Showing posts with label rpg. Show all posts
Showing posts with label rpg. Show all posts

Monday, November 23, 2009

RPG Net Discussions; Pirates and Witches

So there are two threads I am currently actively following on RPG.Net.


Normally I don’t air the dirty laundry on other sites, but the issues of these two discussions need a wider audience.

The first is something that I think more people need to know about.

Outlaw Press, known for selling Tunnels and Trolls products, has been stealing art and publishing material they do not own.

It is worth reading for a few reasons. One, to know if anything you have done might be there (though I think all the artists have been identified). Two, as a cautionary tale, if you steal someone else's work you will get caught.

http://forum.rpg.net/showthread.php?t=483885 but also discussed in my T&T centric places, http://trollbridge.proboards.com/index.cgi?board=general&action=display&thread=1163

The other is a discussion on Princess Lucinda Nightbane from Witch Girls Adventures.

http://forum.rpg.net/showthread.php?t=484151

That one has to be read to be believed. But I do find it a tad hypocritical that people playing games about their characters killing things and taking their stuff can get so bent out of shape when it is a little girl doing the exact same things.

Wednesday, September 30, 2009

BHB Review on RPG.net

Sorry all, been a busy couple of weeks.

Here is my review and discussion of Bounty Head Bebop on RPG.net.

Enjoy!

Thursday, September 24, 2009

Review: Bounty Head Bebop

“You know the first rule of combat? Shoot them before they shoot you.” - Faye Valentine, Cowboy Bebop.

Back in 1998 a new Anime appeared on the scene, something new called Cowboy Bebop. It dealt with the lives and misadventures of a group of bounty hunters in the solar system of the future that looked more like the wild west. There were guns, and terra-formed planets, a corrupt government, the mobs and of course lots of criminals. The crew of the Bebop spent their time doing jobs, keeping their ship together and avoiding starving. While this made for a great show in and of itself, the really cool thing about this were the characters. Larger than life, with secrets, agendas and a history of development that lead them to where they were at that point.

In other words a perfect setting for a Role Playing Game.

The game, Bounty Head Bebop, obviously takes some cues from the series. (AN ASIDE. I understand that this game was supposed to have been an officially licensed product, but I do not have anything to support that with. So instead of explaining all the time why they are the same, let’s just say they are cut from the same cloth and move on from there.)

Bounty Head Bebop (BHB), is a game where you can spend your time flying around a terra-formed solar system hunting down “bounty heads” for fun and profit. The game itself is a slick little RPG with a fun cinematic feel to it. It does what it says on the tin, and does it well.

BHB uses a system called the Inverted 20 system. Basically you have a Target Number (often set by the GM, with guidance), that is modified by ability, skill and or difficulties, your job is to roll that score or under (and different things happen if you hit the number or roll under). The die mechanic is really that simple. Anyone familiar with d20 will catch on fairly quickly despite the roll under mechanic. Now I will be honest, I am not a fan of roll under systems, but I think it works here. To me it seems that Anime based games work best as roll-under. Maybe it is all of those years of BESM or maybe it because it just provides me with a different feel.

Like other d20 games you attributes that despite the name changes look familiar, skills, various edges and flaws, all which work like GURPS. No need to reinvent the wheel, they work fine. Everything is point buy and you spend XP to raise them, like Unisystem.

Details
BHB does something REALLY nice here. Puts in a Character Creation Summary so you can get an overview of everything you need to do. Figure out everything in order.
Attributes look familiar if you have been playing any game at all. They are scored from 1 to 5 for starting characters, but can go up.
Imitative and Movement are derived. As are Saves, Wounds and Vitality points. All pretty simple to figure out.

Skills are next and they are divided up into General, Combat and Specialty. General skills are your everyday skills and like d20 are tied to a specific attribute. Combat skills allow you to fight. Want to be better at aiming or hitting with your fists, then improve the skill. Specialty and Advanced skills are those that you can’t do unless you have a level/points in them. Advanced skills are like advanced sciences.

Edges and Flaws work like GURPS or any other point buy system, though there are no points. You start out with 3 Edges and get up to 6 with 3 more Flaws. Edges can be bought with XPs and Flaws bought off. The list is pretty typical, your Hard to Kill, various “Gun Fu” moves, various pilot and criminal related Edges too. The list looked good and nothing jumped out at me as not being there. There are also various new Psychic/Feng-Shui powers too (details in a bit). And some computer related ones, with the promise of new book dedicated to hacking and the net (for your own “Radical” Edward Wong Hau Pepelu Tivrusky the IV). Now you don’t need to take any Flaws at all if you don’t want, but I think that might be missing the point of this game really. These characters are yes over the top Anime characters, but they also have issues.

