This week Slacker and new guest Dawson join WDR and myself to discuss horror games. We touch on both RPGs and Board games, and what makes a game a horror game as opposed to just a theme game. Mentions include Zombie Mosh, Arkham Horror, Zombie dice, Chill, Witch of Salem, Last Night on Earth, Mansions of Madness, Betrayal at House on the Hill, Mall of Horror, Call of Cthulhu, Trail of Cthulhu, Ravenloft, and White Wolf. This episode clocks in at 53 minutes.

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This week I review a grim world of perelous adventure, a comic where the writers just don’t care, a novel where the author obviously does care and a guide that may know too much! Let me know what you think in the comments.

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Warhammer Fantasy Roleplay: A Grim World of Perilous Adventure (Warhammer Fantasy Roleplay)Warhammer Fantasy Roleplay: A Grim World of Perilous Adventure by Green Ronin

My rating: 2 of 5 stars

I have mixed feelings about this RPG. On the one hand I hate the setting. I hate the heavy handed grim darkness of all of Games Workshop’s IP, and warhammer fantasy has always felt like someone just took a bunch of fantasy tropes and threw them in a blender with half a gallon of despair and a jar of dirt.

On the other hand I once played through a year long WHFRPG 2e campaign run by a fantastic game master who managed to make the game enjoyable despite the crapsack setting. I have a few fond memories from that campaign that colors this review.

On yet still another hand (we’re up to three) I feel that the mechanics of the RPG itself, seperated from the setting, are easy to use and allow for a variety of character choices that matter (or would if you didn’t have to work against the random career thing) but there are a few issues that keep me from being able to recommend it as a good RPG engine. For example, the way the combat initiative works you might as well not bother rolling to see who goes first as it will be very rare for combat order to deviate from one fight to the next. My dwarf character always and without exception went last in combat. That might have not been an issue were it not for the two archers that were able to end almost every fight before it started, leaving me nothing to do. (I ended up annoying the GM a bit because I resorted to bringing a book to the games to read when combat started, because it would almost always end before it rolled around to my turn to act.) This game is only well loved because the critical hit charts go into gory details describing someone’s death.

If you like random character creation, random character death, and a setting devoid of any hope then this is the game for you.
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I’ve talked about the Warhammer Fantasy campaign I played in on the podcast. The campaign that That Damn Punk ran for the group was one of my favorites, but it was great only because he made it great.

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World War HulkWorld War Hulk by Greg Pak

My rating: 1 of 5 stars

This book really highlights why I wish they would have left the character on the alien planet of the previous year’s storyline for another year or two.

Short version: hulk was shot into space because Marvel didn’t want to have to deal with him during the Civil War storyline. While on the alien planet Hulk has some really awesome Conan and Spartacus style adventures and ends up in charge of the place (I personally would have stretched the adventure part out for another year before he gained control, but I don’t work at Marvel, so what do I know.) Some spoilery stuff happens, Hulk comes back to Earth, wrecks up New York while making some other heroes fight each other, then the book ends with the Hulk fighting the golden Deus ex Machina know as the sentry and giving up.

I was incredibly disappointed that they took one of my favorite characters from a setting that was perfect for him and brought him back to a place where no change can last longer than the development time for the next movie.
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I seriously hated how this series of issues was basically a hulk sized waste of everyone’s time and had no impact on the Marvel universe.

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Voyage of the Mourning Dawn (Eberron: Heirs of Ash, #1)Voyage of the Mourning Dawn by Rich Wulf

My rating: 4 of 5 stars

So far this is my favorite novel set in Eberron. Most of the characters are well rounded. All of the side characters are developed enough that they don’t feel like they’re there just to dispense plot coupons. A lot of the book is travel from one location to another and the author does a good job of keeping it interesting and of making the different locations feel different. I’ve been really enjoying the action scenes, which for the most part fit into the story without any forcing on the part of the author. My only real complaint is the antagonist and his group aren’t really developed all that much, but I expect that is to keep the central mystery of the trilogy interesting.
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I’m in the process of reading all three novels in the trilogy and I meant it when I said that so far this is my favorite of the Eberron novels that I’ve read.

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Conspiranoia!: The Mother of All Conspiracy TheoriesConspiranoia!: The Mother of All Conspiracy Theories by Devon Jackson

My rating: 4 of 5 stars

This is a fun little book that will have you either laughing, scratching your head, or closing the blinds and huddling in the corner. The author manages to show you how all the biggest conspiracy theory targets are linked in a vast web of evil. The real treat is the flowchart infographic on the first page of every chapter. This is a great reference for any modern game of conspiracy and weirdness.

