Welcome to the April A to Z blogging Challenge for 2012.
My name is Tim Brannan and this is my blog, The Other Side. This month I am going to review Role Playing Games. I am going to give you my opinions, overviews, reviews and maybe even some fluff or crunch.
For my "A" post I want to talk about Adventurer Conqueror King System.
ACKS (as it is also known) is what is known as a "Retro Clone", that is it takes a modern rule system (the d20 SRD) and make it emulate an older game. In this case Basic/Expert era (1980-1982) D&D. I discussed Basic D&D during last years A to Z challenge.
ACKS though is more than that. Part of the game's premise is it has a definite beginning and end. In game play characters are limited to 14th level.
Unlike other "Basic" retro-clones (like Basic Fantasy or Labyrinth Lord), ACKS also uses a skill system and complete rules for running and maintaining a kingdom of your own. Typically these kind of rules have shown up in later "Companion" rules.
Depsite the fact that there is nothing here I haven't seen before, I really like ACKS. My son has been playing in a weekly ACKS game and I helped contribute to the Witch class in the upcoming Player's Companion.
Speaking of witches, my own witch classes from "The Basic Witch" and "Eldritch Witchery" are compatible with the ACKS witch. You can use the same spells, traditions and magic with all three. In fact having all three gives you a more complete class.
I have spoken about ACKS before here and here, but the one thing I haven't mentioned is that of the recent batch of retro-clones, ACKS is the best looking one.
Player's Companion promises to be very interesting and hopefully it will take the game to new areas.
Follow my posts for more games!
Sunday, April 1, 2012
Saturday, March 31, 2012
A to Z Challenge
Tomorrow begins the April A to Z blogging challenge.
This year I am doing it not just once, but twice.
I have signed up my other blog, The Freedom of Nonbelief, to the challenge as well.
I felt that my other blog could also gain from the exposure and it would help me collect my thoughts some on what I think that blog should be about.
So please join me over there as I go through the A to Z of atheism, skepticism and free thought.
Here at the Other Side, I am going to be doing the A to Z of RPGs. I am going to pick a game for each letter and talk about it. I am though having trouble with the letter I. I am thinking I should do In Nomine, but not sure yet.
I am open to suggestions!
If you are coming here from the Challenge, then please leave a link back to your own blog.
This year I am doing it not just once, but twice.
I have signed up my other blog, The Freedom of Nonbelief, to the challenge as well.
I felt that my other blog could also gain from the exposure and it would help me collect my thoughts some on what I think that blog should be about.
So please join me over there as I go through the A to Z of atheism, skepticism and free thought.
Here at the Other Side, I am going to be doing the A to Z of RPGs. I am going to pick a game for each letter and talk about it. I am though having trouble with the letter I. I am thinking I should do In Nomine, but not sure yet.
I am open to suggestions!
If you are coming here from the Challenge, then please leave a link back to your own blog.
Zatannurday: Marvel Heroic Roleplaying
Continuing my exploration of the new Marvel Heroic Roleplaying game. So here is everyone's favorite Sorceress Supreme, it's Saturday it must be Zatanna!
We worked this the same night as Justice. Again, I am happy with this build and see it as a nice compliment to the DCA/M&M3 stats. Both have a place in my world.
Name: Zatanna
ID: Zatanna Zatara (public)
Affiliations: Solo d10, Buddy d8, Team d6 (Zee is not a team player, but she has teamed up with John Constantine, Hawkman and Batman)
Distinctions:
Most Power Magician in the World (she is. And all the supernatural baddies know it too)
Celebrity in the Spotlight (Everyone knows who she is and she likes that)
Shades of Grey (Zee sees more grey than most Supers, even ones in the Marvel-verse)
Power Sets
Magic/Sorcery d12
Magical Spells d12, Blast d10, Senses (magical) d10, Teleport d10
Limit: Must be spoken backwards
SFX: Tantric Healing (can reduce stress)
SFX: Area Attack
Specialties
Mystic d10 (pretty much knows it all)
Cosmic d10
Menace d8
Psych d8
Milestones
"Every Little Thing She Does Is Magic"
1xp You uncover some plot that is magical in nature.
