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Showing posts with label Fish Wife Games. Show all posts
Showing posts with label Fish Wife Games. Show all posts

Wednesday, August 13, 2014

Review and Commentary On Fish Wife Games 100 Inhabitants Of A Naughty Sea Side Tavern For Your Old School Campaigns


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HERE
 My games have a tendancy to be on the rough side of town where the brothels, pirates, and the usual wretched hives of scum and villainy are. This is where this product comes in handy. Fishwife games creates very nice but fast random lists on the cheap. This is a great little niche product when you a fast cut throat or nasty encounter very quickly. This is a prefect little product for a Lamentations of The Flame Princess style game or any old school retroclone campaign that walks a bit on the wild side.
 With a bit of work this product could also be used for a random encounter in a horror style campaign.
This is a simple and concise product that fills its niche very well. And for the price of a hamburger off the dollar menu, its got a wide variety of uses.
According to the Drivethrurpg blurb: 
100 Inhabitants Of A Naughty Sea Side Tavern
100 Inhabitants of a rather rough and tumble coastal drinking hole. Some of these folks live up to the foul reputation of the public house while others would do well to flee the premises while they still have their coin, dignity, or body parts intact. This file was created for fantasy to colonial pirate role playing in mind, but is suitable for most coastal fantasy settings as well. Document contains the individuals first name and surname along with a brief description.

Using 100 Inhabitants Of A Naughty Sea Side Tavern
For Your Old School Campaigns

                                     



When it comes to sea side pulp style action the tavern is the center of activity and this list fills in a great need for fast random adventure encounters. I've been looking at this list and thinking it could even be used as part of a Spell Jammer style campaign if necessary. There are some great NPC's whom with a bit of work could be some minor campaign links. 

The style here is both nautical and has a bit of an edge that leans towards a mix of pirates, thieves guilds, and cut throats. 
From ship hire, to smuggling, to slavery, all of these degenerate and nasty folks are here some place waiting to be unleashed on your PC's. 
These are not folks that you'd be hanging around with unless you were up to no good. The PC's should watch their backs and purses with these folks on this list. All in all this is a very useful and interesting list of NPC's that can fill any number of roles in your games. This is only one of a wide variety of pirate themed products from the twisted mind of Dave Woodrum. 

Friday, June 27, 2014

Review on 100 Merchants & Their Goods From Fishwife Games For Your Old School Sword and Sorcery Campaigns

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There are times when a party of PC's pulls into a harbor or market place and you need a whole laundrey list of merchants who will provide equipment, new adventure opportunities, meetings, important NPC's, and more. All this sometimes has to be done at the drop of a hat and here's where this product fits the bill.
100 Merchants & Their Goods by Fish Wife games is a two page list of merchants and their goods. With a bit of reworking this list can provide the DM with targets who have been robbed by thieves, a list of goods for trade and merchants willing to trade, and as a last minute source of material for your old school games.
According to the blurb from Drivethrurpg : 100 Merchants & Their Goods
A collection of 100 merchant names to be dropped into any fantasy caravan or open marketplace. In addition to the names of the merchants, the list provides the most common/important goods and commodities that these traders are transporting/selling.
I see so much more there with this list.

Using The 100 Merchants & Their Goods 
For your Old School Campaigns


Using this list a DM can fill out a market place or bizarre fast and have opportunities to flesh out the NPC's as needed. The list can also be used as way of filling out targets that been hit in those lighting raids so common in sword and sorcery fiction.
The list can also provide a way of hooking adventurers in their vital re equipping stage  of adventuring. There are tons of opportunities where merchants can be used as hook, line, and adventure sinker in a sword and sorcery campaign. This list provides at of endless opportunities for adventure. Need a list of potential kidnap  targets for  your raiders? Well here you go. Need a merchant in some out of the way province? We've got you covered there as well. This list provides the DM with yet another tool to pull out and use as fodder for their games. 