Feng-Shui gets it own chapter and it is the province of the Inuit Indians (yeah, that confuses me too, but I’ll go with it). None of the powers seem out of control, so no anime style Ki based special fx here, but a lot of good solid powers. Danger Sense, Locate Objects, manipulate objects, things like that. More power masters can influence minds or regenerate their bodies. There are seven areas of power (spheres) you choose one and you progress through it. It reminds me of the pschic powers from AFMBE’s “Enter the Zombie”. Given that, an ability to bend bullets might be cool in this game. Of course with power comes psychotic episodes. Do it too much and you WILL go crazy, just like they said.
Given this chapter I can see, and hope that the cyber book works the same way.

A money and equipment chapter follows. Money, though very important to the focus of the game, is game mechanic rather than collected. Similar to D20 Modern in a way. And of course lots of guns, spaceships and other things you need, like food and permits. While money is always going to be an issue, since that is the primary motivation of the characters, doing the system like this was a nice cinematic way of dealing with things.

A chapter on “doing things” follows after that. It is your basic rules chapter, but most things are handled with the same mechanic, so this chapter breezes by. I appreciate transparency in my games. “You can do this and this is how you do it.” BHB takes the basic d20 system and really streamlines it to it’s barest essentials (even more so than True20) yet nothing seems lost. Thus this chapter is very short.

Combat is more involved, since the bounty heads aren’t likely to go quietly. The combat chapter is again, easy to read and uses the same simple mechanics. Skills and your rank in them are what is important here. This sets it off from the d20 crowds and puts it back into GURPS/Unisystem territory. In a neat twist you can use the same “to hit” roll as a damage roll, thus speeding up your games. There is logic in this and I like the effect.

The Setting Chapter both pleased me and irritated me. The solar system is the setting with a nearly uninhabited Earth and terra-formed planets and moons. Briefly object hits the Moon, destroys it, sends Earth into chaos where meteors rain every day. But some of those rocks were used to jump gate tech to allow quick travel throughout the solar system and was a key element in terra-forming.

Now humanity is all over the system. There is a real wild west feel to the plaents. Mars is the center of human population now, Venus is like a giant mob controlled Vegas, the moons of Jupiter have food production and so on and all have their own hazards. There is a Solar System wide police force, but they are few, overworked, underpaid and spread too thin. This gives us lots of crime and the opportunity for bounty hunters (like you!) to capture bad guys and bring them in for fun and profit. Mostly for profit.
What irritated me was that this chapter was so short. Sure, I know it is so I can later buy the Mars book or the Io book, but it just touched the surface. Yeah I could go back to the anime (or other shows, Blake’s 7 comes to mind) for ideas. But I was enjoying reading when it was over.

The book has a very nice index, a character sheet that looks familiar to us all and a summary page on how to spend XPs. But the coolest thing is the included adventure in the back. Gets you and going on your first Bounty Head hunt in no time. The adventure itself is good, and even shows you what can be done with the system in terms of story. Sure this could have been a simple bounty hunt, but this one has moral layers and corruption and the hosts of a “Big Shots” like show (nice touch).

What Did I Like?
Simple system, very easy to figure out. Plus it was also easy to figure out what to do with the game. Concepts came with every page (more or less).
The book itself has a nice simple layout and it is easy to find everything. Plus it “reads” well too. The text is concise and gets right to the point.
I also like the Luck and Surge points, which are basically like Drama Points or Hero Points.

What Didn’t I Like?
Still not a fan of roll under mechanics. They seem wrong to me. Would have loved more setting information and some basic computer hacking rules.

Other Notes
Art. The art is nice, but a lot of it is used again throughout the book. Pictures of some of the planets would be nice, what does Venus Vegas look like? How about the domes of Mars? That sort of thing.

What Can I do with This?
Well there is basic premise, go out and hunt bad guys. But there are plenty of other ideas.

The Stainless Steel Rat: Play the bad guys. Sure hunting them is fun, but wouldn’t it be more fun to be the bad guy or the mobsters avoiding the SSPB and the Bounty Hunters?

Reservoir Dogs: You get pulled into a heist gone really, really wrong.

The Usual Suspects: You bring in your small fry bounty head only to uncover that maybe, maybe the most notorious criminal mastermind might be involved or even one of your marks.

Witch Hunter Bebop: Let’s combine Sunrise’s two best anime ever, Cowboy Bebop and Witch Hunter Robin and make a game where you need to hunt down marks using their Feng-Shui powers illegally.

Firefly: Yeah it has a game and I really like Cortext, but I’ll be blunt here. There is nothing in Firefly that Cowboy Bebop didn’t do first and better and with a better soundtrack. You can do the same here. Plus the solar system of BHB makes more sense.

