Thursday, May 9, 2013

Swashbucklers of the 7 Skies Review

This is a very different fantasy game. It has a very unique setting, magic system, and a rule system that encourages teamwork and detailed description. Pirates, swashbucklers, magic users, and explorers are main character themes. Lots of sword fighting and ship combat but it doesn't take place on the high seas but rather in the skies.

The setting is unique in that the world is sorta like a snow globe and emphasizes adventuring on skyships. The bottom layer is a mysterious blue liquid that objects and islands pass back and forth through but no person is known to have even come back from the other side. The very center of the word is a fire tornado that is nearly impossible to pass through but it can be done. The world has six layers of skies (seven including the bottom blue layer) with alternating directions of winds. Also each layer has six seasonal winds (seven including the fire center) with different flora, fauna, and obstacles for skyships to travel through. Within the sky are where precious materials for trading and selling can be found. Floating islands are suspended in each layer of sky shielded by a barrier clouds and fog. Skyships cannot float within this barrier and have to either dock on the edge of the islands or land in the water. From there skyships act like regular ships until they leave the barrier again.

There are seven major island nations each unique in culture and development. Trading and feuding between the nations is common so there will be a lot of travelling back and forth between some and trying to avoid ships from others. Pirate gangs also exist and are a powerful force themselves.

Each culture will give players a different Motivation in character creation and influence their rolls and character's drive. This really helps make people of different nationalities be unique. Another part of character creation is a foible, which is a character flaw. This is something to have fun with. While it may negatively effect a character it is rewarded when played out properly. Next is a Past quality giving each character a little bit of backstory that influences them in the present. Swashbuckling Forte is next and it's sorta like a character's super ability. What they're best at, a bit like a character class but not exactly.

Then each player gets five trait points. They can be attached to a quality to reduce their price but can only be used with that quality they're attached to. They influence the quality they're attached to for a bonus and help make using a quality a little different than last time for variations when used.

The core rule system is very neat and simple to use. It's a variation of the PDQ system called PDQ# Based on 2d6 for a regular challenge the player simply roles the dice, add any appropriate attributes, and tries to get over a target number. The harder the challenge the higher the target number. Another type of challenge is called a duel. Two opposing sides roles three dice (more if certain qualities give them bonus dice) to determine their attack and defense. If the defender wins they avoid the attack and get to attack next round and if they attacker wins they get to deal damage. Maneuvering, dodging, and and special moves also influence dice rolls. What I like about this system is it isn't just for physical combat. It works for mental, verbal, ships, magic, any time there's two people facing off head to head. Players get more bonuses for a challenge or duel if they can be descriptive enough to explain as to why a quality or trait helps them out each round. So players have to be toughtful in their moves and be engaging.

Ship maneuvering is a bit different though in that a captain gives each player a task as crew members and bonuses and dice are combined for the ship as a whole. This helps make each player feel like a team, each influencing their ship. Magic is called Gifts and is also different in that spell casting is open. Basically the GM determines the difficulty level for what magic spell the character is attempting to cast. It's a bit vague but basically the bigger or influential a spell the higher the difficulty. Kinda wish there was more details to actual spell casting but it isn't by no means unusable or broken.

Overall I think this is a great game with a cool setting and simple rules system. While the rules are light they cover enough to satisfy most players and don't bog down the high action and high adventure setting. It has plenty of examples and sample NPCs. While it doesn't have an index the table of contents at the beginning is laid out in such a way that it isn't necessary. If you're looking for a good pirate or swashbuckling game try this one out!

For more information about this game visit the publisher's website here.

Diaspora: Hard Science-Fiction Role-Playing with FATE Review


I will start off by saying that after reading this game it has a lot of great ideas but also some caveats when it comes to actual gameplay using the FATE rule system. The setting and concepts are awesome but I question the execution of the rules.

Getting started this is a space opera style game. Space ships, star systems, wormholes, distant planets, future tech, it's all here with the exception of aliens. This is meant to be a more realistic take on space travel, even if the physics behind wormholes being a reliable mode of transportation got a little fubbled for the sake of the game. I don't mind it. Humanity is branching out and spreading throughout the galaxy, settling on new planets in new star systems. The rules include how to easily make up your own planets and star systems with wormholes connecting them and it's very fun to play around with. Each planet and star system having different levels of social and technological development and amount of resources. I quite like it because it gives the game plenty of variations if the group wants to adventure someplace different. 

