The Unexplained is a game I have known about for years and have wanted to pick up, but something else always pushed it's way to the front of the line. So when it appeared on DriveThruRPG a couple of weeks ago I knew I had to get it. I also knew it would make for a great post for the Blogfest.
So today U is for The Unexplained.
I had reviewed the Unexplained's sister game, Now Playing, a while back. TU uses pretty much the same rule system, Fudge, though the focus is less on emulating a TV show (though there is that there) and instead emulating a real world full of cryptids, ghosts and UFOs. In many ways The Unexplained is very much like a 70's monster hunter documentary or even a 90s conspiracy show. Given it's ties, systemwise, to Now Playing it is easy to guess that the author, Bradford Younie, is a big fan of shows like Dark Skies, the X-Files and certainly Kolchak the Night Stalker. If Now Playing is the TV version, then The Unexplained is the reality they are based on.
Chapter 1 of the book covers a bit of the background of the game with Paranormal Societies, including the FPI (detailed later).
Character creation begins in Chapter 2.
Like many games you have 6 attributes (Brawn, Agility, Stamina, Reasoning, Perception, Will) and these are give levels in words, not numbers. So "Fair" "Good" and the like. This is a Fudge game so the levels of everything are words. Like all Fudge games character creation is a fast affair where where you start with a concept and work from there. Authors (not game authors or players) might find this exercise interesting for their own characters since there is no/less number crunching than with other games.
The next chapters cover all the other things that can define your character.
TU has a bunch of skills (Chapter 3), Traits and Faults (Chapter 4) and various other means of describing your character (Chapter 6).
If you have ever played Fudge before then you will get this game in a flash. If you have never played Fudge, then it is simple to understand and the mechanics are not at all difficult. Chapter 6 covers all the gear your character might need. Enough to make Stanzt, Spengler and Venkman happy or Thelma to go "Jinkies".
Chapters 7 and 8 cover the rules of the game and Storytelling (Game Mastering) respectively. Chapter 7 is your Fudge basic information as it is applied to this game. Chapter 8 though is a very good chapter on running any sort of paranormal type game. I have read dozens of chapters like this and this one still had some good advice for me.
While most people go to Fudge games because of the ease of character creation and game play, what I like most about this game is how well researched it is. I play plenty of paranormal/horror/conspiracy type games. After a while one begins to look like the other and I tend to compare them favorably to unfavorably to games like WitchCraft, Conspiracy X and DarkMatter.
The Unexplained stands up to these game rather well. Characters are assumed to belong to the Foundation of Paranormal Investigations (FPI), which plot wise and thematically puts it between ConX and DarkMatter. They even have their own website, http://www.paranormal-foundation.com/. The FPI is a game conceit, but that doesn't mean you have to use it. You can go rogue if you like. Make your game more "Supernatural" than "X-Files".
The rest of the book breaks down this research into major game-playing areas.
Chapter 9 covers Ghost Hunting, with Chapter 10 on Ghost Ships in particular. Given some the material on Carnivore Games website, I would say Ghost Ships hold a particular interest to the author. The chapter is nicely done and very in depth. If you need to know something about Ghost Ships for an RPG then this is a good place to start. Chapter 11 cover Cryptozoology, so bigfoots, lake monsters and the like. Chapter 12 Parapsychology and psychic phenomena. Chapter 13 is all about UFOlogy including the various alien races that have come to Earth, the Greys, the Reptoids, the Nordics. Exactly what you would expect. Crop circles are also detailed. Chapter 14 covers magic. Again this is a modern view on real world magical practices, as if they were really magical. So a nice overview here. But I will admit, I have a hard time mixing UFOs and Magic. This is not a fault of the game, but rather one with me I think. This chapter though is a good overview of many magical traditions and ritual magic.
There is also a sample adventure/investigation at the end. Appropriately enough it is about Bigfoot.
The character sheet is similar to the one found in Now Playing, and there is a nice touch of a Character Creation Questionnaire that should really work with every paranormal like game.
