Kickstarter Pre-Review: SINS RPG


The Setting

The world of SINS is a grim harsh place where is Man is no longer masters of their world. A century from now mankind is on the very brink of extinction and struggling to survive. Surprisingly mankind did not burn in the fires of a nuclear holocaust. After the death of the modern world and the rise of a new space age, mankind was in the position to venture once more into space beyond our moon. Then the “Black Rain” fell from space and changed it all. Dubbed “Shards” this opaque void glass crystal plummeted to the earth and changed the world forever.

After the Rain, the dead began to rise and mutate into terrifying killing machines. Before the nations of the world were able to get a handle on what would come to be called the “Brood”, the second wave of death and destruction fell on mankind. This destruction would come in the form beings were called the Reapers. Reapers were beings with powers like that of gods, wielding power so immense they were capable of destroying entire military bases by themselves. When things had reached their most desperate the nuclear option was taken. The result, only one Reaper was slain, in time the remaining Reapers would vanish. To this day no one knows why.


Mankind once more began to rebuild in their new dying world, ravaged by the nuclear scars and infested with the brood. In time, from the infected wastelands come dark heroes. Once fallen beings who were brood and yet eventually retained their consciousness and evolved into something new called “Nemissaries”.  Some possessing powers rivaling that of the Reapers of old, yet these were the beings were on the side of humanity. Nemissaries harbor a dark power and they contain a great dark power inside themselves as well. Nemissaries live in constant conflict with their dark nature.

There are places in the world free of the brood, these places exist where the Black Rain fell. The Shards that brought this horror to the world seem to repel the brood. Humanity has dug into these locations in an effort to start new again. But living near Shards has a cost.

Welcome to SINS…

The System

SINS uses its own rules engine for its game that they call the HOPE engine. HOPE is a D6 Dice pool system using exploding D6 with varying degrees of success. Target numbers are 7 minus skill level.  Your Dice pool is determined by Skill+Atribute+Fate, with a difficulty determined by the DM of 1 or more success. Each Sucess over the threshold is called an Outcome. The number of Outcome points that you get may be used to activate other effects.  If you do not have a relevant skill point the DC is 6, with double the needed target number and you get no benefit from any outcome points you may roll.

Players have 4 core traits in SINS these are Fate, Attributes, Skills, and Specialties. There are 5 attributes, 75 skills, Traits, and Qualities as well as over 100 specialty powers.

Players do not gain experience in your standard leveling up process. Instead, they have motivations that they seek to achieve. These achievements give them points that they can use to improve their character. Providing a more narrative level driven path. Thus by design even with Nemissaries possessing immense power. Players must role play to advance in level.

My Thoughts

NOTE: When I first sat down to write my review I initially had some difficulty with how I absorbed this product. You have to understand that for me this was a cold off the shelf review. I did not have a Kickstarter video or Dev Diary and such available to me. So I did not post my review at first.  Instead, I chose reached out the creators and had a talk with them to clear many of my questions up. Shortly after getting the answers to my questions the world tossed a Hurricane my way causing an annoying delay.

I decided to leave my initial thoughts in the review and add the conversation I had with the developers to the review. My reasons for this is I think many of my first thoughts are still valid ones. As anyone that were to cold purchase this product in the future would feel much like I did at first I think.

On Setting

Now I love Rifts and thrill of playing insanely powerful characters, I get Gonzo gaming and maybe that is where I am finding a disconnect. Because SINS is intended to be a narrative driven story about powerful beings in a dying world. So gonzo is not the intent, it sounds grimmer than that. According to the SINS RPG book the inspiration for the game sides with me on my confusion.
For example, some of the Inspirations for SINS are:

  • Watership down
  • Various HP Lovecraft works
  • Dracula Brom Stokers
  • World War Z Novel
  • The Walking Dead COMIC
  • John Carpenters the THING
  • 28 Days Later (Cited as a HUGE inspiration)

The setting for me is not one that I am personally excited by, I find myself more interested in the events of this setting past. As well as the characters that in this book strike me as more of an afterthought. I want to know more about the Non-Nemisareis that manage to survive the horror of this world and struggle to scrape by day to day and rebuild. Furthermore playing the lowly human in a world where you are nothing more than an insect to everything around you makes me feel the like it embraces the concepts of Watership down or works of Lovecraft. For me, its seems a stronger platform for narrative story telling than the immensely powerful Nemisaries.

