I am the law

Yesterday I stumbled upon the fact that the pdf version of the Judge Dredd & The Worlds of 2000 AD RPG system have been released to the world at large.

This new system was kickstarted last year and is the third or fourth time that the future law man has been captured in a RPG system.

DriveThru RPG have the basic rule book, a free taster scenario and the not free Robot Wars scenario. The latest publisher has two more scenarios Luna-1 and The Cursed Earth lined up for later in the year. Along with two more source books focusing on the classic 2000 AD characters Rogue Trooper and Strontium Dog (really looking forward to this one).

This latest iteration uses the What’s Old is New (WOIN) system as it’s basis. Which uses a d6 dice pool system. As a prospective GM I like these dice pool systems (Genesys is an example of another). The pools of dice used for checking skills, combat etc can be adjusted based on difficultly and conditions. In the WOIN system the total of the dice rolled must be the same as or greater than a figure given by the GM. So the GM may decide that the task being attempt is simple and give a low score to beat. If the task succeeds and there are three sixes rolled there is an additional benefit that happens.

There is an interesting count down mechanic using a pool of dice, that can be used for players on deaths door, drowning or some other event that you want the player to feel the pressure of a clock.

I love the fact that they have taken the scenario from the main rules, and made it as a Quick Start scenario with pre-made characters to allow players to try the system before they commit to the full blown experience and campaigns in Mega City 1. Unlike the Genesys free scenarios you only need d6 dice to play this free scenario and the main game.

With the decades of the comic strip, source books and scenarios from the previous Judge Dredd RPG’s there is plenty of material to base/inspire adventures and campaigns on. Plus there are miniatures out there from the now defunct miniature skirmish game. So these potentially may not be cheap to get.

I just need to find some Judge Dredd fans like me to play the initial scenario with.

Exhausted but fighting on!


I hope you have enjoyed the last couple of days of no posts happening. For you dear suffering readers the positive side of me being ill for a couple of days. Sadly as this post shows I’m back.

The astute amongst you will have noticed I’ve been doing posts recently about planning a RPG campaign and in a soon to be finished and published post plotting an adventure.

I thought in this first half of this post I’d share the tools/apps I’ve been using in getting ready for my first time as a GM and the Android universe.

I’m a fan of both the physical and digital versions of books. So for the digital side I use the two most popular apps for ebooks the Kindle app and iBooks. DrivethruRpg is a great source of RPG books and their digital format of choice is the watermarked pdf. I use iBooks mainly for pdfs. For me it’s the better experience for the consumption of a pdf than the Kindle app.

The advantage of the digital version of a book is it’s easier for me to create my own custom cheat sheets. I can copy and paste the information I need. Plus I find it’s easier to print a page from the ebook than photocopy a page from the physical book.

This is why PDF Expert is included here. It enables me to manipulate and extract information from a pdf. It also allows me to select pages from the original and create a separate pdf with the pertinent pages for printing, and keeping for future reference.

I’m a big fan of brainstorming apps. That’s why iThoughts (mindmaps), Outliner (outlines) and GoodNotes (general note taking with an Apple Pencil) are here. These are the apps I capture ideas and plan.

Scrivener is a writing app. It is focused on writing, but it’s a very flexible app that works round projects, which can have research notes within the project. This is where the adventure gets written. The research functionality is amazing, and being able to include or not include sections is really handy.

I’ve included MS Word here, but it could also be Pages. This is the app I use for creating my custom cheat sheets.

Finally I’ve included Pixelmator for any image manipulation that’s needed. This really is one of my favourite apps. It makes it look like a can create graphics.

I have recently found a couple of apps for creating dungeon maps randomly which I need to play with. Once I have I’ll talk about them here. I know my friend Edmund, and the GM for the D&D 5e campaign I’m playing in uses his autodesk expertise to create the maps we get to use in our sessions (which are rather good). So I’ve downloaded the iPad version of it to play with.

Finally before we get onto the dramatic retelling of last nights shenanigans FFG are looking at character creation with in Shadow of the Beanstalk (the Genesys source book for the Android universe) this week along with the taster scenario. People that pre-ordered directly from FFG are starting to receive their copies. Although not shown on this weeks sheet for new releases that Asmodee UK, one or two are saying it’s available tomorrow (Thursday). But I tend to think more likely that it will drop next week. However this wouldn’t be the first time something gets released that is not on the sheet. So basically Shadow of the Beanstalk due out any day now.

And now we rejoin Dram and the rag tag team he is currently having adventures with…

Feeling magically spent. Dram really felt like he could do with a long rest to recoup.

But considering there was still unknown threats in the rest of the unexplored castle the likely hood of that happening were very remote.

He’d have to push on through the exhaustion and use his cantrips as much as he can to back up the others. They’d just have to accept that is all he had left at the moment. No big theatrical spells to save the rests butts for the time being.

After a very brief discussion the party started to move through the rest of the castle room by room. Ace would first check any closed door, and listen for any signs of danger the other side of the door.

