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Let's Talk About Starter Sets in Sword World 2.5
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<blockquote data-quote="Iosue" data-source="post: 9130004" data-attributes="member: 6680772"><p>GroupSNE released the <strong>Adventurers Guild Box Set</strong> in 2020. It is essentially another Start Kit and contains many of the same kinds of content: PC cards, Magic cards, and Monster Cards. But more of each! There’s an unboxing video <a href="https://youtu.be/ZZfeVBZFEvs?si=_FnNQhy5800DTJeY" target="_blank">here</a> if you want to see what it looks like.</p><p></p><p>For PC cards, it introduces 4 more PCs: a Human Fencer/Scout, a Meria Fairy Tamer/Sage, a Lildraken Fighter/Conjurer, and a Runefolk Grappler/Ranger/Enhancer. Each PC comes with a Initial card, a commentary card, and 3 double-sided cards for two paths of advancement. But, not only that, it includes commentary cards and 3 double-sided cards for all the PCs included in the previous two Start Sets, so you can take those characters through the scenarios in the box, as well. Accordingly, it also comes with 99 item cards, covering various weapons, armors, shields, consumables and other items, with duplicates.</p><p></p><p>For monsters, there are 68 cards representing 34 monsters are included in the set, with two cards for each. Most monsters get the typical 9 x 9 cm card, but boss-level monsters get 12 x 12 cm cards.</p><p></p><p>The previous sets contained magic cards only for the magic used by the pre-gens, but this one contains 33 cards covering magic for Sorcerers, Conjurers, Priests, Fairy-Tamers, and Enhancers.</p><p></p><p>As usual, it comes with battlemats, five dry-erase markers, and five sets of colored 2d6s. In contrast to the pog tokens of the previous sets, it now provides stand-up tokens, and comes with 10 stands.</p><p></p><p>So far, more (a lot more) of the same. But what is new?</p><p></p><p>Well, there’s a 24-page <strong>Rulebook</strong> covering how to read the cards, how to do Action Checks, how to run Combat, how to run Fellows, and so on. Then there are four <strong>Scenario Books</strong>. These combine for 11 different scenarios, which can be combined to run 3 distinct campaigns. Scenario Book 1 covers a tutorial adventure, the first scenario of the campaign, and the final scenario of the campaign. After completing the first scenario, the GM can send the party through a series of three scenarios from one of the other Scenario Books. Then they can do the climatic final scenario. You can also take the other Start Set parties through the remaining scenarios, or replay the whole campaign going a different route.</p><p></p><p>As mentioned in previous post, the scenarios follow a pattern of having at least 9 locations: the starting location, two traps, two NPC interactions, two exploration/investigation areas, and two combats: the climatic battle at the end, and another sometime before that. Scenarios with more than 9 locations usually add another combat somewhere. Some are dungeon-based, others are city-based, and others take place in the wilderness or in Shallow Abysses.</p><p></p><p>The players get a “<strong>Memory Book</strong>.” For each adventure, there is a page with a partial map, and spaces for further information. The GM has a sheet of stickers to give to the players to fill out the map, note clues, NPCs met, and items found.</p><p></p><p>Finally, the set includes punch-out sheets with 23 <strong>guild interior tiles</strong> (explained below), 24 <strong>PC & NPC tokens</strong>, 9 <strong>generic monster tokens</strong> of different size and shape, 24 <strong>bonus chits</strong>, and 12 <strong>1-zoro chits</strong>. You get a 1-zoro chit when you roll double 1's (an auto-fail), and it has an encouraging message on it. You can turn in two of these chits to get a one-time bonus.</p><p></p><p>What makes the Adventurers Guild Box particularly unique is the “Build Your Own Guild” aspect. The top cover of the 20 x 27 x 6 cm (7.9 x 10.6 x 2.3 in.) box has the image of an empty guild house on the inside. At the beginning of the first scenario, you start out with the party, Oscar the Guildmaster, 1 desk, and Hilda the receptionist. When you complete a scenario, you 2 or 3 <strong>stars</strong>. You then trade in these stars for items in the <strong>Interior Catalog</strong>.