Now I know I’m late to the party, as it’s been about a year or so now since this leviathan board game entered circulation, but as I do not own a copy, and it has taken us a while to get a few games in with the copy in my gaming circles, only now do I think I’ve played enough to offer an opinion.
This has been one of the biggest titles of 2017, a roleplay mashed with a strategy game with the difficulty level turned up to Dark Souls. Wildly differing characters, varied scenarios, depth of environment enough to fool you into believing that you’re role-playing into something almost Pathfinder-like, but the entire game runs itself, kind of… but let’s get to that later. (more…)
Among the many weapons in the DMs arsenal, often we overlook the idea of curses. Monsters and traps aplenty, puzzles and challenges, sure, but a curse is something wholly other. Disease is frequently too random, we rarely use disease because it is not something earned through foolish action, but a curse can be laid upon a player who does something foolish, or stumbles across something terrible.
These curses broadly use Dungeons & Dragons 5th edition rules, but can easily be adjusted for other systems and settings.
So often board games strive to emulate the rich depth of gameplay enjoyed by role-playing games. Often the result is a thin facsimile or an unwieldy brute of a game, and rarely does role-play enter into the equation, but here we have at least one game in which role play is the whole point. In Role Quest by Hercules Game Studios you assume secret characters, place them opposite one another in locations and situations, and act them out. It is down to your opposing players to guess who you were. Sounds fine. Until you add curses. Speaking in rhyme, singing, impersonating someone, some new complication to add to your efforts.
Best of all the game is limited to two rounds, and a time limit is set on each and every role-play, meaning that it’s a quick game that plunges you straight into a narrative, it’s over quickly to move on to something else, or to get another round in. Locations offer new options to alter the tactics of the game, treasures help twist the flow of the game, and there is a fixed point scoring system, but ultimately it’s a game of improvisational acting skills and character playing that’s great for people who don’t think they’re good at that sort of thing.
I think this is also one I ought to add to the GeekOut Shrewsbury library.
As I write this, the game has surpassed it’s funding goal of £4,500 in the last half hour or so with twenty one days (ending August 9th) left to go to achieve some stretch goals. So let’s take a look at what Hercules Games are going to funding…
There’s very little more to say about the game itself, especially now it’s past the finishing line, so let’s take a look at what Hercules Game Studios can do with just a little more money.
£5,000 At goal + 500 we see our first new location, The Guild. With only three locations, that could prove an essential for replayability.
£5,500 The City Guard is introduced as a new possible character, a classic for every fantasy setting.
£6,000 The Temple is added as another new location, which should also help boost the diversity of the game.
£7,000 A timer for every copy of the game to help keep things moving without the need for breaking out the clock on your phone. Of course supporting apps are ever more popular these days but they can often be poor compromise to having an actual timer to slam onto the table. But I digress.
With a fairly tight cluster of stretch goals and so much time left after hitting the 100% mark, Role-Quest might need to add more goals, and fast. Perhaps more characters and locations, but with a game this simple there is definite scope for expansions. At least one expansion has already been created (more info in the pledge rewards below) but I can think of several directions this game could take with very little thought.
So what do you get for your money?
Pledge £4 or more
Wizard Pledge: For each Wizard pledge, Alex, Phoebos or a guest will roleplay a personality of your choice on video after the end of the campaign (the personality must be appropriate for all audiences)
Interestingly there is no option for a £1 “tip jar”, I like that the most basic option still gives something back. Also, not included here is a retailer specific pledge, but go check out the campaign if you’re a stockist.
Pledge £15 or more
Innkeeper Pledge: One copy of Role Quest: the card game of legendary role-playing
Pledge £18 or more
Blacksmith Pledge: One copy of Role Quest: the card game of legendary role-playing and the mini expansion.
The expansion will be NSFW and for ages 18+, which I feel is a somewhat necessary addition to this game, not because I think the game will need it, but because for the type of people I play with, I will need it.
Pledge £29 or more
Mayor Pledge: Two copies of Role Quest: the card game of legendary role-playing and two copies of the mini expansion.
This may seem odd, but by the time you incorporate shipping – at least within the UK, US, and Germany – you’ve saved a total of £5, and more if shipping elsewhere in the world. It does become worth it to share the burden of your pledge for the sake of £2.50 each.