This started off well, Dram was hanging back, Ace was taking the risks.

Ace disappeared into one room that turned out to be a chapel only to be ambushed by three goblins. Dram in his exhausted state was happy to let the others rush in and help Ace out and nullify the goblin threat.

Once the sounds of battle stopped Dram joined the rest in the chapel. The group made their way to the far end of the chapel and the unblocked door.

Ace again repeated the drill of checking the door. Despite the gnome having already checked it. Ace could be heard mumbling under his breathe something about being better at it than the short arse.

The party piled into a small hallway. As Dram was examining a curtain over what looked like a door way. A scream of immense agony could be heard coming from the chapel. It was Nick. He had been attacked.

The others once again rushed into the chapel to help Nick. Before doing the same Dram peaked behind the curtain to make sure there would be no surprises coming from that direction.

Dram joined the fray. Surrounded by the party in the middle was a grey stone coloured serpent like creature with four tentacles surrounding its beak. It was a Grick. A Grick caught in the mouth of a dire wolf. Nick had gone all canine on it. Dram used Grull as cover as he tried to use his cantrip shocking grasp on the Grick. His hand sparked blue and just as quickly faded away. The cantrip failed to connect.

Before Dram had another chance to try again with the shocking grasp the Grick was dispatched by the rest of the party.

Back in the hall way Ace checked another door and heard voices the other side of it.

Unusual for Ace he stepped back and prepared himself to attack anything that appeared from behind the door.

Dram pushed open the door and stood back out of the way.

Suddenly a hobgoblin appeared in the door way. There was a sudden flash of metal as Ace swung in and killed it.

A whoosh of air could be heard as Sarmyar let lose an arrow through the open door into the room. Closely followed by the javelin of Grull.

The party rushed into the room, jumping over the hobgoblin corpse. In the room was a fat goblin and a seriously wounded hobgoblin. The hobgoblin was quickly killed by adventurers. But the fat goblin was sneakier than expected and disappeared off behind a curtain door. Ace gave chase. Throwing caution to the wind, not waiting for back up.

Back up (minus Nick would had decided to stay behind in the room with the hobgoblin corpses) finally caught up with Ace in a small hallway. Just as he disappeared into a room. The whelps of a wolf could be heard from the room.

As the back up bundled in to back up Ace, they were greeted with the scene of Ace standing over a badly wounded wolf, a disgruntled bugbear, the fat goblin and a seriously injured dwarf laying on the floor.

Sarmyar’ s panther attacked the fat goblin, while Grull and the gnome took on the bugbear. Once again Dram used Grull as a shield as he used his Ray of Frost cantrip to attack the badly wounded wolf.

In all the confusion that is combat, another enemy used that confusion to it’s advantage to attack the party from its hiding place. It was a female Drow.

As the wolf was killed by a particularly effective bolt of ice from Dram’s cantrip, Ace was knocked to the ground badly injured by the Drow. Before the bugbear followed its pet wolf to the next world, it took the gnome out.

It was at this point that the Drow decided to make a run for it. She grabbed a parchment off a small table in front of Dram and made for the door. However her escape was blocked off by Nick and Sarmyar. The Drow was soon surrounded by the party. Sarmyar grabbed the parchment off her, while a ropey Ace, blade to her throat tried to interrogate her. With no answers forthcoming Ace took revenge on the Drow by slitting her throat.

While this was going on Dram administered a healing potion to the downed gnome that had been given to him by Ace.

And that is where we leave our adventurers for another week.

Testing 1,2,3 Testing

Yesterday was the start of the Ravnica Allegiance Magic League with my FLGS.

I discussed this format for MtG in previous posts, but for those new to the blog, MtG or just poor memories and don’t want the trauma of remembering my posts, I’ll try and summarise it briefly.

Magic League is a sealed event, where a player buys three booster packs, and with the contents builds a 30 card deck to play against other participants. The league takes place over four weeks, and each week you are able to buy an additional booster to strengthen your deck. Also after three losses you can also buy a booster pack to strengthen your deck. At the end of the league you get a cool promo card for participating.

The nice thing about the league is that it is accessible for new players. It provides a level playing field between new and old by removing the large card collection, and having to spend lots of money to get a “competitive deck” (although you can build a competitive deck on a budget).

After buying my three packs for the league, naturally I cracked them open and did the first thing every MtG player does. I went to the back of the pack and looked at the rares and uncommons I’d pulled.

With two Simic Guild Gates pulled I was getting the distinct hint I should be leaning towards a Simic deck.

After just throwing my Simic cards together I had no decision making to make to get the right number of cards. I had the right number to build the deck with. Instead of playing a league match we played some Commander!

I only had the one Commander deck with me. It was my big green stompy deck. I didn’t win any of the three games we played. But I had a blast. My deck did it’s thing. I got creatures out, made them big, and stomped over a player or two.

