Showing posts with label geeklist. Show all posts
Showing posts with label geeklist. Show all posts

Friday, July 13, 2018

History of Universal RPGs (Part Nine: 2016-2017)

UNIVERSAL ACCLAIM
So I’ve finally finished these Universal RPG lists. It’s been hard, harder than I imagined when I first started work on them. I’ve seen novel approaches executed with grace. I’ve seen striking concepts completely undercut by text design. I’ve seen character sheets burning off the shoulder of Orion…

Or something like that.

I’ve said before, but Universal Systems present the greatest challenge to a designer. Sure you can come up with an interesting resolution system, but how do you build that up? How do you make that compelling to players? You don’t have the hook of genre and setting. I’ll buy games for system I’m probably not going to run if the setting or premise grabs me. My overladen shelves bear stark witness to that. My group’s given up on Gumshoe, but I’ve bought every single game for that system. They have exciting worlds.

So when you’re pitching a Universal system, you have to do it ten times better than a genre game does. But you also have to avoid bullshit and hyperbole. Gamers have a keen sense for that; you have a keen sense for that. You’re competing with every system someone has ever played. If you dismiss those completely and proclaim your brilliance, you’re going to turn buyers off. So what do you do?

Figure out what your game does well. Tell us what it puts emphasis on. Point us to the new mechanics or combinations of mechanics you’re bringing to the table. Get your playtesters’ impressions about what works for them. See what they find novel. And then tell us that clearly in your blurbs, jacket copy, and online pitch. Sell us on what you do—not what you’re reacting to.

UNIVERSAL INFAMY
I only include core books here. I’m also only listing books with a physical edition. I include electronic releases if they’re notable and of significant size. At the end you’ll see some miscellaneous entries, covering borderline or similar cases. Some selections came down to a judgement call. I’m sure I missed some releases. If you spot something Universal I missed from 2016-2017, leave a note in the comments.


Universal Systems can be dry. Designers face that challenge in different ways. Some use clever text design, some examples, some art, some quick-hit summaries. EVERYVERSE RPG (yes, capitalized in the text) avoids these solutions. The first illustration comes on page 11 and it’s a Gaussian distribution curve. There's little page formatting besides the most basic two-column layout. The game describes itself as layered. You can just go with one stat or you can build up layers of complexity. And that gets complex pretty quickly. For example, you have five distinct methods of character creation.

EVERYVERSE wants to be a toolkit, but it keeps rolling in more stuff and doesn't break out the options well. Basic concepts aren't laid out clearly, but fringe bits get major attention. The flexible approach feels hand-wavy in many places, without discussion of the implications or how you might fit everything together. It's like a movie of scenes, but there's no through story. The company has released one supplement, Paranormality, which adds additional options for strange powers.

2. Kridzyt (2016)
A self-published game done through Amazon (it has CreateSpace and Kindle editions). Kridzyt has a point-buy system and uses d10 for resolution against a task number. That d10 explodes on a 10. The core book has basic resolution mechanics, some powers elements, and in the words of one reviewer "weirdly specific setting material." While it has striking cover art, the interior looks like a Word doc.

All that being said, I'm glad people are still exploring and designing small games to suit how they play. The reviews for Kridzyt put me in an old quandary: what reviews do I trust? In this case, the assessments split 50/50 between one and five stars. Are the five star reviews just associates of the designer? That's my usual guess. But in recent months I've heard and seen gamers hate-rating products. That complicates my reading.

3. ReadWriteRoll (2016)
Designer Berin Kinsman has written many books weaving together story writing, literary approaches, and roleplaying games. He's also created setting specific games (Kaiju Patrol) and supplements for rpgs, including Pathfinder. ReadWriteRoll is a guidebook which includes a stand-alone generic rpg, but has a wealth of material on storytelling and campaign creation. The book’s broken into three sections. “Outline Your Story,” talks about campaigns types, game prep, and building acts for your plot. “Create Characters,” covers both the narrative and mechanical elements of characters (motivations, aptitudes, experiences, resources, wonders). “Tell Your Story” has the actual play mechanics.

ReadWriteRoll uses a d20 plus modifiers. A high result indicates success; a low result indicates failure. But the wrinkle comes in who gets to narrate those results. An even total gives the player control; odd means the GM (or opponent) gets to say. There's additional mechanics allowing players to add an extra die, with larger die types offering greater rewards but also significant risks.

ReadWriteRoll has some ideas and if you're a fan of Kinsman's other work on story and game, it might be up your alley. In 2017 Kinsman released the Lighthouse Roleplaying System. This seems to be a refinement of the RWR game, but with a tightened presentation and sample character templates.

4. Revolution D100 (2016)
Ah, the noble percentile. Die of choice for those who love both granularity and a smooth results curve. I spent years in the trenches with this combination polyhedral, from Call of Cthulhu to Rolemaster to Runequest. Revolution d100 follows in the footsteps of Basic Roleplaying. The makes sense for publisher, Alephtar. For many years they offered some of the best and most interesting third party BRP products: The Celestial Empire, Merrie England, Dragon Lines, and Rome: Life and Death of a Republic. They worked with both standard BRP and Mongoose's flavor of it. However they seem to have dropped those titles. On Drivethru most have vanished, with only an R100 adaptation of Merrie England appearing. Perhaps we'll eventually see other products converted.