CaptureYet players take up the role of Nemisaries, incredibly powerful nigh incurable beings. I just find it hard to take in the dangers of this world. When it is said right in the book that Nemisaries are pretty Blase about being wounded in the game. Unless you are struck by a fire or supernatural attacks you likely will shrug off the wounds because of you are simply immensely powerful. If a player finds themselves in dire need of healing they can even spend Focus to recover baleful supernatural damage as a standard action!

Further aggravation on the subject of wounds rested in the section about recovery from damage. You are given a very detailed explanation of how of long it takes to heal from an injury. There is an entire page of quality detailed explanation regarding the time frame it will take to heal as well as the rolls needed to recover from each stage of injury that you can receive in the game.

HealingAFTER you read all of this you are presented with a small side post “Informing you” that they are sorry to say this but this is just an example of how healing is for the normal humans in this setting. Because of this sadly everything you just read is pretty much irrelevant to the way you as a player will heal !~! OMG…



Now to be clear this is not an exaggeration, all Nemisaries possess regeneration and can further fuel that regeneration with Anima that they possess. All Nemisaries have Anima (they fuel their powers with it).

NOTE: Here is where I decided to stop and get some clarification from the creators. After reading the inspiration for the setting and the wounds I was going to need to talk to the team before I moved over. So that they could help connect the dots for me.

So I asked them…
I am at a bit of a disconnect with the setting and the power base of the players in a post apocalypse world that is not meant to be gonzo in style but the sheer amounts of damage that they can take make the game seem gonzo. Can  you help connect

“The world after the Fall is influenced by a need to survive, but having powers seems to.make this easier? Far from it, although Nemissaries that hold these powers can face physical pain better. But they are haunted by emotional and mental disturbances that normal humans don’t feel. With the power gained a darkness can very easily consume the player. If you play Nemissaries, you can still be hurt, maimed or killed. But you also have to stay mentally engaged and aware to avoid falling into the abyss and having setbacks or destruction. Many players will want to be powerful, we understand that, but no character type is immune to the wasteland and the dangers. It depends on what you are willing to do to survive.”

This to me helped make much of the rest of the setting a bit more clear. All Nemissaries have a dark side, a monster trying to crawl to the surface and destroy every last shred of humanity that remains within them. So in this world damage is not as important, it’s almost an afterthought. It’s more about battling your inner demons. I would compare it more to the old WRAITH by White Wolf Games. As it is even suggested that other players at the table play your dark hollow whispering things to you all game long in an attempt make your Nemissarie break. 

As to my critic on the lovely side blurb after the healing portion, they did give me a promising reply to this as well.
(I do not expect them to move anything, understand this book is already laid out and such a task would be an expensive frustrating nightmare)

In the advanced wounds section, you go into great detail about healing in the world of SINS and I found it well done and helpful only to find when I got to the end a sidebar that told me all of that was pointless to have read because Nemissaries heal differently. I nearly threw my Ipad.

That’s fair! We put those rules in for the sake of comprehension and for players who might want to play characters who can’t regenerate (regular humans) or need the rules for if advanced healing is necessary. Obviously, they’re pretty ingrained into the layout of the book and taking that out now would be quite the “Jenga” effect on everything thereafter, but rest assured as the next book is planned to focus on humans, then those rules will be revised, condensed and reworked for both brevity and more use!

Now, this is more than understandable about not moving things around. To do something like that could literally screw up the whole book. That aside, it is very good to know that I already know for a fact that they are working on the next book as this blog is being read and that these great rules will come into play.

My last issue that I had a concern with in the SINS system was how wounds are tracked. In SINS there are 3 types of wounds that you can receive in the game. Normal, Impaling, and Baleful. On your damage track, you will either fill in the damage take in the game with an “X” if you receive a normal wound. An “I” line represents impaling damage. And an “X” with an “I” through it if you have received Baleful damage such as damage from supernatural damage fire or void glass.