I also managed to get some testing of my Simic Standard deck against John and his Merfolk deck.

Our first game was a surprise to me and John. By turn four I had three Llanowar Elves out, three lands and I’d cast a Biogenic Ooze. Ramp wise this was a start I could only dream of. With my removal and counter spells, pumping out more oozes, and them getting bigger each turn. I easily took the first game.

In our second game of the best of three, it was more to plan. Ramp, Wilderness Reclamation , Biogenic Ooze, frustrating John with counter spells and bouncing creatures back to hand. A bit of mill with the walls. Threats from John to kick me under the table.

We started a second round of best of three. But this time I took out the walls and replaced them with two Incubation Druid’s (it’s all I have) and a Llanowar Scout.

Despite losing to John 2-1. I did like what these bought to the table. The Incubation Druid was pretty good, getting a +1/+1 on it was easy with the Essence Capture. So I wasn’t having to wait for the three mana it can tap for. My main problem during these three games was my mana sinks hadn’t come out. So I wasn’t getting the full value from them.

During these games John got to witness the double Wilderness Reclamation, Biogenic Ooze combo. There was a little questioning with the stores future MtG judge (he’s,in training) about the way that combo worked during the start of the end step. My interruption was correct.

Our third game was pretty close. If John hadn’t tapped down all my creatures when he did, my Hydroid Krasis would have swung in next turn for lethal. As it was I didn’t have enough tricks in hand to prevent the loss. I really like games that are like this, where they could go either way. Close games that turn on a moment. They are exciting. Even now the next day, I’m replaying the decisions I made at that point, and working out if I’d done things a little different would the result have been in my favour?

Afterwards there was general chit chat. But eventually I went home after having a great afternoon of MtG. The Hobbit Hole really does have a great MtG community.

Can I Play With Madness

It was cold walking from the car to The Luxe. A definite nip in the air. I was kinda glad I had my big boy trousers on, and not my usual cargo shorts.

There were four of us due to meet up for the evenings gaming session.

We started off our gaming for the evening with Wingspan. That’s three sessions in a row now that this has hit the table. And once again one of the players was new to the game. Which I’ve not seen as being a disadvantage when playing so far. A testament to how good the design of the game is.

All four of the end of round objectives were eggs on nest based. Which guided my choice of bonus cards at the start. It tied in with one of the objectives nicely.

My woodland habitat was in MtG/Commander terminology a care bear or group hug line. I had a couple of when activated abilities that benefited everyone by giving them a resource as well as myself.

My grasslands habitat was a nice little egg laying engine, while my wetlands was a single bird that gave me a little extra card draw.

Jonathan’s first round was very confusing to me, he had accumulated a lot of resources, had one bird in his reserve. It looked like he was going to be playing a few birds in the second round. But at that point it felt like he was behind on the engine front when comparing his board state with everyone else’s.

Through the four rounds I was either first of second on the end of round objectives. My last round was triggering my egg laying and amassing points that way. It was worth five points each time, and for a couple of activations six. However my last action was wasted because I had no more space left to lay eggs, no resources or birds in hand to play a bird. So I accumulated some resources just in case of a tie breaker was needed. It also meant I didn’t get any extra eggs when The Usual Suspect triggered his when activated ability. So I also missed out on points there.

After the dust settled and the final tally was completed, I was first loser. I had lost to The Usual Suspect by 3 points. Which was the extra eggs I missed out on. But for the want of having an extra bird in my reserve to place eggs on I would have won.

Our second and final game of the evening was Lovecraft Letter. Earlier in the day I had finally opened and sleeved my copy of the game. At that moment in time I looked at the rule book to see what was different in this version to the others I had played. Mechanically it sounded very interesting, and I thought I’d take it along with me to the evenings gaming.

I knew Jonathan wouldn’t be a big fan of the theme. It’s not his thing. Which is fair enough. When selecting games to take along to play things like this have to be taken into account.

I like what Lovecraft LoveLetter brings to the table with the sanity mechanic. It brings some new decisions to make to the game, and win conditions.

Having to make a choice between going insane or keeping your sanity during the round is nice. However as Jonathan pointed out, that choice may be taken away from you if you start off with a card that has the sanity mark on it, and then draw a similar card. You have no choice but to go insane.

The sanity check at the start of your turn if you have lost your sanity is a nice push your luck element.

The benefit of losing your sanity is that on the cards with both a sane and insane option is that you can chose to do the more powerful insane option. It’s a risk reward choice. The more cards in your discard pile with the insane symbol the more cards you have to reveal on the sanity check. But you are doing more powerful actions, potentially if you get Cthulhu win the game. However you are more likely to be knocked out of the round, and need one more insane win than a player going for sane wins.

The component quality of the game, just like the Premium edition are out of this world. I really like the poker chips used to track round wins. They have a nice weight to them.

The art is for me on the right side of none offensive. With the Lovecraft theme it can be easy for a publisher to go dark. Which if they had would have made the game less appealing to a wider audience. It’s the right side of tasteful. More importantly I didn’t feel embarrassed or uncomfortable with Jonathan playing the game with the art on the cards.

