Blast from the past!
This Podcast covers Alternate GURPS issue containing The Last Gasp.
This included my long term fatigue and action point rules . . . interesting to hear what someone thinks in depth!
Blast from the past!
This Podcast covers Alternate GURPS issue containing The Last Gasp.
This included my long term fatigue and action point rules . . . interesting to hear what someone thinks in depth!
Then high praise over at Don’t Forget Your Boots. To the North!
If you write a review, let me know. If you use the character-building books, let me know. If you play the adventures, link up your session summaries if you write them!
If you’re interested, you can find the books set in Nordlond on the GB Store:
From the computer in the Lair of the Chaotic GM
Douglas’ Conditional Injury article from Pyramid #3/120 is an excellent alternative to GURPS’ default HP ablation system, especially if you dislike the “death by a thousand papercuts” trope in RPGs. I have built a small tool to facilitate its use:
It takes into account damage after DR, the target’s HP and other relevant parameters, and outputs the inflicted injury severity. Various consequences such as required HT rolls, shock penalties etc. are also included. The article allows for multiple interpretations of the effects of injury, lending itself very well to different styles of games, but in this case I decided to remain close to the injury rules as presented in the Basic Set.
This is a nice unboxing video of the Four Perilous Journeys “ALL THE THINGS” pledge level. All five adventures (and the 1-2% error rate on Vampire Hunter Belladonna for assembly problems did not affect this order, so yay!), plus the counter sheets and card deck. Engage MN Passive Voice: “Nice things are said.”
The Blind Mapmaker was a big backer – he got his own character – on Hall of Judgment. He also does great reviews.
His review of Hall of Judgment was complete, criticized where warranted and praised what he liked.
So I offered him the opportunity to get a preview of what was done already: This was his report.
I got a quick bit of feedback on using Conditional Injury in actual play. Recall this article was not playtested, and mostly theoretical. Granted I was musing on it for years, but it never really got a good stress test. So someone wrote me with one:
Dingo (Discord Forums) wrote:
A lot shorter than planned and got a ‘longer’ fight expected which I’ll do a proper play writeup for; but regarding the Conditional Damage it worked really well. It encouraged superior fighters to allow themselves to take more risks because being hit for low-damage hits wasn’t as threatening as before where 7 hits alone was enough to have you suffering penalties; there were a lot more all-out attacks and all-out defenses to set up counterattacks. It felt, to put a word to it – a great deal ‘meatier’. A 3v1 fight of one skilled fighter with just DR 1 on the torso involved a lot more hits than before without worrying about an instant escalation. Weak hits were still dangerous due to failed-HT rolls potentially making injury condition worse, but in practice this meant that the immediate danger wasn’t HP (a limited resource) but shock penalties, stunning, and knockdown – both attacking and defending these became priorities. Jabs to the face (using Defensive Attack) became a very effective tactic in the 3v1 for the trained fighter. So all in all, a good fun fight that didn’t cause the GM panic of ‘well it could end in 3 hits’.
Interesting. I’d not have figured that.
This report suggests that the GURPS Death Spiral has perhaps been tamed a bit. Risking more wounds, rather than fewer, wasn’t really a design goal. But then, it wasn’t not a design goal either. Some of the emergent behavior, such as more strikes to the face looking for knockdown and stun, are outstanding results, the kind of emergence one hopes for. An increased use of All-Out-Attack (I will take a minor wound in order to deal a major one!) seems more accurate for a game that tends to have to remind GMs that mooks, unskilled mooks, will not do the math on defending like players do. They want to hit you, and will happily fling Telegraphic All-Out or Telegraphic Committed (+8 and +6 to hit, respectively for the Determined option) blows to do so.
So this is a good report. I still have to do my Designer’s Notes commentary on the article; hopefully I’ll get to that today.
Ooo! Follow-up comment by Dingo (Discord Forums)
yeah it quickly became very appropriate to approach the fight less from ‘put hurt on the opponent’ and instead shift to ‘control your opponent’. The player I was testing it with wasn’t so confident with the grappling rules as to put that entirely in scope (It’s what we’re gonna add in for the next test to see how it comes together); but quickly made realizations like the importance of hits that risk stunning, or in a group fight – the fact going for more dangerous hits can be worthwhile if you’re confident you can handle the backlash.