Damage Typles Normal Impaed Baelful

This drew a huge mechanical concern for me as a DM and a player as I worry about the reality that this could turn into a hot mess on a sheet where damage will flow quickly. I have concerns due to repeated erasing that confusion might arise in cases where as a player you might wonder I have impaling damage or regular damage on this circle. just a few poorly erased marks and this is a real concern. Now, this is not a tremendous issue, I suggested removing the impaled wounds and adding a check box to represent an Impaled status. Mind you this was not just the opinion of RunklePlaysGames. I asked several outside sources and all of them agreed it would be good to point this out to the creators so I did.

Do I have impaling damage or regular damage on this circle?

Just a few poorly erased marks and this can become a real concern. Now, this is not a tremendous issue, I suggested removing the impaled wounds symbol from the damage boxes and instead of adding a check box to represent an Impaled status. Mind you this was not just the opinion of RunklePlaysGames. I asked several outside sources and all of them agreed it would be good to point this out to the creators so I did.

The wound track concerns me with how they are tracked is X I and X+I. I have concerns as to it being easily messed up or becoming a did I erase that or not hot mess. I love impaling damage concept. Could it serve to put an impaled status above the wound track and clear that potential up?

That’s all fair and well-thought out feedback. We’ll definitely put that’s a wanted clarification to our maths and mechanics guy.

Since this discussion I had a further thought, since you can not heal past an impaled wound until the object is removed you could always place the Impaled line between injury bubbles. ( 0 I 0 ). If I were to play or run SINS, I would strongly recommend this homebrew fix if you agree with my above thoughts.

Honestly again since the book is already laid out and pretty much ready to go to print, I doubt that this will be addressed in this book. Maybe this will be addressed in an upcoming product.

Traits Qualities & Songs

Traits and skills are used to determine the dice pool a player will have available to roll.

There are three types of Qualities in SINS. Primary, Background and Meta Qualities. Qualities are much like Feats in other games. Many of these have requirements that you must meet before you can take them.

Songs are the powers that Nemissaries use to create powerful effects in the game. Each song as six ranks each more powerful than the last. The list of songs are the following The Song of Blood, Bone, Brood, Flesh, and Will.

System Mechanics

I find the basics of the HOPE D6 dice pool system is one that I like. I think it feels smooth and once you get used to it I think there is a lot that can be done with it. It’s not revolutionary but it does not need to be. It does the job and does it well. I like the intent of the “Outcome” mechanic. With Outcome, every success beyond the target number improves the outcome of the action. In combat, Outcome can be used for added damage or optionally used to create maneuvers like disarming or pinning attacks.

Often in Dice Pool systems you only get one action per game round, unless you are willing to sacrifice a die to all your dice pools for the added effort. In SINS this is the case as well. Resulting refreshingly in a dice pool system where the player is not rolling a mountain of dice and can still sack dice for additional actions.

Layout and Art

The PDF review copy of SINS that I was provided was fully laid out with artwork already in place. So I can comment on the design layout and artwork. I can also tell you that SINS it beautiful.

Illustrated by Will Kirkby the book has a distinctive feel and that feeling is AWESOME. The book feels and looks solid and professionally presented. The only thing that I did not have was a hyperlinked PDF. But the staff has assured me that the final version of SINS will be fully linked. Trust me with a book cranking up over 350+ pages you WANT links. Many will find it hard to believe this is a first time outing at RPG design for this team. The book is highly polished and ready to go. When you pick up SINS you definitely know this is its own RPG.

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Not for Everyone

SINS is not a product for everyone, so much so they even put a word to parents notice on the inside of the book. I feel I should mention that here as well because is intended for mature player groups.

Final thought and Ranking

The more I read this book the more it reminded me of an apocalyptic Vampire the Masquerade and Wraith game rolled into one. Now that is a compliment as White Wolf is an excellent product with an excellent system.

Much like Wraith, this game is not going to be for everyone, It is designed to not be intended for younger audiences and there may be others that do not want to play an RPG as well. I have known many games over the years that love this type of game. I also have known a large number of players that simply HATED Wraith because of the Shadows. Shadows behave much like Hallows in SINS. And I think that this will turn off some gamers. But like I said this game is not for everyone.

The setting is well thought out and very well written. It is a very easy read with an excellent layout and top notch art. It is easy to see that a lot of heart and soul was poured into this product. Just for comparison back in the open game D20 system area I saw and own many printed products that pale in quality and comparison to SINS RPG.

