Showing posts with label Indie. Show all posts
Showing posts with label Indie. Show all posts

Tuesday, July 3, 2012

Jaws of Tamriel - PDQ Hack for Skyrim (Part 1)

I have the opportunity to play a game with my wife and niece in the next couple of days. We live a good two hours from our niece, so the visit for a couple of days is something we're both looking forward to. We've played Fiasco, and she's had some exposure to other rules without a lot of successful actual sessions under her belt, but the wife and I are ready to change that and allow her to be a true bad-ass. There's nothing like you're first real adventure, and so I want to make it awesome.

I also have been itching to try out the Jaws of the Six Serpents PDQ rule set from Silver Branch Games. The rules are very, very lite sword & sorcery, and while the setting does sound pretty awesome, I'd like to shift it to something I understand and know a bit better - Skyrim. Skyrim's my first elder scrolls game, and I've played hours and hours of the thing (which really has no end in sight). It has the added bonus of being almost completely unknown to my wife and niece.

With that in mind, I'm putting together a very simple hack of PDQ for Skyrim, which I have titled Jaws of Tamriel. What I love about PDQ is its simplicity and ability to sculpt into what you need. That being said, I haven't had to put much effort into changing much of the rules. You will need the Jaws of the Six Serpents or at least the Nugget rules (found for free on rpgnow.com) to use these for your own game. Between Jaws of the Six Serpents, the elder scrolls wiki, and the huge, impressive hardcover video game guide, I've got pretty much all I need for not just an epic adventure, but hopefully a huge campaign as well.

Below you can find the first part that I've worked on - replaced the peoples presented in Jaws of the Six Serpents for the ten player races open for players of Skyrim. I plan on posting most in the next week, specifically my magic rules, unique item rules, and potion rules. That's pretty much it for the hack. Enemies are just as easy to make up for Skyrim as they would for any other PDQ game, so I just need to look for the source material for inspiration.


Friday, May 18, 2012

Kickstarting is in the air - Blade Raiders.

I know I'm not alone when I say that I've become addicted to pledging to projects since backing my first Kickstarter. Serpent's Tongue just completely blew up in its last day and the awards all us founders are going to reap as a result are staggering. Unbound Games has really blown me away with the amount of respect they have for their founders. I've watched the sample videos of the game itself, and I'm stoked to get my hands on all my goodies come (hopefully) in July.

Now I've moved to a couple of other projects I'm either actively backing or tracking a little to see how things go. This time I'm talking about a fantasy game called Blade Raiders. To be honest with you, I feel like I'm going much further out on the wing here with this kickstarter than I did with Serpent's Tongue. First, I'm pledging based almost entirely off of how much I enjoy the art to the right there. I love the style and the coloring. It just immediately won me over as soon as I saw it. I also like that I can get both a pdf and the softcover core book for a measly $25.00. That's a great value and really pushed me into be willing to give it a shot.

The other thing I liked about the project was the author's description of magic in the setting:

"Magic is handled a bit differently in Blade Raiders than it is in a lot of fantasy settings. In this RPG, magic comes from runestones, which are buried beneath the earth, hidden in mountains (especially near Stonemir), and guarded like precious artifacts. Some men and women are born with the ability to tap into these forces, and some devote their lives to articulating these skills and developing incredible powers. But these abilities rely completely on the runestones. No one can physically carry a runestone, so in order to take advantage of their powers, a person needs to be near one. In many instances, the closer they are to a runestone, the greater the results will be."

I really dig the territorial nature of magic that this blurb implies. I also like that it will have to be a low-magic setting with bursts of brilliant arcane action when the players get near a rune stone. Should make for a great variety of encounter types for the players to get in to.

Anyway, if you think this sounds interesting, head over to the Kickstarter page for Blade Raiders and decide if pledging for the game is right for you. As of this post there's still plenty of time to get in on the action with 26 days left to go before deadline.

Thursday, May 3, 2012

A Kickstarter You Can't Miss - Serpent's Tongue

I'm ashamed that I didn't pimp out the first time I backed a Kickstarter project for the new edition of HELLAS: Worlds of Sun and Stone, but thankfully, that awesomely original setting and rule set still easily met its funding goal in the last day it was open for pledging. I don't want to make that mistake again, so I'm going to talk a little bit about my second Kickstarter project I'm supporting: Serpent's Tongue. On a related note - does anyone else have a hard time actually writing about backing Kickstart projects with proper possessive pronouns, nouns, etc, or is it just me?