Who should get this?
If you like Anime or space adventures with bullets rather than lasers then this is your game. If you want to do something like Traveler but don’t want the overhead of the system or the mega-plot then this is your game. You might be able to do “Star Wars” or “Star Trek” but we have better choices for those games. This would be perfect for “Buck Rodgers” or “Flash Gordon” though and of course “Cowboy Bebop”.

Thursday, June 18, 2009

Witch Girls Adventures: Review

Review: Witch Girls Adventures

Written and Designed by Malcolm Harris

http://www.witchgirlsadventures.com/




Witch Girls Adventures is a new "Drama Diaries" game, using the "Drama Dice" system from Malcolm Harris. It is aimed at new players predominantly and girls in particular. Now despite be WAY out of the target demographic for this I was pre-inclined to like this game. I do, but I am not cutting it any slack here. In fact I might be a little TOO critical in places because my expectations are high. How high? Well I bought the book online and while waiting for it to be shipped I got impatient and ordered the PDF as well. So I can review this book from the point of view of both the physical book and the digital file and the "Nice" and "Wicked" versions.


The book begins with 10 pages of the Witch Girls Adventures comic, which one you get depends on whether or not you have the regular edition or the "Wicked" edition. This, plus the cover art, is all the differences between the two. The PDF download on DriverThru or RPGNow is the normal "Nice" edition.


It goes on to your typical introduction into what is a roleplaying game and is written for a young or teen girl audience ("just tell the geek (trust me; they are used to being called geeks) behind counter you need... ") cute. But too much of this would ruin the presentation of the game for me. Thankfully this is the only time, but it does establish one thing right away; this game is going for a different audience. The intro stuff continues with some terms both for the game and for RPGs.


It makes an odd left turn to give us optional rules (we haven't had any rules yet for these to be optional to) about how to run a "Harry Potter" like game with this. Eh. Nice, but this should have come last, not first.


Chapter 2 gives us "Cliques" . So perfect. In another game these would be "Factions" or "Classes" or even "Traditions" or "Associations" or "Backgrounds", but given the Middle-school/High-school this is great. Cliques basically give your starting dice and what skills you are likely to have. The system is very easy. The dice system (The Drama Dice system as it is called) quickly reminds one of Cortex or Savage Worlds. Attributes are scored d2 to d12 for most types. The spread even looks the same as Cortex and Savage Worlds. Not surprisingly, afterall it is a logical progression. You have six attributes Body (which combines Strength, Agility and stamina), Mind (intelligence), Senses, Will, Social and Magic. Right away you see there is only one body type attribute but four mental ones. This is the way it should be really, WGA is not about beating people up, it is about the social aspects of the game and about magic, our last attribute. There are some secondary attributes that are derived. Rolls are made depending on the dice vs a difficulty table very similar to d20 or Unisystems' success levels. Cliques are detailed and they are your basic magical girl stereotypes (the Goth, the insider, the outsider…) . Plenty here to work with and if you are so inclined create your own (which is what the "Harry Potter" bit tries to do).


Chapter 3 moves onto skills. Each chapter has some fiction to introduce you to the Witch Girls world. It seems to be a cross between Charmed, Sabrina the Teenage Witch, Buffy and the Craft mixed in with anime magical girls. Skills. Unlike Cortex or Savage Worlds, skills are given a + score like Unisystem or d20. Roll the die associated with the attribute (each skill is connected to an attribute like d20) add the bonus the skill provides, check your success, or roll greater. There are 34 mundane skills and 10 magical skills. A little too much in my book, but I am willing to see how it works out here.


Chapter 4 Traits details traits, which are like Edges or Qualities. They are broken up into Talents (which you can get later in life) and Heritages (which are inborn and never change). Heritages have both a positive and negative aspect to them. Typical ones are there like "Beautiful" and others which have to be unique to this game like "Drama Queen".


Chapters 2, 3 and 4 are all well detailed and very straight forward.


Chapter 5 is Magic. Really this is what we came here for. There is a lot more here on what magic is and what it means to a witch. There are different types of magic (necromancy, mentalism, cybermancy…) which you can spend points on to improve your rank. This can provide a lot of variance between witches. Think of it as somewhere between Harry Potter's classes and Mage's spheres. As GM (a Director in WGA) I might limit some of these to NPCs (Guest Stars) and not to PCs (Stars). Spell casting is broken down into a lot of detail. More than maybe the seasoned gamer needs, but given the audience it might be about right. Effects are broken out into Magic Type Rank (MTR) and the overall feel is like a table you might see in Mage or Mutants & Masterminds with what MTR (read as Power level) you need to achieve a certain effect. Want to cast that spell across the world? Better have an MTR of 9.
There are rules for Signature Spells, which take less Zap (read: Mana, Essence), choose only one and from the "School" with your highest MTR (which makes sense really). I like the idea of the signature spell and might try it in my other games too.
This is all followed by 20 pages of spells and these by no means seem to be all of them. Since your cast member (Star, remember) isn't going to be buying swords, guns or anything else that characters spend money or points on then this is a good thing.