The game also includes rules for creating spaceships, spaceship combat, social combat, platoon combat, personal combat, and of course, character creation. Though this seems to be hit and miss.

Character creation is different than most other games. Based on Aspects, Skills, and Stunts. Aspects are like traits that describe what kind of person a character is. There are ten aspects a character can have either good or bad. When a FATE point is used with an aspect players get a bonus to a roll and can acquire more FATE points through playing out negative aspects. Aspects can also allow a player to do other things like create an NPC, or have a new social connection. Skills is what each character is good at. If a character is specialized at a trade or a job then the skills that character has should reflect that. There are plenty of skills to choose from, again this game offers a lot of variations. Stunts are special ways a character can get help in a tough situation. Improvise a skill, have new gear, or do something normally impossible.

After that this is when I start to have problems with the game. As mentioned above there's rules to do a lot of things and it seems there is plenty to do. But the rulebook doesn't give enough details or examples. It tells you all these cool rules but doesn't tell how to apply them. After some research this appears to be common with games using the FATE rules system. A recommendation is to read another game called "Spirit of the Century" as this is the first game using the FATE system and it has the most fleshed out details for it. While this does help a lot it bugs me that I have to read another game to better understand the rules on another because the writers skipped on the details. If Diaspora was meant to be setting supplement for SotC I wouldn't have an issue with that but it's not. It's supposed to be it's own game that just so happens to be using the same rule system. Even still rules for ship and platoon combat aren't included in the SotC rulebook.

This is a game I think that will have to be re-read a few times before it can be fully understood while also keeping the book handy while playing. But it's not because the rules a complex but because examples for how and when certain rules come into play were left out. I hope a revised version or a GM aide is released for Diaspora because it seems to be a great game at its core. I do highly recommend it for the concepts and I'm sure it can play out well once fully understood.

For more information about this game visit the publisher's website here.

Sunday, March 11, 2012

Ninja Burger: The RPG No Honor Edition Review

This is quick fun game with little prep time needed. Ninja Burger is considered to be a "beer & pretzels" game in that it' best played at a party and not to be taken seriously. There are a few previous editions of this game but in my opinion this one is probably the best. The 1st edition is almost impossible to find and the second edition had a more in-depth leveling system. Seeing as to how PCs get killed and screwed in funny ways, usually leaving only one survivor alive that can level up, it became a balance issue. Let's face it, the higher level would be more likely to win overtime. This one kinda went back to the game's roots. There is a skill advancement system but it's more balanced than the previous leveling system. You can pick the PDF of this edition up from RPGNow here for $4. The print version is no longer available. I don't know if they will ever enable the print-on-demand service at RPGNow but the book is so small you could print the PDF yourself if you prefer reading hard copies like me.

Based on the book "Ninja Burger", it's about modern day ninjas who feel their ninja skills are better utilized in the fast food industry. The demand for ninjas just isn't what it use to be and they gotta make a living somehow. Their motto is "Guaranteed delivery in 30 minutes or less or we commit Seppuku." These ninjas take their job very seriously and that's what adds to the humor. These ninjas go on epic, life threatening, harrowing quests just to deliver food. Facing traps, robots, pirates, samurais, evil ninjas, and whatever else that can be thrown at them. This game can be very creative once players get into it. Because the PCs are ninjas they have to be sneaky and methodical if they want to be successful. Sure they could bust in using their cool ninja weapons and ancient magic but that isn't ninja-like and a good way for a ninja to get killed. Character creation is simple and so are the magic and combat systems.

This game uses the PDQ (Prose Descriptive Qualities) rules system. I have played this system a couple times in the past with other RPGs. Personally, I don't care much for this system because I feel it's too light and loose but for this style of game I don't think they could've used a better rules system. You can get the bare bones PDQ rules for free here. Basically the player rolls 2 six-sided dice, apply a target number (the harder the task the higher this number, if the die result is equal to or greater than the target number the player succeeds. Also if a PC is skilled at the particular task, a bonus is added to the result depending on how skilled they are. This is essentially the entire system. It isn't bad and is inviting for non-gamers. Also for GMs who want a break from running the more serious games with in-depth rules may like this too. This is a game everyone can have fun with.