I'm really eager to back projects on Kickstarter. At this point in my tabletop gaming collecting habit, I have a pretty stable collection of books and games to play and read (mostly just read nowadays sadly). I don't find myself feeling compelled to buy a whole lot of new games being produced by the big companies. Now I'm just looking for things that really excite me. Serpent's Tongue looks to be a truly unique game. It's a combination of trading card game and role-playing game. That in and of itself is not entirely new, but when you take all the other cool stuff about the game - gameplay based on learning the actual language of spellcasting, playing out of a hardbound spell book made up of your spell cards, a design perspective that ranges from solo to cooperative to team-based player-versus-player combat - it looks to be a game without peers. Keep reading to find out why.

Monday, July 18, 2011

A Question of Character - Environment

In this abominably sweltering weather, it only seems appropriate this week to focus my a Question of Character tweets and sample questions on how your character interacts and reacts to their environment. I'm having a great time thinking up five distinctly different questions each week fitting my themes, and I hope to one day be able to compile them into a big list as a character building resource for others to use (probably once I feel like I've exhausted the schtick - so hopefully not for a while!).

As always, I wanted to pick a theme that appears fairly innocuous but has the potential to describe a lot of how a character might react in many situations by focusing on specific situations. Generalization is the name of the game here. What better way to find out how a character reacts to stress than hitting them with 100+ degree heat? Think about this for a second - what's your favorite season? Why is it so? Do you go with Summer since it's baseball season, or Fall because it's college football time? What we do when we do it, has a ton to do with our personal physical comfort, and a lot of that is a direct result of weather, or potentially climate as a whole.

As a reminder, last week's theme, Decisions, produced the following questions:

1. Do you regularly consult with family members before making big decisions?
2. You must choose to cut the green or the blue wire to disarm a ticking bomb. How do you decide which wire to cut?
3. How do you feel about making a decision via committee?
4. Do you sweat the small stuff like what to eat for lunch or what music to listen to on the way to work?
5. How do you decide what to do on the weekend?

As you can see, I went with equal parts Big Damn Hero and Big Damn Mundane Hero with the questions. In coming up with the items for last week, I really wanted to explore both the big decisions and the little decisions since both scales really have a lot to offer when it comes to defining a character.

Monday, July 11, 2011

A Question of Character - Decisions.

So you may have noticed a significantly lack of postage last week. I decided kind of late in the game that I wanted to take a week off from blogging just to see how it felt. It felt good, man. That being said, I'm also excited to get right back into things. So consider today's entry to just be a delay from last week.

Two weeks ago I made a new kind of Player Monday post where I talked about the finer details of a character through looking at small little questions that can add a lot of bang for your buck. In this week's a Test of Character I'm going to be looking at a new set of questions. Whereas last time I looked at how a character takes care of their physical appearance, this week we take a look at how characters make decisions that affect themselves and sometimes, everyone around them.

As a reminder the various entries can be found on Twitter through following my account. Last time's questions included:

Does your character keep his or hair long or short? Why?
Does your character go out of his or her way to give off a specific scent or fragrance?
Does your character dress for weather or throw caution to the wind?
Does your character ever wear t-shirts with funny graphics?
Does your character was their own clothes?

So look forward to this week looking at how characters make their decisions. Some people make quick decisions while others take minutes or hours to decide on the simplest manner. Context of the choices of course matters, but more so, where are the decisions being made? In line at Starbucks, in the middle of an operating room, or in the midst of a huge firefight during WWII? We interpret these traits to be quite defining of a character's ability to function under all different types of pressure whether social, martial, or otherwise. How does your character make decisions?

Monday, June 27, 2011

A Question of Character - Personal Grooming

You can tell a lot from the cut of a man's suit.
I like gaming resources that give me little bits to think about throughout my week and don't take a huge amount of time to read or consume. Of course, I also blog, and by blogging, I mean I produce a product that provides a service at direct odds with that first concept. What is a blogger to do?

Oh, I know, I'll combine my powers with the tool made for the job - Twitter! Now, I'm already on Twitter (@HopelessTweeter thankyouverymuch), but to be honest, I use the thing mostly to read the musings of other bloggers and game designers from whom I enjoy many little snippets throughout my workday. In an effort to return to the Twitter fold, I'm launching a new project for myself.