Granted there was one technical concern I had with the product and one layout grumble but neither of these things actually have much impact on my ranking due to the fact that they could easily be addressed in an errata later. Or simply ignored because they are very minor things overall.

As I have said I would prefer to play a straight up human and you can choose this at character creation as noted in a provided sidebar but it is not suggested. This concern will also be addressed further in book two that is being written as I type this.

Taking all of these things into account I will give SINS the RPG a 14 out of 20. I wish there would have been more incentive to maybe start the game as a human and play through to your death and eventual return or stronger rules for just human players in the SINS RPG book. That and the mature setting that may have some players uncomfortable with their fellow gamer heckling them as their hollow. Keeps it from reaching a ranking of 15 for me.

D20 #11-14

(I would mention that I think this same reason is why Wraith never got a lot of traction is for the very same reason in the white wolf line.)

SINS has about 4 days left on Kickstarter and is going strong as well as more than funded.  You can find their project HERE. Head on over and give the game a look and be sure to check out their Dev Diary!



Hands on with Dog Might Games: Component Collector Review


Here we are again with another great Kickstarter by Dog Might Games underway. The Viking’s artisans from the north are at it again with their newest creation “The Component Collector”. SO what is this crazy stack of wood and magnets with a strap that at first glance looks like Dog Might Games made an all wood drink coaster set? In the words of the Dog Might Team, The Component Collector is

“A modular tile system for organizing board game tokens and components. Use with your entire game library. Custom. Magnetic. Elegant.”

The Design

  • Rolling Trays measure 4.25″ x 6.5″ with a depth of 0.75″Tiles measure 3.25″ Square and are 0.5″ deep.
  • Modular flexible footprint. Every tile connects to any other, even from different Component Collectors.
  • Rolling trays work in line with all tiles.
  • Works with a huge variety of games
  • Utility-driven designs
  • Snap together layout uses rare earth magnets securely glued into each tile.
  • Every Component Collector is coated with Dog Might Varnish for a lifetime of protection.
  • Straps are created from heavy duty furniture upholstery that is moderately textured. It is easy to clean, will not fade, and is water and crack resistant.
  • Leather Straps are created from 2.5 oz finished Cow leather.




Having just wrapped up the review for the Skirmish Box I was only slightly surprised when I was contacted about doing another review so soon. The creative guys at Dog Might have been cranking out a ton of awesome things in the last few months. If you do not follow the Dog Might Games Feeds you may be surprised to know that not all things Dog Might are launched as Kickstarters.

So, Michael Konas informed me that they had packed up a new prototype that they were about to launch on Kickstarter and had sent me one for review. It arrived the day before launch and in the time I have had it the Kickstarter has exploded. At the time of this writing, there is still 22 days to go on the project and it has pulled in more than $84 thousand dollars!

Often when I get a Dog Might Games product I take advantage of my local games and take it around to FLGS to get a wider opinion on the project than just my own. It’s always nice to see the reactions of fellow gamers when they have a quality product in hand and they can think about how they would use it at the table. More often than not their thoughts are very much in line with my own. The craftsmanship is beautiful, the feel is solid in the hand and they look amazing on the table. After that, it is just a matter of deciding how useful it is at the table for its intended purpose.

Honestly, when I first saw the pictures of The Component Collector I was not sure what to think of it. It was definitely something that I knew I was going to need to get my hands on and experiment with. This might be because I can get a little OCD. This left me at first not fully seeing the wide variety of uses that you got from having 8 trays. The main issue I was having difficulty with was understanding that you would not always use all 8 trays. The moment I accepted that the intent that The Component Collector having 8 trays was to give you the widest range of games you could use it with, it all became clear.

When my Component Collector arrived I happened to be running D&D. So, I wasted no time in pausing the game long enough to rip the box open and begin using it. Once I got The Component Collector on the table its design became immediately apparent. The many numerous options of how you can configure the layout of the trays is just awesome!




As The Component Collector made its way around the table my players each spent a little hands-on quality time with the prototype. Playing with their own configurations and getting an idea of how they could put it to use. The first thing I noticed as it was being passed around was everyone had would assemble in a way that would suit them best. Now, granted there is no wrong way to set it up. But that also is the beauty of The Component Collector.

