Twelve Games Around the d20
A Dozen Games for d20 System fans in 2007
By Allan Sugarbaker, Matthew Pook and Steve Kani
Once again, the season of giving, and of gaming during every spare
holiday moment, is upon us. As we have for years now, OgreCave has
brought together a list of great Christmas (or other holiday) gifts to
give. This third list goes back to the rapidly waning d20 System,
formerly the juggernaut of the RPG market, and other d20 derived
products from 2007. As always, each item has been inspected by holiday elves, who
were then eaten by our ogre crew, so OgreCave has verified the tasty
gaming goodness in each of our suggested products.
Delta Green
Pagan Publishing, $39.95
Pagan Publishing's Delta Green is widely regarded as one of
the best roleplaying supplements ever written. Using layers of
conspiracy and ufology - much like The X-Files television series
its origins predated - it explained how the Lovecraft Mythos seen in
Call of Cthulhu could be hidden and allowed to continue in the
modern age of the 1990s. Equally important was its update of how the
Mythos could be fought with late 20th century technology. Superbly
written, the book came with three great scenarios and some very nasty
threats, but has long been out of print. Now a decade later, Delta
Green returns as a hardback with rules for both Call of
Cthulhu and the d20 System. Movies like J.J. Abrams'
Cloverfield, due next year, could spark your players' interest in
facing the Lovecraftian unknown.
Rules Compendium
Wizards of the Coast, $26.95
The Rules Compendium is one of those products that we wish had come
out sooner. Certainly one of the the more useful books WotC has produced
since the announcement of Dungeons and Dragons 4e, this tome
finishes the process of summing up 3.5 that the Spell
Compendium and other books started. Just about every rule in the
current Dungeons and Dragons edition can be found in this manual,
including rules from specialized books like Stormwrack and
Dungeonscape. Now you won't have to race to see who can find
those grappling rules first, or search multiple books for situational
modifiers. Gamemasters and players will both really appreciate this
quick reference manual. Whether new to the game or long-time veterans,
for D&D players, this book is a must.
Critical Hits Deck
Paizo Publishing, $9.95
No one expected the runaway critical hit of Paizo's Critical Hit
Deck, meaning this excellent d20 add-on was out of stock for a while
after its initial release. But now this 52-card deck is available to
deal out pain and suffering, many in amusing ways that can alter the
course of combat in memorable fashion. Each card has four combat
results, for the standard types of damage - Bludgeoning, Slashing,
Piercing, or Magical - which replace the usual, boring extra damage crit
results of the core game. Ranging from uniquely entertaining (temporary
blindness, broken leg) to downright deadly (CON bleed, or the
ever-popular decapitation), the Critical Hit Deck can add a level
of intensity to combat for gamers willing to go with the luck of the
draw. That's why we named it Best Accessory in our 2007
Ogre's Choice Awards, and why you should check it out.
For more critical thinking on the Critical Hits Deck, be sure to
check out OgreCave's full
review.
Pathfinder #2: The Skinsaw Murders
Paizo Publishing, $19.95
The plot of the Rise of the Runelords adventure path deepens in
Pathfinder #2: The Skinsaw Murders. Paizo has obviously perfected
its technique of presenting DMs with full campaign storylines, and we
can't think of a better format than this. Full color throughout, each
96-page Pathfinder volume devotes half its content to the
continuing adventure, and the rest to supporting articles on the
setting, religions, creatures, and history relevant to the plotline. Far
beyond a mere dungeon crawl, The Skinsaw Murders will challenge
players to solve many layers of mystery, some current and bloody, others
ancient and farreaching. Paizo has made certain every step of the way
that Pathfinder DMs are fully prepped to run the detailed story,
whether they've run other story installments or not. Though not an
adventure to run cold without a good readthrough first, this is one of
the best horror adventures to hit stores in many moons.
The Pirate's Guide to Freeport
Green Ronin Publishing, $34.95
Here's a book that seems to be taking a step away from
d20, while still honoring its heritage. Green Ronin was right there at
the birth of D&D 3e with Death in Freeport, the very first
scenario for the game. Set in the infamous pirate city of Freeport, it
began a trilogy of scenarios and a series of supplements that have come
to be regarded as one of the best settings for Dungeons &
Dragons. Picking up some five years or so after Crisis in
Freeport, we get a complete guide to the island city in The
Pirate's Guide to Freeport. Detailing its people, places, politics,
and perils, there is not a single attribute, statistic, or trait
described in the pages of this supplement. Completely stat free, The
Pirate's Guide to Freeport could be considered a systemless
sourcebook, though drawing upon a d20 legacy. And if you want the stats,
the d20 Freeport Companion provides them for Dungeons & Dragons, or
the True20 Freeport Companion translates them for True20 Adventure Roleplaying.