However with the over sized cards and the larger really cool presented box (made to look like a book), along with the Premium edition. I do feel that these two editions have moved away from the micro game that fits in your pocket that you pull out and play at a moments notice.

Lovecraft Loveletter was the only outstanding version of Loveletter that we hadn’t played. It’s a nice addition to the family of games. Is it good enough to knock Loveletter: Batman off the top spot as my favourite? No. But it’s in the mix with The Hobbit and Archer editions.

Afterwards there was some gaming related discussion, where Jonathan reminded me that next weekend we are at the inaugural Alley Cat Games Con at their offices in Letchworth. Which I hadn’t forgotten about, but had for some reason not clicked was next weekend. I’m growing old. But take that as a warning about what you’ll be seeing on my social media and here next weekend.

We had a great evening of games. Awesome hosts in the form of The Luxe and the amazing staff.

Thunderbirds the RPG

What must be two or three years ago now, I got the Kickstarter copy of Thunderbirds the co-operative board game that I had backed. It was all in, so I had all the planned expansions along with the base game.

Much to my shame, the game has never hit the table since it arrived. Despite it being a genre that I enjoy, a theme I grew up with and love, and by a game designer I like.

I’m going to paint an image now that you will never be able to get out of your head. Copious amounts of alcohol will not work.

Yesterday I was looking for something to read in the bath. I love having a relaxed soak and a read. As you know recently I’ve been reading a lot of stuff about RPG’s. Then I remembered one of the expansions that came with the board game was an RPG.

So there I was yesterday morning soaking in my bath, reading the A5 rule book for the Thunderbirds RPG.

The RPG expansion gets you the following for your money:

  • 2 x custom Thunderbirds d6 dice
  • 56 Page RPG Book
  • 63 Card Mission Generator Deck

But as the extract from the rule book shows you can (well they say that you should) use bits of the board game itself to enhance the experience.

The actual system Modiphius have come up with is a very simple d6 system. Which would not actually take much to move over to the Genesys system. The Genesys system would be a great system to use for this.

Instead of the bonus tokens that the rules use for giving a bonus to a dice roll, a story point would work just as well. The limited skills used would easily cross over. The rules use default characters that naturally are from the show. I don’t see transferring these to Genesys characters being a problem.

The benefits of moving to Genesys would be the narrative dice, the improved combat (which is very very simple in the RPG rules) and social encounters. Plus it would be easier to do skill challenges. Which I think would be awesome in this game.

The random Thunderbirds Mission Generator deck will help you create exciting missions for your players or help inspire devious new schemes to test your players to the limit!” There are basically tables in the rulebook as well that cover some of the cards, that can be used for generating ideas also. But you are rolling a d6, looking on a table to decide on an emergency to deal with, then repeating for where the emergency is happening and so on. Which having not seen the Android chapter with their mix and match adventure creation, sounds similar in principle. Except instead you are rolling a die, and I don’t see why you couldn’t also do that with the Android stuff.

I don’t see this Thunderbirds RPG as a campaign thing, but more as a one shot you’d run every now and again as a break from a groups regular campaign, or as an intro to RPG’s for noobs.

You don’t really need to use the board game. It helps. But there are some fantastic Thunderbirds toys available (or used to be), especially of the iconic vehicles. I did check out the available figures for the 7TV miniatures skirmish game. Sadly no Thunderbird like ones. Although their Captain Scarlet ones sparked the idea of a spin off adventure. As did The Prisoner minis they had. Oh that would be soooo cool.

Having said all this, the Thunderbirds RPG or a Genesys version is something that interests me because I love Thunderbirds. I grew up watching them. And would love to visit that universe from time to time.

If you’d like a copy of the RPG expansion you can get it from the publisher for £4.99! Plus whatever they charge for postage.

Pick and Mix Your Adventure Comes To The Android Universe

I think the arrival of the Android universe source book Shadow of the Beanstalk for the Genesys RPG system is imminent.

I’ve read online that one or two people who pre-ordered directly from FFG have notification that their order is on the way.

Which I’m hoping means that the copies stores will be sending out won’t be too far behind.

In the last few days a post has dropped looking at the source book from the point of view of the GM.

The original information announcing the Shadow of the Beanstalk only mentioned that there would be a chapter to help GM’s creature adventures.

Finally in the last post we are given a bit more meat to chew over before getting our grubby mitts on the book.

The final chapter in Shadow of the Beanstalk describes how to bring these characters and situations to life as the Game Master. Through unique social encounters and an adventure builder included in the sourcebook, you can bring the conspiracies and intrigue of the Android universe to your tabletop.”

From the description below that FFG are giving us a system that works a bit like chose one from column a, one from column b, and one from column c, and that’s your unique adventure.