BRP has always had crunch. Even the most slimmed down versions have kept lots of like bits and calculations. It's appealing-- an easy roll-under core mechanic with room for lots of bells and whistles. A few years ago I tried Mongoose's version of BRP and found it crazy complicated and specific. The level of depth and choices meant that you had to seriously invest in an area to have a reasonable chance to do an action. Like parry a blow.

Revolution 100 follows that track. You can check out the SRD here. The rules have plenty of options, advanced rules for combat, modules for flexibly handling powers, but that comes at a cost of density. If that's your bag, then this might be the game for you.

5. ScreenPlay (2016)
I earlier listed Primetime Adventures as universal adjacent. So why does that fit there and Screenplay fit here? Both use the concept of real world dramatics to frame their games. But Primetime Adventures leans into that, bringing the meta into the gameplay. You run characters in a TV series, with trappings of the form as playable elements (like fan mail and such). So those stories, though open, are still a TV series. But Screenplay takes the techniques of drama and screenwriting makes them a rules framework. It's collaborative play with Writers (players) and the Director (GM) building the story together.

In Screenplay each writer creates a lead character. They can also create supporting characters as needed. Characters have a role as defined by the setting and genre. For example in the Ironsworn Quickstart, a fantasy setting, we have five roles: Commander, Blade, Scout, Shieldbearer, and Arcanist. Characters have motivations and hindrances. The former acts as a reward source and the later can be used by The Director to up the challenge. Screenplay shifts the normal success/fail paradigm, "There is no failure. There is no success. There are only complications, efforts made by other characters (or the Director) to make future descriptions harder, restricted, or bring a character’s impact in the story to an end." That's combined with a dice-step system for tests.

Screenplay has lots of interesting ideas. I recommend checking out the Ironsworn PWYW QS version available on Drivethru. It's really well done and offers a ton of material for a simple introductory kit. I should note that the designer, Todd Crapper, has another free product (not part of Screenplay) up for an ENnie as of the writing of this piece: High Plains Samurai.

6. Unbound (2016)
I love when Universal RPG writers acknowledge the glut of Universal RPGs. Take this bit from the Kickstarter for Unbound, "ANYWAY the game we have written is called UNBOUND and it is STELLAR. Here’s why: it’s a UNIVERSAL GAME, and before you say “oh Grant, we don’t need another universal game,” let me say NO, YOU DON’T, you need THIS ONE. It can run ANYTHING so long as it’s got FIGHTS in it, and ALL the best stories have fights in them so THERE."

OK then.

Unbound comes out of a successful Kickstarter by Grant Howitt and Chris Taylor. They would go on to write The Spire, an urban fantasy-rpg with a highly successful KS. It notably doesn't use the Unbound rules as a base. Unbound looks sharp-- with a striking cover and good text design. Though I don't dig color/textured backgrounds, the page frames don't crowd the text.

The game uses card-based resolution. Each player has a deck. Players draw and compare against the GM’s draw, with traits modifying ratings. Suit can also impact the final result. I dig it because it doesn't seem to use hand management, but instead the deck acts like a die, with some potential card-counting. The system also uses cards to mark stress, a nice tweak that changes things up. Unbound focuses on collaborative story building and scene setting. It's a recent Universal worth checking out if you like interesting randomizers combined with indie play.

I picked up Forthright for a couple of reasons. First, it has a striking and colorful front cover; don't underestimate how shiny things draw attention. Second, and more importantly, the writing team includes Sarah Perry-Shipp. She's one of the people I follow on G+ and she always shares interesting articles, ideas, and images. There's a small group of G+ Users that constantly make Sherri and I say to each other, "Hey, did you see..."

A bit from Forthright's introduction struck me, that the game's "about shaping and being shaped by civilization in a fictional world." That's a cool way to look at things and one that (I hope) reflects my own GMing philosophy. It echoes the openness Forthright’s approach. It definitely aims to be a story game accessible to new players. The tone, structure, and established expectations show this.

A campaign begins with building a Game Charter to set expectations. This includes discussing what's out of bounds, what players want to see, the emphasis on different kinds of challenges, and any house rules applied. It's a strong collaborative approach. That feeling runs throughout the rules. For example we have a "retrospective" phase at the end of session. We've seen mechnaical EoS moves in PbtA games. But Forthright tries to codify a Roses & Thorns approach without being judgmental or moving to workshopping.

For an open story game, Forthright has a lot of options you set for your character: Principles, Stats, Fighting Stances, Persona, Skillset, Boosts, Relationships, and Sanctuary. The game handles all of these fairly simply-- we have areas to pick from, but we don't descend into granularity. Actual resolution uses a d20 with four possible results. On a Setback (1-7) the action fails and additional problems occur. An Exchange (8-13) gives the player a mixed success or success with complication. A Win (14-20) is solid success and a Boon (21+) grants extra effect to the win. Both players and the Guide have tools to affect this.