When I took it to my FLGS the board game crowd was eager to get their hands on The Component Collector. The first thing I noticed as it was making its way around the room was much the same behavior as my RPG players. One by one each person laid the tiles out and began clicking them together the way it felt natural to them. Some made one long single row while others made two rows. Some boxed the dice tray in with tiles while others set the dice tray aside altogether. With no wrong way (as long as the dot faces away from you) to use the tiles, your personal creativity takes over. Sometimes in unexpected ways as one of the players made a Shelf to hold cards at one point.




Over the course of my week with the product, I have taken it with me to my FLGS twice. Having shown it off to more than a dozen gamers who I have let experiment with it. Some big fans of Dog Might Games some not so much. One who at the mention of Dog Might Games commented “Oh the guys that make wooden boxes?” Yet every single person I have shown this magnetic tile system to has liked it. That my friends is high praise from a guy that thinks of you as “The guys that make wood boxes.”

The feedback that I gathered from those who handled the product over the week was overwhelmingly positive. Now, It must be said that my set is a prototype and is not the final design that every one may receive. The Square tile was by far the most popular tile with the Bowl, Card, and Double seeming to be the other favorites. This could easily have been due to the games that were played as noted above you likely will not find yourself using all 8 trays at a time. This proved to be true as well when out in the wild. Players often only used 6 tiles at a time. Myself I used two when playing my Sunday RPG the Square and the dice tray. The Bowl for as popular as it was, did receive a few comments wishing it was a little wider or deeper. Allowing for it to hold a larger number of tokens or meeples. I have already passed this information onto Dog Might Games and they have said they will see if they are able to accommodate that request.

My final thoughts on the Component Collector

This dice tray with 8 tiles slowly crept its way into my heart. I went from on the fence to in love with it. Anyone would be hard pressed not to be able to find a use for several of these trays for most games. With the option for just few bucks more, you have the ability to hand-pick all 8+ tiles. Unlocking full customization to you and opening a vast number of additional game options. Congratulations Dog Might Games you have Critical Hit on your hands!

This project just might be a perfect example of what Dog Might Games is all about. With every project, they strive to give their customers choices, hundreds of thousands of choices! If you back a Dog Might product you know you are going to get something personal, special, and maybe even unique among the rest. A perfect example of this is my Skirmish box. I got the most basic of boxes but with my custom logo, I know that no one except myself has that box. They may have a skirmish box but this one is mine and mine alone. In this day and age of mass produced things, this is exceptional and exceptional is the standard at Dog Might Games.

Runkles Ranking

Nat 20!D20 #20



Dog Might Games Skirmish Box

With 17 hours to go, I won’t have the time for a deep in depth review of Dog Might Games newest product The Skirmish Box. But In the short time I have had it, about eight hours now I have given it a bunch of attention. The box is everything I asked for and could not be happier.


A few weeks back just as Dog Might Games was about to launch their current Kickstarter The Skirmish Box. I had reached out and asked them if they had any new products in the wings. After some discussion, they let me in on their plan to craft an amazing magnetic minis box. A box for Skirmish war games like Wyrd Miniatures Malifaux or Guild Ball or even as a storage box for your D&D and Pathfinder minis, I was immediately sold!

They kindly offered to chuck a box in a mail bag and have one sent straight my way so that I could do a review on it. Knowing that this was likely a box that I will use extensively for a long time to come asked if they would consider taking my logo on the box this time. Usually, for review proposes the Viking lords at Dog Might grab a product sample at random pitch it into the air for Hermoth to deliver straight away. In this case Dog Might was happy to oblige, but woodworking and art take time and they have other Kickstarter orders and products that take priority.

The Postal gods were not kind and I had hoped the box would have arrived on Saturday. Eventually, It did arrive and I have had it here for nearly eight hours now. With less than 15 hours to go before project ends and they begin cranking out boxes for their eager backers. Thankfully I did get it before the project ended and here we are with a final hours review!

In the past, I have had hands on review of Dog Might Games Dice Chest, The Dragon Sheath as well as their Dragon Trays. Each of these has impressed for equally different reasons. The Skirmish box is by far the biggest of the boxes I have reviewed for Dog Might. The Dragon Tray is longer but the Skirmish box is one massive hunk of carved wood.

