Showing posts with label rpg review. Show all posts
Showing posts with label rpg review. Show all posts

Friday, April 3, 2026

RPG REVIEW: Amazing Heroes by Martin Lloyd

To give you a quick summation of my feelings about Amazing Heroes (from 2021), consider the fact that I'm on record (probably many times) moaning about my inability to cope with reading large PDF files, being an old geezer who thinks books should be printed on paper.

Then consider the fact that I made the effort to read - and make notes about - the 131-page PDF file of Martin Lloyd's new Amazing Heroes superhero roleplaying game; quite possibly the largest PDF file I have read from cover-to-cover.

Recently Kickstarted into existence, this is Martin's reimagining of his original kid-friendly, introductory, roleplaying system, Amazing Tales, but targeting a slightly older demographic.

Geared towards playing superhero characters (although the freeform nature of the game allows for a great deal of flexibility), the style of play encouraged takes its inspiration from superhero TV shows (particularly The CW ones), such as Flash, Arrow, Supergirl etc, while still drawing on the lore and tropes of comic books, of course.

Expanding on the very simple rules at the heart of Amazing Tales, Amazing Heroes is - in a nutshell - the perfect distillation of the core elements you need for a rules-lite, narrative-led superhero campaign.

Rather than explaining, and cataloguing, every possible superpower, such aspects of the game are left to a combination of player creativity and gamesmaster fiat.

Characters have a handful of attributes, and powers, each allocated a die type.

All checks in the game are player-facing, however if a player fluffs his roll in, say, a combat situation, he doesn't automatically get hurt, rather the situation "escalates", meaning it gets worse for the hero and his colleagues.

Straight off I will say that while I absolutely love this approach, as it addresses a lot of the problems I've had, personally, with overly mechanical superhero roleplaying systems in the past, it's not going to appeal to everyone.

Power gamers, people who talk about "optimum builds", and those who welcome characters that need spreadsheets to keep track of, will be scratching their heads at the bare bones nature of Amazing Heroes.

It's about as far from my own traditional, old school, comfort zone as you can imagine, and yet the primary function of the simple mechanics is to encourage interesting story creation at a fast-pace, without the necessity of constant rules-referencing.

To me, this seems perfect for a game seeking to emulate the biff-bam-pow of superhero comics, TV shows, and movies.

The freeform, storygame, approach of Amazing Heroes means the gamesmaster will often be flying by the seat of their pants, but with creative players the story is also very unlikely to run afoul of a crunchy ruling.

It does require the players to buy in to the superheroic world that they and the gamesmaster are creating, but with the right ensemble, of any age, I believe great things are possible.

The whole book is gorgeously illustrated in full-colour, with the player's section of the rules taking up the first 23 pages, followed by about 22 pages of GM advice (ranging from pacing and villain creation to guidelines on awarding experience so that player-characters can grow through the campaign).

The rest of the book covers the default setting of Storm City, on America's west coast, a plentiful array of example villains, a collection of story hooks (tied to different areas of Storm City), and then two adventures.

When you read through Martin's sample setting and the fully-fleshed out adventures, you can immediately grok the fact that you don't need pages and pages of stats and description to run an exciting and inspirational scenario.

Amazing Heroes is available to buy in POD or PDF from Drivethru.

Thursday, April 2, 2026

RPG REVIEW: DuckQuest by Darcy Perry

Cover art by Jon Hodgson
Picture a game that mingles Marvel's Howard The Duck and Rocket Raccoon, with the adventures of Usagi Yojimbo, Stan Sakai's rōnin rabbit, and a dash of Disney cartoonery, then pepper it with humour akin to Douglas Adams and Terry Pratchett.

Now you'll have an idea of what's to come when you leaf through the pun-packed pages of Darcy Perry's DuckQuest: Quack Starter Edition (from 2021).

Initially created as an adjunct to one of Darcy's Kickstarter campaigns for the wonderful, often anthropomorphic, miniatures he produces through Star Hat Miniatures, the game is now available for the general public to purchase as a gorgeously illustrated 64-page PDF (click here).

Back during the Kickstarter, Darcy explained the genesis of DuckQuest:
"Unlike other games where ducks are relegated as side-kicks or comic relief, imagine they're the star players; the heroic explorers on an epic adventure. It's an idea that didn't go away. The more I looked around, the more I noticed that ducks got a raw deal. Something had to be done. So combining the need for ducks to be represented in a better light and a lifelong dream of writing my own fantasy heartbreaker RPG. I took the plunge and dived in!"
Mechanically, DuckQuest is an ultra-lite and streamlined d20 game (the core mechanic is essentially roll a d20, add a stat, score over a Target Number), with a freestyle magic system (that still retains some simple mechanics to rein in overzealous players), and a wonderfully Tunnels & Trolls-like method to condense monster statistics to a minimum.

Although the book's fluff skews towards the players taking the role of ducks in the game, there's nothing stopping them from playing crows, cats, dogs, squirrels, turtles etc

Emphasising the science-fantasy leanings of the game, the A-Z of 26 suggested character backgrounds (their 'quackstories') even embraces cyborgs, time travellers, and stranded spaceship pilots.

After picking a quackstory and a suitable name, character creation primarily involves allocating one to five points between the five QUACKtributes (Quickness, Ugly, Arcana, Cool, and Kismet), determining physical (Heart) and mental endurance (Psyche), adding in some quirks (which are largely for flavour and roleplay prompts), and then sorting out what equipment you have.