Chapter 6. Your Star gets an allowance allowing her to buy things like magical computers, flying Vespas, and more brooms than found in Home Depot. There are familiars, clothes, wings and all sorts of magical equipment here as well. You could build an adventure on just shopping for these things cause I am sure getting them is not as easy as going to the mall. Lots of neat wands and I have to say the books for young witches are pretty funny ("Samantha's Guide to Merry Mortals" yeah that made me laugh). And a bunch of mundane stuff like DVD players and skateboards. The allowance system is nice, I like it better than the Modern d20 purchase DCs and easier than keeping track of cash.


Chapter 7 is some odds and ends. A character questionnaire (nice) and a filled out character sheet (also nice). Good detail on what things mean and if you are new to games a certain boon.


Chapter 8 is for Directors, so all the rules of the game. The system, some combat rules (yes this is the FIRST game I have seen where the rules for shopping are longer than the rules for combat. ;) )
Some nice background fluff and some ideas for different types of stories, basically you can do Buffy, Good vs. Evil, Charmed, and Magic School. The experience system is "interesting" (Voodollars), but it looks like it works.


Chapter 9 is the world background. Now this one is kind of neat. I details the various races (witches are a different race) and they are not alone. Some history, some magical places (Santa's Workshop, No joke and it looks cool!) The ruling council of Witches (I am yoinking this for my Unisystem games), Spelling Bees, groups and other schools. Even how the mundane world reacts to all of this.


Chapter 10 presents some creatures. But if the art is any indication most of these are not for combat purposes, but potential dates (well there is only one witch kissing a vampire…) Nearly every kind of creature is covered from fairies to Cthulhu like horrors. But no demons. Seems a bit odd, given it all. Some NPCs (Guest Stars) of note.


Chapter 11 details the Willow Mistt School. Lands, buildings, faculty, everything you would expect to find is here. Willow Mistt is not Hogwarts, but it is easy to make the comparisons. I actually found it closer to Claremont Academy from Mutants & Masterminds.


We close with a sample Episode, some plot ideas, a lexicon, and a list of Witch names (see how many you recognize!), and very important, a sample class schedule.


The Good:
Harris obviously has a love for this genre and it shows. The rules are well crafted and while there is nothing earth shaking here, they are familiar mechanics done up in a very nice way. The point of view of the work is nice. This is anti-Grim-Dark. It's not all unicorns, princesses and kittens (though it does have all that), it's a fun game. The art is not D&D 4e, but it is good and more to the point very appropriate for this game.
For new players this is a great little game. More experienced players may want more, but that is not due to the game itself, but rather expectations. Do not expect this to be "WitchCraft: The Junior High Years" (though you can do that).


The Bad:
I know Harris is basically a one man operation so I am willing to cut him some slack here. But there are a number of typos that should be fixed and some terms that might have either been mistakes or from earlier versions (the Magic attribute is called "Zap" in one spot.) I am willing to overlook those IF they are corrected in say, 2nd Edition.
There are some issues in my printed version with some of the pages being so dark thee art is hard to see (ex: one of the teachers is so dark her face is obscured) this is not the case of the PDF.
Lastly I would have done the skills a different way myself, but I am not willing to second guess the design until I have plated it a few more times.


The Ugly? (not really)
A book like this REALLY should have full color art inside, but costs may have prevented that.
The optional rules should have come in an appendix.


So. Who is Witch Girls Adventures for?
Well , that sort of depends but here is what I see.

  • New players and Game Master get a lot with this book. I see them having a great time.
  • People that enjoy the more social aspects of a game (and of gaming) rather than a bunch of combats.
  • Anyone that is a fan of Magical Girl Anime, Witches or even high school based games.
  • Anyone that has ever wished for a Harry Potter RPG.
  • Anyone that looks at the setting and resists the urge to make it "darker". WGA is not about being dark. You can be evil sure, and as a witch the entire world is after you, but the setting does not need the WoD feel at all.


