
||||
I mean, just spell it out. Like, make it really simple. We have to roll for your stats anyway,
|
||||
so why not just mention this at the beginning of the rules before they list classes. I mean,
|
||||
if the classes matter what's not to get, they don't have to mention the classes first.
|
||||
Yeah, the funny thing is, I didn't have, my impression was totally different, because I was kind of like
|
||||
panic, oh, oh, we're playing now, oh no, and I leapt into the rules, and quickly grabbed the bits
|
||||
that I needed, and okay, I got some advice from you guys as well, that's better than mine. Yeah,
|
||||
I mean, you basically read page 11, right, and then you had everything you needed to know.
|
||||
Actually, well, not quite, because what I did was, I first of all, opened up as an EPUB I had,
|
||||
so opened up quickly, saw adventure classes, not as only four of them, so I said, yeah,
|
||||
I'll be a wizard, so then I clicked on wizard, and that's actually one page with what, five lines
|
||||
on it, says you hit points, attack dice, and then there's four with really three lines of text
|
||||
describing a wizard, so did that, then then I saw experience points and levelling up, well,
|
||||
forget that, because I'm creating a character, ability scores, then page 11, and that was it.
|
||||
So actually, I found that better in a way than an I-step-by-step guide,
|
||||
because I could just instantly see what I needed to know and jump into it.
|
||||
Yeah, that's kind of the difference, though, I think that sums up the way that people come to D&D
|
||||
in general. It's like, you're either coming to it as someone who picks it up off a shelf,
|
||||
and has no context for anything. You're coming to it because your friends have told you about it,
|
||||
and they sort of, and you've heard the stuff, like, oh, what class are you playing?
|
||||
What's your stats? So you have context, and those are the two ways to come to this game,
|
||||
and I think Benny's experience was picking it up off the shelf with no context.
|
||||
I mean, he does have context, because he knows D&D.
|
||||
Yeah, I mean, to be fair, we should mention that the forward says you should know D&D,
|
||||
and if you don't know how D&D works, you shouldn't have to be reading this at all.
|
||||
There was a link to another role-playing game, so he was going like, go, go read this,
|
||||
because you don't have any business here. I'd forgotten about that. Yeah, you're totally right.
|
||||
I just, I do think it's interesting, though, like, the different, the different experience levels,
|
||||
and what that and sort of how that gives you an impression of what you're reading. I think it's
|
||||
good to note. And yeah, I agree with you guys about the replayability and the suitability for
|
||||
either younger or new players to the game, because I've gotten D&D character creation down
|
||||
pretty much to the bare essentials. And it still takes a while, because it, you know, even if you're
|
||||
there to step someone through it and gloss over the non-important stuff, it still gets bogged down
|
||||
once you start talking, well, oh, you want to play an elf? Okay, well, let's look up the different
|
||||
abilities of this elf, and oh, you want to play this class? Okay, well, let's look at what you
|
||||
specialize in. You know, and it's just all of a sudden, people are just like, I thought this
|
||||
was going to be a lot different. This game here, I mean, anyone can roll 3D six, six times. I mean,
|
||||
that's, that's easy. And then you're up and running, that like, that's, it's gold, that's magic.
|
||||
So I think that, that having a simple system like this for, for a quick game, I think it's just
|
||||
so, absolutely. I should say, this is not the simplest game-based and dungeon dragons I've
|
||||
played. It's, it's, but by some major, the second simplest, and I suppose I'm being a little
|
||||
unfair here, but it, it, it, I'm thinking of the board game called dungeon that was, I think it
|
||||
was produced by the company that produced dungeons and dragons. Do you know the one I'm referring to?
|
||||
The board game called, just called dungeon. No, yeah. No, it's, it's, it's, it's very, it's highly
|
||||
simplified. It's got four classes, not the same classes here. I think there's different editions
|
||||
of it. In fact, I don't know if you, if you watch Stranger Things, which I had D&D in it, of course,
|
||||
in the episode where the, the government authorities raid the house and take stuff out, you'll see
|
||||
one of the secret agents carrying the dungeon board game under his arm. And I was, I was like,
|
||||
pointed at the screen, because I played with my kids, and it's a great game to play with kids,
|
||||
and they really, really enjoy it. To anyone who's into role-playing game, it misses our,
|
||||
the whole point of role-playing game. There's no role-playing. It's taken that out, and it,
|
||||
but it's incredibly simple, um, and much simpler than this, actually. But so you're saying
|
||||
this is a simpler game, but it's another role-playing game, so we're, we're not comparing role-playing
|
||||
games here then. Correct, yes. So I quite deliberately said it was in Dungeons and Dragons derived
|
||||
game, because it has the, it has the feel, but it doesn't have what I consider to be this
|
||||
sensual thing about, that I like to touch on dragons, which was the role-playing bit. I do think
|
||||
this game does kind of highlight how little you need for a good, a good role-playing game. You just
|
||||
don't need much to get together with your friends and go through an imaginary story for two hours.
|
||||
Like it's just not that big of a deal. Like you could probably do with even less. You could just say,
|
||||
okay, whenever there's a fork in the road, we're gonna roll a, a, a, a D6, and, you know, and make
|
||||
a choice based on that. I mean, it could be even simpler than this probably. Yeah, but I think
|
||||
it depends a lot on the dungeon master, what he makes. He has furniture. What he makes out of it.
|
||||
So you did a great job doing this, but I think if I, if I just run something like this, I might end
|
||||
up having, not having the correct ideas or not having interesting ideas to keep the game going.
|
||||
I mean, you have a lot of experience, like running a role-playing games, and I think this,
|
||||
this definitely helps. That, that's a good point. But I mean, ultimately, it's a group effort too.
|
||||
So with the right people, I guess, in theory, you know, who knows. But I mean, honestly, once you
|
||||
start breaking things down too far, though, I start to lose interest again, because I'm like, well,
|
||||
now you're not playing a game at all. Like you're just telling a story, like a, what, one of those
|
||||
stories where you go around the campfire and kind of add on to the, under the story that the,
|
||||
the last person did, you know, you, you, you, you leave off at a certain point and then let the next
|
||||
person pick up the story. It doesn't really interest me, because it's, it's just not, there's not
|
||||
enough there. So I think this is probably the lowest I'm willing to go. Yeah, like, like, like,
|
||||
those points and, yeah, exactly, where you had to do exactly the right thing for more
|
||||
adventure. I mean, I, I love that. Me too. Yeah. Like Monkey Island. Yeah. It's definitely more
|
||||
interesting if you, if you play a tabletop role playing game, if there are different options to
|
||||
what can happen. I know. I mean, to me, my favourite, using my favourite moments in games is where
|
||||
the Dungeon Master has a moment's pause of silence where they're thinking, I know we've done this
|
||||
to you, Claire, too, is where I'm thinking, I didn't expect to do that. What am I going to do now?
|
||||
You mean like, you did those. Yeah. So I think, I think, I mean, that's what, that's what sets
|
||||
for the game apart from even the best, even Monkey Island, the best computer games is that
|
||||
there's only unlimited available options. And I think that's what it highlights. This is what I
|
||||
think it's good about this game is if you've got nimble players and a nimble dungeon master,
|
||||
then there's a lot you could get out of this game. Let's take a game. The rules stay out the way.
|
||||
Yeah. Very much agreed. Okay. I think that's the review then.
|
||||
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|
||||
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|
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|
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||||
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|
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|
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