I mentioned the research, the game is full of interesting tidbits such as eye-witness accounts, photos and case notes from dozens of "real" reported cases of the supernatural and the paranormal. Everything from cryptids, to ghosts, to UFOs. Thematically this places it closer to ConX than say WitchCraft, though without all the baggage of the government. One gets the feeling that Younie spent many, many hours doing nothing but reading up on conspiracies and everything outside the regular media to give us this information.
A nice treat in the end is the OGL (Fudge is now released under the OGL) AND a plain language declaration what is open and what isn't. Plus, for lack of a better word, an "openness" about publishing your adventures or supplements that can be used with Now Playing or The Unexplained.
I really liked Now Playing, but I like The Unexplained even more.
The Unexplained has a nice charm about it that I find very attractive. Now Playing changed my mind about playing Fudge based games, and this might change my mind about running them.
Who should buy this game?
If you have ever been curious about Fudge then this is a good game to pick up.
If you enjoy supernatural/paranormal games then get this.
If you are a fan of Now Playing, then absolutely get this.
Links
http://www.paranormal-foundation.com/
http://carnivoregames.com/wp/
http://www.facebook.com/theunexplained
http://timbrannan.blogspot.com/2010/07/willow-tara-fudge.html
Tuesday, April 24, 2012
Monday, April 23, 2012
T is for Tunnels & Trolls
Tunnels & Trolls is another good game that I rarely got the chance to play.
It has spent it's entire life being unfavorably compared to D&D which, while somewhat merited, is disappointing all the same. T&T was the SECOND RPG ever created. It came right on the heels of D&D, written by amateur game designer Ken St. Andre. Ken saw D&D and decided that it was poorly done, so he went home and wrote his own rules.
You can read about his recollections here, but what I want to do is talk about mine.
I have talked about Tunnels and Trolls in the past, mostly dealing with the whole Outlaw Press affair.
I think one of the reasons my group avoided Tunnels & Trolls, other than the appearance that it was "D&D Little Kids" was the humor. T&T had a humor about it absent in D&D. Today I can look at it and appreciate it for what it is, but then that was too high a mountain to climb. This roleplaying stuff was serious business to my 12-13 year old mind. And there was the whole status deal. I learned early that if you were not playing "The Right Game" you could get shunned. Yes social elitism from a group of social outcasts (read: nerds) but it happened. So even if I was so inclined to try T&T, I doubt if I could have gotten anyone to play it with me.
Looking back today I can say while I am disappointed that didn't give T&T the chance it deserved back then, I can certainly make up for lost time now. I make an effort to go to the Flying Buffalo booth each Gen Con and buy something, even if it is something small. The T&T fan communities, Trollhala and Trollbridge are the two largest I know of, are very active. Truth be told, maybe even more active these days thanks to the OSR.
Anyone familiar with D&D will recognize a lot in T&T. Same sorts of creatures, same sorts of adventures. Players have levels, races and classes. Plenty of weapons, spells that go 20th level and magic.
I would love to play this a couple of times with my kids, or even sit in on a Convention game.
You can still get official Tunnels & Trolls products from the Flying Buffalo website.
It has spent it's entire life being unfavorably compared to D&D which, while somewhat merited, is disappointing all the same. T&T was the SECOND RPG ever created. It came right on the heels of D&D, written by amateur game designer Ken St. Andre. Ken saw D&D and decided that it was poorly done, so he went home and wrote his own rules.
You can read about his recollections here, but what I want to do is talk about mine.
I have talked about Tunnels and Trolls in the past, mostly dealing with the whole Outlaw Press affair.
I think one of the reasons my group avoided Tunnels & Trolls, other than the appearance that it was "D&D Little Kids" was the humor. T&T had a humor about it absent in D&D. Today I can look at it and appreciate it for what it is, but then that was too high a mountain to climb. This roleplaying stuff was serious business to my 12-13 year old mind. And there was the whole status deal. I learned early that if you were not playing "The Right Game" you could get shunned. Yes social elitism from a group of social outcasts (read: nerds) but it happened. So even if I was so inclined to try T&T, I doubt if I could have gotten anyone to play it with me.