AND
Anyone playing Cortex or Savage Worlds that craves a more granular, customizable magic system.
This is a big one really. For a list price of under 20 bucks, use this book's magic system in place of the system you have now. Make "Magic" an Edge (SW) or a Trait (Cortex) and then buy spells like skills. You don't have to convert much and it will work fine. Plus it is much better than the built in magic system in the Cortex Core book (Sorry Jaime!) and an improvement over the Savage Worlds core.


Last WordsThis is a fun game. Take it as it is, not as you want it to be, and you will have fun too. If you are an old pro, use this game to introduce younger people to the hobby. I hope that Malcolm Harris is successful and ends up getting a lot of new people, boys and girls, to our hobby.


In RPG.Net style:
Style: 5/5 (this game oozes style)
Substance: 4/5 (I wanted more, but was happy still)

Witch Girls Adventures

http://www.witchgirlsadventures.com/

180 pages, + Comic, character sheet and a page of ads. (190 pages total)

Print and PDF reviewed.

Thursday, June 4, 2009

Supernatural RPG

Well I have the new Supernatural PDF and I have some thoughts.



- It looks nice! If the printed version is half as nice as the PDF then this will be a damn attractive book. It looks like a "hunters notebook", loved the scribbled notes and pictures "taped" in. In fact it is an order of magnitude greater than their previous best works. Yes BSG and Serenity are nice looking books. This one blows them away.

- Nice introduction. I know exactly what this book is supposed to be about and what I am going to do with it. It lays out the antagonists and the "theatre" very, very nicely.

- As deep and as profound as my love is for the Cine Unisystem modern horror games, Supernatural reminds us that there is more the US than the west coast. But to be fair, this is more to do with the respective source materials rather than the games themselves.

- "Supernatural" fills the hole in my RPG life that was once filled with "Chill". Normal (mostly) people going up against the … well supernatural. This isn't Buffy or Angel where it is difficult to tell who the bad guys are, or even Charmed where both sides had the same firepower. This is closer to Call of Cthulhu. I'll say it now. Supernatural is a better "Hunter" RPG than either "Hunter: The Reckoning" or "Hunter: The Vigil".

- Cortex. Unisystem and Savage Worlds got freaky one night and nine months later Cortex was born. Now keep in mind this is a good thing for me. I REALLY wanted to like Savage Worlds and just couldn't. I LOVE Unisystem, but (and this might sound a bit heretical) a Unisystem based Supernatural game would not have given us much in the way of new. But here the systems tweaks fight the tone of the game. These are normal humans. The Cortex system work great for that. Plus converting to Savage Worlds or Unisystem is really, really simple. There are more skills here than in Cine Unisystem, less than Classic Unisystem.

- Character sheets look really cool. Again, like something you would see in say John Winchester's journal.

- Good equipment lists. A fair number of monsters. I am not worried about there not being enough. I have 1000s of books on monsters and Cortex is simple enough to move things around.

- "Music to Hunt By" is the best addition to any RPG! ;) There should be room on the character sheet to list important thing like what the hunter's personal play list is.

The only thing it is really missing to make it a perfect modern supernatural horror hunting game is a magic system. BUT, given this is "Supernatural" and more about normal humans, it's fine that it is not there and more of a reflection of my play style than the show.

I am not sure how it compares to other Cortex books in terms of mechanics. It's looks most similar to Demon Hunters and the Cortext Core, but there are changes to reflect the world a bit better (no super science, no flashy magic, lot more gear). Though while Demon Hunters is very tongue and cheek and the Core is very dry, this book is neither.

Who Should Buy This Game?

- Anyone that is a fan of the show

- Anyone that is a fan of Cortext

- Anyone that likes supernatural/modern horror games, but is not interested in playing a vampire, fae, ghost, demon (half or otherwise) or a "chosen one" human. This is a game of normal people doing what they can to stop evil.


Now to get that full on Supernatural / Demon Hunters crossover going.

Tuesday, June 2, 2009

Mountain Dew Throwback, the Official Drink of the Retro-Clone Movement

Or something like that.




http://www.mountaindew.com/#throwback1.php


Mountain Dew, the caffeinated beverage of choice for gamers all over the world has "introduced" a new flavor for the summer. "Mountain Dew Throwback" looks like the can did back in the 60s and 70s. It is also made with cane sugar and not High Fructose Corn syrup. The taste seems odd at first, certainly sweeter, but also more citrus. It took a couple of cans, but I am really liking it. Of course it is very serendipitous that the Old School RPG (D&D really) movement is going on at about the same time. So I herby proclaim Mountain Dew Throwback to be the Official Drink of the Retro-Clone / Old School movement. Please conduct yourselves accordingly and only serve Mountain Dew Throwback when playing any Retro-Clone game. ;)


Of course for the rest of the D&D players in the world Dew still has you covered. http://www.mountaindew.com/#/home/gamefuel.php



Friday, May 29, 2009

Wayfarers Review


The following is a review I did for RPG Net on Wayfarers. I am posting it here because of it's relevance to the Old School movement. Wayfarers is not a retro-clone, but it does capture that old-school feel.