Through selecting a variety of hooks, escalations, and climaxes provided in the book, Game Masters can create modular adventure frameworks, complete with twists, turns, and moral quandaries for the party to face. These modular adventure acts can be rejiggered and combined in new and interesting ways. A hook can be replayed several times with a completely different escalation and climax, resulting in a wildly different adventure. With enough change in set dressing, even the same old hook can feel completely different!

From what I can tell we are still getting the three act structure (which will be covered in a bit more depth in an imminent post). Except they are calling them something different. The hook is Act 1, the escalation Act 2, and finally Act 3 is the climax.

In the post FFG give us a bit more info about each of the acts.

No matter where your adventure is headed, it starts with the hook—a starting concept to get your players moving into a broader adventure. Each hook consists of three major parts; the primary goal, the challenges, and the twist. The primary goal is what your PCs are trying to accomplish, the challenges are what stand in the character’s way, the twist is an unexpected complication that take characters by surprise. These hooks can range from an airplane heist job to tracking down a rogue experimental clone, and they simply form the basis for an adventure.

An escalation is a rise, either in the stakes or in the difficulty of the adventure, and it’s usually the point where the waters of morality beomce muddy. There is often a plot twist of some kind that shows the players that the milk run they signed up for isn’t as cut and dried as advertised. Perhaps a third party gets involved in the job—whether it’s a rival corporation or an orgcrime faction, this complicates things for your players and creates new challenges.

Finally, the climax generally represents how the most powerful organization involved wants to attempt to resolve the issue. This organization is probably a powerful corporation or orgcrime faction, but it could also be a religious group or a government. It could be that a higher-up just discovered the actions of their underlings, and orders a radically different course of action. Perhaps the organization decides to cut their losses, silencing everyone involved in the operation, or maybe they decide to place their bets in court, calling in the NAPD to cause trouble for everyone involved. While the climax represents how the most powerful organization wants events to unfold, the players still have the agency to determine how their adventure will end.

With a full data vault of hooks, escalations, and climaxes to choose from and improvise with, Shadow of the Beanstalk is the perfect starting point to your own cyberpunk adventure in the Android universe or beyond!”

It’s interesting that there wasn’t this equivalent chapter in the Terrinoth source book. Maybe FFG assume that with the wealth of fantasy based content out there that there was less of a need.

But this final chapter does sound like an interesting and welcome addition to the tools that a GM can use for creating their adventures in the Android universe. I particularly like the improvise they mention. Being able to quickly make up an adventure on the fly in response to players decisions will be a great tool to have if needed. I can see it being handy for generating one off adventures for the “gaps” between story arcs of an ongoing campaign.

While I’ve been writing these posts on creating a campaign and adventures I’ve been giving more thought to my plans for my first time as a GM and my first steps in the Android universe.

At about the same time as the source book drops, I’m expecting that the taster adventure will also go up on their website. My guess is that this will be the two part adventure they took to GenCon and Pax Unplugged.

So before I go full knees deep in, I want to see what this taster adventure is like. The plan is to run this first.

Where the taster adventure finishes, and the feelings of the group will dictate the further planning.

For me there are some nice events and themes within the Android universe that I’d like to explore or act as a back drop to a campaign/adventure. I’ll probably talk about those in another post also. FFG have such a rich setting in the Android universe, I can’t wait to share it with others.

Should My Golgari Go Sultai?

Listening to the latest MTGoldfish podcast they were discussing the state of Standard after a weekend full of big tournaments such as the Star City Games one, and happenings online and Arena since the release of Ravnica Allegiance. When I think Saffron Olive one of the hosts mentioned that some of the Golgari players were going Sultai, ie splashing blue so they could add Hydroid Krasis to their decks.

That struck me as an interesting idea.

I know my Golgari deck (you can find a deck list here) is not the normal one that gets played in all these big tournaments. In those decks they are exploiting the explore mechanic. But there is some common cards like Carnage Tyrant. Isn’t that the fun thing about deck building? These tournament players went one way with the explore, I went mid range/aggro playing lots of removal, John went with exploiting the undergrowth mechanic. All playing the same guild, some common cards, but all expressing ourselves differently.

But if I splashed blue as well I could add Hydroid Krasis to my deck. It’s an idea. What helped sell it was in the same discussion about Golgari decks splashing blue and becoming Sultai, was Assassin’s Trophy. In the meta the podcasters were playing in, with the arrival of Ravnica Allegiance and the availability of all ten shock lands, they were seeing more three colour decks, and decks with very few basic lands in. So often when the Assassin’s Trophy was being played the opponent wasn’t actually getting anything in return in a few cases.


Until Standard Showdown starts up again this weekend, I’m not sure if that’s something I’ll see in my local meta.

I know Dean who I’ve played against a couple of times now in the Showdown (and Commander) is planning a three colour deck. But the others who usually take part I’ve no idea what their plans are.