Sunday, March 4, 2012

The Mall of Doom Review

This review is for an adventure supplement for "The Mutant Epoch". I previously reviewed the RPG this adventure goes with here. This will not be a very in-depth review because if I go over too many details it will spoil the adventure for players. I will give my thoughts about it.  The adventure takes place in a small town. The townspeople ask the PCs to help investigate a string of suspicious kidnappings. This leads the PCs to an ancient shopping mall filled with monsters and sick horrors. This is a dark module and not recommended for young children if you're wanting to get them into gaming. I really liked it because it shows how desperately this world needs heroes.

Like "The Mutant Epoch" the art in this book is amazing and done by the author himself. Black and white art throughout and each picture matches the text to help describe what is going on. The cover is full-color and shows off some mutant PCs facing off against a horde of baddies. My copy has slightly smaller dimensions than the core rulebook. It isn't as tall or wide. In the top-right corner it says "Muli-Path Adventure Module". This is because it plays out like a "choose your own adventure book", giving the GM multiple logical options depending on the events the PCs triggered, or the direction the story is going in. This makes the adventure less likely to be ruined by the PCs taking a path that wasn't expected and keeps the adventure from becoming rail-roaded. Players aren't forced into only moving one direction.

Normally I'm not very fond of pre-made adventures because they're either too predictable or don't take into account of the players going in a different direction. This adventure could be played in multiple ways with multiple outcomes each time. This is also a tough challenge for players. The game recommends each player have two or three PCs rolled up. I think it would be wise to take their suggestion. I'm not going to get into specifics but this adventure is scary, brutal, and perfectly fits how the genre should be played. There's also one new weapon and creature that are very powerful. Of course there's some new pre-made NPCs and maps.

This is a great first supplement for "The Mutant Epoch" and I highly recommend this adventure. This is good for both novice and veteran GMs because of the ideas and tips it has in it. This is also good if you haven't had experience running a post-apocalypse game, or ran games that focus on combat rather than survival. This will challenge players mentally, putting them in bad situations and forcing them to think. You can order the print copy here and the PDF here.

Tuesday, February 28, 2012

The Mutant Epoch Review

I first discovered this game through tetsubo57's YouTube video review. I never had a mutant post-apocalypse RPG in my collection prior to this game. I sadly missed out on "Gamma World" and "After the Bomb" when they first came out, but I acquired them on the used market after I got "The Mutant Epoch" so I could have a better idea of the genre. From my reading, "The Mutant Epoch" takes a lot of the ideas from previous post-apocalypse RPGs and puts them in a modern and more complete rule system with its own flair added in.

The physical book is 244 pages so it covers a lot of rules and information that rules-lite games can skip out on. The author is also the publisher and illustrator. This is his own game and vision all the way. I really liked the artwork. There's black and white illustrations that go with the text on every page. The cover is full-color and shows off some of the character types that can be played. I know the author also sells graphic designs and he is a very talented artist. This book is better than what some companies with large development teams can do. If you're the type of person who likes visual aids you will appreciate the artwork in this book.

For those who don't know, post-apocalypse settings take place in the far future after society has collapsed. For whatever reason be it radiation, genetic engineering, evolution, etc. large populations of lifeforms on the planet are mutated. This is of course sci-fi and science fantasy and not grounded on real science. There are a variety of mutants and mutations in this setting. Most towns are small, independent, fortresses, who are fearful of horrid mutants. Buildings of today are the ancient relics in this setting. Humans own most of these towns and won't let just anybody in. This is because pure humans have inherited wealth but are severely under-powered compared to the other character types. Pure humans also see themselves as nobles and the creators of some of the other types so they're just jerks to everybody else. Because of the society collapse the world is ran like the dark age feudal system rampant with prejudices.