"Daddy. What is this book?" asked my ever inquisitive 6 year old son.
"It's a game, called Wayfarers. I just got in the mail and I am working on a review for it." I answered him back. There was a pause as looked at the cover of what appears to be a battle nun beating the crap out of humanoid looking bear thing. Blood was everywhere. "Its like D&D" I added.
"Cool." He said and ran off.


Cool is a good word to describe it really. Plus. There is a battle nun beating the crap out of a giant humanoid bear. But I fear that my 5 year old's reaction will be that of many gamers. Cool to look at, but not bothering to look inside to see what is really cool about it. And that would be a shame.


Wayfarers is a hefty new RPG from Ye Olde Gaming Companye. Like many d20 products of the last few years, Wayfarers is a fantasy RPG using the Open Gaming License, but that is only a surface similarity and something that Wayfarers goes to some length to distance itself from. This is not a d20 game, however.


The first thing you notice about Wayfarers is its size. Wayfarers is a large book, 400+ pages. The second thing is the overall style of the book. It immediately brings to mind some of the 1st Edition AD&D books. While I find this very attractive, it also had a side effect in that I expected this game to be a D&D clone. WF is not. It is a Fantasy RPG and there are plenty of similarities, but it is the differences that I found the most interesting. Similarities include the Standard Player Character RacesTM in the most familiar guises. The art even reminds me of the 1st Edition AD&D PHB, also a plus, but might work against them for some. WF, unlike D&D, only has five attributes, not six. Wisdom and Charisma are rolled into Presence, which I like to be honest. Though I would like to have seen Perception as well. Hit Points remain as Health Points, but levels are gone. Sort of.


Section by Section
Wayfarers is divided into three rather large sections. The Player's Section, The GM's Section and the World of Twylos. Instead of a chapter by chapter detail, it is more useful to look at the sections.


Chapter 1: The Game
Pretty normal introduction to RPGs and hey what are those weird dice all about deal. Pretty much the same here as any other game.


Chapter 2: Player Section
Includes Player Character Creation, Money and Equipment, Armor and Weapons, Basic Game Mechanics, Magic Potential and Spells, and Examples of Characters and Game Play.


Again, Character creation is pretty straight forward. You have your five attributes, but they are point buys like GURPS or Unisystem, not rolling dice like D&D. I suppose if random attributes are your thing a 2d6+4 for each one might work, but I am not sure if that would throw off any balance. The real changes from its D&D forbearers come in the addition of Skill points which can be spent on Proficiencies and Disciplines which are roughly analogous to Skills and Advantages ala GURPS. Skill points are awarded by the Game Master for adventures and are spent to improve your character. Every 20 skill points or so you gain a "Skill Level" which is a rough means to judge the power of the character. Proficiencies and Disciplines are the features worth looking into. Proficiencies work like skills in other games. You spend a number of points per "grade". Proficiencies are checked with a d20 per grade. The highest roll is then used to compare against a target number (read Difficulty Class). The Skill system reminds me a bit of the original system used in 2nd Edition AD&D and a bit of Chill. Disciplines are a bit like Feats, Advantages or Qualities, they are spent with the same pool of points and provide extra features that one normally finds in classes; only far more flexible. Want to be a "cleric" then buy Faith Magic Potential, want to be better at it, then buy another Circle of Faith magic. Want to be a Paladin, buy some combat skills and then later some faith magic. Same with wizards, or monks, or thieves, or any combination you can imagine. Here is the true strength of the system. I spent some time putting together some combinations to imagine various character "classes" and came up with nearly everything including ninjas, rangers and a witch.


Mechanics remind me of 2nd Ed AD&D. 1d10 for initiative, some percent rolls here and there. Combat is still a 1d20 vs. Dodge resulting in lost health points. Some neat rules on mounted, two-handed and blind combat. Again, I am left with the impression of this starting with the same roots as *D&D, but going in a different, if not opposite, direction than True20 did.


The magic system is also fairly interesting if for no other reason than how something familiar can be re-used. The spells in form and function look like they are taken right out of the SRD, though altered to fit the system, which includes the three types of magic; Hermetic, Hedge and Faith. Spells constitute a full 100 pages. There are also Rituals that can be used. All in all a large magical section that can provide nearly anytime of magical effect or type of spellcaster.


The other bulk of the book includes the standard information of equipment and adventuring.


