Showing posts with label other systems. Show all posts
Showing posts with label other systems. Show all posts

Thursday, April 19, 2012

Q is for QAGS

QAGS is an interesting little game and my post today for Q.

It is the acronym for Quick Ass Game System, and that is pretty accurate. What is QAGS or more to the point why is there a QAGS?

A bit of history. Back when RPGs were becoming popular it was quickly obvious that people liked to play multiple games, but not always play with multiple rules.  D&D had one ruleset, Boot Hill another, Star Frontiers another and so on, and this was all in the same company.  The need then for a "Generic" system arose.  Something you could learn once and use anywhere.  This was the birth of GURPS and many other games such Fudge, FATE, Fuzion, QWERPS and eventually QAGS and even d20.

QAGS though is a little looser than GURPS, but not quite as loose and Fudge or FATE.
QAGS is nice because it works well as an entry to Role-playing that is not a kids game (by no means is this one for kids!) and it can be used by the old pros out there.  Yums-Yums aside of course!

Chapter 1 then is all about Character Creation. What I like about QAGS are such things as the descriptors of your character. In fact they are not even called abilities but "Words".  So there is much more of a author feel to this than say character creation.  You describe your character in terms of these Words, such as Body, Brain, and Nerve as the base ones, and others like Job, Gimmick and Weakness.  I also like the tacit nod to "Who Will Play the Character in the Movie" which is something everyone does anyway.  I snarkily always say "Gary Oldman" cause he can play anything and anyone. Like with other games I have played, there is something to learn here.  This chapter could help you define who your character is regardless of what game you play.

Chapter 2 is Doing Stuff or how to play. The system is pretty simple really.  Words are given a value of 6 to 16 and skills can add up to 5 to these.  These numbers then become the target numbers.
Chapter 3 expands on this with Combat.

Chapter 4 is the most entertaining, Yum-Yums.  What are Yum-Yums?  They are pieces of candy that are character rewards. They are points on your sheet, but they are also a pile of M&Ms or other candy in front of you. They are used like Drama or Hero points in other games, but if you eat them all well then your are literally out of luck.

Chapter 5 is a bit about role-playing your character. Making them more than a concept and stats on a page of paper.

After this we have the GM (Game Master's) section.   Chapter 6 covers the basics of being a GM along with the rules and what you can do with your new found power over life and death.  Chapter 8 goes into the Fine Art of GMing.

Chapter 7 deals with the story you are trying to create.

The Appendices are rather nice.  The first one is a Big List of Words used to describe your character.  Which seems to me would have utility in a Fate or Fudge game as well.

Appendix 2 is the quick start rules.  1/2 a page.  They got the Quick part right.  So quick in fact it is "Qik" start.
Appendix 3 is the section of Genres.  Each one gets a page and covers the basics.
Appendix 4 is a collection of sample characters.
Appendix 5 is a list of creatures
Appendix 6 includes some equipment
Appendices 7 & 8 are sample adventures
Appendices 9 & 10 are dumb maps and dumb tables respectively
And 11 is a conversion from QAGS 1st Ed.
Finally ending with a character sheet.  The first I have seen that lists Social Security Number.

QAGS is fun, but it might be too silly for groups.  Or it might be perfect if the GM opts to play it straight.

Wednesday, January 11, 2012

Vampire the Masquerade 20th - Print

The game that redefined games in the 90s and beyond is back in a new print version.

Vampire the Masquerade 20th Anniversary Edition
http://rpg.drivethrustuff.com/product_info.php?products_id=94815&affiliate_id=10748



This is for the Print-on-demand product, and it is not cheap.
Granted it is also not a small book.  Nor is it just any book.

Very, very, very few games have had the impact on the public awareness as much as V:tM.  D&D being one, and maybe (just maybe) Call of Cthulhu.  But really it is just D&D and V:tM.

I think one of the reason the OSR has not latched on to VtM is that there seems to be a pretty clear divide between D&D players and WoD players.  Too bad really.  Both games are a lot of fun.

Tuesday, January 10, 2012

New Year, New Game

The recent announcement of 5th Edition D&D is now out, but the game itself will take a bit longer.

DrivethruRPG is though running a sale on 20 games for 2012 for $12 a game.
Depending on which book you get that can be an absolute steal.

Here is the list, along with my thoughts.

