Review: Kobold Quarterly 11 by Open Design. There's a lot of content and I have to fit in reminiscences. As it's Kobold Quarterly, I'm using kobolds as my metric - one bad, five awesome. Now the disclaimer as interests need to be declared.
Disclaimer: This review is of a free PDF copy provided by Wolfgang Baur of Open Design for review purposes. Articles considered on merit and judgement, not actual play. Games masters may vary depending on ability, confidence and your willingness to participate. Be excellent and party on.
Now that's out of the way, let's get moving. Back in the day, I used to buy Dragon avidly. I admire what Open Design have done as Kobold Quarterly (KQ) recaptures that feel without quite being the house organ Dragon used to be. Including the kick-ass Hallowe'en issues, which this assuredly is.
Art: 3 kobolds (a little more interior colour will go a long way.)
Consistently strong and supportive of theme. Love the art for Ecology of the Vampire, Howling Werebeasts, Monstrous Paragons and Spell-Less ranger. My only caveat is writing over cover art lessens it's impact. I'm impressed by the roll call of Mearls, Bulmahn, Perkins (I never knew More was an RPG designer) but the text makes the cover cluttered. Interior art is good if less colourful and the use of woodcut plates for some articles lends charm. Cartoons by Stan! provide levity.
Articles: 4 kobolds (consistently good concepts, minor rough edges)
A Broken Mind by Scott Gable is a neat take on 4E sanity mechanics and lends a Call of Cthulhu feel to that system. It gives punch to encountering aberrants and undead and provides roleplaying hooks while mitigating the blasé attitude many players display to horrific monsters and situations. It will shock 4E purists expecting empowered heroism so warn your players first, eh?
Uvandir: The Pride of Craftsmen by John Wick and Jess Heinig hammers dwarves into proud, genderless, relentless inhumans with buckets of attitude while keeping core dwarven qualities intact and offers crunch love to back it up. I like this a lot and would use as a PC option for a stable player group. For more dynamic or less confident groups they'd make great NPCs. Scott Gable provides a faithful 4E conversion.
Howling Werebeasts by John E. Ling Jr. presents the lycanthrope as player character and considers what consequences occur. It presents balanced 3.xE level progressions in rat, wolf and bear and inspired me to outline a Les Miserables style campaign involving pursuit of a fugitive lycanthrope. It makes having an infected monster in the party much more palatable. Enjoyed this very much indeed.
The Ecology of the Vampire by Tim & Eileen Connors offers nice flavourful content then spoils it with faux White Wolf trim. Exquisite fluff about vampiric transformation, feeding and motives with good crunch to stop the vampires going on siring orgies, player and NPC tactics and hints at variant powers. Yet it also drones on and on about heaven and hell, ending with vampires of legend sired by Lucian Twice-Fallen. Without irony.
Running Across The Screen is a round table of GM tips from a veritable rollcall of cool game designers who provide advice. With dense amounts of good, practical advice this is a firehose of fresh spring water to dip into when running a game or event grinds you down. Kudos to Robin Laws and Greg Stafford for less than corporate photos. Killer content.
Book Reviews - Balanced and fair. Guillermo del Toro has co-authored a modern day vampire bio-thriller? And a new Harry Dresden novel? And a Silver John collection? And the other books look cool too - this only happens once a quarter. Good ideas for the primary gifting period for that gamer friend of yours...
Haunted by the Spirit of the Rules by Monte Cook is a warning to players to drop the type A dork act and for games masters to consider consistency by precedent. It highlights roleplaying is about collaboration, entering into the spirit of the game and focussing on what makes a good time at the table rather than seeking self-validation by trying to be the Oscar Wilde of tabletop gaming. Thought-provoking stuff.
Wishing Well by Garrett Baumgartner brings wish spells into 4E by applying a framework to the wish effect and codifies potential by tier. It also offers the Wishmaster monster template (neat) and some slightly gamebreaky items especially a ring of three wishes that recharges at every milestone! Ditch the items and you've got a nice take on the Arabian Nights.
Whack Jacks and Harpy Nets by Daigle, Happ, Hitchcock and Kortes brings monster weaponry for 4E to our attention. They remind us monsters have technology at their disposal. While the necksnapper, gouters and giant's arbalest and others make me smile, I would actually use the nailbiter, razornet and warcage in games. The ideas are strong in this article and can be innovated on. Maybe in later posts? :o)
Torture and Fear on the Tabletop by Hank Woon looks like a Pathfinder table for every occasion article yet it's real strengths lies in core concepts. Torture does ability and regular damage; emphasise description to get inside player minds. The only thing missing is a reminder players can ask for a cut scene and may want to resolve breaking points mechanically (Will or Fortitude saves) rather than listen to the GM get... medieval.
Same Rules, Different Treasure by Ken Marable takes the concept of skinning stuff with a new look to provide a distinctive image and applies it to treasure. The result is a strong article on how making an item distinctive can yield thematic information and make a game unique - a real example of campaign branding in action. The examples show the kind of innovation that can make a good games master great.
Monstrous Paragons by Phillip Larwood offers 4E paragon paths for monsters that builds on the conceit of monsters as player characters or levelling NPCs rather than defined entities tweaked to fit using pages 42, 174 and 184 of the 4E DMG. An 11th-level kobold anything should fill people's hearts with fear. Tucker would be proud.
Mysteries of the Philosopher's Stone by Mario Podeschi provides a 4E take on the Philosopher's Stone and provides an artifact book, a ritual to make the stone and two takes on it. Nice touches on lending wizards a scholarly rumour mill air. Tacked on at the end is a treatment for White Wolf's Mage: The Awakening.
The Spell-Less Ranger by Marc Radle looks at Pathfinder rangers and removes spells from them without taking out any of it's magic; it's a sensible and balanced approach that takes the core concept of the ranger as a wilderness warrior and gives it legs. Certainly worthy of inclusion in any Pathfinder game.
Farragum, The Howling City by Dan Voyce describes a derro city in lavish detail while referring to other Open Design products. The article evokes eldritch secrets (gibbering steel!) and bizarre structures with monstrous ecology. Old-school grognards will love this before converting it all to some retro-clone and there's a very nice printable map ripe for plunder.
Road and River by Wolfgang Baur evokes the old-old school style of Minarian Legends and early Forgotten Realms by mentioning the day-to-day of mercantile travel towards Zobeck. The map of Margau and Doresh is lush if a little tricky to read but prints out just fine.
Finally a supporting two-page sheet for the Spell-Less Ranger article.
Editorial and Letters: 3 kobolds. (Meta stuff is meta.)
Open Design wins Ennies! I suspect because it gives tabletop gamers what they want. Letters alternate between heady nostalgia myths of 3.x, how 4E shows it's age and why nobody is listening due to Pathfinder's awesomeness. At least there's none of that old-school renaissance going on. Now sports.
Advert/Content Ratio: 4 kobolds (13ish/85 pages (15%))
The adverts and promo boxes are not obtrusive with full-colour page ads offering things of interest. Format is professional in the vast majority of cases with artwork on a couple of ads being the only smudge but there's minimal control over what kind of content an advertiser can put in.
Overall: 4 kobolds ("Carry on my wayward son...")
KQ11 is excellent and the length of this review, written in one sitting shows how engaging it is. It scratches so many itches and delivers the horror theme with a subtlety that does it's editors credit. KQ is faithful to the spirit of it's draconic ancestor, displaying the same virtues and to a much lesser extent, the same flaws. For a magazine approaching it's 3rd year it's looking very good indeed and Wolfgang Baur and team can rightly be proud of their prodigal.
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