Ultimately the fact victory comes down to a status game rather than a counter game meant you immediately had to shift tactics away from damage/attrition and instead towards control and disabling.
Especially if your opponent has a high enough HT that you can’t rely on Cumulative Wound severity increases without All Out Attack (Strong); one exchange against someone with 13 HT resulted in the player doing -repeated- Defensive Jabs to the face, solely waiting for a stun and outlasting their counterattacks. Once the stun hit – AoA (Strong) to the face over, and over, and over until they either were crippled from a sufficiently high damage hit, or recovered from stun (at which point it returned to jabs and defensive)
So really interesting stuff here, in that “go repeatedly to the face, and when stunned, ground and pound” is rather nifty because that’s exactly what you see in MMA fights with two skilled foes that are pretty tough, by dint of repeated experience.
Dragon Heresy is in the hands of backers at last, having shipped out all copies to those who backed the Dragon Heresy Kickstarter, and by this time tomorrow, I’ll have gotten all of the DH copies out to those that added it to Hall of Judgment as well.
As folks have received it, it is my sincere hope that they do as The Mixed GM did, and review it. His review is short, sweet, and to the point, which allows me to make some useful commentary along the way.
He likes the cover. The art is by noted Western Martial Arts instructor and historian Roland Warzecha. He told me that he had so much fun embellishing and making the drawing that his wife (whom I believe is the warrior pictured) had to nudge him to stop spending time on it. Read about the details of the composition here on the Dimicator Patreon page.
That, of course, was deliberately intentional. I like the OSR games for their speed of play, their reliance on the GM and player skill, and the open-endedness where rules are only invoked when needed.
I like 5E as a delightfully modular system that attempts – mostly successfully – to unify the basic mechanics of a very large amalgamation of various accumulated rules and ideas into a coherent whole. I’ve enjoyed the heck out of the 5E games I’ve played.
It’s also, as he notes, a hack – it adds a small number of subsystems (grappling, social standing, flyting) and rules tweaks (wounds/vigor, Threat DC/Hit DC, and Damage Reduction for armor) that I think add to verisimilitude and enhance epic play.
I’ve been asked about this a few times by enthusiasts, much to my delight. Yes, I have further plans. Yes, Level 1 through Level 20 is already written.
But the art – all of which really ought to be new going forward – is going to be expensive, and I’d really like to see significant interest from the market at large before I do another big one like the Intro Set. I’d like the next book to be full-color hardback, with the same production values, just like the Intro Set was. That takes serious funding, which takes serious backer interest.
It’s true that the thief/rogue is gone from the Dragon Heresy Intro Set! But perhaps not for reasons why you might think.
Thievery in general was a great way to get yourself outcast in Viking society. In Egil’s Saga, Egil, a loud-mouthed, distemperate and ridiculously effective fighter (berserker/barbarian, really) and raider, goes on a raid. His force gets captured, but by virtue of prodigious strength, he escapes (by lifting up the main pole of the longhouse that he’s tied within!).
They grab their weapons, some loot, and head back to the ship. Midway, Egil stops, and says that he cannot do this. He refuses to be so dishonorable as to steal. They go back, and I believe set the target’s longhouse on fire, and kill those who emerge.
See, stealing is bad. But setting a house on fire and killing the men as they emerge? That’s perfectly cool.
In any case, I had to make some hard choices when reducing my overall manuscript from 750-800 pages for my full three-volume original intent to 250-300 for the Introductory Set. Certain classes had to go. Berserkers had to be there; too Viking to not be. I added Skald (bard) back during the Kickstarter.
But there just weren’t very many Viking thief stories, and for an Intro Set, I had to make choices. So Thief, Druid/Trevinur, Ranger, Paladin, and Sorcerer went by the wayside.
They exist, though. So do some very cool “explicit multi-class” options I wrote. Maybe in a Character Building expansion; that would add back the missing classes, and push the levels covered from 1-5 to include maybe up to 12 or 13.
I’m glad he listed this as part of “The Good!”
Interestingly enough from an historical perspective, the Dungeon Grappling rules existed first as part of the Dragon Heresy manuscript. When I got advice that no one in their right mind would fund a three-volume set from an unknown guy (true advice, if hard to swallow), I broke out the unique grappling rules as my first product.