3xp You discover some new magical tome or artifact.
10xp You defeat the main villain without magic.
Daddy Issues
1xp You meet someone from your father's past.
3xp You take trauma from one of your father's old enemies or friends.
10 xp You must send your father's soul back to the afterlife to defeat the bad guy.
We worked this the same night as Justice. Again, I am happy with this build and see it as a nice compliment to the DCA/M&M3 stats. Both have a place in my world.
Name: Zatanna
ID: Zatanna Zatara (public)
Affiliations: Solo d10, Buddy d8, Team d6 (Zee is not a team player, but she has teamed up with John Constantine, Hawkman and Batman)
Distinctions:
Most Power Magician in the World (she is. And all the supernatural baddies know it too)
Celebrity in the Spotlight (Everyone knows who she is and she likes that)
Shades of Grey (Zee sees more grey than most Supers, even ones in the Marvel-verse)
Power Sets
Magic/Sorcery d12
Magical Spells d12, Blast d10, Senses (magical) d10, Teleport d10
Limit: Must be spoken backwards
SFX: Tantric Healing (can reduce stress)
SFX: Area Attack
Specialties
Mystic d10 (pretty much knows it all)
Cosmic d10
Menace d8
Psych d8
Milestones
"Every Little Thing She Does Is Magic"
1xp You uncover some plot that is magical in nature.
3xp You discover some new magical tome or artifact.
10xp You defeat the main villain without magic.
Daddy Issues
1xp You meet someone from your father's past.
3xp You take trauma from one of your father's old enemies or friends.
10 xp You must send your father's soul back to the afterlife to defeat the bad guy.
Friday, March 30, 2012
Thursday, March 29, 2012
Justice: Marvel Heroic Roleplaying
Earlier this week I mentioned I spent some time over the last month with Marvel Heroic Roleplaying. One of the first characters I though about was my paragon character "Justice".
The great thing about Justice is I have a great grasp on who this character is, what motivates her and what she wants to be. So a game like MHR is really a good fit. Plus is gives me the chance to compare her "Marvel" universe counterpart with her "DC Universe" counterpart.
For Issue 5 I spoke to my regular GM Greg, the guy likely to be the GM of any supers game I'll play in and my go to guy for Marvel questions, suggested an adventure where Kara travels to Madripoor. Kara is there as part of a delegation with one of her law professors. Her role here is of course to be quiet and learn. Bet you know how that is going to turn out.
Since we are going to focus on the drama here Greg wanted to give her a love interest, one of the local criminals (whose name escapes me at the moment, but I think it was Wolverine's son).
So with out further ado, here is Justice.
Name: Justice
ID: Astra Kal-El / Astra Kent (secret)
Affiliations: Solo d10, Buddy d6, Team d8 (Kara is still trying to figure out who she is and she is doing that on her own.)
Distinctions: Uncompromising (sees the world in mostly black & white; good guys and bad guys)
Heroic Ambition (wants to be a hero)
Struggling with Identity (is she Amazon? Kryptonian? something new? How can she fit into a human world?)
Power Sets
Amazonian Heritage d10
Superhuman Strength d10, Superhuman Durability d10, Superhuman Stamina d10
Limit: Exausting
SFX: Multipower
SFX: Second Chance (reroll)
(she is still coming into her power)
Kryptonian Heritage d8
Superhuman Senses d8, Flight (subsonic) d8, Blast (heat vision) d8
Limit: Kryptonite - Shutdown
SFX: Second Wind (move power up to d10)
SFX: Invulnerable (spend 1pp)
Specialties
Combat d10 (training from the Amazons and Bruce/Batman)
Cosmic d10
Crime d8
Science d8
Milestones
Just like Mom and Dad...
1xp You encounter someone that knew your father
3xp You defeat one of your father's or mother's old enemies.
10xp You join or leave a team that your parents were on.
"Justice will Prevail!"
1xp You save an innocent life
3xp You must make a choice between the Law and Justice
10 xp You choose to see justice done at the expense of your own personal happiness.
I think this describes her rather well to be honest. And it is something I could use to help drive the character in any other Supers game she might be in.