Arcanis: the Roleplaying Game
Artesia: Adventures in the Known World - awesome looking game. Very, very cool
Ashen Stars
Blue Rose - The Roleplaying Game of Romantic Fantasy - big fan of this one. Gave us True20.
Buffy RPG Revised Corebook - I think you all know my thoughts on this one.
Burning Empires
Chthonian Stars Core Setting - Cthulhu is SPAAAACE! Well, not exactly (well. yes.) For Traveller.
Conspiracy X 2.0 - fantastic game of modern conspiracy.
Dark Ages: Vampire - loved the DA line of Vampire. Great stuff. POD versions too!
Fantasy Craft Second Printing - would have liked to try this one more.
Icons - great, fun game.
Legend of the Five Rings 4th Edition
Legends of Anglerre - new one to me, but looks cool.
Macabre Tales rulebook
Mouse Guard Roleplaying Game
Mutant City Blues
Mutants & Masterminds Hero's Handbook - 3rd edition of the World's Most Popular Super-hero game. And tons of fun.
Outbreak: Undead
Requiem for Rome
Spycraft 2.0 Rulebook - Second Printing
Swashbucklers of the 7 Skies
The Laundry RPG - more Cthulhu inspired goodness.
The Savage World of Solomon Kane - at 12 bucks this is more than a steal.
Traveller Main Rulebook - update of the classic SciFi RPG.
Werewolf The Wild West - never quite got this game, but werewolves in the Wild West? Yeah lets do it!
Wild Talents 2nd Edition - a steal at 12 bucks.
Witch Hunter: the Invisible World - I have had my issues with this game, but it is damn attractive and still fun.

There are 1000s of games out there.  Use this new year to try out a new game!

Tuesday, December 6, 2011

Games that I'd like to give another chance

One of the cool things about being at this point in my life is I have tried hundreds of games.  While there are only about half a dozen I come back too, there are few I'd like to try again and give another go at.

Here are some I'd like to give another chance too.


Traveller
One of the first non-D&D games I ever played. I was a big sci-fi geek back in the day and would love to play this one again as an adult.

Savage Worlds
People love it, but it has never worked for me.  I have given this one more than enough chances really, but I also broke up with and got back together with my crazy ex-girlfriend in college a number of times too.  So obviously I am a glutton for punishment.
I think I need to try it with another GM.  Nothing again my regular GM Greg, but maybe someone that can run this like he can run D&D or I can run Unisystem.

MERP
Loved the books. Thought the game was cool.  I would really like to try a good game in Middle Earth at least one more time.

BESM 3.0 or 2r
I really enjoyed the hell out of Big Eyes, Small Mouth. I'd like to give that one another go too.

Marvel Super Heroes
I am much more of a DC fan, but I'd love to try this one again.

World of Synnibarr
I know, I know.  Worst RPG ever. But there is such a gonzo quality about this game that just begs that you don't take it seriously, and thus all the reasons to consider it bad are somehow less important.  Just need to find the right crowd.

Alternity
Enjoyed it the one time I played.  Would like to try it again.

What games are on your lists?

And on a special note, today is the 20th anniversary of the first date I had with the woman I'd later marry. Thought it was kinda nice to remember that.

Friday, November 18, 2011

A Good Toy Goes to War

Normally Friday night is movie night at Castle Brannan.  We pop up some popcorn, order some Chicago-style pizza and watch what ever new movie is out.  Buying a BluRay disc sight-unseen is still cheaper for us than taking every out to the theater.

But tonight we are going to do something different.  We are going to try a new game.
The boys are a little burned out on D&D so I have wanted to try some new games.  I didn't get a chance to play Doctor Who with them last week, but tonight I would like to try out Toy War.

I picked this up as part of the the Teach Your Kids to Game event this week at DriveThruRPG.

My boys are at the ages where they have an odd collection of toys.  They still have some older stuffed animals and newer action figures.  This game allows you to take any toy in your house (2-3 per player in fact) and play with them in an RPG.
Actually reading through the rules I am struck more how they are closer to the War Gaming origins that I would have thought.

So tonight we are getting out some toys. My oldest has already picked out a small Dalek and my youngest has this giant polar bear and some seals that he got from The Petting Zoo.

It should be fun.   I'll keep you all posted.

Wednesday, November 9, 2011

Delays

Hey everyone.

I know. I am late with a few projects.
Not to get into too deeply, but have had some illnesses and surgeries at home (everyone is fine, except for me and I have a bad cold) and work has been really, really busy.

So without further ado here is the status of various projects.

Eldritch Witchery
Done.  In the hands of the editor now.  There might be rewrites.