So with a couple of basic lands (islands), adding in the couple of Breeding Pool I have (I do need a couple more) and a couple of Hydroid Krasis, I have a second deck for this upcoming Standard Showdown season. If I make the changes to the mono blue mill deck as well that will be a third. Then each Showdown I have the hard decision of which deck to play.

On the subject of Hydroid Krasis. I’m so glad I got mine when I did. In a week (which also saw the official release weekend) they have nearly doubled in price. It’s insane. And would explain why the Simic deck was so costly. Three of those plus the Carnage Tyrants. Crazy. That’s the one thing I hate about the game. The speculation and cost of cards. It stops the game being accessible to all.

Now to decide what makes way for the Hydroid Krasis.

Ravnica Allegiance Simic Standard Deck First Draft


Last week I wrote a post about cards I was thinking of putting in a new standard deck for the upcoming Standard Showdown season. Which I believe is kicking off this coming weekend.

So it was about time I came up with a first build of the deck. That’s where the decked app comes in handy. It keeps track of the number of cards, mana curve etc.

Before giving you the deck listing, the stats and boring you with talk of it’s tactics, here is my boiler plate disclaimer.

I’m not claiming these are the best decks in the world, they certainly are not top competitive decks. They are hopefully fun, affordable (subjective I know) decks. I don’t try and keep to a target price point. I try and use as many cards in my collection as possible to keep my costs down. I’m certainly not a master deck builder claiming this deck will win tournaments, if it is fun to play and does it thing then I’ll be happy.

Tactics

So the deck wants to ramp, get lots of land out early. To do that I have Llanowar Elves, Open the Gates and Growth Spiral. The more mana I can get out the better for this deck. Or that’s the plan.

There are three cards that love having lots of mana available in the deck. The first is Hydroid Krasis. The bigger I can make that X when casting the better. Not just from being a big thing to swing in with on the battlefield. But the life gain and card draw is half (rounded down) of that value of X.

The other two are mana sinks. Which if I have multiple copies of Wilderness Reclamation are going to be abused a lot in the end step.

The first of these mana sinks is Biogenic Ooze. Before it’s end step ability kicks in, the end step ability of Wilderness Reclamation needs to fire off. For illustration of how this can be abused, let’s assume there are six lands out, two Wilderness Reclamation’s along with a Biogenic Ooze. On this turn I’ve not cast anything. So there is six untapped lands. Start of the end step the Ooze trigger goes on the stack followed by the two reclamation triggers. In response to the first reclamation trigger I tap all six lands. So I now have six mana in the pool. The first trigger resolves untapping the lands. Then in response to the second reclamation trigger I once again tap all the lands and add six more mana to the pool, which is now sitting at twelve mana. The lands untap. I can now decide to tap the lands again, or leave them untapped to cast any counter spell during the opponents turn. For this illustration I’m going to tap the lands again now in response to the Ooze trigger, taking me to eighteen mana in the pool. Still in response to this trigger I now add four 2/2 Ooze tokens to the battlefield. The trigger now resolves making these new tokens 3/3 and puts addition +1/+1 counters on any other oozes on the battlefield.

If the other mana sink Simic Ascendancy is out this little shenanigans above adds five +1/+1 counters plus on to that. Plus a similar abuse of multiple Wilderness Reclamation’s can be done on that instead. Also if I had kept the mana open and not used it on my opponents turn. During their end step I can spend it on Ascendancy’s activated ability.

Both these mana sinks force the opponent to do something about them. If they are left to do their thing as you can see things could potentially get out of hand.

But the key card for me in this deck has to be Wilderness Reclamation. I really love the card. Why decide whether to cast a creature on your turn or hold off and use a counter spell or some other trick on your opponents turn? This let’s you do both. Plus as you can see how it can be used to abuse paid abilities.

The Decked App stats

Ok here is the bit you really want to see the actual cards in the deck. Let me know what you think, or how would you change it?

I’m not sure over the land base for the deck. It may be too slow. I’ll have to see how the Memorials go. Flipping them to basics may help.

Creatures:17

4 Llanowar Elves
2 Hydroid Krasis
3 Wall of Lost Thoughts
2 Steel Leaf Champion
2 Zegana, Utopian Speaker
2 Biogenic Ooze
2 Carnage Tyrant

Spells:21

2 Open the Gates
2 Applied Biomancy
2 Blink of an Eye
3 Essence Capture
3 Growth Spiral
2 Simic Ascendancy
3 Thought Collapse
3 Wilderness Reclamation
1 Vivien Reid

Lands:22

2 Breeding Pool
6 Forest
1 Hinterland Harbor
5 Island
1 Memorial to Genius
2 Memorial to Unity
4 Simic Guildgate
1 Woodland Stream

Sideboard:15

1 Hydroid Krasis
1 Steel Leaf Champion
3 Thrashing Brontodon
1 Biogenic Ooze
1 Carnage Tyrant
1 Open the Gates
1 Blink of an Eye
1 Essence Capture
1 Simic Ascendancy
2 Slimebind
1 Thought Collapse
1 Wilderness Reclamation

Planning the Campaign


Welcome to the next post in my series looking into planning campaigns and adventures for a role playing game. In particular I’m getting ready to start planning adventures for a party of adventurers in the Android universe for the FFG Genesys system.