Pure stock humans are rare and of the highest social caste. Some of the other character types were created by humans to be slaves and servants. Bioreplicants are synthetic humans that are very similar to humans but utilize the human body more efficiently for specific tasks. Bioreplicants are engineered by machines without family and grow up in a life of servitude. Clones are also similar to humans but unlike bioreplicants, they're just copies of humans and not created from scratch through genetic engineering. Clones blend in human societies better than the other non-humans but were still raised to be servants. Trans-humans are evolved humans. Trans-humans are flawless and regard themselves as the best at everything. Though human-like they don't blend in human society very well because of their claimed superiority over humans. Cyborgs are humans with technological implants to overcome human limitations. Cyborgs were designed to do specific tasks for their masters. Man meets machine. Cyborgs can be extremely powerful if fitted with combat implants. Ghost mutants are mutants that appear human. Ghost mutants are not as powerful as the other mutants but they usually have various psionics and immunity powers. Ghost mutants blend in human society better than other mutants but because they're mutants they tend to sympathize for the mutants who are cast out of society. Mutants are the most common type in the world. They vary from degrees of mutations. The more mutations the more powerful they are but the more they stick out to humans. Mutants can be a real powerhouse even with a couple flawed mutations and the most fun to play with. Bestial humans are anthropomorphic animals. They're the result of genetic engineering that was done on animals and became their own species. They have different natural abilities depending on the species of animal they derived from. Also depending on the species bestial humans may or may not be socially accepted. Spider people are more feared than dog people. Cow people are at high risk of being eaten. Having human or human looking companions will help some bestial humans gain access to human towns.

The core mechanic is a "roll under" d100 percentile system, which is an improvement in my opinion over the AD&D system in "Gamma World" and the Megaversal system in "After the Bomb". I know it's probably a bad idea to compare these games against each other in a review, so I'm not gonna dwell on it. If you're curious how a d100 system works just look at my previous reviews where I explain that mechanic in more detail. This is it's own system, while it is a d100 core mechanic, character creation, combat, and character advancement work differently than in the BRP system. D100 systems are my favorite because they're robust and simple to use, so I have no complaints. When skills are being tested dice rolls are compared against a hazard table. I wasn't a fan of that at first because I didn't think it was streamlined but it is a good tool for GMs. They can adjust the difficulty so stronger players are challenged without making tasks too difficult. My impression of it is that it will make a good balancing tool, which a game like this needs because players can vary drastically in power.

What really stands out about this game and is probably the most talked about is the character creation rules. A mutant post-apocalyptic setting probably has the most diverse characters interacting with each other and this system reflects that. Although there's a point buy alternative, the core is random and I like that much better because I like the diversity it generates. If every player had their way the would try to create the perfect character archetype they want to play but that isn't realistic especially for a setting like this. The teams will be made up of ragtag misfits with flaws and broken backgrounds. Everything from the character type, caste, job, skills, mutant abilities, cyborg implants, starting gear, age, even which hand is dominant is covered in the character creation system. You can walk in without any idea at all, roll against the random charts, and have a complete fleshed out character. This can almost be considered a game in and of itself. Just know that this is a dark future and there's a high chance your character will have a troubled past. Slave, poor farmer, prostitute, criminal. You're not likely to be a super soldier or wealthy scientist.

There's a list of mutant powers, cyborg implants, and mutant creatures and they're perhaps the most coolest things I have ever read in a RPG. There's almost everything that can be thought up. All are useful, most have variations, and all detailed with rules on how to use them. They include by not limited to acid blood, beam eyes, bladed limbs, claws, electric pulse, multiple limbs, multiple heads, spikes, ballistic-proof skin, tentacles, climbing suckers, night vision. There's a lot. Same with cyborg implants. Alloy razor claws, armor, force fields, communication implants, hydraulic legs, power arm, pincers, built-in computers, optic enhancements, air filters, hidden lasers and guns. There is so much more. The mutant creatures mostly consists of animals, plants, and insects that have been genetically modified to be giants that are intelligent, multi-headed, multi-clawed, with stingers and fangs. Some creatures are humanoids that were genetically engineered for war. This is also where the artwork I mentioned before really came through for me. Just about everything listed has a picture to visually give you ideas. Even frogs want you dead in this game.

The combat system is interesting. If a character can make multiple attacks in a single round they can make multiple attacks like normal or combine them into one all-out powerful attack for that round. There's a greater risk of missing because it's only one attack but with a higher damage potential. I also like how all the dice are used for damage so every die gets used, even d20s. Even though it's a d100 system, I find the full dice spectrum gets used more than in other d100 systems. When attacking the result (Strike value or SV) is compared against the targets defense value (DV), which is a combination of the targets armor and evading abilities. If the SV succeeds the DV then damage dice are rolled. The amount of damage one can take is determined by their endurance. If the damage taken succeeds their endurance they're unconscious or possibly slowly taking more damage from dying. How much negative damage that can be taken before death depends on their willpower and if the character also took some non-lethal stun damage.