If you're looking for a flexible, story-driven rpg to introduce new players and draw them into creating the world, I'd recommend this one. As of this writing Forthright’s up for a 2017 ENnie.

8. Genesys (2017)
I have gone on record as not liking stupid dice tricks. It's among the most curmudgeonly of my many curmudgeon traits. I know people love the multiplicity of DCC dice, but it’s not my bag. I kind of hated Fireborn and Weapons of the Gods solely for having to sort and move my dice around on the table. Modiphius' 2d20 system bugs me for its unique damage dice. And I once got Fred Hicks to challenge me in my mentions for my impression of Don’t Rest Your Head’s mechanics. Mind you I'm a hypocrite on this. I love Mutant: Year Zero despite the unique dice representing different elements. But at least those you can easily dub over with standard d6s.

Anyway that's on the table as I look at Genesys.

This system from FFG repurposes the system used for their now-defunct Warhammer Fantasy RPG and more importantly Star Wars. The big hook here is unique dice with different colors and symbols. These give standard resolution results, but add in markers for bonuses, complications, and other details. The different dice have distinct roles, sizes, and results. I played SW: Edge of the Empire once, using an online roller specifically built for it. From a design perspective, I appreciated the design space this opened up. It lent itself to interesting permutations and results. From a play perspective I did not dig it. It felt confusing and gamey to me. It felt like a fad that wouldn't take off.

(cut to years and multiple supplements later)

So I was more than a little wrong. Anyway, Genesys uses the SW mechanics but with different symbols on the various dice. There's an app for rolling, but you'll need to buy new sets or do a double mechanical translation in your head of the symbols. Star Wars had distinct career paths with build trees. Genesys opens that up more, but still gives players an archetype path. You spend build points on attributes, skills, and talents. Overall it feels like middle-weight generic system with a complicated dice mechanic at its heart.

One of the nice things about games major publishers-- lots of reviews. If you're curious about how Genesys actually performs you can check out Gaming Trend, Sticky Bunton, and Nerds on Earth. The overall feeling is that while it has cool ideas, the end product’s underbaked. It lacks details in key places and doesn't offer tools for a full range of genres. The only supplement we've seen so far for the system is Realms of Terrinoth, an adaptation of the Runebound board game setting. Hopefully we'll see more.

As a side note, FFG is working on a new Legends of the Five Rings rpg. They're using the "Narrative Dice System" for that. But at least in the beta documents, it wasn’t a Genesys sourcebook. Instead it’s a stand-alone rpg, with yet another set of unique and incompatible dice. I haven't seen the most recent iteration, but it seems an odd way to support a generic, house system.

9. High Stakes (2017)
I was more than a little surprised when I saw Andrea Sfiligoi's name on this. Sfiligoi's an Italian designer who has made a little industry out of his simple Song of Blades and Heroes miniatures games. He's adapted that to many genres including three for Osprey's line of miniature rules (A Fistful of Kung Fu, Of Gods and Mortals, Rogue Stars). I actually just received an Kickstarter update for the game adapting those mechanics to spaceship combat. OOH Sfiligoi's worked in rpgs before with Familiars and his Tales of Blades and Heroes series.

High Stakes offers a basic narrative system. PCs have attributes (Body, Mind, Aura), 5 traits (skills, talents, etc), and 3 relationships. To make a check players roll d6 equal to their attribute, but they can increase that pool by adding descriptors and relationships (ala Lady Blackbird or Cortex). The GM sets the difficulty and consequences before a test. Difficulty is the number of 3+ results a PC must rolls. But there's an interesting twists-- one worth stealing for other games. Players can ask for extra dice by Raising the Stakes. They accept a worse outcome for failure if they do. It's not the raise/counter of Dogs in the Vineyard or the extra cost of the Devil's Bargain in Blades in the Dark. But it’s a cool and easily applied push-your-luck mechanic.

The game has a few other details-- 1's rolled add complications, 6s can explode. But overall it’s fairly straightforward. The High Stakes free beta has no illustrations, but it does present a lot of general rpg advice and discussion. If you trimmed that down you'd have a super tight product.

10. MONAD System (2017)
An Italian RPG. Their website suggests they're working on an English translation. They have an interesting pitch line, selling the game as focused on "interpretation, narration, and resource management."

Actually their list of reasons to give it a go is worth looking at. I'm torn about it. On the one hand it feels too vague; on the other it does make me genuinely curious about the game.
  • Deep mechanics, yet easy to explain: core mechanics can be explained to players within minutes, but the system offers depth for more demanding players.
  • The system encourages roleplay linking advancements to the character's objectives, ties, convictions, and stances.
  • Combat is deadly, cinematic and brutal: not a formality, but a calculated risk.
  • Choices and strategy matter and wise resource management is key. Knowing when to risk and when to play it safe is part of the game.
  • Tests can be overcome in three different and complementary ways: being the character, managing resources or rolling dice.
  • Encourages co-creation: a deep Backgrounds system allows the creation of history-rich characters with immediate impact on the story. REM Cards also offer players the opportunity to surprise the GM and rewrite some parts of the story outside of the general narrative.
  • Roles are flexible: everybody can learn to do everything, with some practical restrictions based on archetypes, story, and setting.
  • A betting system keeps players on their toes while they watch the most crucial events unfold. 