The Witch
85-90% done.
I am working on some of the spells and had to redo how I do ritual magic in Basic Eras games.
This one I am going to hold off on till Dec. 22.  The release will include blog posting on Befana, The Christmas Witch.

Vampire Queen Adventure
Done.  Need to get it typed up and sent off.

Here There Be Dragons...
Slower progress here.  But we have a lot of ideas and have been working on it a lot.
Bought some more art yesterday for it too.
We are hoping to release it on April 23, 2012; St. George's Day.

In the meantime Ghosts of Albion should be out in stores by the end of this month!

Having a Wicked time in Oz

File under: You Knew This Was Coming Sooner or Later

Ever since I was little, I mean really little, I have enjoyed "The Wizard of Oz".  I can recall being about 4 or so and being frightened of the flying monkeys, the Winkies and of course the Wicked Witch.  I also remember we had this old copy of the Wizard of Oz book in the house and I remembered how different it was than the movie.

Oz is a fascinating place really, and I was amazed the first time I learned how much of it was there beyond Dorothy and her friends. I learned about names like Mombi and Ozma.
I will admit I have always wanted to put a "pumpkin head" in my games largely in part due to "Journey Back to Oz".  In my WitchCraft games we also used to call witch hunters "Dorothies".

So I was thrilled when I heard of Douglas Wall's Adventures in Oz RPG.
http://fdouglaswall.blogspot.com/  and
http://www.kickstarter.com/projects/575175333/adventures-in-oz-beyond-the-deadly-desert
It is, like the literary Oz, a great game for the younger set. The rules are fast, simple to learn and you can be up and playing in no time at all.
They game is also really, really fun. If you never play it, the book offers a good resource to using Oz in your own games.

I think Oz is a bit under rated to be honest.  It's not the drug referenced lands of Alice or even the purely fantasy of Peter Pan, it is, in a way, pragmatically American.  But it is fertile land as well. It gave us "The Wiz" and "Tin Man" and of course, "Wicked".

I never saw Wicked on stage, despite living in Chicago.  I did read the book and enjoyed it.  The world of Wicked is not exactly the same as that of Oz.  The names and places are familiar, but there is some differences.  Most notable is the character of Elphaba.

Elphaba is the Wicked Witch of West.  Though here she is a smart, green skinned young woman with a talent for sorcery and getting into trouble.  In the musical (and in the book) she is friends with Glinda (the good Witch) and learns that the Wizard is nothing more than a fake.

She fights against the Wizard, and for animal rights. Falls in love. Creates the Scarecrow and Tin Woodsman. Plus she is the protector of her younger sister Nessarose, aka the Wicked Witch of the East.

The main feature of the musical (and the book to a lesser extent) is the close friendship that Glinda and Elphaba have.  After all, check out those posters for the musical.

Running a game in a "Wicked" version of Oz is not that difficult. It just takes a bit creativity on the Narrator's part.

Elphaba
Template: Sorcerer

Basic Skills
Athletics: 1
Awareness: 4
Brains: 5
Presence: 3
Sneaking: 2
Wits: 4

Traits: Sorcery, Magical Toolkit, Yookoohoo Magic

Elphaba also possesses the Grimmerie, the most powerful book of magic in all of Oz.  She can cast any known spells and only Glinda is her equal in magic.  She also made a pair of Ruby Slippers for her sister to help her walk (takes the place of the Silver Slippers of the game and novels).

In musical Elphaba is the daughter of the Wizard, so she is both of Oz and Earth. Despite rumor to the contrary she has no particular dislike of water.

Playing in this world the characters could encounter Elphaba since after her supposed murder she found a life outside of Oz.  Maybe even in the desert.

If you want more Oz goodness then check out Doug's Kickstarter for his next Oz book, http://www.kickstarter.com/projects/575175333/adventures-in-oz-beyond-the-deadly-desert

Tuesday, November 8, 2011

Horror is everywhere

I have recently seen some posts on how to do horror games.  Inevitably someone posts something like "You can't do Horror with XXXX system."

To which I always mentally add "Maybe YOU can't, but the rest of us have."
Horror is about tone. It is about style. The system can support it, even add to it.  Think about the game Dread and it's Jenga block mechanic or Call of Cthulhu and it's sanity system. Those are system supported horror.  But can you do horror with say Toon or d20?  Yes. But expect it to be a little different.