The great thing about Justice is I have a great grasp on who this character is, what motivates her and what she wants to be. So a game like MHR is really a good fit. Plus is gives me the chance to compare her "Marvel" universe counterpart with her "DC Universe" counterpart.
For Issue 5 I spoke to my regular GM Greg, the guy likely to be the GM of any supers game I'll play in and my go to guy for Marvel questions, suggested an adventure where Kara travels to Madripoor. Kara is there as part of a delegation with one of her law professors. Her role here is of course to be quiet and learn. Bet you know how that is going to turn out.
Since we are going to focus on the drama here Greg wanted to give her a love interest, one of the local criminals (whose name escapes me at the moment, but I think it was Wolverine's son).
So with out further ado, here is Justice.
Name: Justice
ID: Astra Kal-El / Astra Kent (secret)
Affiliations: Solo d10, Buddy d6, Team d8 (Kara is still trying to figure out who she is and she is doing that on her own.)
Distinctions: Uncompromising (sees the world in mostly black & white; good guys and bad guys)
Heroic Ambition (wants to be a hero)
Struggling with Identity (is she Amazon? Kryptonian? something new? How can she fit into a human world?)
Power Sets
Amazonian Heritage d10
Superhuman Strength d10, Superhuman Durability d10, Superhuman Stamina d10
Limit: Exausting
SFX: Multipower
SFX: Second Chance (reroll)
(she is still coming into her power)
Kryptonian Heritage d8
Superhuman Senses d8, Flight (subsonic) d8, Blast (heat vision) d8
Limit: Kryptonite - Shutdown
SFX: Second Wind (move power up to d10)
SFX: Invulnerable (spend 1pp)
Specialties
Combat d10 (training from the Amazons and Bruce/Batman)
Cosmic d10
Crime d8
Science d8
Milestones
Just like Mom and Dad...
1xp You encounter someone that knew your father
3xp You defeat one of your father's or mother's old enemies.
10xp You join or leave a team that your parents were on.
"Justice will Prevail!"
1xp You save an innocent life
3xp You must make a choice between the Law and Justice
10 xp You choose to see justice done at the expense of your own personal happiness.
I think this describes her rather well to be honest. And it is something I could use to help drive the character in any other Supers game she might be in.
Wednesday, March 28, 2012
White Dwarf Wednesday #10
I little late, but still Wednesday!
Issue 10 starts us off with some fantastic cover art. Maybe the best we have seen so far. It unites the two themes of Sci-fi and Fantasy well.
The editorial is a mix bunch, attendance at Game Day and the release of the new AD&D Player's Handbook and the late release date of the new "AD&D Referee's Guide". Doesn't really have the same ring to it as DMG does it.
Plus the shipping costs of WD overseas is going up due to the fall of the Dollar. Must have been the Carter Era.
We have some new magic items for Tekumel.
Nine new monsters for Fiend Facotry, of which only one graduated to the Fiend Folio. The others though are worth looking at. In particular a couple of interesting skeletons and a couple of cats.
Some traps sent in by readers. I have never been over enamored with traps. They have their place, but I never fetishized them like other players/game masters.
As promised we have a collection of letters on realism in the game. These are the same arguments that we have today, so I guess we will always have them.
Next up is a combat simulation/duel game called "Light Sword". Which were light sabers with the serial numbers filled off. It looks interesting enough and could be used with any sort of melee combat. The thing I thought was odd was the art. The first is a man's face with a nondescript sword next to it, the next one is a topless woman in a loin-cloth with two "light daggers". The artist took the time to make sure her breasts were properly shaded, but her hair is just an outline. Not sure what was the though process on this one.
Open Box this issues gives us the boxed set of Gamma World (9/10) and the AD&D Player's Handbook (10/10). Worth the read just get that feeling again when everything was new.
More on the Experienced Traveller by Mike Ferguson. Chapter 3 of the Valley of the four Winds follows.
We end the issue with 7 pages of ads. The most so far.
Not a stellar issue, but a solid one. The Fiend Factory continues to give me entertainment and I am thinking a Fiend Folio 2 of updated monsters that didn't make the cut would be a fantastic fan-book.
Issue 10 starts us off with some fantastic cover art. Maybe the best we have seen so far. It unites the two themes of Sci-fi and Fantasy well.