From what I can glean, the system has a basic skill vs. task difficulty resolution. If the player’s skill is sufficient, they don't have to roll. If not they can roll, spend resources to gain successes, or mix the two. The game also uses cards in several ways-- for resolution, character story elements, and narrative hooks. The combat seems to be old-school granular but with high lethality. Overall it looks neat and I'll definitely check it out when the English version arrives. Also they have an interesting setting for this in the works, Nostalgia: The Nomad Fleet. That's described as nihilistic science-fiction, which isn't usually my bag, but the art’s striking.

11. Pip System (2017)
Eloy Lasanta doesn't get enough attention or credit in the industry. He's designed or worked on a ton of interesting projects, including AMP, Part-Time Gods, Apocalypse Prevention, Inc., Camp Myth, Mermaid Adventures, Wu Xing the Ninja Crusade, Infestation, and one of my personal creepy favs-- KidWorld. Lasanta always strikes off in his own direction with his systems. They're lighter than things like d20 or Storyteller but still have a good deal of crunch and plenty of options. He falls in same basket that I put 13th Age and Star Trek Adventures-- trindie, trad-indel, or whatever you want to call it.

The Pip System builds on some of Lasanta's earlier concepts, pulling the system out to make it more accessible and multi-purposed. Pip uses d6s in two colors to resolve actions. A character rolls white d6s based on skills and favorable circumstances. They also roll black dice based on the obstacles to their actions. Each die which rolls 4+ counts as a success. Whichever side rolls more successes wins the roll. Ties become a success with a cost. Characters have an archetype, a few mechanical stats, skills, special abilities, hindrances, advanced qualities, and gear. It has granularity but doesn't get in the way of the play.

Lasanta pitched his successful Kickstarter for Pip as a "family-style" rpg. I think that's a good description. It has the joy of rolling bunches of dice combined with the ability to quickly read and resolve those interactions. The core book has several genre kits, including modern, fantasy, sci-fi, and "spooky." If you're looking for an entry-level universal rpg that will be well supported in the future, consider this one.

12. Solipstry (2017)
A universal rpg built on ideas drawn from D&D 3.5 and 4e. Solipstry shows its d20 roots but looks cleaner than many earlier d20 adaptations. That being said, the character sheet’s three pages long: P1-- stats, skills, HP, etc; P2-- abilities, equipment, talents, “enlightenment truths”; and P3-- more talents and skill perks. They’ve clearly integrated those editions and then built that up with other elements they dug. “Soon we had Power Words, a Luck system, and Blocking. Enlightenment brought buffs, both personal and party-based that allow for even more versatility, in and outside of combat.”

While this might not be my bag I appreciate the feeling of a game which the designers have crafted to match what they want at the table. I’ve read a bunch of these “why we did it” introductions in my hunt for Universal rpgs. Some designers speak of their creations as sui generis, sounding like they’ve invented the idea of role-playing. Some spend inordinate time crapping on other games to show how their ideas are superior. But I appreciate when designers acknowledge the past and talk about how they’ve built on that. Don’t underestimate being positive.

There’s a free 20-page introductory pdf for Solipstry available. It does a nice job of selling their fairly crunchy system, though the text design is super packed. You can also check out their cleanly designed website here.