They improved over time, and honestly improved again when I modified them for the Powered by GURPS supplement Hall of Judgment for the Dungeon Fantasy RPG, and then were inserted back into Dragon Heresy, where they exist in their present form.
Grappling is now very intuitive and easily blends with regular combat. The way it should be.
Yeah. Won’t lie, I’m proud of that. And while he’s kind enough to ‘respect my IP’ by not publishing more images, here are a few more.
I really had a lot of fun specifying the art, and my art team: Juan Ochoa, Ricardo Troula, Christian “KrizEvil” Villacis, Roland Warzecha, Michael Clarke, Cornelia Yoder (cartography), Gerasimos Kolokas, Elizabeth Porter, John Blaszczyk, Gennifer Bone, Erin Arik, Dean Spencer, and Rick Hershey did amazing things with the book.
This is vital to the book, and to the world. I did everything I could – and given that the SRD is mechanics only, I had to do quite a lot – to ensure that everything tied to the world, to a viking/Norse feel, and had a reason. Even the Tieflings and other half-human, half-creature races, are tied to the world. There’s a reason that those exist (half-elves, half-dragons, half-fiends, half-Asgardians) and a reason the Dwarves have no half-human parts.
This bit was important to me, as it both makes being dogpiled quite dangerous, but it also resolves some weird edge cases. It’s also in keeping with the Gygazian notes on p. 82 of the AD&D Dungeon Master’s Guide, where he notes that it’s ridicuous for a high level combatant to be robust enough to only be killed by 10 sword strokes that land home, where a 1st level guy only takes one. Humans are fragile. With wounds/vigor, so long as you keep your wits about you, you can probably take most attacks as vigor. But once wounds start accumulating? Beware the death spiral, and consider strategic withdrawal.
Playtesting revealed this was a lot of fun, and produced an element of risk in fights that those that enjoy games like GURPS will recognize and enjoy. Anyone who has had to blaze through a foe with 150 HP in an unadulterated battle of ablation will appreicate it as well.
This is simply true . . . but depending on what you don’t like about 5e, you might find I’ve addressed some of it. Shields are way cooler. All battles aren’t a slog of HP ablation. Grappling doesn’t suck, and is in fact pretty fun. Monsters that grapple are terrifying. Vikings.
There’s a lot to like here, even if I say so myself.
I have no response to this except an image of gratuitous Tiefling art courtesy of Juan Ochoa.
The Mixed GM’s review is considerably shorter than my response to it. He definitely hit the highlights: if you like 5e, there’s a world to explore, some fun rules tweaks, and it’s a very pretty and well put-together book.
I hope you are encouraged to pick up a copy and see for yourself!
The Blind Mapmaker takes time to review Hall of Judgment. As he notes, he backed at the Thegn of your Own level and contributed a character to the samples. Nonetheless, he calls out what he likes, and is firm about what he doesn’t.
The Blind Mapmaker’s reviews are quite thorough, divided into Meat, Cheese, Sauce, and General Nutritional Value.
I’m going to quote the summary here:
Summary (No Spoilers!)
Douglas H. Cole delivers an outstanding product that is proud addition to the Dungeon Fantasyline and makes one hope for more from this licensee. The adventure is pretty linear, but atmospheric and puts the characters against foes supernatural and natural without neglecting the realities of mountain travel.
It is a satisfying read and a good way to introduce new players and GMs to GURPS without having them lament the quality or the lack of the illustrations. Thanks to both the author and SJGames for making this possible!
Total score: 8.05 (third place of all time)
Total score is composed of a weighted average of Meat (32.5%), Cheese (32.5%), Sauce (20%) and Generic Nutritional Substance (15%). This is a balanced meaty-cheesy book.
Value score: 9.025 (PDF, best value ever!), 8.025 (softcover), 7.525 (bundle); getting the bundle is advised if you want to run the game online and offline!
Value Score is composed of the average of Total and Price.
There are a few things – a very few things – that I want to say about some of the notes in the review, but let me start by saying I find it quite fair, even the thing he didn’t like as much. To arms, then:
The town section is not quite as detailed as in DF Setting – Caverntown
Hrm. Caverntown was my template for this one, so I’m glad he caught the similarities. The more that I think on this, the less it bothers me, though, since “Town” is deliberately lower-key in The Dungeon Fantasy RPG than in the main-line Dungeon Fantasy games. So “not quite as detailed” is both accurate and deliberate. I wanted Town to be more than just “the place where we buy and sell our stuff,” but it needed to be that and more.