Looking back today I can say while I am disappointed that didn't give T&T the chance it deserved back then, I can certainly make up for lost time now. I make an effort to go to the Flying Buffalo booth each Gen Con and buy something, even if it is something small. The T&T fan communities, Trollhala and Trollbridge are the two largest I know of, are very active. Truth be told, maybe even more active these days thanks to the OSR.
Anyone familiar with D&D will recognize a lot in T&T. Same sorts of creatures, same sorts of adventures. Players have levels, races and classes. Plenty of weapons, spells that go 20th level and magic.
I would love to play this a couple of times with my kids, or even sit in on a Convention game.
You can still get official Tunnels & Trolls products from the Flying Buffalo website.
Sunday, April 22, 2012
Play? Ghosts? Me?
My wife just pointed out to me that I have never actually played Ghosts of Albion (not Angel, not Buffy) as a player. I have played the rules before. But never as an honest to goodness, made in 1839 player.
How in the heck did I manage that???
How in the heck did I manage that???
A to Z Blogfest So Far .
We are in the home stretch of hte A to Z blogfest for this April.
I have now visited EVERY SITE on the on the list.
There are a lot of cool sites out there and I want to go back to a lot of them.
If there is something you want me to see or if I have not posted to your blog yet, let me know!
Leave me a link in the replies below.
I have now visited EVERY SITE on the on the list.
There are a lot of cool sites out there and I want to go back to a lot of them.
If there is something you want me to see or if I have not posted to your blog yet, let me know!
Leave me a link in the replies below.
Saturday, April 21, 2012
S is for Spellcraft & Swordplay
Continuing on with some of the games of the Old School Renascence I want to talk about my favorite game.
Spellcraft & Swordplay by Jason Vey.
Now, just I get this out of the way first. Jason is a friend of mine and we worked on a lot of Unisystem games together. Also I worked on a supplement for S&S called Eldritch Witchery that is due out soon. That all being said I developed my opinion of this game long before EW ever was thought of.
Spellcraft & Swordplay is not a retro-clone exactly. It is more of a "near-clone" or as I often think of it as an alternate reality version of OD&D.
When D&D was starting out it grew out of the rules in Chainmail. Using a d20 (twenty-sided die) was the "alternate" combat method that became the norm. But the original combat method involved 2d6 (two six-sided dice), S&S (among other changes) explores that further.
There are other changes such as saving throws are made against the appropriate ability (which is not to far off to how 3rd or 4th ed does it) and there are no skills, but ability rolls.
So in many respects it is a much simpler game than the other clones.
I have written a rather long review here for the core book:
http://rpg.drivethrustuff.com/product_reviews_info.php?&reviews_id=57722&products_id=94105&affiliate_id=10748
I wrote that before I got the gig to write EW. In fact I got the book, read it, reviewed and then convinced Jason to let me write EW.
If you are new to this sort of game or want to check it out then PLEASE give this a shot. All you are two normal 6 sided dice, just like the ones in your Monopoly game to get started.
There is the core book, Spellcraft & Swordplay and a supplement, Monstrous Mayhem.
Both PDFs and print copies are on sale now. Plus if you buy the print copies you can get the PDFs for free.
I really can't say enough about this game. In fact here are my old posts about it.
Get it. You can thank me later.
Spellcraft & Swordplay by Jason Vey.
Now, just I get this out of the way first. Jason is a friend of mine and we worked on a lot of Unisystem games together. Also I worked on a supplement for S&S called Eldritch Witchery that is due out soon. That all being said I developed my opinion of this game long before EW ever was thought of.
When D&D was starting out it grew out of the rules in Chainmail. Using a d20 (twenty-sided die) was the "alternate" combat method that became the norm. But the original combat method involved 2d6 (two six-sided dice), S&S (among other changes) explores that further.
There are other changes such as saving throws are made against the appropriate ability (which is not to far off to how 3rd or 4th ed does it) and there are no skills, but ability rolls.
So in many respects it is a much simpler game than the other clones.