In d20 systems the characters will have more power as the level up.  You could take the cheap path and up the baddies too, but that isn't horror really.  You need to get them where their fears live.  Even the most powerful character will find themselves in a situation they can't control or even properly understand.  Lovecraft said it best, the greatest fear is the fear of the unknown.  So keep players in the dark.  The powers they have are not the ones they need.  Modern supernatural books do a good job of this.  When solving a problem Harry or Rachel have all the magic they need, but what they don't have are answers. They have allies, they don't have knowledge of who or what their enemy is.

What about Toon?  Well if a picture is worth a 1,000 words then here are 100 score words to illustrate my point.

Toon:

Toon + Horror:


Artist here: http://sideshowmonkey.deviantart.com/art/CASPER-ISSUE-41-by-Hartman-191809383
Yes that is the same Hartman who did animation for Rob Zombie.  So Wendy here is cut from the same cloth as The American Witch.

I'll keep talking about how you can do horror in future posts.

Sunday, October 16, 2011

Kickstarter Conspiracy X

Eden studios, producers of such fine games as Ghosts of Albion and WitchCraft is launching a kickstarter to get their book printed.


http://www.kickstarter.com/projects/1801360072/conspiracy-x-rpg-the-extraterrestrials-sourcebook

The Extraterrestrials Sourcebook is the agnet's guide to the ETs of the ConX world: The Greys, the Atlanteans and the Saurians.
Written by Dave Chapman who gave us Conspiracy X 2.0 AND the Doctor Who Adventures in Time and Space RPG.  So you know he knows his stuff.

If you want to check out the PDF version then that has been up for a while.
http://rpg.drivethrustuff.com/product_info.php?products_id=62417&affiliate_id=10748&

But the print version will help get other products funded.

Check it out. Pledge some cash and get a book.  Books are good.

Wednesday, October 5, 2011

Review: Eldritch High

Eldritch High by John Wick

I like John Wick.  I like how he can keep coming up with these games that are really cool and really different from each other.  His latest is something near and dear to my own heart, magical high-schools.

Eldricth High
This is a great little game that you can learn and start play in about an hour. I love how the character sheet looks like a class schedule. The mechanic is a card based one and it lends it self well to alterations. The rest of the game is pure role-playing and story telling. If you ever read a YA supernatural book, watched an episode of Charmed or Buffy, or read a Harry Potter book then you have an idea of what you can do. OR better yet, if you were ever in High School and thought "this is ok, but what I really need is a Fireball to liven things up!", then this the game for you.

Even if you don't use the ultra simple game mechanic there are plenty of ideas here for your favorite game. Just now run it in a magical high school.

5 out of 5 stars.

Now what can you do this this game?
Well if you are regular reader here you can see all sorts of idea I hope.

You could for example take my movie from earlier today and do "Satan's School for Girls the RPG", but I doubt the author would approve.  But it would still be fun IF you played up all the camp 70s stereotypes.
Of course you can do a series about a boy wizard and his friends fighting evil.

Another good choice is "D&D School" where you have young wizards before they go out and adventure. Some spells would need to be tweaked, but it looks like it would work well.

You could also combine it well with a game like Hellcats and Hockeysticks for a full curriculum.

I'll be playing around with this one for a little bit.

Friday, September 30, 2011

Vampire the Masquerade 20th Anniversary Ed

It is hard to believe that it has been 20 years since Vampire the Masquerade had been released.



The effect of this game on the gaming industry (and on the whole "Vampire subculture") should not be understated.
I know at the time I dismissed this game and I didn't even bother to look at a copy till 2nd edition was out and I still didn't buy it till 2nd Ed revised hit the stores.

It came at a great time.  AD&D 2nd Ed was lagging, TSR was all but dead to be honest and games had gotten a little too safe because of the 80's backlash.  Still it was not just that V:tM filled a void.  It created it's own niche and genre of games that is still felt today.

White Wolf may not be as big as it once was and Mark Rein Hagen is out of the gaming industry all together.  But this game remains, and this "new" book take you back to a time when the nights were ruled by such things as Ravnos, Brujah and people spoke of Gehenna.

There will be a print version out sometime.  But for those who can't wait, the PDF is up at DriveThruRPG now.
http://rpg.drivethrustuff.com/product_info.php?products_id=94815&affiliate_id=10748

Monday, September 5, 2011

Return to Witch Girls Adventures

My kids have been playing a lot of Wizard 101 over the weekend.  Of course like a good dad I investigated the game first.  It has really gotten me in the mood to run some Witch Girls Adventures with them.
I would let them play their characters in the computer game but I'd need to alter some things.  There are a bunch of schools in W101 that would need moved over to WGA, but that is easy.