</p><p></p><p>The catalog is split into 4 colors: <strong>Red</strong>, <strong>Blue</strong>, <strong>Yellow</strong>, and <strong>Green</strong>. All items cost 2, 3, or 4 stars to purchase. For each Red interior item you purchase, all guild members get a +2 to their max HP. For each Blue interior item, they get a +2 to max MP. For each Yellow item, a +1 to weapon damage. For each Green item, a +1 Armor Point. When you complete a set (that is get a 2-star, 3-star, and 4-star item) of Red or Yellow items, you get a +1 to Life Resistance, complete a set of Blue or Gree, and you get a +1 to Spiritual Resistance. If you get a 4-star item in each color, you get a +1 to both your To-hit Bonus and your Magic Bonus.</p><p></p><p>Here are the items:</p><p><strong>Red: 2 stars</strong> – Oil lamp, Arm-wrestling barrel;<strong> 3 stars</strong> – Dining set, Sofa & Fireplace; <strong>4 stars</strong> – Training room, Kitchen</p><p></p><p><strong>Blue: 2 stars</strong> – Regional map, Goddess shaped water faucet; <strong>3 stars</strong> – Painting of the party, Aquarium; <strong>4 stars</strong> – Private meeting room & Jail, 2nd Floor research room</p><p></p><p><strong>Yellow: 2 stars </strong>– Job board, Dart board; <strong>3 stars</strong> – Bar counter, Performance stage; <strong>4 stars</strong> – Changing room & Shower room, Horse stables</p><p></p><p><strong>Green: 2 stars</strong> – Guild cat, Monster skull; <strong>3 stars </strong>– Home garden set, Monster pelt rug; <strong>4 stars</strong> – Exterior garden, Bedroom</p><p></p><p>Some items include <strong>mini-games</strong>. You can play one of these mini-games at the start of the session for money, items, or a 1-session bonus.</p><p></p><p>While the Adventurers Guild Box Set says it is for Ages 12 and up, like the previous Start Sets, some things do indicate it’s somewhat meant for younger kids, or at least, something a parent my use to get their kids into the game. The character designs on the new PC cards and on the stand-up tokens are in a chibi style, unlike in the previous Start Sets. And as mentioned, the tutorial adventure is all about retrieving a teddy bear. That said, the scenarios themselves are not exactly kiddy-fied, but seem broadly within the shonen manga genre expectations. As with the previous Start Sets, all art assests, maps, tiles, PC cards, and Item cards were made available for free by GroupSNE for use in online play.</p><p></p><p>Price point for all this is 5,940 yen, tax included. About $55 at the time of release, and $40 today. This post is already getting so long, I didn’t want to embed photos, but for a closer look see, <a href="https://pbs.twimg.com/media/EXAJfRjUwAE6OyN?format=jpg&name=large" target="_blank">here</a>, <a href="https://pbs.twimg.com/media/EYm3S8lUcAA9KhQ?format=jpg&name=large" target="_blank">here</a>, and <a href="https://sne-ec.com/wp-content/uploads/2021/01/SWbox_3D.png" target="_blank">here</a>.</p></blockquote><p></p>
[QUOTE="Iosue, post: 9130004, member: 6680772"] GroupSNE released the [B]Adventurers Guild Box Set[/B] in 2020. It is essentially another Start Kit and contains many of the same kinds of content: PC cards, Magic cards, and Monster Cards. But more of each! There’s an unboxing video [URL='https://youtu.be/ZZfeVBZFEvs?si=_FnNQhy5800DTJeY']here[/URL] if you want to see what it looks like. For PC cards, it introduces 4 more PCs: a Human Fencer/Scout, a Meria Fairy Tamer/Sage, a Lildraken Fighter/Conjurer, and a Runefolk Grappler/Ranger/Enhancer. Each PC comes with a Initial card, a commentary card, and 3 double-sided cards for two paths of advancement. But, not only that, it includes commentary cards and 3 double-sided cards for all the PCs included in the previous two Start Sets, so you can take those characters through the scenarios in the box, as well. Accordingly, it also comes with 99 item cards, covering various weapons, armors, shields, consumables and other items, with duplicates. For monsters, there are 68 cards representing 34 monsters are included in the set, with two cards for each. Most monsters get the typical 9 x 9 cm card, but boss-level monsters get 12 x 12 cm cards. The previous sets contained magic cards only for the magic used by the pre-gens, but this one contains 33 cards covering magic for Sorcerers, Conjurers, Priests, Fairy-Tamers, and Enhancers. As usual, it comes with battlemats, five dry-erase markers, and five sets of colored 2d6s. In contrast to the pog tokens of the previous sets, it now provides stand-up tokens, and comes with 10 stands. So far, more (a lot more) of the same. But what is new? Well, there’s a 24-page [B]Rulebook[/B] covering how to read the cards, how to do Action Checks, how to run Combat, how to run Fellows, and so on. Then there are four [B]Scenario Books[/B]. These combine for 11 different scenarios, which can be combined to run 3 distinct campaigns. Scenario Book 1 covers a