Make sure to mention the ruins beforehand, because they can be easily missed depending on which path the players choose.
The ruins, as well as the goblin warrens and several other areas of the adventure, are designed to be able to be missed. There’s cool stuff there, and not cleaning out the ruins bodes dire things for the region. (Which I’d love to detail in future supplements, licensing permitting). The approach to the Hall itself was my attempt – mostly successful, I think – to make the adventure far less linear. The original adventure – Lost Hall of Tyr – was a convention romp. It was designed to be run in two hours, show off the grappling system from Dungeon Grappling, and be a drop-in and drop-by to play kind of thing. It featured “Quantum Encounters” that moved to find the players and three pathways to the Hall – which you teleported to instead of a month-long overland journey – that all dumped you in the same place.
But the ruins themselves are optional. That being said, as Captain Joy reports in this After-Action Report, the ruins can be run in a few hours as an independent encounter by themselves. Or encountered in a separate sortie, perhaps even after the Hall is found and perhaps cleared.
…but getting lost on the way to the hall is not very easy if the GM hands out the player map of the area (included in the PDF version).
The PDF map is layered in the downloads so that you can hand out the map without the key GM information! At least I think it is. It definitely has layers.
Edit: In the comments, Mapmaker reminds me of a design decision at the core of the “hard to get lost” thing. Originally, seeing the Hall at all required the tiwstakn. That was the entire point of the thing, a ring that would show you what was hidden. Effective a See Invisible spell that worked against the illusions Tyr had placed concealing the place. As revision progressed, I decided that the worst possible thing that could happen would be to arrive at the mountain containing the hall (Hollfjall? Logifjall?) and not be able to find it because the players didn’t take a tiwstakn with them. So the entrance was made obvious. That’s a good reminder of how the thing evolved from its original incarnation.
The Hall itself is also represented by battle maps, but again it is a very simple matter and was a little disappointing after all the build-up.
Regrettably fair. The original Lost Hall suffered in the art and maps department due to my entirely missing the size of the market. I’d figured that since my first KS had about 300 backers, that my second, which had better exposure and with Dungeon Grappling as an existence proof that I could deliver, would be at least as good, with 300-500 backers likely. I also had cause to think that there might be some folks crossing over due to interest in vikings and shields and some fantasy artwork by a noted HEMA teacher. Alas, this was not to be, and my plans to go all-out on art and whatnot on the Hall itself were curtailed at the time.
Hall of Judgment was my best KS to date in terms of backer count, but when doing a product based on “I will do Lost Hall, but better, with existing assets to minimize risk!” there’s only so much deviation I was willing to undertake. So as I noted: regrettably fair.
The demon boss for the adventure is something of a rarity in GURPS as it is a singular creature
The team and I worked very, very hard to make sure that the boss monster would be a legit challenge for a group of delvers. Anyone familiar with GURPS (and fighting in general) knows that in a many-on-one encounter, it takes a lot of work for things to go well for the one. I’m very pleased at how the boss turned out, but fair warning: we designed this creature to kill the hasty or unprepared. If you rush in where angels fear to tread, you’ll get curb-stomped.
…the adventure is quite linear…
I think any adventure where the point is “go to this fixed place, and do a fixed thing” will feel linear. There are options to vary it up, and multiple pathways to journey to the Hall are provided. It’s true, though, once you get to the Hall, the choices winnow down quite a bit, both a legacy of the origin as a limited convention scenario, but also because all roads end at the Vault of Law.
Maybe Logiheimli has to be located for a vital clue first and the whole twistakn (token of Tyr) thing might be explored some more.
Heh. The tiwstakn was a key bit of magical lore and had great import in the original. Too much so, I thought, so the tiwstakn diminished in importance, and then on a reread of the near-final version, I realized that the entire thing might be better off without any sort of mystical signpost that would turn the entire darn thing into a really linear progression. So I “killed my darlings” and hid the bodies a bit.
Playing up the tiwstakn would be easy to do, and import and utility can be grafted on to it as needed. The ruins of Logiheimli do contain something very valuable, though: a rare magical weapon that comes in rather handy for the final encounter. Want to push the players there (making it ironically more linear, rather than less)? Don’t give the delvers the Oathblade that Geirolf Tyrthegn recovered from the prelude!