Chapter 3: Game Master's Section
Includes: Skill Points & Character Skills, General Mechanics & Rules, Magic Items & their Creation, Optional Rules, NPC rules, Other Planes, and Monsters.


The second third of the book includes the GM Section. It includes the standard fare and a good section on how to deal with proficiencies and what the individual skills are and can be used for. Some magic items, some optional rules (like critical hits and fumbles), and an original treatment on the Planes are also in the GM section. There is also a large section on standard fare RPG monsters. A quick look would reveal these as unoriginal choices taken from the SRD, though closer examination reveals that the monsters in many cases have had their standard history or backgrounds changed. Hobgoblins are orc/goblin crossbreeds for example. Each monster is both familiar and yet has something new to make each one worth a look. There is about 80 pages worth of monsters with about 4 per page, a very decent amount.


Chapter 4: The World of Twylos
Includes: A Player's Guide to Twylos and Game Master's Guide to Twylos.


The last third of the book is dedicated to the campaign world of Twylos. Here some of the mechanical choices are given a story-based rational. Why is there Hermetic, Hedge and Faith magic for example. There is a quite a bit about the world, and setting it up as world for adventures to actually be able to do something in. Gods and their respective churches and/or cults are also detailed. This where this book actually really shines. Not that the other stuff wasn't fun, but this is a world where a lot of thought and time has been put to good use. (note: A quick trip to their website will reveal a map of Twylos from 1993, so this is a world that has been around a while, at least for the authors). The guilds and their role in the world are nicely detailed and could be used in any FRPG. In fact this entire section could be used in any game. One is easily reminded of the old Greyhawk Gazetteer or the Forgotten Realms Campaign Guide. In fact, one could imagine this section, along with a few more of the unique monsters as a separate product, possibly for True20 or d20, if this were say 5 years ago.


The book ends with a few Appendecies.


Points
The book could be easily converted to use in any other 3.x d20 product and visa-versa. The system is both familiar enough to d20 to allow these conversions, and different enough to make such conversions interesting, but not difficult.


The art is appropriate for the book's style, the faux-old-school feel. Some of the art is familiar, coming from various publisher resources, but that is not an issue either. It is all black & white, but at 400+ pages it is steal at $39.95. If the art was color it would be far more expensive.


The problem Wayfarers has overcome is simple, why would someone want to play this game and not say, D&D 3.5 or an older version? Obviously, the authors of the game would point to their changes over the standard D&D rules and mechanics. Or even their newer magic system or the world of Twylos. Those are a good reasons yes, but is it enough for average gamer?


Certainly, a lot of work went into this game. That is obvious. It has a nice clean look and the layout easy to read, if rather uninspired. I hate to downgrade it for that (I find some funky layouts difficult to read, looking at you White Wolf…), so I won't, but some gamers might. I do like the table layouts, much easier to read than ones in typical 3.x books, again more like a 1st Edition book.


I don't like the character sheet. It is rather blocky, but functional.


Who should buy and play Wayfarers?
Anyone that enjoys D&D-style games but also felt that GURPS like point-buys were what was needed in their games. Levels and classes are gone, which will make some people happy, though Health Points remain, even if they are not exactly like Hit Points. I would suggest Wayfarers would be a good choice for anyone that liked 3.x but did not want to play 4.0 or True 20. Wayfarers is different enough from the retro-clones to be it's own game, but yet still have some appeal to people that like the feel of those games. So I also think it is a good choice for some people that liked 2nd Ed AD&D, but not 3rd Ed D&D.


Additional
RPGs are not exactly just books anymore. They are also made up of various other products such as character sheets (which I have mentioned) and their website. The YOGC has a good site and plenty of additional material for Wayfarers including a very nice color map of Twylos (worth a download) and a small but active forum community. To their credit the authors/producers of Wayfarers encourage others to produce material for their game. Of course anyone could anyway under the OGL, but the authors go that extra step of providing a logo for others to use and even allowing you to say "compatible with Wayfarers" all for the price of emailing the company. Such openness should be rewarded in a loyal fan base. I can see this becoming the favorite game of a some very loyal and dedicated fans.


Style: 3.5 (almost a 4 really)
Substance: 5 (there is a lot of stuff here)


Note: This review is based on the Hardcover version of the Wayfarers book. I also reviewed the PDF version. The text on both is very easy to read and despite is size I never felt like I was reading 400+ pages.

Wednesday, May 27, 2009

Chill 3.0

Long time readers of my site and/or my posts online know of my love for the classic Horror RPG Chill. To many role-players around my age their first introduction to Horror roleplaying was the venerable “Call of Cthulhu”, but not me. Mine was Chill.


