Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
Promotions/Press
Overachievers’ Handbook – Indie Publisher AlterTu’s Venture into a New Type of Meta-Gaming Supplemen
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Neuroglyph" data-source="post: 7653296" data-attributes="member: 85633"><p>When the Bard wrote the line, “the play’s the thing”, he obviously wasn’t talking about role-<em>play</em>ing games. And yet, for many RPG fans, that centuries-old line has a certain resonance to it – for some gamers, it is in how they play the game, and how portray their characters, which is much more important than any sense of “winning” within their game.</p><p>[PRBREAK][/PRBREAK]</p><p></p><p>But for other gamers, the meta-game can be equally important to their RPG experience. For synergizing their character’s abilities and powers is just as an enjoyable part of the RPG, as is the portraying of an alternate persona. </p><p></p><p>Of course, there are some who would argue the merits of one style of gaming over the other, but that’s a debate for another time and place…</p><p></p><p><span style="font-size: 12px">Tabletop gamers venturing into MMORPGs have certainly been presented with a huge variety of meta-gaming opportunities, many of which are designed to give players a more fulfilling experience. Several online RPGs have even introduced a reward system for participating in interesting (and sometimes odd) experiences in the game world – <em>Achievements</em>.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">[align=right]http://www.neuroglyphgames.com/rpgblogs/home/neurogly/public_html/rpgblogs/wp-content/uploads/2013/11/overachiever-handbook-cover.jpg[/align] Indie Publisher <strong>Alter Tu</strong> has recently released a supplement clearly inspired by the <em>Achievement</em> systems seen in online games. And in their <strong><em>Overachievers’ Handbook</em></strong>, <strong>Alter Tu</strong> offers a system-neutral book to introduce <em>Achievements</em> into almost any tabletop RPG system.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"><strong><u>Overachievers’ Handbook</u></strong></span></p><p><span style="font-size: 12px"><strong><u></u></strong></span></p><ul> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Designers</strong>: T.K. Blackthorne</span> </li> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Editor</strong>: Frankto Vinneti</span> </li> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Publisher</strong>: Alter Tu</span> </li> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Year</strong>: 2013</span> </li> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Media</strong>: PDF (11 pages)</span> </li> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Price</strong>: $2.49 (Available from <a href="http://www.rpgnow.com/product/118301/Overachievers-Handbook&amp;filters=0_0_0_31813_0?affiliate_id=270466" target="_blank"><strong>RPGNow</strong></a>)</span> </li> </ul><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">The <strong><em>Overachievers’ Handbook</em></strong> is a system-neutral meta-gaming supplement to create and track an MMORPG-style <em>Achievement</em> system in any tabletop role-playing game. The supplement includes a explanations of over 100 achievements which can be accomplished by a single character, a group of characters, or both. There are also sheets for tracking achievements, as well as a separate track sheet for monster kills by type.</span></p><p> <span style="font-size: 12px"></span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px"><strong><u>Production Quality</u></strong></span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px">The production quality of the <strong><em>Overachievers’ Handbook</em></strong> is fair to average, with a fair layout and decent writing inside the supplement. The author created a goodly number of achievements in the supplement, but most of them amounted to little more than short sentence blurbs. The layout feels quite like a “wall of text”, and is a two-column alphabetical list of achievements without any other sorting or headings.</span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px">The PDF bookmarks are assigned to the opening page, introduction, and the two achievement tally sheets, and are not particularly in locating anything of note in the supplement. The achievement character sheets are simple but well-organized checklists, and quite user-friendly for any player or GM.</span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px">The artwork in the <strong><em>Overachievers’ Handbook</em></strong> is essentially non-existent, except for the Alter Tru “starburst” symbol around each page number. With no art, the cover page resembles something that would grace the opening of a college term paper, and the lack of interior art increases the unrelieved “wall of text” effect even more.