Tuesday, April 1, 2014

Review and Commentary On the Free Addition To the Exiles Of the Wicked Maze Rpg System - Dark Lust By Fish Wife Games For Solo Sword and Sorcery Play

Down load it for free right over
HERE

A bout a  week ago I received Exiles of The Wicked Maze which is an old school solo play sword and sorcery style game. Sort of like the old Steve Jack books from back in the 80's but with enough twists and turns to stand on its own.
The game is different each time you play and it's a great little solo effort especially if your on your own. Can't get to your players and time is very short etc.
This is a fifteen page free additional primer and expansion to the game allowing even more back story. There's a lot of effort here on Dave Woodrums part and you can see the moviations behind this one. It expands the game into a whole new additional level and adds dimension to the solo play that you get with the game.
The back story has expanded considerably and we've been new bits and pieces to both the game as well as the story line here.
From the Rpgnow blurb: 
Exiles Of The Wicked Maze: Dark Lust

Created By: Dave Woodrum
Art By: Dan (SMIF) Smith


Roughly five harvests ago a particularly courageous prisoner was exiled into the dungeon maze only to return to the surface as a great warrior. This prisoner was able to reclaim their right to return to the society above and was championed as a hero amongst the commoners. As the unwashed masses whispered praises about their hero, other factions took note that perhaps the maze was easier to infiltrate than previously thought. There were certainly riches to be found in the maze below, as well as objects that could be exploited in an effort to gain controlling power in the lands above.
A lust for wealth and power blanketed the populations that lived in the civilization above the great maze. Suddenly the dungeon maze was no longer a dreaded threat but rather a potential promise of might and fortune for those who could prove their selves worthy of survival. Impoverished citizens were now purposefully breaking the law for the sole purpose of having a shot at the maze. The arcane tools that the wizard college had once had sole interest of recovering were being talked about and covens of outlaw magicians were taking notice. The tales of old royal jewelry spread a wildfire of jealousy amongst the guards assigned to control the entry and exit of the maze. If the filthy rabble of the streets should be allowed a chance at such wealth, then why not the members of the elite ruling guard!
Though a bit of chaos was spreading because of the maze, the ruling powers turned a blind eye to the problem. After all, why not let these corrupt members of society and worthless beggars aspire to taking their chances in the maze below? Should a few survive, then perhaps these exiles could be recruited as great warriors to handle the occasional uprisings at the borderlands.
The lack of concern from the rulers of the land was all that was needed to help the covens of outlaw warlocks put their plans into action. For too long had the wizard colleges held the interests of magical research, the lands above needed to experience real power! Why let the bumbling little wizard apprentices recover such items of power when it is more fitting to have such tools discovered by a true magician? Getting an establishment in the maze would be simple, just hire a gang of desperate cutthroats to infiltrate the maze, enchantment with a few toxin spells, and let them wipe out the wizard apprentices in a fell swoop! Naturally, since the alchemist scholars were so connected to this school of practice, the warlocks decided that their hired cutthroats would eradicated these eccentrics from the maze as well.
A few representatives of the warlocks greased the palms of the more corrupt members of the guards and their plans quickly succeeded. The wizard apprentices were slaughtered with ease and the alchemist scholars quickly followed. The cutthroats also managed to take out a few dark acolytes along the way as well as a couple of hags. These actions naturally infuriated the leaders of the cult temples as well as the hag covens.
Realizing that their gains in lost ceremonial items was in jeopardy, one of the cult temples called upon their most morbid of resources, the murderous blood zealots. As the faith of these grim followers preached blood lust as being the highest of virtues, the blood zealots would prove much more effective in the maze than the weaker, more inexperienced dark acolytes. The typical contacts in the guard were bought off and the zealots were offered open passage into the maze below. Once inside, their search for ceremonial relics was mixed with rampant bloodshed.
The hags had their own solutions as well. The imps were not proving to be effective enough in the hags' quest for dominance so these foul spell casters decided that their ranks needed a boost. After recruiting/capturing several female exiles, the hags performed a foul ritual that transformed these exiles into a seductive, half demon hybrid known as an infernal harlot. Possessing intense, hypnotic beauty and a deadly kiss (or if needed, bite) that dripped with vile toxin, these harlots were created to provide a perfect solution to dealing with the presence of power hungry warlocks and their enhanced cutthroat thugs.
And thus our story of the great maze continues. Though the lot of a convicted exile remains the same, the dangers below have considerably changed. These days are indeed darker, driven by a horrid lust for power and wealth, an era that challenges even the boldest of prisoners below.
This is a free mini-expansion set for Exiles Of The Wicked Maze. In order to use this free expansion you will need to have a copy of the Exiles Of The Wicked Maze rules, which is available at this vendor for purchase and download.