I got started in the 1st Edition Pacesetter days (early 80s) and “Chill: Vampires” was and is one of my favorite books for any game. The 90’s came around and I picked up the 2nd Edition, Mayfair, version. It was slicker and had some minor rule changes, but it was a great addition to my ideas for my 2nd Ed AD&D Ravenloft game. The Mayfair version is of course superior, but it lacks some of the feel I associated with the game. Maybe it was the lack of the Jim Holloway art or the darker tone. Picking up a copy of the Mayfair version now I get the impression (true or not) that the makers of Kult saw it and thought, “yes this is good, but what if the world was much, much worse?”

I liked Chill also because it had Midwest sensibilities. Pacesetter was from Wisconsin; Mayfair was/is in Niles/Skokie, a suburb of Chicago than is not too far from where I live (and has one of my favorite pizza places). It was while playing Chill that learned that the best horror was horror close to home. I don’t know, or much care really, what Hollywood thinks is horror. How can a place that gets like 350 days of sunshine know what is horror? On the other hand East Coast horror (Lovecraft) has a completely different flavor. It’s almost alien. Chill may have had a global scope, but the horror is home grown. Chill remembers that there is simple horror in the haunted house, or the strange creature from the Unknown. It is not about the bigger-badder-more horror of some games, where every game has to up the ante on the last game.

I had lots of ideas for Chill, but never got to use them since I couldn’t find anyone that wanted to play it. No worries, most of my Chill ideas were resurrected for my WitchCraft RPG games. In fact there is nice continuity in my horror game world of supernatural occurrences increasing over the years that track nicely to the power levels of my games (Chill -> WitchCraft RPG -> Buffy/Ghosts of Albion).
So needless to say I was stoked when I heard Chill 3.0 was coming out. I joined the playtest, gave my stuff and……that was it for a very long time.

Well now Other World Productions is producing Chill 3.0, but they need the cash (and interest) to do it.

You can find all the information here:
http://www.chillrpg.com/

And their Fundable account here: http://www.fundable.com/groupactions/groupaction.2009-05-13.8365429432


Now I would love to see a new version of Chill, but I am not sure I should be getting my hopes up here.

Monday, January 5, 2009

Design Blog, #2

Eldritch Witchery Updates

Well I was originally going to include a bunch of demons and devils in this book, sort of a "everything that everyone thought D&D was about but really isn't" would be here. I survived the "Satanic Panic!" of the 80's, have been accused of being a Satanists on more than one occasion and of course it isn't true (a perverse slave is still a slave). But I wanted to have my fun too. Well reality often gets in the way and the reality is that EW is going to be a bit larger than I thought so something has to go.

At the moment I have the Witch and Warlock classes, a section on Traditions, some information on covens, and of course plenty of new spells and magic items. There will be some monsters of course. I want to include Hags and of course I need to have my Druthers in it.

Normally here I suppose one would post their notes on design, but most of mine are from previous versions of this class, so my notes are really more on how I plan to implement them. Right now I am looking for any documentaries or movies about witchcraft that were filmed in the 70s. That is feel I want, something very “Rosemarie’s Baby” like or even better, the original “The Initiation of Sarah”. Not so much for the story, but more for the feel of the times. Or maybe some of the funky old books that my old hometown library used to have. Or some Hammer Horror, like “To the Devil a Daughter”. In any case this project is going to force me (allow me) to watch some really crappy 70s horror. That is almost worth it in and of itself!
In the meantime, I have been re-watching a lot of Charmed. I’d still love to do a Charmed RPG, just don’t see it taking off now after the show went off the air. Though I understand the books sell well enough.

Sunday, December 21, 2008

The Dragon and the Phoenix: No Other Troy

Here is the cover for the series of adventures I did for the Buffy the Vampire Slayer RPG. This is the season finale, Episode 12: No Other Troy. It was a lot of fun and I am posting this here as a big test.


Episode 12 No Other Troy by ~WebWarlock on deviantART

Friday, April 27, 2007

Character Sheets

Ok, I added two character sheets for the BUFFY THE VAMPIRE SPLAYER RPG or the GHOSTS OF ALBION RPG. They are, of course, Willow and Tara. The game takes place in what I am calling "Willow and Tara the Seires". The season long arc is "Season of the Witch" and this represents the girls at the start of the arc in 2006. Yes Tara is alive, like she should have been all along.
You can find them on my DeviantArt page here:
Willow, http://www.deviantart.com/deviation/54124696/
Tara, http://www.deviantart.com/deviation/54124550/
Anyway, just a bit of photo manip. If you play either of these games and want a blank sheet, go to RPGSheets.com. I made one and posted it there, http://www.rpgsheets.com/cgi-bin/arcdb.cgi?action=dl&id=3562