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.