In standard Dog Might Games fashion, they are giving you a tremendous amount of customization options to make your box your very own. Skirmish boxes can have up to six designed insides depending on your personal needs. Myself I got the open box as I will likely be storing large numbers of RPG minis that I pull and store before my weekly games.

With nearly 30 exterior carving options including the Malifaux Symbol and each of the Malifaux factions you have a huge selection of carvings to pick from to adorn the top of your box. If you are unable to find a symbol that you like. For the small price of $25 dollars, you can ask them to provide you with a custom job like they did for me. They currently have over 1,000 metal symbols to pick and chose from!

The selection of wood types varies by Tier but they have more than 20 woods and stains to choose from. All of these things make for a very personal experience you are not just getting a box that is like every other box that was produced for the Kickstarter. Time and pride go into their craft and It shows. If every box was just ripped off an assembly line I would not be writing a final hour hands on review It would have been done weeks ago. That says a lot about the guys at Dog Might Games.

Now, does the box do what they guys at Dog Might Games do what they say it will? I did not have the opportunity to run the gambit of tests. But I did take the time to drop a few of my rare earth magnets into my box to test the strength of the hold it gives. I am pleased to confirm the hold that the metal plate gives is considerable and you can expect magnetized models are going to stay in place nicely in this box. When playing around with this I also noted to myself that the lid of the standard box makes as a great dice try as well. I thought that would be worth pointing out!


The Skirmish box comes in two sizes.

Dimensions. The Skirmish Box comes in 2 sizes. There is no price difference in the sizes:

  • Standard is 11.25 x 5.75 x 4.25 with an interior height of 3″ (the bottom is 2″ deep and the top is 1″ deep). Fits minis up to 3″ in height.
  • Large is 11.25 x 5.75 x 5.25 with an interior height of 4″ (the bottom is 2″ deep and the top is 2″ deep). Fits minis up to 4″ in height.

Dog Might says

“The Skirmish box uses an embedded metal plate that allows your minis with added magnets to stand apart from one another, ensuring safe transport. It also offers a variety of wells to hold cards, tokens, dice, or anything else you need for your game and holds up to 25 minis.”

Well, I can tell you in my last photo I had set more than 30 minis of various sizes in my open well box. All of the bases had room sit and connect flush if they had been magnetized. Granted it is worth noting that I was also using 28mm figures. I think the 25 figure statement is based on 35mm models.


In the end, this is just another awesome Dog Might Games product. And anyone that plays Malifaux or any other skirmish game is going to draw attention when they set this bad boy on the tourney table. Congratulations on a job well done Dog Might Games!

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Hands on Review Dog Might Games Dragon Tray!

So last week, just in time for my regular gaming week to start, I received my review Dragon Tray from Dog Might Games. Like always, the package arrived mummified in packing material to keep it safe. My first impression was the sheer size of this tray. The tray that the Dog Might Games crew had sent me was the “Demon” and it is no joke. It measures in at 14″ x 7.5″, is made from Flame Birch with Demon’s Blood finish, and has a Black Demon Hide lining. This tray is hard to miss. It also weighs more than one and a half pounds. The Kickstarter features 25 styles of trays. With that big of a selection, it will be hard not to find one or two that you will want.

The dice wells run on average about 3/4 of an inch to 1 inch for most all of the trays. I voiced a little concern to Dog Might about the depth in the lowest portion of my particular tray. These great guys informed me that this was the lowest portion of any of the trays that they produced and that they would tweak and raise it slightly. I mention this because I want to acknowledge both the level of craftsmanship and professionalism at Dog Might Games. Not only have they trusted my thoughts and opinions to review their product, but they also valued my input on the one real concern that I had for this product.

The level of craftsmanship is clearly on display here with Dog Might Games Dragon Trays. These are works of art that you can hang on your wall to display for all to see. But my number one concern as a gamer is not ‘Does it look pretty?’. My number one concern is ‘Is it functional?’. My answer to you after several hours of gameplay with it…


I put it through a night of Shadowrun, at one point rolling upward of 14 dice, and it handled the job nicely. Away from the table, I rolled polys and Metal dice in it obsessively. These trays sit on solid rubber legs. (see photo below) These big firm feet grip the tray to the table, preventing it from sliding around and elevating it from the tabletop.This produces a few results. Dog Might will say this was done with the intent of keeping your Dragon Tray safe from spills, but I think the real reason they did it was for the satisfying sound your dice make clattering around in the tray, and it is very satisfying. Well done, you crafty lumberjacks.