Monday, June 20, 2011

Character Monday: A Retro Test of Character

Today I'm going deep into the Hopeless basement for one of my very first Test of Characater posts that I'm reasonably sure 99 percent of you haven't seen before (unless of course you've been digging around in the Hopeless basement - in which case, could you price my rummage for me?). This dude could serve you well in any military campaign, but he was originally designed as a 3:16 Carnage Amongst the Stars marine. I hope you enjoy!


It was always cloudy in the slums of Yetterdam. The poorest inhabitants of one of the weakest and least profitable planets of the Confederate, who was going to pony up to finish the terraforming and scrub the skies clean once and for all? No one, Sargeant Clot grew up resenting this fact everyday of his life.

Of course, if you were rich, you not only had the best in artificial sun lighters, but you also got out of a tour in the ConMarine Corps., or ConCorps for short. For so many young, eager, and naive Yetterites, the ConCorps was the only hope for getting off the planet and to peep some sights of the big warm sky hidden by soupy gray plumes of murky vapor. Forget the fact that it was required of all Confederate citizens. 

Monday, June 13, 2011

Player Monday: "I did warn you not to trust me."

Game of Thrones has been one of my favorite fantasy epics since I first got into the world with the debut of FFG's original core set for the card game way back in, what 2001? Has it really been ten years of Thrones for me? Anyway, I figure since now the story has exploded as a result of it being on TV, it might be a good time to discuss betrayal from the players' side of the table. Intrigue is a central theme of Thrones and can easily be a central theme in our weekly games.

Of course, we almost always see intrigue and betrayal coming from the NPC's as the evil GM laughs maniacally from behind the protection of the omnipresent Dungeon Master's screen, but it doesn't have to be that way. There's a couple of ways we could explore betrayal as players, but you need to make one decision before going any further: do you want this to be a surprise to the group?

Monday, June 6, 2011

Player Monday: Today we speak of MURDER!

For today's Player Monday post, I want to take a few minutes to discuss the concept of... MURDER. I'm inspired to write on the topic after having seen X-Men First Class yesterday afternoon. While the movie does a great job of exploring prejudice on many levels, there's also a strong conflict between Magneto and Professor X about whether it's right to kill your enemy (or an existential threat of enemy like Sebastian Shaw - the film's main villain). This got me thinking about the greater debate between superheroes and vigilantes in comic books. Both types of heroes tend to do some good, but they differ in their level of brutality and willingness to end a human life. Think Batman versus Wolverine. Batman has a line he won't cross - killing criminals. Wolverine won't let killing someone get in the way of doing the right thing.

Applying this debate to our own characters, at least in my anecdotal experience, I'm surprised by how often I meet Wolverines and how incredibly rare the Batmen are. D&D characters tend to have no problem at all killing off the baddies (ESPECIALLY if they're not human). Consider that this is the quintessential "Hack n Slash" game and it just adds to the effect. I don't play a lot of supers games, but in Icons I know we run across mostly Batmen, but again these are games where we're doing our best to imitate classic four color superheroes. These guys don't kill.

Monday, May 23, 2011

Player Monday: 3 Character Examples Using the 3 Simple Questions

Last Monday I made a little post where I began focusing on providing resources for the other side of the GM screen - the players. I got a great response view-wise, and it seems like a lot of people were happy to see some discussion on how to be a better player. As a result, I'm going to start devoting Mondays to player resources that are going to hopefully help me as well as all the other players out there. I also promise to never write the word "playa" as a part of this new focus, no matter how often I would desire to do so. Consider it a Hopeless Guarantee!

After my post last week where I discussed three questions that can make every character (player or non-player) a more interesting, well-developed individual, I received a couple of requests for examples using these questions. As a reminder, here are the questions:

1. What does your character want?

2. Why does he or she want it?

3. What is he or she willing to get it?

Without further ado, I've decided to take three characters from pop culture that I think we can all appreciate and recognize as quality characters to show that, at their core, these questions are what make the character stand out as someone to remember.

Friday, May 20, 2011

Preview #2 for Hopeless One-Shots: The Beast of Brisborough - Welcome to Town!

Last week I first discussed in a little more detail the adventure I've written for Dragon Age. It's my first shot at actually writing something, and I'm excited to say that today is going to be my first time running it and testing the actual structure of the thing. My intent is to write Dragon Age adventures that can be run in one sitting for a one-off story or as a con game. Next week I should have some feedback to post about what it was like running the adventure - where it succeeded and what fell flat - but this week I want to introduce you to one of the most important towns in all of Ferelden. Brisborough is actually quite small, but keep reading to explore what makes this town so vital to the country's economy as the king has called banners and the men muster to fight off the fifth Blight!