I have written a rather long review here for the core book:
http://rpg.drivethrustuff.com/product_reviews_info.php?&reviews_id=57722&products_id=94105&affiliate_id=10748
I wrote that before I got the gig to write EW. In fact I got the book, read it, reviewed and then convinced Jason to let me write EW.
If you are new to this sort of game or want to check it out then PLEASE give this a shot. All you are two normal 6 sided dice, just like the ones in your Monopoly game to get started.
There is the core book, Spellcraft & Swordplay and a supplement, Monstrous Mayhem.
Both PDFs and print copies are on sale now. Plus if you buy the print copies you can get the PDFs for free.
I really can't say enough about this game. In fact here are my old posts about it.
Get it. You can thank me later.
Zatannurday: My God It's Full of Stars!
It's "S" day for April, so for this morning's Zatannurday post I thought some stars would be nice.
Zee and her assistant Mikey going to a formal party.
BTW here is the before shot:
Good trick to have I say.
Zee and her assistant Mikey going to a formal party.
BTW here is the before shot:
Good trick to have I say.
Friday, April 20, 2012
R is for Ravenloft: Masque of the Red Death
One of my first exposures to Victorian era gaming was through the Ravenloft: Masque of the Red Death.
Last year I did Ravenloft, and this year given all the Victorian games I am talking about this seems a natural.
Masque of the Red Death was a Ravenloft branded supplement for both AD&D 2nd Ed and for D&D 3. Both dealt with a familiar; Earth, but one that was darker and magic was real. It's almost a cliche with me anymore. What made the first MotRD special was that for the first time you could play "D&D on Earth", in particular Victorian Age Earth that they called "Gothic Earth".
There were a lot of classes (kits too for AD&D 2nd Ed) and I always thought it was some what overkill. Magic was much more limited than your typical D&D game and a lot of the rules (Horror, Fear and Dread) were ported over from the Ravenloft line proper.
I SOOOO wanted to run this game, but it came at a bad time in my gaming career. I was just about ready to give up on D&D altogether and this was the only thing I was excited about anymore. Some of my first writing gigs was for the official Ravenloft Netbooks from the Kargatane. A lot of that I have been able to re-use here in fact (Haunted Illinois and the Piasa Bird).
There was such a cool, dark vibe to the game but it did do somethings that irked me. To many of the bad guys were in fact monsters that looked human; Moriarty was a Rakshasa for example. Sometimes I like my monsters to be human. Also there were just too many classes.
I'd love to revisit Gothic Earth. Maybe under one of the game systems I have reviewed already or even as something for Ghosts of Albion.
Sadly, Masque of the Red Death is long out of print. You can still find copies though on ebay and at Nobel Knight.
Last year I did Ravenloft, and this year given all the Victorian games I am talking about this seems a natural.
Masque of the Red Death was a Ravenloft branded supplement for both AD&D 2nd Ed and for D&D 3. Both dealt with a familiar; Earth, but one that was darker and magic was real. It's almost a cliche with me anymore. What made the first MotRD special was that for the first time you could play "D&D on Earth", in particular Victorian Age Earth that they called "Gothic Earth".
There were a lot of classes (kits too for AD&D 2nd Ed) and I always thought it was some what overkill. Magic was much more limited than your typical D&D game and a lot of the rules (Horror, Fear and Dread) were ported over from the Ravenloft line proper.
I SOOOO wanted to run this game, but it came at a bad time in my gaming career. I was just about ready to give up on D&D altogether and this was the only thing I was excited about anymore. Some of my first writing gigs was for the official Ravenloft Netbooks from the Kargatane. A lot of that I have been able to re-use here in fact (Haunted Illinois and the Piasa Bird).
There was such a cool, dark vibe to the game but it did do somethings that irked me. To many of the bad guys were in fact monsters that looked human; Moriarty was a Rakshasa for example. Sometimes I like my monsters to be human. Also there were just too many classes.
I'd love to revisit Gothic Earth. Maybe under one of the game systems I have reviewed already or even as something for Ghosts of Albion.
Sadly, Masque of the Red Death is long out of print. You can still find copies though on ebay and at Nobel Knight.
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