That said, the sides are low. I know many of you are thinking, “But Shane, I am going to throw my dice and they are going to go flying straight out of this tray!?“. Well, you’re absolutely right. If you roll dice like a drunken monkey in a craps game, your dice will go everywhere. But if you roll your dice, not throw your dice, you will find that the dice well depth works just fine. I also would point out that I was using 14 Double D6. 12 siders. Basically, I was rolling balls into the tray and they all stayed put. So roll like a sane human and you will be fine.

If you roll dice like a drunken monkey in a craps game your dice will go everywhere. But if you roll your dice not throw your dice, you will find that the dice wells depth works just fine. I put that to the test in my Shadowrun game this weekend. At one point rolling 14 dice and not a die was lost to the table. I also would point out that I was using 14 Double D6. 12 siders. basically, I was rolling balls into the tray and they all stayed put. So roll like a sane human and you will be fine.

A benefit of the low walls is that everyone at the table can see your dice rolls. Commonly, most players will roll their dice against the far wall of their dice box. It can be hard to see the results of any rolls. If you are using a Dragon tray as a community or shared dice tray, it is easier for all involved to see the results.

With most of these trays measuring longer than a foot, they do take up some considerable table space. I know not everyone out there has the luxury of a 9-foot table. That is where the idea of the multi-wells and communal tray idea comes from I believe. Yes, a 12-14 inch tray takes up a large footprint on a table, but most dice trays are around 8-10 inches already.  If multiple players are sharing one tray, you actually are saving space at the table. I have been at several games where many players have trays. Folding trays have even recently become a hot item at my personal table of late. We now regularly see three trays on our table most nights. A Dragon Tray takes up only a few more inches than one dice tray and provides wells for two players to roll in. You can always do what I did during the Shadowrun game and used one well for rolls and the other for a staging area for my dice.
One of my personal reasons why I don’t often like or use Dice Trays is storage. If I want a Dice tray, it has to pull double duty. I want it to roll up and be compact. Otherwise, it will just take up space on my bookshelf as a bookend to my gaming collection. My cat will try and see if she can sleep in it. As all cat owners know: if it fits, it sits. Dog Might Games must not be cat lovers because they had the perfect solution. When the game is done, you don’t stick your try on top of the bookshelf to collect dust; you hang your Dragon Tray. You can hang it on the WALL!  And your awesome tray becomes art for your game room. Well played!

You can check out all of Dog Might Games great products by following this link below.   Dog Might Games Homepage

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Kickstarter Watch: Scion 2nd Edition

Find Your Destiny

Live The Myth

Embrace Your Fate

Scion is a game about gods, humanity, and everything in between. It’s a game about mythic deeds and the legends those deeds engender.

The ancient powers never fully went away. They wander our modern roads and cities, mingling with the teeming masses of humanity. You are one of their children, born to the magic of yesterday and the promise of tomorrow.

Armed with weapons possessed of mighty powers, the Scions, divine offspring of both god and man, stand as humanity’s only defense against the savage Titans, dread forebears of the gods. Even the gods themselves cannot stand united, as ancient rivalries spring forth once more.

Scion second edition has a little over two weeks left and it is destroying its funding goal and knocking out stretch goals left and right. Currently, with over 800% of it’s funded goal &  10 stretch goals cleared out of the 15 total it is well on track to meet all of its extended goals as well!

Better yet this is an experienced Kickstarter team made of many of the creators of the first edition as well with over 21 created projects under their belt. Added to this they are allowing early access preview of what they already have done.

Scion Early

Early Acess


Scion works off a combination of a Tiered D10 system as noted above with Target numbers set by the Tier of the player. It’s a smooth fast system with a stunt mechanic in place. Overall a solid system that moves a fast pace.

Entry level for this project is a ROCK bottom price of 10 bucks for the Origin book on PDF or 20 for both Origin and Hero on PDF and 40 Dollars for the Origin book in physical form.
if you have a spare 20 buck don’t let this one slip by you.