I briefly mentioned in a previous post that FFG don’t publish scenarios/campaigns for their Genesys system outside of the initial taster scenario they put up on their website for each source book.

So if I want to run a one shot or campaign using the Genesys system then it’s all on me to come up with the everything (if I’m not using one of the available source books). This is a big thing for a noob GM like me, who has still to run a session.

Luckily as I’ve already established a lot of the work for me will have been done by FFG when they publish the source book for the Android universe. What is left for me to do is to come up with the campaign.

I keep bandying the term campaign around but what exactly is a campaign? The D&D Dungeon Masters Guide defines a campaign as:

…When strung together, these adventures form an ongoing campaign. A D&D campaign can include dozens of adventures and last for months or years.”

It also gives the following advice in the opening of the campaign chapter.

The world you create is the stage for the adventures you set in it. You don’t have to give more thought to it than that. You can run adventures in an episodic format,with the characters as the only common element, and also weave themes throughout those adventures to build a greater saga of the characters’ achievements in the world.

Planning an entire campaign might seem like a daunting task, but you don’t have to plot out every detail right from the start. You can start with the basics, running a few adventures, and think about larger plotlines you want to explore as the campaign progresses. You’re free to add as much or as little detail a you wish.

The start of a campaign resembles the start of an adventure. You want to jump quickly into the action,how the players that adventure awaits, and grab their attention right away. Give the players enough information to make them want to come back week after week to see how the story plays out.”

A lot of the campaign chapter is about planning the details of the world that the adventurers will be spending their time in. Which is kind of not relevant to this discussion and my current planning. Although once the Android source book is out the majority if not all of that has been dealt with.

With the definition that I have of a campaign what tools can I use from the comic book world to help with the planning of my campaign? I think that I can. If we treat adventures as an issue of a comic book. A campaign can be seen as similar to an ongoing series, miniseries, or maxiseries depending on how long you want the campaign to run for.

The miniseries and maxiseries have a definite end, whilst naturally the ongoing series just keeps going.

With a campaign length in mind I need to look at story arcs.

O’Neil defines a story arc as “...a story that takes several issues to tell.” Which in our context could be rewritten as “a story that takes several adventures to tell.”

How do story arcs map to the length of a campaign?

If the campaign is one of the finite lengths (miniseries and maxiseries) then the story arc would cover the length of the campaign. For instance a miniseries length campaign being the shorter of the two would most likely have just the single story arc. Whilst the longer maxiseries may have multiple story arcs. Naturally the ongoing campaign will have multiple story arcs, potentially interspersed with single one off adventures. Which may or may not be set ups for future story arcs!

When working with story arcs O’Neil gives the following bits of advice:

  • ‘…reintroduce characters and locales if they haven’t appeared for a few issues when doing an arc…” Pretty good advice. Players may have forgotten, not made notes, whatever the reason, if a character/locale hasn’t appeared for a session/adventure or two, a brief description or role play to remind them won’t hurt.
  • A rule from his miniseries section that is relevant to what I’m doing here (planning a story arc for a RPG) is “There must be a major change, development, or reverse in every issue. This is just another version of the ‘keep-the-story-moving’ dictum. Something important must happen in every issue of the series. Each must have at least one turning point or surprise. And in each, the hero must either accomplish or learn something.”
  • Each issue should end on a reason for the reader to continue buying the series” or in our terms, give your players a reason to keep coming back. O’Neil suggests good old fashioned cliff-hangers (those 1930’s serials were experts at this) or something a bit more subtle.
  • “…incorporate a brief summary of what’s gone before.” A good GM does this at the start of each session naturally. Edmund does it on the Facebook event and at the start of the each session.

The first and least sophisticated is as O’Neil calls it the One-Damn-Thing-After-Another. It’s based on one of those 1930’s serials like Flash Gordon, Buck Rogers or King of the Rocketmen to name a handful.

O’Neil actually looks at this in the story structure section, but I think it applies also to the more macro campaign level also. This is just a series of encounters with an antagonist (who will somehow evade capture, or get free for the next encounter). At the macro level we are currently looking at this structure is best suited to the shorter campaign length. As an ongoing campaign it would soon get boring and repetitive.

Then O’Neil introduces The Levitz Paradigm. Which looks great for an ongoing campaign. In the words of the Paul Levitz himself this is…

a plotting tool I used in the Legion’s heyday to keep track of the many fluid plots and subplots.  The physical ‘device’ is pretty simple, and the theory is one that was rapidly evolving in super hero comics in the ‘80s but which has deep roots in soap opera.”

I’m just going to save my fingers and quote from the man himself off his post. It’s not the most detailed explanation but google and O’Neil can cover the details in more depth for us.