Note: if you plan on playing in this game at any point (AHEM - EVERYONE IN MY GROUP), you will likely want to skip reading into this post as this selection is pulled straight from the GM's background on the town.

Monday, May 16, 2011

How to Play a Better Character with 3 Simple Questions

Today's post is a short one, but I hope useful as well. I've found that a ton of blogs (most of 'em?) focus on giving tools to the GM to run a better game or generally make his or her life easier. This makes a lot of sense since the kind of people who tend to read and spend time on gaming blogs (you know, you people) tend to be those who run games and organize their gaming groups. At least this is the assumption, but I figure there have got to be people out there who buy game books, spend tons of time planning out cool character concepts or setting elements, and will never have a real chance to run a game. I call these people players. Anyway, today is my first concentrated effort to address some of the interests of the less served, let's call them "silent majority" of the gaming community.

Today's just a couple of questions to help you organize your ideas and scheme for a character either in a new game or even a character you're currently playing that lacks some direction. These go beyond what your Strength is or which feat you want to start the game with. Answer these three questions and try to tell me you don't know how your character would react to any situation a vengeful GM might throw at you.

1. What does your character want?

2. Why does he or she want it?

3. What is he or she willing to do to get it?

Really it's very similar to the way a character is built in Mouse Guard with beliefs and instincts and all that. It really works for any character that I can think of, and is applicable not just for building an RPG character but good when trying to brainstorm or work through some writer's block and get inside a character's head. There's no reason it can't be used for prominent NPC's as well (in fact, I would think if nothing else, these three questions would be enough to get any good villain off the ground running in a good direction). Try it with a character you're bored playing. Pick a new direction for him or her and see how it goes!

   

Friday, May 13, 2011

Preview #1 for Hopeless One-Shots: The Beast of Brisborough - an upcoming adventure for Dragon Age

I've alluded to it several times in the past couple of weeks, but I'm finally proud to announce that the first draft of my fan-made (re: free and not at all a product of Green Ronin) adventure for Dragon Age using the A.G.E. game system was finished up this morning. The adventure as it stands right now sits at 13,881 words and covers 30 pages in the plain, unformatted google doc in which it was written. I imagine the number of pages will quickly shrink as we begin fiddling with columns and the size of stat blocks, but overall, the thing became just a bit heftier than my original concept for it.

Saturday, December 4, 2010

How do you grow a game?

I've been reading this thread over at rpg.net, and it's got me thinking. The thread is a discussion of how RPG's can attract a bigger audience. It's an old discussion that pops up from time to time, and I definitely don't have the answer to how we can get games back into the high schools or whatever else completely non-nerdy market there might be out there.

Instead I've been thinking about two smaller concepts: how does a new RPG become popular and the "it" game within communities of role-players like rpg.net (known as the "rpg.net darling syndrome") that allow the game to catch a fanbase, and how can we expand gaming to attract nerds who aren't already playing tabletop RPG's. It all seems to be about word of mouth either way.

More after the jump!

Saturday, November 20, 2010

Icons Wave One Released! What to do with it? I've got an idea for you!

Dan Houser, artist extraordinaire and guest blogger here at the ole' THG, just sent out the pdf for Wave One of his Hero Packs (really it's technically the second one, but Wave Zero was for us awesome people who pre-ordered Icons).

If you haven't heard of the Hero Packs before, you're in for a treat! Dan takes commissions (you can read more about all he does here at rpg.net) for original superheroes for role-playing games (the Hero Packs are all specifically for Icons, but I know he'd love to draw your favorite D&D or Call of Cthulhu character as well!), stats them up, and throw a whole heap of them together in one awesome package. Not only do you get your hero in the deal, but you also get a ready-made monster manual of sorts for any super hero game! It's a fantastic idea, and probably the best supplement for any superhero game out there since you get to get in on the action.

Ok, so you've got a Hero Pack, now what do you do with it? I've been re-reading House of M from Marvel Comics lately, and it seems like just the perfect setting to get full use out of this product. The premise is simple. In an alternate reality, mutants are the most common and dominant of species while humans are on the way out. It's a world where Magneto's family is the highest royal family out there and Wolverine is in charge of S.H.I.E.L.D. In other words, it's awesome.