Dave is very good at what he does and this one really brings the old school feel of the free addition. This is sort of like downloading an on going campaign addition in a video game. While there is more meat here. What it really does for those who've purchased the Wicked Maze is add another layer of mayhem to the game.
What the players are given here is a more interesting death or twenty as well as the opportunity for expanded play in the locations of the Maze. Here the environs are more challenging and the stakes higher.
The back story is interesting and right on the sword and sorcery vibe. This is a great game to challenge a solo night's play. It's not ever going to replace the face to face social interaction of D&D by any stretch.
But it proves the DM with a player's mind set while plunging him into the story line of the Maze. Even at only fifteen pages this is a sold addition to the already brimming cup of the Wicked Maze family.
There's sure to be more coming from Dave because right now I'm stuck in a blind alleyway and the monsters are closing in. 

Monday, March 17, 2014

Review and Commentary On Exiles Of The Wicked Maze From Fishwife Games A Complete Old School Sword and Sorcery Game

So this past week I've spend my off hours playing around with Exiles of the Wicked Maze From Fish Wife Games and the twisted imagination of Dave Woodrum. This is a fifty nine page old school style solo play adventure game. All  you need is a D20, a couple of pieces of paper, a pencil, and a couple of hours to kill. Then you plunged into the world of the Wicked
The latest watch word in old school and OSR retroclone style games and play are solo adventures. Solo adventures and games have been around since the dawn of the hobby. The whole table top adventure vs solo play book style games came about as a result of the Fighting Fantasy and early efforts of Steve Jackson. There were a ton of titles of these highly collectible books back in the 80's. Exiles of The Wicked Maze echoes some of that design ethos but really this is it's own very exciting game. For solo play the game makes its points early, the writing is pretty solid, and the play runs very smoothly. 




Grab It Right Over
HERE

The Drivethru Rpg Blurb :
Exiles Of The Wicked Maze
Created By: Dave Woodrum
Art By: Dan (SMIF) Smith

Welcome prisoner, welcome to your fate below! In just a moment you will be banished for your crimes to the wretched maze that is below. There you shall most likely find yourself a quick and painful death, most likely at the hands of another scoundrel such as yourself or within the jaws of one of the assorted monstrosities that is below. Do not try to escape through this gate, as our guards will slay you on sight.

If you wish to ever leave this exile and see another day as a free citizen of these majestic lands above, there is a test. First, you must find your way to another set of steps that lead up at the end of this great maze. Second, once you find these steps, you must have an amount of treasure upon you that is worth no less than 5,000 of the standard coin of the realm. This will pay your fine, prove your worth to our great, compassionate rulers, and allow you to return to a state of dignity as being one of our citizens.

If you are ready for this challenge, then good luck to you, if you are truly deserving of such luck. If not, then may you suffer a horrible death in the passages of the maze below!

Exiles Of The Wicked Maze is a complete, maze and random chart driven adventure game that features elements of role playing and hack and slash rogue-like games. Best described as being a "hack and slash that you can play by yourself, even when the power is out", this game uses a twenty sided die, a maze map, a character sheet, and series of random roll charts to fuel the adventure and determine outcomes. Its fun, fresh, and has a great deal of replay value. All for roughly the price of a fast food combo meal!

The cover art by Smif whose work seemed to grace every single late 80's and early 90's table top rpg evokes the desperation and hellish conditions of this sword sorcery game. 
Everything about the game screams late night cheesy sword and sorcery films with thundering soundtracks all happening in your imagination. I loved the old  solo modules, Fighting Fantasy books and now this game which plugs right into that vibe. 
Play and replay value is right there in this game. The fact is that game really has the player guessing using their minds in a tight but imaginative fashion. Much of the action is part S&S imagery and the game itself which hearkens back to other solo adventure games of the past. This is a new twist on a very old theme with replay value a must. There is enough here to make me want to have my PC escape the Wicked Maze.
One of my beefs was the fact that the solo fantasy game books back in the Eighties  could never be expanded back into a full fantasy table top rpg campaign themselves. A DM could take and make the elements work but for groups other old school writing and design were needed.
A word to Fish Wife games though, expand upon the themes set in Wicked Maze in other upcoming products. The ideas and value are solid, interesting as well as engaging for further play. Grab this one, and have a great night of adventure solo gaming in the depths of the Wicked Maze. Don't miss this one folks.