00:35 Warlock Tiles description
01:40 Town & Village box contents
07:00 Tile system using magnets and clips
09:05 How much can you build with the Town & Village box
10:05 Using Warlock Tiles with 3D printed dungeon tiles
11:00 You can use Warlock Tiles with OpenLock and DragonLock
13:08 Warlock clip force issue
15:22 Standout Feature: Interior Walls and Doors
16:30 Example layouts using Town & Village box
16:45 Using the interior walls and doors to easily alter your layout
19:05 Using the interior walls with OpenLock or DragonLock
21:00 OpenLock and Warlock tile compatibility
22:00 Half height walls vs. full height walls
24:30 Thin doors and walls will also appeal to 3D printing enthusiasts
25:40 Warlock Tiles vs. Dwarven Forge City System
32:20 Warlock Tiles vs. OpenLock and DragonLock
34:30 Warlock Tile Pros
36:20 Warlock Tile Cons
41:40 Warlock Tile Mystery Notch
47:35 Wrapping Up
50:00 Owlbear Approved -- Please Like and Subscribe!
Monday, November 30, 2020
Friday, October 2, 2020
In today's video I look at the Hasbro reprint of the HeroQuest board game.
For those who are not certain about backing the new crowd-funded reprint, I do a broad comparison between the HeroQuest mechanics (as we know them from the Milton Bradley version) and other popular dungeon crawlers such as the D&D board games (Ashardalon, Drizz't, Ravenloft, etc), Dungeon!, Talisman, Descent, and Gloomhaven. This is not a deep discussion of gameplay, but I do talk about the broad differences between the various offerings.
I also discuss the variety of miniatures and quest options that will be offered in the difference pledge tiers. Hopefully, I will present you with enough of a picture that you are better able to decide if it worth your money. Reference time stamps follow below the video.
01:00 Why crowd funding?
01:50 Mass market vs. niche market
05:13 What kind of consumer are you?
06:52 HeroQuest mechanics summary
08:00 HeroQuest is almost a roleplaying game.
13:08 Mechanical complexity versus other dungeon crawl board games.
14:20 D&D board games - Wrath of Ashardalon, Legend of Drizz't, Castle Ravenloft, Temple of Elemental Evil, etc.
15:18 Descent: Journeys in the Dark
16:55 Where does HeroQuest sit in the dungeon crawl game hierarchy?
19:35 Who is the best audience for HeroQuest?
22:35 HeroQuest is probably a better dungeon crawler for the younger gamer.
23:12 HeroQuest is less strategically deep and more random.
25:18 Modern dungeon crawlers might be better for a more strategic group of players.
25:58 But... what about the value of the box contents?
26: 20 Base game: 9 Hero minis, 31 Monsters, 30 bits of dungeon dressing.
28:33 Game mechanics aside, the miniatures are a good deal.
29:30 The selection of miniatures is good for any fantasy TTRPG.
32:15 The $150 level is harder to justify, but it comes with a lot of play content.
33:30 Do you back it?
35:55 Wrapping up
Saturday, September 5, 2020
In today's video, I discuss Tiny Epic Dinosaurs, the new worker-placement and resource management board game from Gamelyn Games. In Tiny Epic Dinosaurs, you construct a ranch and raise dinosaurs to sell to... well, dinosaur zoos, I suppose. You must balance the breeding of dinosaurs against the resources they consume as well as keep your ranch outfitted in order to house all the beasts. It has mechanics similar to other worker placement games such as Stone Age, Viticulture, or Lords of Waterdeep... but with dinosaurs!
You should probably jump on that price while you can!
Friday, September 4, 2020
In today's video, I review Monster Scenery from MonsterFightClub.com. I discuss the three sets I ordered through their Kickstarter (now available to the general public) and measure their usability and value as compared to other popular terrain (*cough* Dwarven Forge *cough*).
Sunday, August 30, 2020
It's been over five years since my very first review of Hero Forge custom miniatures... and a lot has changed in that time.
In addition to 3D printing technology improving, Hero Forge has significantly upped its game in its character building options and resin offerings. In this video, I look back and what was and review the latest entry level "Plastic" model I ordered from their site. Gallery shots after the video.
If this video is helpful for you, please LIKE and subscribe. The previous "Premium Plastic" review is here.
Saturday, August 15, 2020
In this video, I do a brief overview and comparison of BattleTech and Alpha Strike, as well as spend some time looking at miniatures old and new in the introductory box sets. I also note why I think Alpha Strike may be a better introduction for new players into the BattleTech universe. This is meant as a broad introduction to both games for an unfamiliar player. I don't get into the nitty gritty of mechanics and lore (of which there is a lot).
Addendum: There is a BattleTech RPG (BattleTech: A Time of War and the out-of-print MechWarrior RPG) that I was going to note briefly in the video, but forgot. I do not have experience with the RPG. I have only played the miniature skirmish games, so I don't have any particular insight into the RPG.
** LOCUST! -- I had bugs on the brain and couldn't get past "Cicada".
Wednesday, July 29, 2020
Monday, July 20, 2020
Sunday, July 5, 2020
Tuesday, May 12, 2020
Hackmaster Basic is available FREE to download, so this make a great "try before you buy" system to check out.