13. UNIVERSAL ADJACENT
These rpgs can be used for a variety of genres, but have a meta-framework or a tell particular styles of stories.
  • Conspire: Players take the roles of conspirators meeting to negotiate and shape the world. Has an interesting hidden-role mechanic. Players create roles for each other and then distribute them. Everyone reveals their goals at the end of the session to assess how they did.
  • Follow: Written by Ben Robbins, designer of two of my other favorite universal-adjacent rpgs Microscope and Kingdom. Follow’s a GMless, single-session game for telling the tale of a journey (race for a cure, a quest, hunt for treasure). A great, light game.
  • Karma: A Game About Consequences: A GMless rpg that borrows Fiasco's aesthetic. While its presents itself as generic, it has a structural hook: single session play leading to a final showdown conflict. The core rules include several thematic modules that feel like playsets
  • Tales of Entropy: A Game of Conflict and Consequences: Offers an adaptable system for stories where the players begin pitted against each other from the start. Rather than being free-form, a game's built on a pre-written scenario. Players build characters with a simple trait descriptive system. The company has an extensive library of scenarios available online. They're worth checking out.
14. ELECTRONIC ONLY
  • 3Deep Core Rules: Uses a simple 2d6 mechanic and focuses on episodic play.
  • ALONe: A Solo Game Engine: Connected to a genre neutral card accessory called The Gamemaster’s Apprentice. ALONe allows players to generate characters and then solo play through stories spun out by that deck.
  • BURPS: Bez's Universal Role Playing System: I love the weird summary on RPGGeek. First it quotes from the introduction, “…has been designed as a reaction to the many systems out there where high-level, competent characters routinely do things flat-out impossible for ordinary people. Anyone can get lucky, and anyone can be unlucky when under pressure.” Then there’s a single sentence user summary, “The combat sequence is surprisingly complicated.”
  • Crazy 8s Core Rules Second Edition: I’m always excited when I find a new term for the GM, in this case “Talespinner.” Uses, as you might guess, 2d8s for resolution.
  • Drudge! Core Rule Book: There’s a lot of “It’s X but you can Not X” in the game’s self-description. I also appreciate that it’s “Six-sided dice based, for ease of transport and use.”
  • Hands of Destiny: Card-driven, as you might guess. Has hand-management as a key element of play. Cover has striking pixel art.
  • Phase Abandon (3rd Edition): This GM-less, narrative game has a wild cover, but one that makes me unsure what it’s selling. Narrative control shifts in this game with resource bidding to control that power.
  • SystemMech: “Chance-free tabletop roleplaying.” Straddles the line between rpg and a skirmish-scale tabletop miniatures system. The rules refer to it both ways. Very, very old-school miniatures-y despite being diceless.
  • StoryCube: The Roleplaying Game: A fan-created rpg using the eponymous dice. When Rory's moved to do their own board game-rpg hybrid they asked Creepy Assassin to remove their project.

Friday, March 30, 2018

History of Universal RPGs (Part Eight: 2014-2015)

WE BUILT THIS GAMING…
Board gamers make a big deal about theme. Those who care judge games by much the game’s mechanics reflect and deepen the theme. If there’s a disconnect then the theme’s “pasted on.” It’s one of the foundations of the Eurogame/Ameritrash divide. Board games of the former thinly apply theme. If you scrubbed it off, you’d have essentially the same game experience. The latter sacrifices playability in order to have shiny chrome that replicates the subject matter.

So on the one hand we have the excellent Azul, a game about tile-laying artists in classical Portugal. It’s a beautiful game with amazing components that reflect the source material. The theme’s easily forgotten, especially in the amazing play. On the other hand you have the Fallout Board Game. It’s a big, messy release from Fantasy Flight with tiles, figures, and artwork taken straight from the video game. It simulates Fallout—many of the most important systems carry through (gangs, missions, the SPECIAL perks). But that comes at the expense of play. It’s super random. At the beginning you suck and will get killed. Repeatedly. You could spend hours trying to build up your character and end up with 1 VP. Fun’s sacrificed at the altar of verisimilitude.

I’m wondering if the same structures apply to rpgs. Games like Dungeon World have a deep theme: it wants to simulate the classic D&D experience. It does that well, but when gamers hack it more broadly they have to work past baked-in default assumptions. On the other hand, you have thin reskins, like Rolemaster’s series of genre books which tried to overlay Modern, Samurai, Wild West, and more atop the most kludge fantasy game out there.

I mention this because today’s list has worn me out. Sometimes I’ll play a board game and I can tell the designer started with a mechanic. They love that mechanic; they built everything around that. The game’s architecture’s rests on that foundation. If it’s a simple thing, like Red7, then it’s awesome and stable. But if it’s a more convoluted teetering edifice (Euphoria) then my eye glaze over at the inevitable collapse. In reading through and translating many of the core mechanics from these games my eyes glazed over. Repeatedly.


…ON MULTIPLE GRANULAR ROLLS
I only include core books here. I’m also only listing books with a physical edition. I might include an electronic release if they’re notable and of significant size. At the end you’ll see some miscellaneous entries, covering borderline or similar cases. Some selections came down to a judgement call. I’m sure I missed some releases. If you spot something Universal I missed from 2012-2013, leave a note in the comments.

History of Universal RPGs (Part Eight: 2014-2015)

1. 6d6 Core (2014)
One of several games on this list released in a Creative Commons format. 6d6’s characters have a mix of "advantages". Each covers an area and has both a die value (1d6+X) and a character point rating. When players attempt an action they assemble dice from applicable advantages. Static and dynamic potentials (represented by markers) limit how many advantages they can apply. Finally the player compares the die roll plus mod total to a difficulty number. It reminds me of Lady Blackbird's compiling of traits, but with a lot of extra crunch.

6d6 has added complexity in combat and other situations where players may not have all their potential ready. It offers interesting tricks about shifting tokens between states to allow actions. I’m struck by the cascade of terminology for different advantages. They don't seem to impact play heavily, but instead categorize concepts. I understand the impulse to have a cool, encyclopedic approach, but it clutters the field.

You can see the online version of 6d6 here. There's a pdf and PoD version. The layout's clean, but the three column design makes it harder to follow, especially given the white space. The art's cc-sourced and doesn't add much to the book.