Pledge £59 or more
Necromancer Pledge: Necromancer’s don’t just play ordinary board games, they get a personalised card with their face and the Role Quest Role-Player’s handbook. Includes: Role Quest base game, NSFW Mini Expansion (ages 18+), Personalised Character Card, Role Quest Role-Player’s Handbook.
Currently about half of these remain, 22 out of 50. If you want a personal and unique touch added to your game then it may be worth looking into this option. I might not go for the whole thing, but I may be tempted by that Role-Player’s Handbook if it’s available separately after the pledges are completed. I’m a sucker for role-playing accessories, and this looks like a quick and easy way to create or adapt characters. The book can help turn Role Quest from a basic board game and turn it into something one might use to actually enact small role-playing games, or incorporate it into existing campaigns to create in-game impact.
I actually ran across the game at UKGE. I was plainly suckered in by the wheel-spin (I won a sticker, I am perfectly find with this) but I talked to the designers and was immediately quite interested. A means of creating short and punchy RP scenarios to play out short vignettes or to draw people into the concept of role-play is right within my wheelhouse. I sincerely wish Hercules Game Studios the best of luck, not just with Role-Quest, but in their future endeavours too.
In the mean time, check out the Kickstarter today.
I was recently a guest in a podcast. It’s nice to be asked, and Roll On The Adventure piqued my interest.
In the podcast, the panel create, playtest, discuss, and publish a quick role playing system. It’s a great little quick-fire collaborative effort with bad singing and excellent
Dave is a figure of no small renown in the role-playing event circuit, Dimitris is a published designer and gamer, and Chris – in addition to being a prolific player – will be joining me to host a panel at Amecon this year. The first arc of the series created a game called Temporal Stereotype Zoo, a game about time travel, kidnap and/or abduction, and stereotypes throughout history.
The call for this series was for player-vs-player action, and Dimitris suggested going down the fantasy route to keep things classical, Dave suggested players taking control of an entire fa (more…)
I’ve expressed an interest in diceless role-playing games for a few years now, but I’ve yet to be involved in a game that is completely without some influence of chance, even the odd playing card based game which wasn’t wholly without dice. Is It A Plane!? by Psychic Cactus Games is something rather different… actually something very different. Now funding on Kickstarter is a role-play about interpretation, and is going to be a must have for those who are quick on the draw. (more…)
Ever hear of Tucker’s Kobolds? If you have then you know that a half-dozen hit points does not mean an easy fight. In this week’s Dungeon Situational I’ll pitch a few ideas for the kinds of traps that kobolds may construct given their stature, disposition, and available resources.
As usual I’ll be using D&D 5e rules, but all rules and numbers can be adjusted to suit your campaign in other editions, systems, or for varying levels. (more…)
Dungeon Situational is a new series for Dungeons & Dragons players easily modified for other editions and roleplaying systems that feature ideas for DMs and players that can (hopefully) help you make your characters and your campaigns uniquely yours. Spells, creatures, trinkets, encounters, rewards, and obstacles of any and all sorts.
For today, something I often find my spellcasters lacking, unique magical implements. These are no mere wands and staves, these trinkets are intrinsically magical in their own right, and have minor magical properties of their own that should not unbalance the game… certainly no worse than your average magic item. (more…)
Some context: Every year I have run a Christmas themed game for one of my local gaming groups. The first one was supposed to be just a one shot, an overly dramatic story of a band of misfit toys who escape the island (really a peninsula), to return home, lead a revolt of the Candy Folk against the cruel tyranny of the Fey Lord Klaus and his wicked elven wild hunt, and reinstate Bannock, Gingerbread King of Candy Folk. And because I can’t control myself, this became an ongoing story, four years strong. This will be the first year since 2012 in which I have not done a Christmas game.
What can I say? I’ve felt rather uninspired in that regard and other projects are taking off rather nicely. So for now, the Dark God of Candy will have to wait to reclaim the world, here instead is an encounter table which sees a nondescript party of 4-6 Christmas themed adventurers level 2-4, wandering the frozen wilderness in an effort to evade Santa and his sadistic brood. It assumes information from the D&D 5th edition Players Handbook, Monster Manual, and Dungeon Master’s Guide.