Tuesday, April 14, 2020
Castles & Crusades was one of the first old school games published in the modern era under the Open Game License. It uses a single d20 mechanic for all attribute checks across the game, so it eliminates a lot of the messy mechanics sometimes associated with D&D and AD&D retro-clones.
In addition to Castles & Crusade, Troll Lord Games published numerous 5th Edition Adventure modules for Dungeons & Dragons 5th Edition, which are absolutely fantastic and worth checking out, especially A1 Assault on Blacktooth Ridge (also part of this awesomely inexpensive bundle).
Wednesday, April 8, 2020
Both RPGs are low fantasy / low magic to match the narrative feel of the The Hobbit and The Lord of the Rings. The One Ring has a mechanic based on d6's and a d12, while Adventures in Middle Earth uses the familiar D&D 5th Edition / d20 mechanics. Both systems are wonderful, although The One Ring has a bit less power creep than its 5th Edition translation. Adventures in Middle Earth has many ideas and mechanics that can be adapted to your standard D&D 5th Edition game or other d20-based low fantasy game.
If you're a fan of the Lord of the Rings and D&D-style fantasy, you absolutely need to pick these offerings while they are still available at retail prices (they are now out of print). See the video for what I love about these two games and how they differ.
Thursday, March 26, 2020
In this video I discuss the Lone Wolf Adventure Game, based upon the adventure booklets by Joe Dever from the late 1980's. This is a fantastic, rules light fantasy RPG with very deep setting lore. The game uses a simple d10-based combat and skill resolutions mechanic. The illustrations are wonderful and the basic box set is a great value at $30.
Lone Wolf Adventure Game: https://amzn.to/3amGYNl
At the end I also note another alternative from Cubicle 7, Adventures in Middle Earth. I plan to talk more extensively about AiME in an upcoming episode.
Wednesday, February 26, 2020
|AD&D's power gamer wet dream|
I'm not simply talking about power gaming here, but a change in the way the power gamer approached character generation due to the internet. Power gamers across the world now could converse and compare optimizations, which have lead to forums meant for just one topic... "character builds".
Perhaps it's the grognard in me, but the whole idea of a "build" raises my hackles. I can already hear the critique of this post. This post will likely be labeled as a "Your fun is wrong!" rant without actually considering my words, so bear with me a moment and read on before you judge.
Here's the thing. Role-playing games are form of improvisation. Your PC acts within the story and the story changes. And the story will also (ideally) change your PC. I don't just mean levels and hit points, but hopefully non-mechanical personality growth will occur. Goals will change. Motivations will change.
Perhaps a PC who is a bit churlish and grumpy will experience something that softens his heart. Or, conversely, a faithful paladin might experience something that hardens her and she eschews her deity for a demonic warlock patron... or the wizard, having experienced a divine intervention of some kind, decides to become a devotee of Pelor.
The whole point is that when you start out with that new character, you don't know what will happen at the table over the course of the next several months. Consider not planning all your feats and multi-class options at first level. By focusing on a "build" you may be missing out on opportunities for your PC to grow organically within the campaign. The "optimal" wizard build doesn't take into account that you might want to change to a cleric or paladin for story reasons for a couple levels.
If you are so fixated on the pre-destination for your character (as outlines in some build guide), you are closing yourself to changes that could occur during the actual play at the table. You don't know what will happen in the game to your PC at level 5, or 8, or 12... so consider not planning every single mechanical leveling up detail at level 1. Let what is going to happen be determined by play. If you are locked into a single character strategy, you have shut out the in-play possibilities.
|Skip the game guides. Build a personality.|
Stop worrying about every little +1 bonus, feat, or ability score improvement from level 1 through 20. Play the character, not the mechanics. Then, when you actually achieve those levels, perhaps make a choice that makes sense for the character's story arc instead of trying to gain the highest possible DPS. I'm not talking about making a "gimp" character here. I'm just talking about not focusing so much on every minor bonus and think a little more about what makes sense within the fiction of the game, rather than the mechanics.
Character growth within the fiction of the campaign is one of the primary reasons we play in-person RPGs instead of games like World of Warcraft. Stop trying to make the perfect monk that can move 400 feet and stunning strike every enemy on the field in 1 round. This is D&D, not League of Legends.
Embrace the non-optimization.
I'm getting a lot of "Stop telling me your fun is wrong" replies, and that's NOT what I'm saying.
1) To be clear, I never said you should purposely build an ineffectively gimpy character.
2) I never said you shouldn't pick a combat-effective option or think about what's coming up level-wise.
One of the comments from Peter Olsen on Facebook put it best:
"... extreme focus on progression and builds lends itself to removing attention from where the character is right now."
This. So much this. I'm just trying to advise players (especially newbies) to not think about what's happening 8 levels from now. Think about what is happening in the game right now. Make character choices based on those events. Don't be a slave to the cookie-cutter "optimal build" if something happens in game that might lead your character to multi-class into something slightly less optimal (or pick a different feat, or whatever) because it makes more sense within the story.
Friday, February 21, 2020
Using the power of the Dungeon Master, there are many obvious ways one could screw the players in a game. But there are also way you may be unintentionally hindering the players or passive-aggressively acting in an adversarial manner. Don't be the "Gotcha!" DM.