A note to publishers using DTRPG: you get to choose what pages of your game appear in the preview pdf. Make that choice carefully. Show us what the game does, give us a sense of the contents, and put your killer tech forward. Game fiction, dedications, explanation of how the game came to be-- they're less useful to someone considering the game. It's a small thing, but I'm constantly surprised by how many games have previews without real info.

Lester Smith, an industry veteran of GDW and TSR fame, created D6xD6. The titular dice refer to the basic roll of the game, generating results from 1-36. Character have a focus number for their abilities. If they have experience with the task, they have to roll higher than that number. If they're inexperienced or rusty with it, they have to roll below. Better rolls generate additional success levels. More difficult tasks subtract from the higher of the two dice rolled.

Characters themselves have four attributes (Brawn, Grace, Will, and Wits) and focus number. Players choose one attribute to be focused in, one to be weak, and the other two are neither good nor bad. They select a setting-appropriate occupation and up to nine skills based on that. Their focus number equals the number of skills chosen; broader experience makes you less good in any single one. That's complemented by three skills you're rusty in.

Overall it's a good, intuitive, and easy to get rolling universal system. You can see an online version at the d6xd6 site. The basic book includes seven settings, while the expanded version includes 26. Most of those individual settings plus others can be bought seperately as well. They're each 6 pages, so if you like reading quick new campaign premises, they're worth checking out.

Entropic seems straight-forward with the usual system suspects appearing. Attributes and skills have a die type (ala Savage Worlds). Higher rolls are better, with a default difficulty of 7. Entropic has a couple of interesting mechanical bits. For example doubles on successes are criticals, attacks do fixed damage, and players get three actions in combat. The Stat-Skill-Talents design triangle appears with qualities covering good and bad stuff (i.e. edges, hindrances, advantages, disads, etc). Overall Entropic feels very close to Savage Worlds. That's not entirely surprising given the publisher's history of SW supplements. They've supported the Entropic line with a couple of setting books and some more general sourcebooks.

Insight leans towards a trad approach universal gaming. The crunch spills forth: hit locations, split damage tracks for physical and mental damage, weapon tables with nine dimensions, multiple damage types (pierce, slash, bludgeon), values for senses, advanced skill combinations, cross-reference tables to success vs. difficulty. Insight has an base mechanic interesting: each of your six main stats offers a number of dice. Skills connect to those, so when you make a check you roll that many d10's. Those skills are rated as Unknown, Basic, Known, Trained or Specialized. That determines the number you need to roll on your each stat die for a success. Difficulty modifiers can increase or decrease that range.

It's definitely a game with detail in mind. It feels like fusion of GURPS, Storyteller, and d20 aesthetics. The base book includes a sample setting and rules for magic. The company's Norwegian, but the rules offer clear English. It's cleanly presented, but aims for a depth that I'm less into now. If you dig things like d20 Modern or CORPS it might be worth checking out. The designer has a fantasy adaptation available for free on DTRPG with the encouragement to purchase if you like it. They've also released a Age of Sail and Wild West supplements.

We can spot some patterns with generic systems. One the one hand publishers first release a genre game with a new system (Champions, Numenera, M&M). The system does well and players start hacking it and sharing fan supplements. So they develop a generic version (HERO System, Cypher, True20). On the other hand we have “from-the-ground up” universals (Forthright, Forge Engine). Cakebread & Walton’s OneDice takes another path; while the company released a series of complete genre-specific rpgs, they've also released this one usable for all settings. And they've continued to do that up to the present.

OneDice describes characters simply: three or four stats with six points distributed among them. Figured stats derive from those. Skills and other packages round that out. As you might guess, the system uses a single dice for resolution. Roll and add the appropriate attribute + skill against a difficulty set by the GM. OneDice is the epitome of pick up & play rpgs. Cakebread & Walton have supported the line generously. I sometimes complain about repeated rules across games, but given the simplicity of the mechanics that’s less of an issue.

6. P.E.R.K. (2014)
aka The Pretty Easy Roleplaying Kit. PERK uses a d6 dice pool system: roll those against a difficulty (4 is default) and count those that match or beat the TN. You need one success, but the difficulty of the action determines how many positive dice results you need to get a success. Extras successes can raise the action’s final effect. PERK makes their explanation of this more complicated than it has to be- with "success" on individual dice confused with overall "successes" needed.

A word on d6 dice pool systems: I've been running Mutant: Year Zero (and its offspring) for a long time now. It uses a d6 pool system. In those you only need a single “6” for success. You'd be amazed at how many times people fail, even with a metric shit-tonne of dice. PERK’s target number of 4 seems like a merciful approach.

PERK characters have basic dice pools (Action, Defense, Strength, Stamina, Focus) with others possible. That's supplemented by PERKs-- race, role, classes, as well as talent, gear, and skills. The company only released a single supplement: P.E.R.K. Urban Horror, though Dire Ninja Media also promised a dark urban fantasy game called Underlife. That game (and the novel based on it) doesn't seem to have materialized. The system's still available, but their webpage hasn't updated since late 2016.