I’m in two minds about cutting out the name Tyr and all that implies. Sure it makes things more generic, but it’s always easy to cut something as the GM and the tips in the OGL version were more than enough to make this a bit more accessible.
Trust me, it would have been my overall desire to keep it pretty Norsified, but the de-Norsing was one of the things that was in the sales pitch. The Dungeon Fantasy RPG, and to a lesser extent, Dungeon Fantasy as a subline, is generic. Very much so. The work the GM needs to do to call the Law God “Tyr” and the Lord of Storms “Thor” (or in Dragon Heresy, the parent setting origin, Ziu and Donnar) is just about the same as de-Norsing it. Too much firm setting and I think I’d have lost more than I gained, and if the entire premise revolves around a fixed cosmology, that makes it less portable.
Don’t worry: Lost Hall of Tyr (2nd Edition) is in the works. It’ll re-Norse the entire thing, and if things go well enough, I’ll be able to do a few upgrades along the way (maps and printing, perhaps).
The random encounters are all well thought out too, but take a little preparation to pull off. Some are a bit deadly, but it helps to have players who do not simply attack everything and everyone. It might be useful to predetermine some of the most atmospheric bits like (the starving Jarl’s ghost, circling ravens, drinking companion of Thor etc.)
I agree with this in a most profound manner. Some of the encounters are designed to be evaluated and avoided unless a tactical advantage can be brought to bear; very little “gee, is this encounter balanced?” was considered. Only if it would be fun. If you have two delvers (as did Captain Joy’s group in the Logiheimli mini-game linked above), then the Bandit Camp will either have to be avoided or taken down one or two bandits at a time. Numbers matter in GURPS. The Faerie Noble will turn even a well-equipped and experienced party of delvers into pink mist, and quickly. She’s a force of nature – think Leanansidhe from Dresden Files powerful.
The fact that the real reward here is the knowledge recorded in the hall is nice, but it’s spoiled by the Lady of the Harvest appearing and handing out magic weapons and golden hairs that turn into artefacts.
Originally, and in the Lost Hall adventure itself, the reward is the knowledge, full stop. I got a lot of pushback from playtesters that there wasn’t enough reward in the book. Also, there’s a not-revealed (I think) reason why it’s the Lady of the Harvest (Sif) who shows up and not the Law God (Tyr) himself, so while meeting Tyr at the end would have been cool, that’s not what wound up happening.
Still: Divine Smoochies are a reward in and of themselves.
The Kickstarter had all these available as high-resolution graphics files for use with virtual tabletop software and I assume they are included in the PDF version too.
They are. They’re big downloads, but they’re available. I’m not sure if you get them at Warehouse 23 or not; if not, ping me and I’ll ensure you have them.
This is a very thorough and very positive review, and (obviously) I’m very pleased. The number of such reviews of Hall of Judgment has been somewhat limited. I’ve tried to collect them:
Hall of Judgment – Collected Comments and Reviews
Even so, the bulk of the commentary shows I hit my mark. I’m especially pleased that so many are responding well to Isfjall – that’s my intent with future supplements to ensure that each “Town” provided has the same sort of character and tangibility that Isfjall does – and that Logiheimli, a new addition unique to Hall of Judgment, is getting good play at the table.
So thanks for the review, Mapmaker. I hope in the future there’s more for you to look at!
Moe Tousignant has a rep for thorough and detailed reviews. We’ve been in each others’ gaming orbits for a while, as he discussed below. When his dance card came up empty after reviewing James Spahn’s White Start, I teased him about reviewing Dragon Heresy.
He’s working through the preliminary-but-playable PDF file I’ve been working with, screen-shotting, and from which the edited manuscript will emerge, eventually. He notes the fix I made to moving Alignment where it’s supposed to be under Character Background somehow didn’t “take.” A few other things need fixing as well. This is why you need an editor.
Even so, he’s posted two long examinations so far, and will continue through the book. It’s readable, it’s thorough and fair. And he’s given me permission to re-host it.
So here we go, from Moe Tousignant’s RPGaMonth Group in Google+:
I’m finally caught up. It’s the fourth month of the year and I’m starting on my fourth RPG book for #RPGaMonth. If I can finish this one by the end of April then I will actually be on schedule!