I think it will be fun.
Updates soon.

Friday, August 26, 2011

Heartbreaker your time has come, can't take your evil way

I have talked before about the Fantasy Heartbreaker.
Fantasy games that attempt to "improve on" D&D but in the end break your heart.

Here is the Ron Edwards/The Forge standard definition. (circa 2002-3)
characterized by (1) the basic, imaginative content is "fantasy" using gaming, specifically D&D, as the inspirational text; (2) independently published as a labor of love, essentially competing directly with D&D in the marketplace; (3) the rules are similar to the majority of pre-1990s RPGs.
And some links:
Fantasy Heartbreakers
More Fantasy Heartbreakers

reviewed a couple in the past and made a number of posts about one of my favorite ones, Quests of the Ancients.

I was going through my stacks of books (and PDFs) to figure what I had and what I should look to buy at the most recent Gen Con and came on a bunch of what could be called Fantasy Heartbreakers.

I have no idea why these games fascinate me so much.
I *could* claim it is an academic interest that the design of these game reflects either the personal psychic of the designer or the inherent zeitgeist of the times.  But in truth, I don't care enough about the first and the later can be better observed in better more popular games. (Thesis topic: Is the change from oWoD to nWod a direct reflection of the post 9/11 world or merely an attempt to make more money? Another post perhaps.)

I *could* claim that each one is a fascinating game evolutionary cul-de-sac, but that is often giving them too much credit.

I think I like them because each one is insight to someone else's process of writing a game.  A flawed process from a flawed premise.  The flawed premise is "I can make a better D&D than D&D" rather than "I can make a better FPRG than D&D".  I say it is flawed because D&D is the best D&D there is.  There are great FRPGs that are not D&D and they do a wonderful job.But the FHB does not try to be a fantasy game, it tries to be D&D.

There is one thing I always find interesting in FHB's, their "Appendix N" or list of books to read.
Sometimes, rare times, there are good tidbits here.  Most of the time it is a bunch of pretentious posturing of "ooo look what I have read! You read it now to or you are stupid!"
I get putting in Lovecraft (if you have actually read his stuff and not just the bits with Cthulhu), Howard and Poe.  But "Walden", really???  How is transcendental thought going to help me in my game of mass murder and theft (killing things and taking their stuff).  I am going to put list John Dewey (a major figure in my academic life) in one of my books one day JUST so someone will call me on my shit.
Seriously.  The one-up-manship in these is crazy sometimes. In others I am convinced they never actually read the books they mention since the bulk of their game so antithetical to the writings of the author they listed.

But I digress...

Before I go on too much more let's get to today's post.

What are your favorite (or least favorite) Fantasy Heartbreakers?

and

What is the state or role of the FHB in this post OGL, retro-cloned world?

Thursday, August 18, 2011

Mystic Locales: Halfway

A while back I came up with this idea to post small write-ups on mystic and magical places you could put into your games.
Halfway was one of my first ones and still one of my favorites.

Halfway
Type: Supernatural Tavern
Location: American Southwest

Located in the middle of the Arizona desert on a lonesome stretch of forgotten highways lies one of the strangest sights, one that the characters might not see again in their life. It is a bar, in the middle of nowhere. The parking lot is often full of motorcycles and semi tractor trailer trucks. Its bright, but broken neon sign proclaims this place is called Halfway.

Inside the clientele are of all shapes and sizes. In addition to humans, demons, vampires, Bast, even were-creatures and an angel or two can be seen inside. The curious thing is no one is fighting. Not that the place is quiet or sedate, it is quite loud and the occasional argument does break out. Anytime it looks like an argument might escalate to a physical or magical fight glances are haltingly directed to a man sitting in back playing cards. The man, only known as The Dealer, never acknowledges these glances, in fact he never sees them, but the fight looses steam as soon as it almost started.

The Dealer continues his game. The cards he uses are old and appear to be about a hundred years old. They appear to be playing cards, but also look like an old set of Tarot cards written in Spanish. When playing he keeps the Major Arcana tucked away, but that is not why people come here. People come here because this blind man can see the future.