</span></p><p> <span style="font-size: 12px"></span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px"><strong><u>Creating a False Sense of…</u></strong></span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">In many respects, it seems that the <strong><em>Overachievers’ Handbook</em></strong> was a bit of a misnomer, as it suggests that there are things to do in this book that only the most driven player-characters will ever hope to do. In reality, the book contains a list of things that, over the course of many different characters and a decent number of hours playing RPGs, almost any role-playing gamer will manage to accomplish.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">The designer puts forth the idea that these “…achievements are designed to reward the player, as opposed to the character. The bonuses carry over from campaign to campaign, provided the same GM runs the campaigns and agrees to it the checklist rewards the player.” However, only about a dozen of the more than 100 achievements actually have a reward “effect” attached to them, and none of them reward the player – they are all in-game bonuses which affect the next <em>character</em> you play under the GM which is using this achievement system.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">Gamers who have played MMORPGs like <strong><em>WoW</em></strong>, <strong><em>Guild Wars</em></strong>, and other similar games will recognize many of the achievement types listed in the <strong><em>Overachievers’ Handbook</em></strong>. For instance, killing 10/25/50 of a particular monster earns one the <em>Monster Killer/Slayer/Bane</em> achievements. To earn <em>Good with Money</em>, one needs to amass 1,000,000 coins, or the gain <em>Near Death Experience</em> achievement requires that you end a fight with only 1 hit point. But as most achievements carry no tangible benefit, it begs the question as to why a player would want to do them.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">There are also meta-game or player achievements, which are performed by the player rather than role-played out through the character. For example, the <em>New Blood</em> achievement gets checked off if you introduce someone to tabletop role-playing, and the <em>Mini Me</em> achievement is gained by painting a mini for one’s character. And to earn the <em>RPG Master</em> achievement, just pull off a full day of gaming for 24 hours – a feat accomplished by so many gamers in high school and college that it begs the question as to whether or not it’s an achievement, or just something most gamers do at one point or another! </span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">As previously suggested, many of these meta-game achievements are things nearly any average gamer would do at one point or another, so are they really such amazing achievements that a gamer needs a put them on a checklist?</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">And one of the most troubling aspects of the <strong><em>Overachievers’ Handbook</em></strong> was how the designer included achievements on the list which amount to what some might consider to be rude, crude, or selfish behavior on the part of a player-character. For instance, the <em>Pyromaniac</em> and <em>Master Pyromaniac</em> achievements can be had by merely burning down a town inhabited by a population of 5000 and 35000 or more. Gaining <em>Goodbye Old Friend</em> is easy to gain – just sacrifice a companion for the greater good, which tends to make one wonder whether the player-character you just got rid of feels the same way about “the greater good”. Several of the achievements seemed bent on “rewarding” what many would deem to be annoying acts in an RPG, although again, there are no real rewards to be had other than checking a box on a list.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"><strong>Overall Score</strong>: 1.3 <strong>out of</strong> 5.0</span></p><p><span style="font-size: 12px"><strong><u></u></strong></span></p><p><span style="font-size: 12px"><strong><u>Conclusions</u></strong></span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">Regretfully, there is nothing worth recommending about the <strong><em>Overachievers’ Handbook</em></strong>, except to recommend not to buy it. The idea of introducing achievements in an MMORPG has its place, being to provide in-game opportunities to players who accomplish a difficult set of tasks – character titles, items, and other such tangible bits – or to show a measure of a player’s accomplishments in the online game. </span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">But achievements provide very little enhancement to the tabletop gaming experience, nothing to the player, and only about 12 of them in the <strong><em>Overachievers’ Handbook</em></strong> provide any tangible benefit to the character. It would appear that adding such a system to a tabletop RPG to be simply added bookkeeping with no real benefit to a gaming group or GM. Perhaps if the achievements had been tied to a Reputation system, then the <strong><em>Overachievers’ Handbook</em></strong> might have been worth taking a look at – but as it stands, it’s a failed achievement in and of itself, and in this reviewer’s opinion, not worth buying... even if it were free.