So take your Wave One (and/or Wave Zero for those of us awesome enough to have gotten in on both!) and populate your favorite big city with tons and tons of ready-made characters. Heck, the Hero Packs are the perfect thing to bring to a convention for a demo game of Icons. Don't play Icons? The Hero Packs are still a great investment as you get background and general power levels of just a ridiculous amount of characters ready to be translated to your favorite supers system. There's really no reason not to get in on the Hero Pack action.

P.S. If you've got the Icons book, you can thank the THG Icons group for the "Searchers of the Multiverse" team on page 18! Yours truly played the leader on the left, General Entropy while Chuck was our metallic friend all the way on the right, and Andrea was the time hopping Tempus Fugit second from the left. Also I'm responsible for the badass that is "Bellerophon" in Wave One.

Friday, November 12, 2010

Rusted Heroes Dragon Knights, Painted!

Hail. hail, the gang's all here!
So these six minis technically only count as one for my NaMiPaMo goals (all but the Mercenary Assassin were done before November started), but I'm still happy to finally have the unit finished! This is the first time I've set out to paint a GROUP of minis (my attention span is usually limited to one or two at a time) - Paul's request to have each fighter be a different "dragon color" helped keep things interesting. Keep reading for close-ups and technique notes!

Tuesday, November 2, 2010

NaNoWriMo and NaMiPaMo - Creative November Gaming Style


Now that we've all survived Shocktober we've got a couple of new projects as we sprint towards Thanksgiving! If you haven't heard of it, there's this neat internet phenomenon known as "NaNoWriMo" a.k.a. National Novel Writing Month. The idea is that you write every day in November in order to complete a 50,000 word novel. No editing, no looking back, just forward progress to get words on to the page. Keep Reading to see what Andrea and I have up our sleeves to celebrate this month-long torture session!

Saturday, October 23, 2010

12 Reasons to Give to the Pakistan Flood Relief Fundraiser

I love the amount of support that's been pouring out to DrivethruRPG's most recent efforts to assist those who are going through a cataclysmic tragedy. From blogs to message boards, the word is out - head over the DrivethruRPG and donate $25.00 to Doctors Without Boarders right now. Just do it. Need a better reason than me just telling you to do it? Well if you go donate now or before this Monday at 10:00 AM Eastern you'll also get yourself over $700.00 worth of RPG products.

I donated the first time they ran a fundraiser like this for Haiti, and while the RPG products cost total was higher, I think we actually get a nicer selection of core game products than last time. There's some really great games offered I've already got like Icons, Don't Rest Your Head, and the Pine Ridge Horror (a very fun Savage Worlds adventure). There's a bunch of stuff here that I don't own yet, and I can't wait to sink my teeth into.

These are really the perks I get from donating $25.00 to a truly good cause:

1. Contenders - I've heard this is a very fun and brutal GM-less game centered around the world of boxing. It sounds very unique and that's always a trait that'll get my attention.

2. Dragon Warriors - This is one of the classics that I probably wouldn't have really dug any further than reading about online if not for this deal. Now I get to check it out without a huge money investment!

3. Exalted Second Edition - One of the big rulebooks from Whitewolf. I've never had a chance to check it out before but have always been curious to read more about it. Now I will!

4. Fear Itself - I've been eyeing this for quite some time now. We haven't ever used the Gumshoe system, but now I'm very excited to investigate it further and maybe try a game. Perfect timing with Halloween too!

 5. Harnmaster 3rd Edition - Another classic that I wouldn't have looked at otherwise - Smart inclusion!

6. Hot War - This is one of those indie games I was just waiting to get around to. It's a really neat setting (basically post WWII - what happens when the cold war goes hot? Also bad news with other supernatural type stuff).

7. House in the Hills - A solo horror adventure? Yes please!

8. Spycraft 2.0 Rulebook - This falls in the same category as Exalted 2nd Edition. A hardcopy would run at least $20.00. With my recent fascination with spy games, I was very excited to see this listed in the deal!

9. Starblazer Adventures - The number of big fat corebooks is staggering. I've wanted to look into Starblazer Adventures for quite some time. Now I will.

10. Sufficiently Advanced - Another little indie game I've heard of in several spots. It looks like a very polished product with a neat premise.

11. Time & Temp - A sci-fi game developed by the creator of Dread and Dread House? YES! Somehow I had missed this all this time, but I want to run it so bad. It's the first book that really tripped my trigger.

12. Wild Talents Second Edition - Progenitor and Kerebros Club - two amazing looking settings for Wild Talents. Now I've got the core I may take another look at the source books.