The rumor is that the Dealer made a deal with Fate hundreds of years ago. To gain his ability to see the future his eyes were burned out of his head. He now wears dark sunglasses to cover his injury. He came to this bar and challenged the then demonic owner to a game of cards. The demon, seeing the burned out eyes of an otherwise normal human, took that bet. That is when Fate played Her hand. Within hours the Dealer, as he was now calling himself owned the bar, the former demon owner, and much of the money of the other players at the table.

Since then people come the world over for the contacts that only Halfway has, but mostly they are here to get insight to their own futures.

There is also quite a bit of speculation what the name Halfway means. Most assume it is because it is half-way between Las Vegas, NV and Santa Fe, NM. Though most of the clientele say it is half-way between our world and Hell. The Dealer, when he comments about it at all will say that it is halfway between where you were and where you need to go.

The Dealer
Human agent of Fate

The Dealer has no stats. He does not enter into combat of any sort not does he seem to need to sleep. Attacks on him always fail do to some random occurrence. For example if a character pulls out a gun to shoot him the gun will jam, or as the bullet is fired someone from the upper level falls over the railing and connects with the bullet. Spells deflect and physical attacks fail. Whenever the characters come to Halfway he is sitting at the back table playing cards. He is typically found with a 9ft tall demon with deep red skin, black horns and wings who spits fire when he laughs and an angelic humanoid of indeterminate gender. Typically al three will be playing cards, usually poker, with a fourth. When the characters arrive he will address them, not so much by name, but by their recent deeds and actions. For example if the characters just finished off a group of demons, the Dealer will work that into conversation. He will deal the cards to whomever wishes to have their fortunes read. This is not a gypsy-style fortune telling, and he will say a much. He will refer to sacred geometries of chance or the ebb and flow of probabilities. He will only deal three cards representing the characters past, present and future respectively. In cases where the future card is especially dire he allows the character to keep the card.
Directors need to work hard in preparing for the Casts visit to the Dealer and Halfway. If they are there for information, it is likely that they will get it, for a price. For a fortune read (and never ask the Dealer to read your fortunes he will only reply, what makes you so sure you are going to be fortunate?)

The Dealer is played by Viggo Mortensen.

Friday, August 12, 2011

What is the Secret Fire?

I have seen a lot of posts on the Secret Fire (formerly Legends and Labyrinths) RPG.

I saw the ads, and my first thought was "oh another Fantasy Heartbreaker".
But I have seen a lot more recently and I'll admit I am curious.  The character sheet looks cool, but a part of me still thinks "fantasy heartbreaker", but I am willing to have a look.

BUT....since I blew past my RPG budget for August. And September...and October at Gen Con, I am not going to pick it up just yet.

Anyone pick it up yet? Play it?

I don't need another game, or even another game to distract me.  But there it is. Out there. Taunting me.

Thursday, July 28, 2011

Heartbreak & Heroines: Dead

I got this email a couple of days ago to let me know that the game Heartbreak & Heroines was no longer going to be funded, and presumably not made.

http://www.kickstarter.com/projects/caoimhe/heartbreak-and-heroines-rpg

I talked about this game in this post, and I mentioned then I was excited about it.
Almost immediately the controversy started.
There were many posts and threads on RPG.Net including a number of banings, one of which was the author.
Then even more controversy started.  
I wont get into the details, but here are some links.
http://forum.rpg.net/showthread.php?584800-H-amp-H-System-Notes-and-Development
http://errantgame.blogspot.com/2011/07/well-this-is-disturbing.html
http://forum.rpg.net/showthread.php?585252-Recent-Off-Board-Allegations

I don't pretend to know what happened really. The allegations are ugly.

The only thing I do know for certain is now this game is not going to be funded. That likely means it won't get made.

This is a shame really.

There seemed to be some very interesting game design elements and I liked the idea of a game.
This game, and other games that try to do something different like Blue Rose, are needed in this biz.
If anything the various RPG.Net threads, and the speed in which it made it's goal in donation, demonstrate that a game like this is needed and desired by many.

Hopefully someone else will pick up the challenge.

Wednesday, July 20, 2011

Heartbreak & Heroines

Today I stumbled on this new RPG on Google+ and was lead to it's page over at Kickstarter.  It has me very intrigued.

The game is called Heartbreak & Heroines and you can find it's Kickstarter page here, http://www.kickstarter.com/projects/caoimhe/heartbreak-and-heroines-rpg

Now my first reaction to this game was one of excitement.  This sounds like a great game and it fills a needed place in the RPG community.    My later reaction, after reading some of the other hype about this game, was we couldn't get this game fast enough.