7. Storium (2014)
I’ve written this whole list and put off this entry until the very end. That’s because I have a confession. See I backed Storium during its Kickstarter. It had a great pitch: online, collaborative, text-based roleplaying with content developed by an amazing array of authors. It would provide evolving tools to support that play. A central hub, clever organization of material, notifications. It would be awesome and it would truly be universal.

But I’ve never actually played it. I don’t know why I feel ashamed about that. I have plenty of rpg projects I’ve backed that I haven’t got to the table. I have plenty I’m certain I’ll never get to the table. But Storium sounds so cool. And it might be a way for me to overcome my dislike of play by post games. I’ve tried them and there’s something about the medium that kills me. Even when we’re creating a cool story, I can’t bring myself I write responses. I don’t know what it is.

Storium’s gotten a ton of positive word of mouth—and you can try it for free. But I know it’s dropped off the map for many of its earliest and most enthusiastic advocates. When I’ve talked to folks about their experiences, they describe a trail of dead and half-finished games. OOH that’s how I’ve heard PbP games described in general…

8. Zettel-RPG (2014)
A short, saddle-stapled German rpg. RPGGeek lists it as part of Gratisrollenspieltag (aka German Free RPG Day). The Geek makes this great comment about the game, "Jens Stengel's photographs of everything from dice to walnut shells provide a refreshingly unorthodox backdrop."

9. CdB Engine (2015)
CdB apparently stands for Cacería de Bichos, which I’ve seen translated as Bug Hunt, Bitter Hunt, and Bite Hunting. It’s a massive Spanish-language universal rpg split into three volumes: Manual del Jugador (300 pages), Manual del Director de Juego (288 pages), and Manual de Equipo y Vehiculos (336 pages). That last book may hold the record for a game-associated equipment supplement. CbB’s blurb describes it as "hard, realistic and considerably tactical." That makes me suspect it might not be for me. The same rules also power the game Walküre, a transhumanist alternate-reality rpg.

It looks like the company has supported the line, judging by this page of supplements. There's a solid review of the system here. If you're curious about it, check out their crowdfunding page which has descriptions and sample pages

10. Cypher System (2015)
Cypher comes out of Numenera and The Strange, two already versatile rpgs. The latter's multiversal setting offered a proof of concept that the system could handle multiple genres. Numenera and The Strange have core books with dense information and detail on the setting. They're about disgorging a ton of content. Cypher’s core rules does the same, but with character options and bits as the detail dump. It's a massive book with dense layout and text. But what’s weird is it isn't that complicated a system. In fact, I think it conceals its simplicity under a ton of chrome.

Characters have only three stats (Might, Intellect, and Speed). When they attempt something challenging, the GM sets a difficulty from 1 to 10. The player negotiates to modify this. The final difficulty times three is the number the player must meet or beat on a d20 roll. Stats don't affect the roll directly, instead players can spend from these to reduce difficulty. So state task, GM assigns difficulty, modify difficulty, roll a 20.

The complexity comes in the modify difficulty section. Characters have skills, talents, gear, weapons, armor, and effort. Each can reduce that difficulty. Nothing creates a huge swing, instead you collect incremental shifts to make things easier. Some of these details can be complicated. For example, using a stat to reduce difficulty isn't straight 1 for 1. Instead characters spend Effort which is three points from their relevant pool to reduce the difficulty by a step, BUT that cost can be modified by an Edge. At higher tiers characters may spend this effort to reduce it by more than one, but that costs 2 from the stat not 3. Also you can only apply an Edge once in the sequence of an action—to effort or other special abilities. Learning the system means pushing aside the bells and bobs to see the core; playing the system means mastering those bells and bobs.

Cypher's core simplicity extends across the board; for example damage is measured in a handful of states. It reminds me a little of True20, core simplicity with levels and classes, plus a lot of ornamentation atop that. The game also has a couple of key mechanics outside basic resolution. For one, experience is about exploration and discovery. As written the GM doles out experience not for mission success or defeating villains, but for learning about the world. It's a cool concept, but requires tweaks depending on the setting.

GM Intrusions are the other key idea. At any point the GM may add an unexpected complication to the situation. This is aimed at a single character's action (though the repercussions may be broader). The GM offers experience points to the player in exchange for permission to have this happen. If the player accepts they have to deal with the problem, get 1 XP, and give 1 XP to another player. Players can refuse by spending XP. The intrusions feel like PbtA soft moves, but more parallels GM compels from Fate. The rules encourage the GM to intrude at least once per session, but no more than once or twice per character. That seems fairly doable.

I've run three different Cypher games this month hoping to learn via stress-testing. I’m still figuring out what I think. Character creation’s a mix of loose and restricted. The different setting books have key shifts about heightened powers and the cyphers (one-use items which are a main feature). Probably the most challenging part for me has been setting the difficulty number cleanly. The GM’s supposed to do that without reference to a character’s skills, assets, or position. It’s on the players to bring those forward. As well a player’s stats act as a pool—a spendable resource and a measure of damage taken. Some characters will death spiral; others won’t

Monte Cook has recently released a 16-page quick system guide for Cypher. It does a good job of distilling the basics. The following year Monte Cook ran a "Worlds of Cypher" Kickstarter, adding several new full-book settings. It included Predation (timepunk dinosaurs), Gods of the Fall (like Godbound), Unmasked (weird '80's teen supers), and a collection of chapters handling different genres.