The Dramatic Universal Cosmic Kudos System (DUCKS) core rules (light as they are, but with a basic scenario concept of "quests", often involving killing monsters and stealing their stuff) are certainly evocative of the 'old school'.

However, there's also strong elements of more modern narrative sensibilities in the rules, such as starting objects in a character's possession being colourfully named but their exact "crunch" being down to player suggestions and gamesmaster fiat.

An example of the game's gorgeous
and idiosyncratic art
Employing all the main polyhedrals (even up to a d30), DUCKS includes a small number of simple mechanics - such as dice steps and exploding dice - that tick all the right boxes for this fan of funky dice play.

With a core mantra of "it doesn't have to make sense, it just has to make fun", a great deal of emphasis in the book is put on a group shaping the game and the default setting of  Aqualoonia (if they even choose to set their campaigns there) to their own whims.

To be honest, beyond the evocative place names on the map, and occasional bits of lore dropped in along the way, Aqualoonia is largely a blank slate for players and gamesmasters to fill in as they see fit.

For instance, some of the breadcrumbs scattered through the text send my brain racing off towards the world of my beloved Mortal Engines, Philip Reeve's literary masterpiece, so that's another avenue my imagination could explore through the funhouse lens of DuckQuest..

The core game book also contains a delightfully inspirational page of "duck cryptids", compiled by legendary games designer Jennell Jaquays. These are folk tales and ghosts stories of the feathered folk that can work as delicious background matter and plot hooks.

DuckQuest, full of fowl humour and loving parodies of pop culture, is not a game to be taken seriously.

That said, it is a fully-functioning roleplaying system with enormous campaign potential thanks to its easy-to-grok "levelling up" rules and bulging bestiary of killer critters - ranging from tiny mushroom men to kaiju-sized monstrosities that would give Cthulhu a run for his money.

Given the solid framework that Darcy has created, DuckQuest is also primed perfectly for hacking, should you come up with a house rule or two on the way to conjuring up your own campaign.

Wednesday, April 1, 2026

RPG REVIEW: Hero Kids by Justin Halliday

With the beta release of Twilight Sword drawing ever nearer, I thought I'd share some of my old reviews of "simple" roleplaying games that I really liked... to see if there is any commonality, anything that I might be looking out for in this new game that I'm investing a lot of hope into.

We start with Hero Kids, from 2013.
As the cover states, Hero Kids is a "fantasy role-playing game for kids aged four to 10", and it does exactly what it says on the tin.

The print edition, a compact little digest-sized book, is basically divided in two with the first 40 or so pages explaining the very straight-forward rules and the balance of the book being made up of single-page pre-made player-characters and monsters.

Although the rules are very simple, using only basic math, they are clearly intended to be read by the designated adult who has decided to introduce a group of youngsters to our hobby.

As well as the rules there are some brief pointers on issues to take into account on how running games with young kids are different from the normal 'adult' gaming environment. These are neither patronising nor preachy, just a sensible reminder that some things we take for granted in our games may not be appropriate for youngsters.

After a bit of scene-setting - giving the characters a base of operations and a reason to hang out and adventure together - the book cracks on with explaining how combat works.

The initial level of the game is geared towards combat, to get the players used to the idea of working the dice, co-operating with each other etc

Characters - as well as monsters - have four statistics (melee, ranged, magic and armour) rated on zero to three dice (this game, sensibly, only uses six-sided dice).

These are then rolled in opposed checks.

Characters also have a special ability, some of which are triggered by the actions of friends, other allow multiple attacks etc (for instance, one character, a female hunter, has long hair she can as a lasso to drag monsters closer to her).

All attacks (generally) cause one point of damage, with heroes able to take three strikes before being knocked out (again - kids game: no killing!).

The rules are scaled so that as the players become older, and more confident, additional twists can be brought in to keep gameplay lively and varied (such as introducing skills and exploration).

There's a short section on creating player-characters from scratch - rather than using the pre-made archetypes - and while the allocation of dice for statistics remains straight-forward, the rules are very vague on giving character's special abilities and skills.

The best thing is, obviously, to crib them from the pre-made characters, but then you might as well stick with the pregens.

Written by Justin Halliday, and published by Hero Forge Games, the core rules book of Hero Kids is available in print or PDF format. The PDF comes bundled with an adventure (which includes character cards, stand-up counters to represent the player-characters and their foes, and a grid map to enact the adventure on) and a number of other adventures are available (all with maps and counters, I believe).

The book is gorgeously illustrated with hero and monster art by Eric Quigley, which has a very 'easy-on-the-eye' smooth cartoony/anime style about it.

This eye-candy carries over into the game's great use of props - the stand-up markers (easily cut out and assembled) and the large, gridded maps for movement and combat- which means the players don't have to contest with the "theatre of the mind" elements of the games that some of us older kids play. It gives them something to relate to and means they can see where their characters are and get a better understanding of what's going on in the adventure.

Hero Kids manages to model the core aspects of more adult games in a very simple fashion and looks like the perfect game for young wannabe gamers.

Of course, the most crucial ingredient is finding a patient, and creative, adult to explain the rules and then guide the kids through their first foray into roleplaying.

Justin also has a blog dedicated just to Hero Kids, which sadly doesn't seem to have been updated for several years, but was worth keeping tabs on for the latest developments in the game (e.g. there's an expansion on the way with more heroes, more equipment and the addition of pets for the characters).
My pop culture Odyssey: a slice of super-powered geek life with heavy emphasis on pulp adventure, superheroes, comic books, westerns, horror, sci-fi, giant monsters, zombies etc