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Running a campaign set in the modern day and want to add a little conspiracy? Look no further than this book. This is like a wikipedia of secrets, each entry is cross refrenced with each other to show the how and why of who and what.

Remember, the bug, white, windowless, unmarked vans are where you get the best candy!

  • “Because I said so” is not treating your players like crap. It can be trying to create a good game for your players. Sometimes, it takes trust between players and DMs to make a good game; if you trust and respect your DM you take “because I said so” and live with it. That isn’t to say that a DM shouldn’t trust and respect their players either – they should. If a player has an idea the DM isn’t sure of, he should hear the player out and not just knee-jerk.
  • It all boils down to the GM. It is the Gm’s responsibility to regulate the power of his campaign. The Gm does all the prep work. He makes the rulings of what goes and doesnt in the campaign world. Not saying he shouldnt compromise here and there with the players, after all its a team effort. If a GM wants to disallow something in his campaign, but not wanting to give his reasons because it might be something the player has to discover then he has legitimate authority to say No, because I said so.
  • since I’ve been smacked down on several occasions for insulting others, I’m going to just have to ask you to use your imagination on this one.
  • You’ve been given a cure to your problem and you’ve rejected it.
  • I’m glad you’ve learned to live in a constant state of satori. Most people haven’t. So, oh wise Buddha, please take your eyes off heaven for just a moment and realize that most of the rest of us are still walking the path.

The GM gets to decide what he will allow at his table.

  • I await the next installment of the Chilling Tale of the DM Who Said ‘No!’
  • I have never given a “because I said so” before. But I have said no, many times. To me a “I don’t want that in my game” is all the explanation needed most times.
  • I always love how people use the “oh I’m an artist” excuse to act like selfish, narcissistic pieces of crap. news flash- artistic talent does not excuse one from not acting like an effing toolbag.
  • I don’t care how good a backstory someone has they are not going to play a Half Dragon Celestial Weresquid in my campaign.

If you can’t trust a guy in a van, then who can you trust?

Welcome to the new Game Night Blog Carnival! This is a feature we’re doing once a month with a few other RPG blogs. If you have an RPG blog, and would like to participate, check out the FAQ at the main Game Night page.

Since this is October, I figured I should review a horror game. I really prefer a lighter tone than most horror related games. Fortunately for me, Steve Jackson Games makes Chez Cthulhu. Chez Cthulhu is another in the series of Chez games and has the silly tongue in cheek humor of the previous editions. It also introduces madness to the game. Madness being a necessity for any Cthulhu game.

For those unfamiliar with the Chez games, the object of the game is to be the first to reach their slack goal. A player’s slack goal is set by the player’s randomly assigned job card. This job card also sets the player’s free time and income. In Chez Cthulhu, madness acts as negative slack until the player goes “Stark Raving Mad” and then additional madness provides slack.

Players gain slack from cards acquired during their turn. The cards represent things, activities, and people or pets that come to the player’s room. Things are acquired by purchasing them using the income value on the job card. Activities sometimes have an income cost but most just use up free time. All of these things are, of course, ridiculous. There are thing cards like “Friendly Tentacles”, “Things Man Was Not Meant To Drink” and the ever popular “Narconomicon”. Activities include “Tour R’lyeh”, “Babble in Unknown Tongue” and my favorite card in the deck “Indescribably Horrible Nookie”. There are also whenever cards that can be used to help or hinder players in various ways. The game ends immediately when one of the players hits their slack goal. Thats really all there is to it.

Chez Cthulhu costs about 20 bucks and comes with everything you need to play the game. There are several cardboard tokens representing slack and madness, the one die you need for the game, and the cards. The instructions are thorough and easy to follow. Everything fits back in the box even after the counters are punched out, which is always nice. The game looks great because the cards are illustrated by John Kovalic of Dork Tower, which I also recommend. Chez Cthulhu does contain lots of drug, booze, and sex references so its not one for the kids. Fortunately, as it says on the box, no actual maturity is required.

We have a blast with this one. I highly recommend it, especially if you are into Lovecraft. It is a game that we almost always play a few times in a row because we have so much fun with it. This would be a good one for a Halloween party. Happy Halloween and may all the tentacles you meet be friendly but not too friendly.

The next stop on the Game Night Blog Carnival is Glimm’s Workshop. Be sure to check out the main page of the Game Night Blog Carnival!

On this week’s bonus episode Hooligan and Kat stop by to discuss Martian Dice by Tasty Minstrel Games! It’s a short one clocking in at eight minutes.

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