Here is something about the game from the site.
Heartbreak & Heroines is a fantasy roleplaying game about adventurous women who go and have awesome adventures -- saving the world, falling in love, building community, defeating evil. It's a game about relationships and romance, about fairy tales and feminism.

You play a fantasy heroine (or hero, if you prefer) whose heart has been broken. She's experienced some loss so great that she's taken up her sword, her tome, her staff, or her wand and walked away from her place in society -- by becoming one of its defenders, fighting back the darkness that endangers everyone.

Heartbreak & Heroines is first and foremost a fantasy adventure game. It's not preachy and it isn't a textbook about feminism, but it's written from a feminist point of view. It challenges some of our assumptions about the role of gender in gaming but at the heart of H&H, it's about being a heroine (or hero) and finding your way to happiness in a dangerous world. I hope to produce something that Dwayne (McDuffie) would have enjoyed reading.

And the art looks good too. Here is a sample of the cover.


I have to admit it reminded me of this:

The author, Caoimhe Ora Snow, is unknown to me, but she has a blog or two or three, and a couple of threads over at RPG.Net one of system notes and another that is a FAQ.  This of course has lead to the predictable thread denouncing the game (a game none of the posters have read mind you) on RPG.Net as well.   Though the one thing, the one fact really, that stands out is this game made it's goal and then some in 48 hours.  I have known some Kickstarter games that can't do the same in 48 DAYS.

The system is the same as found in Wandering Monster High School, which is here, http://www.1km1kt.net/rpg/wandering-monster-high-school  and may just a little related thematically to another game the author has done, Awesome Women Kicking Ass, http://boldpueblo.com/downloads/awka/awesome-women-kicking-ass-1.0.pdf

It is also beginning to make some noise on the various blogs.  But it should not surprise anyone that these are generally more positive.
http://nitessine.wordpress.com/2011/07/20/delicious-flamewars-heartbreak-and-heroines/
http://errantgame.blogspot.com/2011/07/heartbreak-heroines.html
http://borderhouseblog.com/?p=5800
http://gomakemeasandwich.wordpress.com/2011/07/20/from-the-mailbag-heartbreak-heroines-win-mtg-wtf/
http://gmskarka.com/2011/07/19/inclusion-in-rpgs/

I think the idea is an interesting one and I am glad to throw some support behind it.

Thursday, June 23, 2011

Dragonchess

WotC is running their "favorites of the lat 400 issues Dragon" still and one of the ones popping up today is one of my faves from issue #100, Dragonchess.

Gary Gygax, a well known chess fan, created Dragonchess.  You can read about it on Wikipedia, or if youhave that DDi thing, then read about it in Dragon #400.  So interesting background from Kim Mohan is included too.

My DM back in High School made a Dragonchess board.  He used plexiglass and painted a bunch of chess pieces and bits from other games for all the pieces.  The paint was still drying when we played our first game, which took all of our D&D time I recall.

Might need to show this one to my kids too.  They love chess.

Monday, May 23, 2011

Mongoose to end RQII

So Mongoose is planning on ending their run of RuneQuest II.
http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=47370

They are keeping the ruleset and publishing it under the name "Wayfarer".

Two things come to mind.
1. Don't we already have a FRPG call Wayfarers?, http://yeoldegamingcompanye.com/wayfarersmain.htm
2. Doesn't "Wayfarer" sound a bit like "Pathfinder"?

I have a love-hate relationship with Mongoose and no dogs in this race, so I am just an observers.

Saturday, March 5, 2011

Reviews: Can't Sleep, Clown Will Eat Me edition

Some reviews while I can't sleep.

Legends of Excalibur: Arthurian Adventures HC
I picked this up at the same time I did the True20 version.
This is one of the best Arthurian legends games I have read in a good long time. The text is very readable, the layout is very well done and the maps are fantastic.
The use of the d20 system here is nice, but lacks the elegance of the True20 version.
You do get a number of very good feats and prestige classes here though so that evens it out some.
If you are a fan of Arthur in any of it's many re-tellings then this is a fantastic game to own.
5 out of 5 stars.

Fantasy Women Clipart JPEG 7
20 clip art images to use in your games. All are 3D "poser" style computer images, so their utility for certain styles of play might be limited. But all in all they are not bad and the price is fine.
4 out of 5 stars.

