Ten Games I Will Never Play Again

10. Bang!

What a snooze-fest.


9. Risk Legacy

Once the excitement of opening new packets is over, you’re stuck with regular Risk; it’s like spraying perfume on a turd.


8. Machi Koro



7. Settlers of Catan



6. Munchkin

Steve Jackson sucks.


5. Mansions of Madness

Being a Lovecraft fan, I wanted to like this one so much; you can’t always get what you want.

mansions of madness

4. Imperial Settlers


imperial settlers

3. Firefly

A great show deserves a great game; that didn’t happen here.


2. Cards Against Humanity

Do people still play this? A couple of times playing is all that’s required for it to get old.

cards against humanity

1. Werewolf

Worst party game ever invented.



D&Dish RPG: Ruminations on a Replacement for Vancian Magic (Part 1)


I hate Vancian magic.

The magic system in Dungeons & Dragons is influenced by Jack Vance’s Dying Earth series (did you know that the name of the famous D&D lich, Vecna, is an anagram of Vance). It’s the “fire and forget” system. It’s stupid:

  1. It makes wizards—I hate the old-school term magic-user— ridiculously weak at low levels. You cast magic missile, and then you are useless until you rest to re-memorize a low-level spell that you’ve probably cast several times before. Later editions attempted to address this via cantrips, but I don’t think they’re the best solution.
  2. Wizards at high levels are way too powerful, but I don’t like D&D’s typical balance-by-subtraction at low levels method.
  3. The whole concept of a spell being wiped from the wizard’s memory after casting is silly, but spell points are equally silly.
  4. Having to prepare spells in advance makes it a guessing game. The party’s thief dies, but you failed to memorize the knock spell? Too bad. Later editions’ use of spell slots is too metagamey and dissociated for my taste.
  5. Limits on casting based on spell level—how many you can memorize and how often you can cast them—seem silly have no real in-game justification.
  6. Other classes have to roll in order to do things, but wizards often don’t when they cast spells. Similarly, targets of spells often get a saving throw, but targets of melee or missile weapons don’t (as a side rant, this is a contradiction that proponents of a “unified mechanic” tend to ignore). Later editions muddy the waters with some spells requiring a roll vs. AC and some granting a saving throw to the target.

So what I want to do is to design a system that has the following characteristics:

  1. Wizards must always perform some sort of roll in order to cast. Failure would represent either the wizard failing to properly remember the spell or failing to control or focus its arcane energy. Alternatively, such effects only occur on a critical failure, and the spell caster is rolling against some sort of target value that is similar to AC.
  2. There should be some sort of mechanic for spell fizzle or miscasting.
  3. There are no explicit casting restrictions based on level.
  4. Higher level spells have a greater base chance of failure and negative consequences.
  5. Chances of spell failure (and perhaps its consequences) decrease as wizards gain levels.
  6. There are no saving throws; a different mechanic will be used.
  7. Perhaps include some model of cumulative fatigue from spell casting.
  8. Perhaps include some sort of counterspell mechanic other than a lame counterspell spell.
  9. Extremely powerful spells will be lengthy and potentially dangerous rituals.

Later posts will cover these in detail.

D&Dish RPG: Allegiances


In a previous post I discussed ditching alignments in favor of d20 Modern’s allegiances mechanic. Since I enjoy writing up home-brewed material as if it were published material, here is what I have so far:


Allegiances help define a character’s values. An allegiance may be to an individual, organization, place, or ideal.

Example allegiances:
Individual. Family member, friend, political figure, leader of professional guild, mentor, love interest, planar power
Organization. Military order, religious order or sect, secret society, cult, coven, professional guild, college, university
Place. Kingdom, city, town, village, hamlet, temple, shrine, grave site, inn, tavern
Ideal. Tradition, change, honor, glory, power, charity, knowledge, freedom, pleasure, beauty, creativity, revenge, justice

Pledging Allegiance

At level 1 a player may select up to three allegiances for his or her character, listed in order from most to least important.  A character may have no allegiances or change or discard allegiances throughout their life. If a character acts in a way that is extremely detrimental to his or her allegiance, the DM may choose to remove that character’s allegiance.

When interacting with someone with a similar allegiance—once the shared allegiance is discovered—the character receives a +1 bonus to reaction rolls, and NPCs receive a +1 to morale checks.

Allegiances as a DM Tool

The DM should use characters’ allegiances to tie the characters to the game setting. Also, the DM may use characters’ allegiances to help detail the game setting by working with players to detail organizations, places, and NPCs to which the players have allegiances. Characters’ allegiances may also be used as inspiration for plots hooks and quests.

D&Dish RPG: Ditching Alignments


I’ve been throwing around ideas in my head for a home-brewed, D&Dish roleplaying game. I don’t want to simply make a retro-clone like Swords & WizardryLabyrinth Lord, or OSRIC. I want it to be D&D as I want to play it.

That being said, I think I’m ditching alignments and going with the allegiances system in the d20 Modern SRD:

A character may have up to three allegiances, listed in order from most important to least important. These allegiances are indications of what the character values in life, and may encompass people, organizations, or ideals. A character may have no allegiances (being either a free spirit or a lone wolf) or may change allegiances as he or she goes through life. Also, just because the character fits into a certain category of people doesn’t mean the character has to have that category as an allegiance. […]

A hero’s allegiance can take the form of loyalty to a person, to an organization, to a belief system, to a nation, or to an ethical or moral philosophy. In general, a character can discard an allegiance at any time, but may only gain a new allegiance after attaining a new level.

Having an allegiance implies having sufficient intelligence and wisdom to make a moral or ethical choice. As a result, a character must have Intelligence and Wisdom scores of 3 or higher in order to select allegiances. […]

An allegiance can create an empathic bond with others of the same allegiance. With the GM’s permission, the character gains a +2 circumstance bonus on Charisma-based skill checks when dealing with someone of the same allegiance—as long as the character has had some interaction with the other character to discover the connections and bring the bonus into play.

Fantasy Flight Games: Fury of Dracula

gw09_mainFantasy Flight Games is remaking Fury of Dracula:

The most notorious vampire of all rises again in this third edition of Fury of Dracula, a board game of deduction and gothic horror based on Bram Stoker’s classic novel. One player takes control of the legendary Count Dracula as he stealthily crosses Victorian-era Europe, spreading his diabolical vampirism everywhere he goes. Up to four other players govern Mina Harker and her determined companions as they try to locate and destroy the fiendish Count before he plunges Europe into horrific darkness. But in this heated game of cat and mouse, the hunted prey may also be preying on his hunters. Any day’s travel might bring the hunters to Dracula’s location. On any night the Count may attack.

This edition features all-new art and graphic design crafted to complement the game’s intuitive, thematic mechanics. Rounds are now broken into day and night: hunters take actions during both, but Dracula can only act at night. Combat is now more streamlined and decisive, and new rumor tokens allow Dracula to mislead hunters and extend the terrible reach of his influence. Count Dracula triumphs if he advances his influence track to thirteen; if the hunters can defeat him before then, they save the continent of Europe and win the game.

Fantasy Flight Games: Cave Troll

tj10_box_rightFantasy Flight Games has announced an interesting-looking new game called Cave Troll. Not only do you control heroes seeking to gain treasure, but you also control monsters seeking to thwart your opponents’ heroes!

Your ultimate goal in Cave Troll is to claim more gold than any of your opponents, using the heroes and monsters at your command to control chambers throughout the dungeon. Each turn, you have four actions that you must use to strategically position your figures and claim control of crucial chambers.

Cave Troll is available for pre-order on Amazon.