</span></p><p><span style="font-size: 12px"><strong></strong></span></p><p><span style="font-size: 12px"><strong>Editorial Note</strong>: This Reviewer received a complimentary playtest copy of the product in PDF format from which the review was written.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"><strong><u>Grade Card (Ratings 1 to 5)</u></strong></span></p><ul> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Presentation</strong>: 1.5</span> </li> <li data-xf-list-type="ul"><span style="font-size: 12px">- Design: 2.0 (Lackluster layout; average writing; “wall of text”)</span> </li> <li data-xf-list-type="ul"><span style="font-size: 12px">- Illustrations: 1.0 (No art or illustrations; page graphics dull and uninspired)</span> </li> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Content</strong>: 1.5</span> </li> <li data-xf-list-type="ul"><span style="font-size: 12px">- Crunch: 2.0 (Rules make no sense; most achievements have no purpose to fulfill)</span> </li> <li data-xf-list-type="ul"><span style="font-size: 12px">- Fluff: 1.0 (No fluff; some achievements would inspire rude or evil behavior to succeed)</span> </li> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Value</strong>: 1.0 (A bad bargain on a poor supplement at any price.)</span> </li> </ul></blockquote><p></p>
[QUOTE="Neuroglyph, post: 7653296, member: 85633"] When the Bard wrote the line, “the play’s the thing”, he obviously wasn’t talking about role-[I]play[/I]ing games. And yet, for many RPG fans, that centuries-old line has a certain resonance to it – for some gamers, it is in how they play the game, and how portray their characters, which is much more important than any sense of “winning” within their game. [PRBREAK][/PRBREAK] But for other gamers, the meta-game can be equally important to their RPG experience. For synergizing their character’s abilities and powers is just as an enjoyable part of the RPG, as is the portraying of an alternate persona. Of course, there are some who would argue the merits of one style of gaming over the other, but that’s a debate for another time and place… [SIZE=3]Tabletop gamers venturing into MMORPGs have certainly been presented with a huge variety of meta-gaming opportunities, many of which are designed to give players a more fulfilling experience. Several online RPGs have even introduced a reward system for participating in interesting (and sometimes odd) experiences in the game world – [I]Achievements[/I]. [align=right]http://www.neuroglyphgames.com/rpgblogs/home/neurogly/public_html/rpgblogs/wp-content/uploads/2013/11/overachiever-handbook-cover.jpg[/align] Indie Publisher [B]Alter Tu[/B] has recently released a supplement clearly inspired by the [I]Achievement[/I] systems seen in online games. And in their [B][I]Overachievers’ Handbook[/I][/B], [B]Alter Tu[/B] offers a system-neutral book to introduce [I]Achievements[/I] into almost any tabletop RPG system. [B][U]Overachievers’ Handbook [/U][/B][/SIZE] [LIST] [*][SIZE=3][B]Designers[/B]: T.K. Blackthorne[/SIZE] [*][SIZE=3][B]Editor[/B]: Frankto Vinneti[/SIZE] [*][SIZE=3][B]Publisher[/B]: Alter Tu[/SIZE] [*][SIZE=3][B]Year[/B]: 2013[/SIZE] [*][SIZE=3][B]Media[/B]: PDF (11 pages)[/SIZE] [*][SIZE=3][B]Price[/B]: $2.49 (Available from [URL="http://www.rpgnow.com/product/118301/Overachievers-Handbook&filters=0_0_0_31813_0?affiliate_id=270466"][B]RPGNow[/B][/URL])[/SIZE] [/LIST] [SIZE=3] The [B][I]Overachievers’ Handbook[/I][/B] is a system-neutral meta-gaming supplement to create and track an MMORPG-style [I]Achievement[/I] system in any tabletop role-playing game. The supplement includes a explanations of over 100 achievements which can be accomplished by a single character, a group of characters, or both. There are also sheets for tracking achievements, as well as a separate track sheet for monster kills by type. [B][U]Production Quality[/U][/B] The production quality of the [B][I]Overachievers’ Handbook[/I][/B] is fair to average, with a fair layout and decent writing inside the supplement. The author created a goodly number of achievements in the supplement, but most of them amounted to little more than short sentence blurbs. The layout feels quite like a “wall of text”, and is a two-column alphabetical list of achievements without any other sorting or headings. The PDF bookmarks are assigned to the opening page, introduction, and the two achievement tally sheets, and are not particularly in locating anything of note in the supplement. The achievement character sheets are simple but well-organized checklists, and quite user-friendly for any player or GM. The artwork in the [B][I]Overachievers’ Handbook[/I][/B] is essentially non-existent, except for the Alter Tru “starburst” symbol around each page number. With no art, the cover page resembles something that would grace the opening of a college term paper, and the lack of interior art increases the unrelieved “wall of text” effect even more. [B][U]Creating a False Sense of…[/U][/B] In many respects, it seems that the [B][I]Overachievers’ Handbook[/I][/B] was a bit of a misnomer, as it suggests that there are things to do in this book that only the most driven player-characters