For those just joining in, I’m reading this book as part of #RPGaMonth, where the goal is to read one RPG a month for the entire year. The main drive is to get those books that have been sitting on your shelf/hard drive unread and unused for far too long off that shelf/drive and get them read or, even better get them read and run.
That goal of getting stuff off my shelf/drive? Well, that doesn’t apply here. Dragon Heresy is new to me, as of yesterday. Actually right now it’s kind of new to everyone. Well, really, it’s not new to anyone yet as it’s not actually out, or finished.
Dragon Heresy is a new fantasy RPG written by +Douglas Cole aka Gaming Ballistic. It’s up on Kickstarter right now (there will be a link at the end of this if you want to check it out).
So why am I writing about a game that’s not even finished yet? Well, it seems I must be doing something right with these reviews as Doug really liked my White Star Review and contacted me and asked if I would consider reading a pre-production copy of his new game next.
Now I’ve known Doug for as long as I’ve been on social media. From what I remember we first “met” in the Old School Gamers group on Facebook. Over time I’ve also grown to know him as That Thursday GURPSday guy, and now he’s becoming that Dragon Heresy guy (and with that, the Viking shield making guy).
I’ve always enjoyed my interactions with Doug so agreed to give Dragon Heresy a read. So take this as my full disclosure. While I don’t know Doug personally, as in, in real life (we’ve never met), I do know and respect him through our online interactions. Also, he did send me a pre-production copy of this game. Will that affect my thoughts on the game itself, I don’t think so, but it is something to consider when reading my thoughts on Dragon Heresy.
Due to the fact Doug was on pretty much every RPG podcast ever created in the last few weeks, I’ve heard quite a bit about Dragon Heresy. I know it uses Dungeons & Dragons 5e as it’s base. I know it’s more crunchy than D&D 5e. I know it’s about Vikings but still keeps all the magic and fantasy and I know that you don’t need to own D&D 5e to use it. It’s a standalone game. That’s pretty much it.
What is going to make this review interesting is that I have not read Dungeons & Dragons 5e. Yes, you read that right. I don’t play nor have I read the worlds most popular roleplaying game. For shame. Now I did do the whole D&D Next playtest, back when it was just the Caves of Chaos and Fighters still did damage on a miss. I’ve also got a ton of XP with D&D 4th Edition, 3.5 edition, and AD&D 2nd Edition. So it’s not like Fantasy D20 games are new to me. But I thought it worth noting that I haven’t played/read 5e so in some cases I’m not going to know if a rule in Dragon Heresy is new or something straight from the D&D 5e core rules.
Obviously, Dragon Heresy isn’t done yet and that needs to be taken into consideration for the entirety of this review. I’m dealing with PDF files here and not physical books.
That said, I was very impressed by how far along the game is. There’s art. It’s laid out. It’s full color. It looks like a complete RPG. Which I have to admit is awesome to see for a Kickstarter. When I received files from Monte Cook for playtesting they were just word documents. I really wasn’t expecting to see something this polished.
The book (you still call it a book when dealing with PDF’s right?) looks beautiful. It’s two-column justified text that looks to flow well. Most charts are in line as is most of the art (with a few bigger images squeezing one column or the other). I’m not sure if more art is coming but there are some sections where it’s a bit sparse, I found one section where it’s 12 pages between pieces of art. The art that is there is solid and appears to feature multiple artists (one of the pages I don’t have are the credits).
As expected from a book based on D&D, it looks like a large portion of the book is dedicated to spells and monsters. It’s also worth noting this is a one book system. No separate campaign book or monster manual. It does look like there’s still art coming for the Monsters as I didn’t notice any during my flip through the book.
My first thought as I scrolled quickly through the Dragon Heresy PDF was: man this looks like a complete game. As I got near the end I noticed there was still some layout to be done and art missing but overall it looks done, at least as far as the rules are concerned.
I haven’t actually read any rules or anything more than some random headings so I can’t speak about any of that yet, but I can say this is going to be a great looking game once it releases.
Now we just need to see how the rules look… next time.
Part 2 Covering: Introduction, Core Mechanics, Creature Characteristics, Ability Scores, Generating Characters, Character Races, Character Classes, Character Background, Beyond 1st Level and Equipment Continue reading “Moe Tousignant Reviews Dragon Heresy (preview edition)”