The editorial is a mix bunch, attendance at Game Day and the release of the new AD&D Player's Handbook and the late release date of the new "AD&D Referee's Guide". Doesn't really have the same ring to it as DMG does it.
Plus the shipping costs of WD overseas is going up due to the fall of the Dollar. Must have been the Carter Era.
We have some new magic items for Tekumel.
Nine new monsters for Fiend Facotry, of which only one graduated to the Fiend Folio. The others though are worth looking at. In particular a couple of interesting skeletons and a couple of cats.
Some traps sent in by readers. I have never been over enamored with traps. They have their place, but I never fetishized them like other players/game masters.
As promised we have a collection of letters on realism in the game. These are the same arguments that we have today, so I guess we will always have them.
Next up is a combat simulation/duel game called "Light Sword". Which were light sabers with the serial numbers filled off. It looks interesting enough and could be used with any sort of melee combat. The thing I thought was odd was the art. The first is a man's face with a nondescript sword next to it, the next one is a topless woman in a loin-cloth with two "light daggers". The artist took the time to make sure her breasts were properly shaded, but her hair is just an outline. Not sure what was the though process on this one.
Open Box this issues gives us the boxed set of Gamma World (9/10) and the AD&D Player's Handbook (10/10). Worth the read just get that feeling again when everything was new.
More on the Experienced Traveller by Mike Ferguson. Chapter 3 of the Valley of the four Winds follows.
We end the issue with 7 pages of ads. The most so far.
Not a stellar issue, but a solid one. The Fiend Factory continues to give me entertainment and I am thinking a Fiend Folio 2 of updated monsters that didn't make the cut would be a fantastic fan-book.
Tuesday, March 27, 2012
My Month with Marvel
I have now had Marvel Heroic Roleplaying now for about a month. I have read it. Re-read it. Watched games, read reviews and even detailed some characters. Here are my thoughts.
First, I have to be honest, I am still and probably always be a DC fan foremost. I "dabbled" in Marvel back in the 80's like others. I enjoyed the X-Men, loved Spider-Man, enjoyed Doctor Strange and Ghost Rider...and that was about it. I didn't have any dislike for Marvel, I just like DC better.
I enjoyed the old TSR Marvel game, but I also liked DC Heroes from Mayfair and Villains and Vigilantes.
Secondly, MHR is about as far away from the OSR as you can possibly get and still use the same set of dice.
Ok. So there are a lot of reviews out for this now, and there is really nothing new I can add to all of that. Here is though less of a review and more of a bunch of my opinions and insights on the game.
The most notable feature of this game is there is nothing in the way of comparing ability to ability really. Yes there are things like "combat expert" and there levels of that, but nothing along the lines of Strength vs. Strength So there is no way to tell really who would win in an arm wrestling Thor or Thing. But the deal is that this not something that is likely to happen UNLESS it was part of the plot, then the winner is decided by other things.
MHR is more of a game where the players are providing the framework. You need to create your character with the other characters and players in mind. Maybe not as much as Smallville or Leverage, but still. It is also a game where the main drama is about heroes, not really supers. It really is a "comic book" RPG, not a cartoon, supers or even super hero movie RPG. This game is about building characters, the relationships between them and the drama. Which, if you think about it, is kinda what Marvel Comics is about.
The game moves well from what I have seen in play and after working with your character you get the hang of the game quickly.
The book itself is great to look at, but I was expecting more to be honest. Compare to Green Ronin's DC book. The DCA is overflowing with art. Everywhere. MHR has art, but it seems to use it more sparingly. Plus I swear it was the same characters over and over. I could easily name dozens of character I didn't see, but that is not the point, I would have liked some others.
I would have liked to Dr. Strange or some other magical/mystical types since that is my favorite part of any game and Marvel in particular. Strange at least is important enough that he should be included in the Basic rules.
Will I play this game?
That is really the only question right? Yes, I love to try it out with the right group. To me the right group would be people who are willing to invest in their characters and be able to "play the drama". So yes, with the right group of people.
Still I might want to dual stat characters with MHR and some other traditional supers game, maybe even DCA/M&M3.
I'll be posting some characters here soon.
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