will ever hope to do. In reality, the book contains a list of things that, over the course of many different characters and a decent number of hours playing RPGs, almost any role-playing gamer will manage to accomplish. The designer puts forth the idea that these “…achievements are designed to reward the player, as opposed to the character. The bonuses carry over from campaign to campaign, provided the same GM runs the campaigns and agrees to it the checklist rewards the player.” However, only about a dozen of the more than 100 achievements actually have a reward “effect” attached to them, and none of them reward the player – they are all in-game bonuses which affect the next [I]character[/I] you play under the GM which is using this achievement system. Gamers who have played MMORPGs like [B][I]WoW[/I][/B], [B][I]Guild Wars[/I][/B], and other similar games will recognize many of the achievement types listed in the [B][I]Overachievers’ Handbook[/I][/B]. For instance, killing 10/25/50 of a particular monster earns one the [I]Monster Killer/Slayer/Bane[/I] achievements. To earn [I]Good with Money[/I], one needs to amass 1,000,000 coins, or the gain [I]Near Death Experience[/I] achievement requires that you end a fight with only 1 hit point. But as most achievements carry no tangible benefit, it begs the question as to why a player would want to do them. There are also meta-game or player achievements, which are performed by the player rather than role-played out through the character. For example, the [I]New Blood[/I] achievement gets checked off if you introduce someone to tabletop role-playing, and the [I]Mini Me[/I] achievement is gained by painting a mini for one’s character. And to earn the [I]RPG Master[/I] achievement, just pull off a full day of gaming for 24 hours – a feat accomplished by so many gamers in high school and college that it begs the question as to whether or not it’s an achievement, or just something most gamers do at one point or another! As previously suggested, many of these meta-game achievements are things nearly any average gamer would do at one point or another, so are they really such amazing achievements that a gamer needs a put them on a checklist? And one of the most troubling aspects of the [B][I]Overachievers’ Handbook[/I][/B] was how the designer included achievements on the list which amount to what some might consider to be rude, crude, or selfish behavior on the part of a player-character. For instance, the [I]Pyromaniac[/I] and [I]Master Pyromaniac[/I] achievements can be had by merely burning down a town inhabited by a population of 5000 and 35000 or more. Gaining [I]Goodbye Old Friend[/I] is easy to gain – just sacrifice a companion for the greater good, which tends to make one wonder whether the player-character you just got rid of feels the same way about “the greater good”. Several of the achievements seemed bent on “rewarding” what many would deem to be annoying acts in an RPG, although again, there are no real rewards to be had other than checking a box on a list. [B]Overall Score[/B]: 1.3 [B]out of[/B] 5.0 [B][U] Conclusions[/U][/B] Regretfully, there is nothing worth recommending about the [B][I]Overachievers’ Handbook[/I][/B], except to recommend not to buy it. The idea of introducing achievements in an MMORPG has its place, being to provide in-game opportunities to players who accomplish a difficult set of tasks – character titles, items, and other such tangible bits – or to show a measure of a player’s accomplishments in the online game. But achievements provide very little enhancement to the tabletop gaming experience, nothing to the player, and only about 12 of them in the [B][I]Overachievers’ Handbook[/I][/B] provide any tangible benefit to the character. It would appear that adding such a system to a tabletop RPG to be simply added bookkeeping with no real benefit to a gaming group or GM. Perhaps if the achievements had been tied to a Reputation system, then the [B][I]Overachievers’ Handbook[/I][/B] might have been worth taking a look at – but as it stands, it’s a failed achievement in and of itself, and in this reviewer’s opinion, not worth buying... even if it were free. [B] Editorial Note[/B]: This Reviewer received a complimentary playtest copy of the product in PDF format from which the review was written. [B][U]Grade Card (Ratings 1 to 5)[/U][/B][/SIZE] [LIST] [*][SIZE=3][B]Presentation[/B]: 1.5[/SIZE] [*][SIZE=3]- Design: 2.0 (Lackluster layout; average writing; “wall of text”)[/SIZE] [*][SIZE=3]- Illustrations: 1.0 (No art or illustrations; page graphics dull and uninspired)[/SIZE] [*][SIZE=3][B]Content[/B]: 1.5[/SIZE] [*][SIZE=3]- Crunch: 2.0 (Rules make no sense; most achievements have no purpose to fulfill)[/SIZE] [*][SIZE=3]- Fluff: 1.0 (No fluff; some achievements would inspire rude or evil behavior to succeed)[/SIZE] [*][SIZE=3][B]Value[/B]: 1.0 (A bad bargain on a poor supplement at any price.)[/SIZE] [/LIST] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
Promotions/Press
Overachievers’ Handbook – Indie Publisher AlterTu’s Venture into a New Type of Meta-Gaming Supplemen
Top