Solid! The d20 Blaxploitation Experience
A very interesting take on a little traveled genre in RPGs. While the rules are firmly within the d20 Modern ruleset, there are bit of interesting crunch here and there to make it worthwhile. But where this game shines really is as a guide to the Blaxplotation film genre and history. If you want to run any type of game, regardless of the system, set in the 70’s then this is a good place to start.

Damnation Decade
I have a love/hate relationship with the 70s. I grew up in the 70s and have good memories of them. Loved classic rock, hated disco. Loved the new age occult revival, could have cared less about some of the other stuff. I grew up then, but consider myself a child of the 80s.

Damnation Decade though is the pure raw distillation of everything 70s, good and bad, into one awesome game. It is a historical game, in the same way Ghosts of Albion is about 1839. Damnation Decade takes a wrong turn in 1974 down a dead end. The world is sort of like ours, yet also very different in some key respects. Damnation Decade is also quite possibly the one RPG product to ever tacitly or implicitly illustrate that things under President Ford could have been a lot worse that what we really got. Reading through Damnation Decade is at the same time a trip down memory lane and an exercise in identifying puns and analogues to our real world. Green Ronin: did we really need a world where folk singer Edmund Fitzgerald sings about the Wreck of the Gordon Lightfoot? But I guess you are forgiven by giving us the first RPG product to feature a real Fantasy Island.

It reminds me of Solid!, which is also about the 70's. If Solid! is Parliament, then Damnation Decade is Grand Funk Railroad. Damnation Decade though gives something that Solid lacks; memorable NPCs. Sure if you can get past that most of them are amalgams of 4 or 5 70s figures, for example Humboldt Suede is not just a bad Hugh Heffner rip-off, he is part Hugh Hefner, Bob Guccione AND the Son of Satan. Though some are original enough to be useful outside the 70s atmosphere; Theramin Hunker for example could work well (maybe even better) in 21st Century games full of conspiracies.

Damnation Decade works great as a d20 game AND it has a True20 appendix that might even be better.
Plus that cover rocks.
5 out of 5 stars.

Bunnies And Burrows
The premier RPG of playing something other than a human or anything humanoid. It is basically "Watership Down" the role-playing game, but there is much more to it than that.
It would be disingenious to review it with modern eyes (it is nearly 35 years old now) but it has a very good skill system, and one of the first to be honest. Since the characters are rabbits, there is not much in the way of combat and instead a focus is placed on solving problems and role-playing.
5 out of 5 stars.

Dreaming Cities: Tri-Stat Urban Fantasy Genre
Dreaming Cities was one of the first attempts I had seen of putting together a good Urban Fantasy game that was not also trying to do horror. Sure we had Urban Arcana for d20 and a few others, but this one felt a bit different to me. At least at first. So the real feature of this game is the background information and how they make Urban Fantasy work for them.
The game system itself is Tri-Stat which at this point was mostly the same as BESM 2nd Ed-Revised and SAS. If you know the powers and rules for those you have the same things here.
The real meat for this game comes in only around page 70 when we see how to apply these character rules into archetypes to work in Urban Fantasy. Many seem cribbed from other versions of Tri-Stat/BESM/SAS games, but that is fine.
The rest of the book talks about how to make an Urban Fantasy game work. Like the treatment SAS gave the 70+ year history of comic book heroes, DC tells about the modern urban fantasy genre. There is a quite a bit of crunch mixed in with text on how a modern society deals with things like magic, pixies, zombies, demons and dragons and visa versa.
GoO and Tri-Stat are gone, sad to say, but this game is still worthwhile and has a lot going for it. If you play a modern horror game or a modern supernatural one where magic and supernatural are still hidden, then this is a refreshing little breather.
IT’s not D&D with guns and computers mind you. It is however something very fun.
The rules suffer the same pros and cons as SAS, BESM and the rest of the Tri-Stat family. There is not a lot here that is new in terms of rules, just new ways to use them.
The text is clear and the art is very good.
4 out of 5 stars.

ION Guard
Bash! Edition
ICONS Edition

If you need a reason to buy BASH or ICONS then this is it. At just about 60 pages this supplement presents the Intergalactic Ordinance Network Guard or ION Guard, an intergalatic police force defending the universe from all sorts of bad guys.
Yes we have seen this before, but the the presentation in this book is so enduring you ignore the obvious DNA of this product and just pull on your ION Fist, say your Oath and protect the Galaxy. NPCs are detailed as well as bad guys for you to fight. The layout of the book is awesome and I honestly can't say enough good about it.
Dislike: would have liked to see more bad guys.
5 out of 5 stars.