[generic] What rpgs have you read recently?

Guvnor

The Guvnor
Staff member
Traveller Companion
Duncan lent me his copy.
TL:DR Excellent alternative character gen, either package select or full point buy. Nice added depth for Contacts. Rest of book nice for those new to Traveller, less relevant to old hands. Cheap pdf worth getting, otherwise debateable.
 
Traveller Companion
Duncan lent me his copy.
TL:DR Excellent alternative character gen, either package select or full point buy. Nice added depth for Contacts. Rest of book nice for those new to Traveller, less relevant to old hands. Cheap pdf worth getting, otherwise debateable.
Thanks!

Just been through random chargen twice for our upcoming MgT2 game, not a pretty thing if you start with a character concept (I know, that's not the way it's supposed to work, so why should it). I'll put the Traveller Companion on the wishlist for my upcoming birthday...(I know you lot are lurking out there, so that's a not very veiled hint!)
 

First Age

D&D h@ck3r and Hopepunk
Staff member
Traveller Companion
Duncan lent me his copy.
TL:DR Excellent alternative character gen, either package select or full point buy. Nice added depth for Contacts. Rest of book nice for those new to Traveller, less relevant to old hands. Cheap pdf worth getting, otherwise debateable.
Yes good for you to pathfind on this one, I've held off because it isn't that cheap and I'm not getting Traveller to the table these days due to others.
I was hoping for a bit more outside chargen, so will calmly ignore until there is a huge sale.
 

Guvnor

The Guvnor
Staff member
Yes good for you to pathfind on this one, I've held off because it isn't that cheap and I'm not getting Traveller to the table these days due to others.
I was hoping for a bit more outside chargen, so will calmly ignore until there is a huge sale.
You and I could not bash the package approach in an hour. The point based one is two pages.
 

Guvnor

The Guvnor
Staff member
Re: Fateforge: Download the Player’s Guide of the new RPG from the team behing Shadows of Esteren

Screenshot_20190622-091208.png


TL;DR
Lovely words but standard fare with lovely pix and a lot more tieflings and dragon born.
With a half-orc ruling class.
But worryingly, variant feats, races, classes and clerical magic.
If I wanted to hack D&D that much I have systems I would switch to.
If I wanted a more prominent role for tieflings and dragon born, I'd just say so at Session Zero.

Free sample player's guide here:

https://www.drivethrurpg.com/product/280610/Fateforge--Players-Guide

...................................

June 2019 on Kickstarter
Prerelease at Gen Con 2019
 

Attachments

I'm working through several of the various AGE games and supplements from Green Ronin at the moment, after picking up the second edition of Blue Rose at the UK Games Expo. The first edition was very good, but the rules were too close to third edition D&D for my tastes.

Some excellent material and a decent system (I'm hearing of issues at higher levels, but that probably won't affect my group). My main reservation is that Green Ronin don't have any policy for free or discounted PDFs if you buy the physical product, which is particularly harsh given that they charge rather above average for PDFs anyway. Still, I can't find much to grumble about with the actual games.
 

First Age

D&D h@ck3r and Hopepunk
Staff member
I'm working through several of the various AGE games and supplements from Green Ronin at the moment, after picking up the second edition of Blue Rose at the UK Games Expo. The first edition was very good, but the rules were too close to third edition D&D for my tastes.

Some excellent material and a decent system (I'm hearing of issues at higher levels, but that probably won't affect my group). My main reservation is that Green Ronin don't have any policy for free or discounted PDFs if you buy the physical product, which is particularly harsh given that they charge rather above average for PDFs anyway. Still, I can't find much to grumble about with the actual games.
I enjoy the AGE system and hope to hear of your Blue Rose adventures.

The only issue I'm aware of at higher levels is the HP bloat and therefore time to grind and end to combat. In some of the AGE books they have dials to manage the bloat.
 

Dom

Administrator
Staff member
Thanks!