Wicked Fantasy Factory #1:
Rumble in the Wizard's Tower
Goodman Games, $10.99
Take equal parts action movie, video game, and professional wrestling
league, and mix it with a dungeon crawl, and you'd have the Wicked
Fantasy Factory adventures. Bringing D&D to the iPod
generation, these modules focus on pulling off amazing moves and scoring
legendary treasure. Characters have "finishing moves" to put the perfect
flourish on a sweet kill, and against certain critters, everyone gets
Great Cleave for free. For the DM, the monsters' stat blocks are
streamlined for faster play, keeping players active. Rumble in the Wizard's Tower features a wizard, a tower to go find him in, and plenty of rumbling - what more do you need? Just remember: when
playing through any of these bloodletting romps, the phrase "phat lewt" doesn't
mean the bard needs help carrying his instrument.
D&D Miniatures: Desert of Desolation
Wizards of the Coast, $14.99/booster
Always a solid gift choice for D&D gamers, the D&D
Miniatures Game has provided yet another entertaining assortment of
dangerous beasts and hearty warriors in the Desert of Desolation
set. While the set's value as a 4th Edition preview is dubious at
best, the figure selection is excellent. Several soldier-ish and
character-ish figures are in the mix, as is the Farmer for those DMs who
like innocent bystanders. A cool collection of beasts is represented as
well, including the 4th Edition poster boy Feral Troll, a
Warhorse figure, the first Cyclops made for the game, and the
long-awaited Gelatinous Cube. Increasing a DM's range of miniature
choices is always a good thing, so be sure to pick up a few boosters as
an offering.
Kobold Quarterly
Open Design, $16/$36 (PDF/print subscription)
Now that both Dragon and Dungeon have transformed into
electronic periodicals only, some d20 gamers felt they were at a loose
end. Suddenly, riding to the rescue, there was... a kobold. Yes,
Kobold Quarterly, former Dragon editor Wolfgang Baur's
creation, is a small publication which has already featured the work of
Ed Greenwood, Skip Williams, Jeff Grubb, and other noted industry folks,
doing what they do best - supporting the world's most popular RPG. For
an added injection of tasty character options, alternate rules, strange
critters, and other d20 goodness, a subscription to Kobold
Quarterly might be what the DM ordered.
Exemplars of Evil
Wizards of the Coast, $29.95
Dungeon Masters will both love and hate Exemplars of Evil. The
love will stem from how the book explores the role of villains
D&D - who they are, how they behave, and how to introduce them -
and more to the point, provides detailed examples. The book also
explores villainous organizations as well, which could be unleashed on
an unsuspecting campaign with just minor tweaking. Then there are the
gnarly Feats and Spells in here that every player will be begging their
Dungeon Master to allow them to use (therein lies the hate - or a chance
for DMs to solicit bribes). Either way, DMs will want Exemplars of
Evil on hand, a solid addition to the product line. Not that
anything evil will come along in the game, perish the thought.
Dungeon Crawl Classics #50:
Vault of the Iron Overlord
Goodman Games, $14.99
The Kingdom is in chaos - his majesty has died, there is no heir, and
only the scepter of succession can determine who will take the throne.
The problem is, that scepter is secured in the dead king's enchanted
vault, a giant puzzle-dungeon with concentric ring levels that rotate
around each other like a giant combination lock. A unique spin-dial map
lets the DM track the action as characters attempt to both solve and
survive this merciless masterpiece. Reportedly Monte Cook's "farewell"
RPG product, this is one dungeon delve that will live in infamy for any
game group.
Mutants & Masterminds: Ultimate Power
Green Ronin Publishing, $36.95
Arguably the most successful d20 spin-off, Mutants &
Masterminds has continued to power up over the past year. To keep
this trend going, M&M guru Steve Kenson recently gave players
what they craved - Ultimate Power. Packed with more than 150
superpowers, along with the appropriate variants and power stunts, this
full-color hardback packs quite a punch. More importantly, the book
throws open Pandora's Box by providing flaws, feats, drawbacks, and
other tools to let gamers design whatever superhuman ability they
desire. A nominee in our 2007
Ogre's Choice Awards, this sourcebook is the ultimate necessity for
any M&M player.
The City of Brass
Necromancer Games/Sword & Sorcery, $69.99 (boxed set)
One of the oldest locations associated with Dungeons & Dragons
cosmology is the City of Brass. Mentioned by Gary Gygax in the original
Dungeon Master's Guide, the legendary city has been the subject
of various products over the years, but none as comprehensive as
Necromancer's boxed set. Three books provide over 400 pages detailing
the hellish metropolis, supplemented by a 24-page map book. Take
Planescape's Sigil, dip it in simmering, noxious evil, and you'll
have the City of Brass, a place where devils, demons, and efreet
constantly run afoul of one another. Political scheming and infernal
power mongering abound in this otherworldly bazaar, making it a hotbed
of adventure. Numerous feats, spells, and beasts are introduced, along
with an Alchemist core class and a pair of Prestige Classes. Not for
inexperienced characters, City of Brass is worthwhile treatment
of a classic D&D legend. A trip to the Plane of Molten Skies
never looked so good.
So there you have it: the third of OgreCave's 2007 gift lists, focused around
the d20 System and its various schisms. Whether through gift certificates or the
kindness of relatives, owning these products will lead to a jolly holiday and new year of
gaming. But there were other excellent titles we noticed since last year's
gift-giving season, so be sure to look over our other 2007 gift lists for
more great games to give or receive. After all, 'tis the season to be gaming.