Thursday, October 14, 2010

Review: Escape From Tentacle City

Escape from Tentacle City is a storytelling RPG for 3-6 players. The book describes the game as:

Escape From Tentacle City is a game about marginalized members of society facing off against a tentacle menace. Minorities, the poor, the down and out, these are the focus characters of Escape From Tentacle City. You will play a number of these characters trying to make their way through life. You'll also get a chance to play the Tentacles, the horrible monsters that plague Tentacle City.

In order to play the game you will need the rulebook (duh), a twenty sided die, a good number of six sided dice, 30 or so note cards, a sheet of paper and a number of pens or pencils.

At the beginning of the game, each player chooses a group that is marginalized by society. The book uses circus folk as an example. Other groups are likely to be very non-PC (that is Politically Correct, not Play Character!). The idea is that the rich, privileged groups of people have more resources and are escaping via airlifts and other expensive means while the minorities and less well-off are left to their own devices. Make sure that your group is ok playing with these stereotypes before starting since they can be sensitive topics.

After a player chooses a group, every other player creates a character for that group. The characters will have a name, positive attribute, negative attribute and two items. Items can include most anything and will grant a +1 bonus to certain checks if used while role-playing scenes. You can instead use both item slots to to get a "pimped out" item that adds a +2 bonus if used while role-playing a scene. Your item can be anything from a weapon to a loved one. (Only one loved one per character throughout the entire game). Items (including loved ones) can be picked up/found throughout the game.

The player that chose the type of group will role-play as the tentacles and NPCs during that groups turn. Each player will have a number of characters equal to the total number of players minus one. For example, if there are five players, each player will have 4 characters. During the course of play, each player will lose characters until they only have one character left.

Each player will also draw a location on the map as the starting point for their group and add other locations. Locations are connected by car and/or walking paths. Use the d20 to track the tentacle threat. The threat level starts at 1 and will go up over the course of the game. Locations can also gain local threat (use the d6s). Local threats start at 0.

During a groups turn, the group can choose one of several actions, Chill (recover stress), Loot(find items), Take Back the Streets (fight local threat), Travel (duh) or Throwdown (fights within the group). If anyone chooses throwdown, that is the automatic action that turn.

Each character starts with three stress boxes (one already checked due to the rising tentacle threat). Characters can use stress to help fight and avoid certain death. During fights, the total threat level is added to tentacle dice rolls. Over time, character will die. The last character of each group automatically makes it to the final group. Once each player has only one character left, you move to the final stage, the escape.

During the last scene, you draw in a heliport that must be a number of spaces away from the total number of players. Each turn moves the group one step closer to the heliport. At least one person will survive.

The game can be a ton of fun so long as everyone is more interested in playing fun characters and letting things die rather than worrying about winning per se. The goal should be about fun and entertainment; having characters die to help achieve goals and providing colorful death scenes. At 46 pages, the book is very well organized and the game is well explained with a number of useful examples. It's the perfect thing to play a Halloween one-shot with for this horrific season.

Tuesday, September 14, 2010

I've got Poo! And Gaming ADHD!

I was very excited to see that Sandstorm Productions sent me Poo in the mail when I checked my mail today rather than the usual assortment of credit card offers, bills, ads and other junk mail I usually get.

First thoughts on opening up the package:

 -Excitement that this game can play 2-8 players

-Excitement that this game plays in 5-15 minutes

-Excitement that I get to play as monkeys throwing poo at each other

- How does this game created by the guys who brought us CthulhuTech fit in with that universe?

Check back in the next 7-10 days (hopefully) for a full review once Paul, Andrea, the crew and I have had a chance to completely test Poo. Also expect plenty of puns in the review. Poo was originally released in limited quantities last year and is due out in stores for a wide release in October. It can also be found at various online game stores as well.

In other news, I look forward to a number of board game projects for ipod touch/iphone/ipad such as Neuroshima Hex. I know Small World already has a two player game out there (with solo play and expansions available) for the ifamily of products. I personally have a Droid phone and hope that we will see more development along those lines for other systems.

Also, if you plan on attending Gaming Hoopla, check out the Fiasco, Dread and Call of Cthulhu games we will be running.

Finally, I picked up a copy of the retail version of Zombie in My Pocket. For the price, it is a very good deal and has a multiplayer option along with other enhancements. It comes in a plastic clam shell similar to the one for Glory to Rome. I would have liked to see the dice removed for slightly higher card quality, but that is mostly because I have a ton of dice that I could have used instead. Overall, good value for the cost. Check out the free version and my article on making the print and play version here.

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