tutorial adventure, the first scenario of the campaign, and the final scenario of the campaign. After completing the first scenario, the GM can send the party through a series of three scenarios from one of the other Scenario Books. Then they can do the climatic final scenario. You can also take the other Start Set parties through the remaining scenarios, or replay the whole campaign going a different route. As mentioned in previous post, the scenarios follow a pattern of having at least 9 locations: the starting location, two traps, two NPC interactions, two exploration/investigation areas, and two combats: the climatic battle at the end, and another sometime before that. Scenarios with more than 9 locations usually add another combat somewhere. Some are dungeon-based, others are city-based, and others take place in the wilderness or in Shallow Abysses. The players get a “[B]Memory Book[/B].” For each adventure, there is a page with a partial map, and spaces for further information. The GM has a sheet of stickers to give to the players to fill out the map, note clues, NPCs met, and items found. Finally, the set includes punch-out sheets with 23 [B]guild interior tiles[/B] (explained below), 24 [B]PC & NPC tokens[/B], 9 [B]generic monster tokens[/B] of different size and shape, 24 [B]bonus chits[/B], and 12 [B]1-zoro chits[/B]. You get a 1-zoro chit when you roll double 1's (an auto-fail), and it has an encouraging message on it. You can turn in two of these chits to get a one-time bonus. What makes the Adventurers Guild Box particularly unique is the “Build Your Own Guild” aspect. The top cover of the 20 x 27 x 6 cm (7.9 x 10.6 x 2.3 in.) box has the image of an empty guild house on the inside. At the beginning of the first scenario, you start out with the party, Oscar the Guildmaster, 1 desk, and Hilda the receptionist. When you complete a scenario, you 2 or 3 [B]stars[/B]. You then trade in these stars for items in the [B]Interior Catalog[/B]. The catalog is split into 4 colors: [B]Red[/B], [B]Blue[/B], [B]Yellow[/B], and [B]Green[/B]. All items cost 2, 3, or 4 stars to purchase. For each Red interior item you purchase, all guild members get a +2 to their max HP. For each Blue interior item, they get a +2 to max MP. For each Yellow item, a +1 to weapon damage. For each Green item, a +1 Armor Point. When you complete a set (that is get a 2-star, 3-star, and 4-star item) of Red or Yellow items, you get a +1 to Life Resistance, complete a set of Blue or Gree, and you get a +1 to Spiritual Resistance. If you get a 4-star item in each color, you get a +1 to both your To-hit Bonus and your Magic Bonus. Here are the items: [B]Red: 2 stars[/B] – Oil lamp, Arm-wrestling barrel;[B] 3 stars[/B] – Dining set, Sofa & Fireplace; [B]4 stars[/B] – Training room, Kitchen [B]Blue: 2 stars[/B] – Regional map, Goddess shaped water faucet; [B]3 stars[/B] – Painting of the party, Aquarium; [B]4 stars[/B] – Private meeting room & Jail, 2nd Floor research room [B]Yellow: 2 stars [/B]– Job board, Dart board; [B]3 stars[/B] – Bar counter, Performance stage; [B]4 stars[/B] – Changing room & Shower room, Horse stables [B]Green: 2 stars[/B] – Guild cat, Monster skull; [B]3 stars [/B]– Home garden set, Monster pelt rug; [B]4 stars[/B] – Exterior garden, Bedroom Some items include [B]mini-games[/B]. You can play one of these mini-games at the start of the session for money, items, or a 1-session bonus. While the Adventurers Guild Box Set says it is for Ages 12 and up, like the previous Start Sets, some things do indicate it’s somewhat meant for younger kids, or at least, something a parent my use to get their kids into the game. The character designs on the new PC cards and on the stand-up tokens are in a chibi style, unlike in the previous Start Sets. And as mentioned, the tutorial adventure is all about retrieving a teddy bear. That said, the scenarios themselves are not exactly kiddy-fied, but seem broadly within the shonen manga genre expectations. As with the previous Start Sets, all art assests, maps, tiles, PC cards, and Item cards were made available for free by GroupSNE for use in online play. Price point for all this is 5,940 yen, tax included. About $55 at the time of release, and $40 today. This post is already getting so long, I didn’t want to embed photos, but for a closer look see, [URL='https://pbs.twimg.com/media/EXAJfRjUwAE6OyN?format=jpg&name=large']here[/URL], [URL='https://pbs.twimg.com/media/EYm3S8lUcAA9KhQ?format=jpg&name=large']here[/URL], and [URL='https://sne-ec.com/wp-content/uploads/2021/01/SWbox_3D.png']here[/URL]. [/QUOTE]
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