Kickstarter Watch: Dungeon Fantasy Powered by GURPS

This little gem just came across my radar and I wanted to give it a plug. A new Stand alone product from Steve Jackson Games. Dungeon Fantasy, and it will be powered by the GURPS engine.
The cult classic GURPS is a wonderfully done game system gives you pretty much unlimited options for character development. Dungeon Fantasy is going to be built off of 30 years of GURPS development as well as 10 years of feedback on the Fantasy setting alone. This will be GURPS done Fantasy done spot on.

So what will the will it offer ?  In addition to cardboard standies maps Dice and full color books it will offer the following.

  • Adventurers (128 pages). GURPS is famous for letting you play any character you can imagine. Dungeon Fantasy keeps this flexibility while trimming away unnecessary details, concentrating on just what matters to monster-slaying, treasure-hunting action: Pick from 11 classic professions and nine playable races, customize your alter-ego using quick-start templates and a powerful point-build system, and gear up with an equipment list that offers dozens of weapons and lets you assemble exactly the suit of armor that fits your image.
  • Exploits (112 pages). Learn how the heroes actually use their abilities and gear. That means combat, of course – and dozens of other activities, whether your thing is sneaking around, swinging from the scenery, exorcizing evil, or getting rich through cunning deals in town. This book also describes countless bad things that can befall adventurers (poison, traps, dismemberment, lava pits . . .), as well as good things, namely loot. And it’s full of practical advice to the Game Master who leads this three-ring circus: challenging the players, keeping the action moving, settling arguments, and much more.
  • Spells (80 pages). What would fantasy be without magic? Adventurers features four spellcasting professions (bard, cleric, druid, and wizard), and this volume describes over 400 spells to help you customize them. It also includes complete rules for how spells work – whether their power comes from the gods, Nature, or creepy tomes of forbidden wizardly knowledge.
  • Monsters (64 pages). Once the adventurers are ready, and armed with weapons and magic, it’s time to test their mettle! This catalog starts you out with more than 80 things that want to bite, claw, grab, sting, and curse the heroes – not just the predictable orcs and zombies, but also several Dungeon Fantasy originals. Each offers notes on tactics and variants, and the whole collection comes with advice and rules for adventurers dealing with monsters . . . and monsters dealing with adventurers.
  • Dungeon (24 pages). I Smell a Rat is a simple (but not simplistic!) quest designed to show new gamers the ropes. Like any classic hack ‘n’ slash adventure, it starts at the inn. From there, the heroes will find themselves facing traps, enemies, and unexpected twists – and finding treasure, although not necessarily gold and silver. Advice and “adventure hooks” let the Game Master challenge advanced players or spin the tale into a series of adventures.

My thoughts are very good about this project. Heck I think it will be amazing! They will be giving it the treatment they have been giving all of their setting books over 30 years! You do not become one of the longest standing cult classic games because you do not do good work. GUPRS is an amazing system and if you have not played it and you are into fantasy games but you have grown tired of D20 systems. Go out and give this solid system a shot. I would bet money you will be impressed.

Personally some of my all time favorite RPG characters from fantasy games have come from GURPS. I also think that GURPS Magic is one of the best magic systems that has ever graced the gaming table. I look forward to getting myself a copy of this game.

Keep this one on your watch list folks!


Kickstarter Watch: Dragonlock 2 Fantasy Village​ Terrain For 3d Printers


Fat Dragon Games returns to Kickstarter with Dragonlock 2: Fantasy Village Terrain for 3D Print. This project launched and within hours crushed its funding goal of 500 dollars. Having raised 18k in under a day with over a month left to go this project is going to be another smash hit for Fat Dragon Games.

These prints look wonderful from the photos! If you, like me were unable to back the stellar Dwarven Forge city project. This is going to be just the Kickstarter for you. Even better if you have a 3D printer like me, of all this set is very affordable. Coming in at $89 for the whole Kickstarter plus Stretch goals it is price point is excellent.

As long as we do not see a ton of Add-Ons at an extra cost this is going to be a wonderfully affordable Kickstarter that you will be able to pick up everything as well as the Add-Ons for under $130. I think we will see a few more Add-Ons before this project is over as well as a ton of smashed goals.


So if you have a 3D printer why are you still reading this ? Get over there and give this project a look!