The items and weapons in this game are both modern day and futuristic. Ammunition and power packs are precious resources like food and water. A lot of melee weapons and armor are improvised mundane items, which I thought was neat and makes sense for the setting. Aside from regular guns like we have today there are some that feed multiple types of ammo, improved high-caliber ammo, and laser weapons, showing that the weapon technology has continued to improve since our time. There's also lost futuristic technology and survival gear. High-tech computer systems are considered precious relics and luxury items. Also most mutants, bestial humans, and cyborg have natural or built-in weapons and armor as well. Even if unequipped they'll still have a way to fight and block attacks.

There is just so much sci-fi goodness in this book. Robots, androids, vehicles, you name it. The androids also have their own caste systems depending on the model and job assignment is was designed for. They're extremely powerful enemies if being utilized for combat. They aren't playable characters yet but I think that's OK. The game isn't really meant to be played as machines or mutant plants like in Gamma World but I can see why people would like to play them. The author did say rules to play those character types may be included in future supplements. There's already quite a bit of supplement material for this book. If you use the passcode on the inside cover you'll get access to free PDFs by the author for extra creatures, NPCs, items, optional rules, and GM tools. There's a monthly magazine that you can subscribe to that has more cool things in them as well. There's also an adventure supplement called "The Mall of Doom" which I will post a short follow-up review on because I don't want to ruin the adventure.

The Mutant Epoch can be picked up on Amazon, Lulu, and RPGNow. The website for the company can also be found here This is probably the best in-print RPG in the mutated far future, post-apocalypse genre and maybe even the best in the genre of all time. The setting, rules, creatures, technology, and characters are all things I like and I know a lot of people like this stuff too.

Saturday, August 20, 2011

Delta Green Intro

I'm going to try to give an overview of this setting the best I can without spoiling the setting for players and GMs. This uses the same classic Call of Cthulhu RPG system that we already know and love. It is also D20 compatible if you prefer the D20 version of CoC. Delta Green is a secret government unit that technically doesn't exist. DG is usually referred to X-Files for Cthulhu and on the surface that wouldn't be a bad comparison but this goes deeper and more specific than X-Files. Rather than just investigating cases of paranormal activity, DG is only interested in cases directly related to the mythos. Cults, gods, Necronomicon spells, summonings, the Mi-Go, etc. Not just random UFO, ghost, or Bigfoot sightings (unless you somehow link them to the mythos).

The setting helps give a reason why the characters are together and are obligated to investigate. They aren't just nosey neighbors, they're agents and it's their job. It's more modern so players can relate more to the setting but it may give them a false sense of security. Just because the agents are more readily armed with guns they're still weak compared to the gods and monsters. Also because DG technically doesn't exist they aren't very likely to receive help from other agencies. Still, being agents they're obligated to uphold the law. This could be different for players use to playing carefree thugs. That won't go over so well here. Everyone has to do some in-depth planning before each move.

The beauty is how the setting ties in out modern world with the cases and weaves all the cases together into a complex web. Each story is attached to one huge meta-plot but it's not annoying about it as some setting can be. It's hard to explain but when playing the game you can tell they're bigger powers at work, you just don't know what. It being in our modern world it does hit some controversial subjects. Nazis, 9/11, wars, Project Rainbow, Roswell, and in later supplements Katrina. It handles these subjects maturely and appropriately for the game setting. Cults have also modernized. They aren't screaming cannibals or cloaked serial killers. They blend in more. They're "the man". An evil force trying to control everything through their gods..

I initially wanted to go in-depth like I usually go in my reviews but I really hate to for this. It would ruin the game for so many people and I feel everyone should play it at least once. I think just giving a brief overview of the Delta Green agency and what the setting includes is enough. The secrets should only be revealed as the game is being played. :)

More information about this setting and purchasing books can be found out at the publisher, Pagan Publishing's website here. Though I should mention that the books can be hard to come by. Pagan Publishing is a small publisher and the books are usually in high demand. I think the limited quantities help keep the setting special for die hard fans.