If the ‘paradigm’ was anything beyond a charting tool, it was a few (sometimes ignored by me, sadly) guidelines:”

start your secondary plots low and raise them slowly (maybe as a C or D plot before it gets to be a B, much less an A).
every time you visit a plotline, it needs to progress in that visit (if it’s boy meets sheep, one of them should end the scene in an emotional moment, for example).
vary the number of beats before you escalate to an A.

And all of this is, of course, secondary to basic plotting rules like making stakes important to the characters, and flowing plots from the characters themselves.  Or one that I’ve grown fonder of in my recent years of teaching, that what reveals/defines character is choices, particularly choices with costs.”

Within the context of planning a campaign subplots are our means to “set up or introduce the main plot.” So during an adventure an npc may give a bit of information that is relevant later to a future adventure.

I do like the idea of nicking the subplot use from comic books of using them also to expand the world the characters are in, and make the npc’s more three dimensional by showing snippets of their lives. Which could at a later point turn into a story arc that the players get involved in.

O’Neil asks us to remember “Subplots are plots. They must advance toward a resolution, or at least the illusion of a resolution.”

So now I have some tools for planning a campaign from the comic book world. But could I also learn from the video game industry and how they create games like Skyrim or Zelda Breathe of the Wild? Is there cross over with what I have talked about here? This is an area I need to research. In the meantime the next part in this series will be at the adventure level, and planning an adventure.

FFG Fumble the Keyforge OP Again

I’ve never really been that impressed with FFG and their organised play(OP) kits. Or to be fair with FFG the ones I saw from my brief time taking part in my FLGS Android Netrunner events. The make up of the Star Wars: Destiny OP kits was just as disappointing.

But what was I comparing them too? Ok WotC have had a long time to get the whole OP thing sorted and running like a well oiled machine. Although they do have the odd bump now and then in what they do. However being a MtG player this is my main point of reference for how OP should be done.

Unlike MtG OP it’s a bit harder for FFG to come up with the prize support for Keyforge. The unique decks in this situation is more a hinderance than an advantage. The one thing I do find that FFG keep doing is not providing enough prize support in their kits. Stores often having to break open more than one kit for popular events. Plus they charge for their kits.

FFG recently announced their next wave of OP for Keyforge, and revealed finally what the aember shards are to be used for within the Master Vault app that you accumulate from registering decks and taking part in OP.

To start off with there will be a prize wall at some Keyforge events. I’m assuming these will be their own events held at cons and their hq. Plus certain stores will be authorised to have them as well.

The actual initial prizes on the wall are to say the least underwhelming. The only one I’d really want from that wall would be the premium key set. And you’d want two sets to play with for when playing with friends.

The upgraded tokens like those little plastic ones for damage, has always been an issue for me. They will give you five as the prize. I don’t see the point of such a low number. There should be enough to play with. Having to play with a mixture is annoying.

Plus those alt art cardboard tokens, they are at best participation prizes that get handed out for taking part in the event. If they are going to be part of the prize wall, for your aember shards you spend on them, at least you should be getting multiple copies (at least five).

And why? Oh why? Isn’t this glossary card in every Keyforge deck you buy?


Put the turn structure on the other side, and you have the perfect player aid. This could at least have been in the starter set decks. The thing is, it wouldn’t have added anything to the final cost of a deck. Fractions of a penny or for any American readers cent. Look this is what players get in the Welcome decks aimed at beginners from WotC.

WotC give us two cards, with the fourth face used as an advert for a MtG related product. FFG could do the same on the fourth face (if they splashed out and used two cards), advertise the Master Vault maybe. FFG you screwed up here.

What they have been very cunning about is not sharing how much aember shards each prize will require. You can bet that the premium key set won’t be cheap to get. So it looks like they are avoiding any potential uproar until nearer the time.

For me who doesn’t have a LGS that runs Keyforge events I’m screwed. Asmodee UK will respond to any queries about OP kits with stores only, and pointing you to your nearest stores. Apparently they don’t think you know your local area. They also don’t respond when you point out that one store is actually much longer than 40 minutes away (as estimated by Google, but actually over an hour), takes the Friendly out of FLGS, and not a pleasant environment to say the least. Also that response assumes your FLGS is running events and even selling Keyforge. You can be assured I,pointed out my FLGS does neither.

I am not alone in this predicament. So why isn’t there an option to redeem your aember shards through the Master Vault and have your rewards posted to you?

For me FFG still don’t get OP kits, and have a lot of room to improve.

I don’t want to be all negative in this post. FFG should be given some credit for their companion app The Master Vault, and the functionality they are adding to it. It really is starting to become a nice feature of the game. Being able to track your decks casual play stats, OP stats and add notes is a really nice.

I also like their marketing fluff state of the game YouTube videos. There have been two so far. They talk OP, the Master Vault and rules questions. Ideally they would be more regular. And they aren’t completely cringe worthy to watch.

What do you think of the new OP announcement? Happy with it?