Just been through random chargen twice for our upcoming MgT2 game, not a pretty thing if you start with a character concept (I know, that's not the way it's supposed to work, so why should it). I'll put the Traveller Companion on the wishlist for my upcoming birthday...(I know you lot are lurking out there, so that's a not very veiled hint!)
Just let the player pick the skills (or a number of the skills).

Heresy, I know.
 
Just let the player pick the skills (or a number of the skills).

Heresy, I know.
I really was intending to, but they were so determined to go where the dice lead that I couldn't bring myself to break in. They did compare skills at the end and do a little swapping so that there was a good coverage of essentials without big overlaps.

I'm actually quite impressed with the way things turned out. Instead of the plain Navy crew padded out with some civilian researchers that my old T4 version had (this is an update of a T4 con game from 20 years ago), we now have a crew of largely ex-Navy desperados, either invalided or drummed out of service and with some dodgy dealings in their background. Lead by a corrupt government bureaucrat and an out-of-favour but still serving Navy Petty Officer.
 

Dom

Administrator
Staff member
Screenshot 2019-07-21 at 20.20.00.png


I've just finished reading Baz Steven's fantasy heartbreaker, King of Dungeons and I'm impressed. More crunch than I'd usually go for, but I can see myself running or playing it quite happily (which is a good sign). I finally understand what several of my friends (hi @Guvnor ) have meant when they talked about how well 13th Age played.

Simple to read, with some interesting takes on Guilds (which are very similar in concept to gangs in Blades in the Dark). The tone of the book is good; like @First Age 's Wordplay and Heroic Fantasy, it feels like you're having a chat with the author. As a result, it's very readable. All the key rules are summarised at the end of the book.

I can see this one getting to the table; I don't think it will displace Heroic Fantasy as my go-to D&D clone, but it's certainly a game I'd both like to GM and play. If you didn't back the Kickstarter, I recommend looking it up when it goes to print. It's given me the same buzz as Heroic Fantasy and Dungeon World, and long ago Holmes Basic D&D.
 
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The Guvnor asked for a review of this game.

One of the things I bang on about in my travels it that TTRPGs are for everyone. However, the one exclusion I can find is extremely young children. I don’t have a game in my library I can offer to run for parents with infants.

Amazing tales is one of a number of games written to fill this void and isn’t frighteningly expensive so I undid all the locks on my dusty wallet and bought the PDF and hardback.

The hardback is a lovely artefact to hold and read. Martin Lloyd has gone for proper printing rather than POD and it shows. Bright and colourful with large, cheery easy to read font. And lovely full page illustrations. It IS a proper children’s book.

There is virtually nothing to the game. In fact Martin summarises the entire thing on page 3 and I’ll do it in a couple sentences here:

You talk to the child about the world they want the adventures in. Then you ask them what character they want to make. Then ask them four things the character does well. Allocate d12 to one, d10 to another, d8 to the third and d6 to the last. You start to tell a story. Whenever the character needs to do something, the correct dice is rolled. 3+ succeeds. On a 1 or 2 there is a consequence. That’s it.

So it doesn’t suit my needs because it’s a Duet game, written for a one on one between a parent and their own child.

These rest of the book contains copious advice on how to discuss the worlds, characters and adventures with a child. How to revel in their imagination and not stifle it. There are four complete worlds given all explained in loving detail and coming with many story seeds.

The game reeks of the love between Martin and his daughter. The game has clearly been thoroughly playtested and he revels in presenting examples clearly drawn from his experiences playing the game with his own child. Her characters are lovingly presented in full page illustrations. It’s great to enjoy such a deep and loving relationship, even by proxy. And the advice on how to talk to your child is clear, competent and well thought out. It’d be a great manual for any parent even if they don’t end up playing the game.

Even though I can’t use it with a child at a convention, I had taken the book with me and discussed it with parents and seen many browsing its pages, so it was well worth acquiring. And, sometime within the next decade, I may well be a grandparent. 3-4 years after that, I WILL be using this book. And I can’t wait!
 
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