Polaris: Chivalric Tragedy at Utmost North‎ Review

This game is really different from most. Some people are even afraid to try it. The setting is awesome, the concept is neat, but there's a glaring difference from tradition RPGs. It's GM-less. I kinda argue that it's not and I'll explain later on. A major downside is it's pretty much 4 players only. It could work with 3 or 5 and probably be very successful that way but it was made with 4 players in mind. Don't have 4 players then you've already got a hurdle to jump over to set this game up.

First off the writing in the book is as if a noble from Polaris wrote it. At least that's my impression. Very artsy and romantic. This could bug some people and I can see where they're coming from but Polaris is a high-class society. I do think this was the author's goal. From that perspective the writing could help set the mood for the setting. Polaris itself was a city "on top of the world", in every meaning of the phrase. At the north pole the people only knew of night. They mapped and named the stars. Wrote stories about them and sang songs in their city made of ice. Then one day the sun comes bringing light and heat, followed by the moon. A series of events happen that make the royal family gets corrupt. They don't know how to react to what's going on. Bad behavior and bad decisions start being made by everyone. Most people are too self-involved to even care. Suddenly a giant pit to hell opens up in the middle of the city called the "mistake" and demons called the "mistaken" come out. Worse just got worser. The only people who care to do anything are the knights.

That's where the players come in. Each play the role of a knight but they take on 3 other roles as well.
Heart- The knight. Traditional PC role.
Mistaken- The demon and antagonist of the heart. Traditional GM role with the exception of NPCs.
Full Moon- Social and Hierarchical characters associated with the heart as well as minor male characters.
New Moon- Personal and emotional characters associated with the heart as well as minor female characters.

These roles rotate with the 4 players around a table. Because of this Polaris is not so much GM-less but that the role of the GM is rotated and shared among the group. 4 different hearts and mistaken and 4 different stories for each. If you wanted something completely different you could be disappointed, if you wanted something traditional in Polaris to recognize this could be a good thing. I think it's a fair median.

Each knight has 4 characteristics and 4 values. The first characteristic is Abilities which is what the knight is trained for or knowledgeable in. Blessings are magical, sacred, or useful items in the knight's inventory. Next is Fate which are significant events and people (not controlled by the Moons) in the knight's past. Last is Office which are titles or social ranks the knight has.

The first value is Ice. Ice is how much compassion the knight has for the world around him when fighting the mistaken to protect others. Light is how well the knight can fight the mistaken on a 1 on 1 basis. Ice and Light start at 1 and improve as the knight progresses. Zeal is the knights drive to save the world. This starts at 4 and goes down as the game progresses. Weariness starts adding up when Zeal reaches 0. This is the knights sorrow and frustration to continue fighting. Each knight will lose. That's another thing that could drive people away from this game. It's not about winning, it's about losing on an epic and poetic scale. It is a "Chivalric Tragedy" after all.

The core mechanic is a bit strange. PCs perform actions by saying key phrases. The heart and the mistaken debate and bargain for what happens next. It's essentially just story telling within the game system. If an aspect is used it gets checked off and must be refreshed to be used again. When a resolution can't be found using just key phrases the die come out. It is rolled. If it's to save others then the result must be lower than Ice to be a success. If it's to save the knight then it must be lower than Light. If higher than the appropriate score then the Knight loses the conflict, but gets an experience roll. The result is compared with Zeal or Weariness. If successful Ice or Light go up a point but Zeal goes down. If the rolled failed then just aspects get refreshed. The more experienced a knight gets the more corrupt they become.

The rest of the book is made up of appendixes. Variant rules, example aspects (highly recommended), examples of playing the game (also highly recommended), and stars. Because the night sky was a major focus to the setting knowing the constellations, stars, and their meanings is very helpful when talking to people, or finding some strange item or symbol.

As I said before this game is fun but not for everyone. It could be useful if a player isn't use to GMing and would like a shot but if more people aren't use to GMing the game could get bogged down. It's interesting and could be a good side-game. There's not a lot of number crunching involved so it has that going for it. The writing and the art are both provocative of the setting. In fact if you get this just for the setting you won't be disappointed. I haven't played this as much as I would like but I'm glad I own it. The game can be purchased here. You can even choose your own price!