Showing posts with label PDQ. Show all posts
Showing posts with label PDQ. Show all posts

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.

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.