11. Krendel Core (2015)
A system with an unusual opening. Universal rpgs have a common problem: where do they start? Genre-specific games can begin with a setting summary, lay out typical play, or drop game fic on unsuspecting readers. OOH universal rpgs don't have that defaulting beginning (though some still vomit game fiction forth). Krendel starts with a discussion of the gamer contract and expectations. From there it moves to explanations of Declaration vs. Intent, Narrating Success and Failure, and Tailoring the Rules. I haven't seen another game on these lists begin with that high level discussion. We've had "what is an rpg?" and "This is why I wrote this universal heartbreaker" intros, but nothing quite like this.

Krendel itself uses a single d10 roll for resolution. Actions have a target number of 4 + skills & bonuses - penalties. Players try to roll as close to that number as possible without going over. If they succeed, they get successes equal to the number rolled. Difficulty applies penalties to the TN and successes can be spent on various effects. It reminds me of Fading Sun's roll under mechanic.

The game’s simplicity connects to some serious crunch in places. The discussion of scale, volume, area, and range came out of left field and signaled a shift in the rules. Krendel opts to present all the mechanical bits before we get to character creation or even a sense of what characters might look like. Eventually we get to the lists of traits and skills and their associated rules, but the thread’s hard to follow.

Krendel has a ton of optional mechanics. It presents these in callout boxes next to their corresponding system rather than pulling them to a distinct chapter. I like rules options and I dig that it's as much a toolbox as it is a system. But while I appreciate having options close by for later reference, it distracts while reading initially.

Overall Krendel feels trad, complete with pages and pages of powers and abilities, detailed guns & equipment lists, systems for building unique items, defined environmental threats, and more. Also in some places Krendel seems tied to a specific setting (the Artifice section) and in others moves to the universal. It has great chapter header art, but the in-chapter illustrations look sketchy at best. If you'd like to check this out, both the Core and the Power rules can be found for free right now on DriveThru.

12. Lite (2015)
A German-language universal rpg. Until recently you could find it on DriveThruRPG. Lite’s a stat-based, dice pool system with point buys. It was released with a Creative Commons license (a more and more common approach). Designer Jürgen Mang also created the comedy RPG Das Weltenbuch and the SpacePirates RPG. The latter has had a long life, with several supplements.

13. PowerFrame (2015)
An anime-inspired universal rpg, though not as far down that road as OAV or BESM. PowerFrame has a cartoony look and a clean layout. Characters have abilities measure from -5 (appalling) to +5 (masterful). To test an action, players roll a d6 and add their relevant value. These dice explode both up and down. The final result has to beat a target number set by the GM. A roll of -3 or less is a critical failure.

To build a character players pick from a list of abilities and assign points to those. The game seems simple enough, though it does use specific ranges measured in hexes and the weapon list from the rules primer takes up a full page. Armor has protection ratings in each of the four different types of damage. Overall I like the look and feel of the game, but it drops down to trad lists and approaches in places (distinct action types and lists, dual-wielding rules, movement points, travel & exposure). If you're looking for something relatively easy to pick up and play, but want a hex-map anime combat feel, this might be for you. There’s a quick start available.

14. QuestCore (2015)
An rpg from a Swedish company. QuestCore came from a Kickstarter which I think supported both the language editions. It has a small core book-- less than 60 pages. The blurbs mentions D&D and d20 as inspirations a couple of times. The system itself uses the oft-ignored d12 for resolution. Characters have seven basic stats (Will gets added to the usual lineup) and skills. Overall it feels like a slimmed down version of d20. tdphillips does an extensive read-through over at RPG Geek and confirms that assessment.

The Kickstarter page is worth looking at. It's nicely designed and presented, using the best of the game’s art assets. It sets up some of the games selling points: simpler than D&D, Skip Williamson's writing an adventure, universal mechanics. But there isn't much meat to the discussion beyond that-- no quick start or sample material to seriously examine.

15. Those Who Play (2015)
Subtitle: A Narrative Focused RPG. Another one funded via Kickstarter; this had modest goals and 45 supporters. Those Who Play appears to be built on a d10 dice pool system with abilities and skills associated with one of four pools: Physical, Mental, Spiritual, Social. Beyond that it's hard to say-- the KS page is remarkably thin on details and there's no reviews so far. And the 114 page pdf goes for $18.29 on DriveThruRPG. That's about $7 more than if you'd backed the KS originally.

16. Universal Adjacent
Several games come close to being universal but place some bounds on play. I'd originally planned to put Chronos Universal LARP on the list above, but the game has a multiversal setting. In each world players can explore "Aether" which has shaped history in different ways. Chronos uses special cards for generation and resolution.

Downfall has you play child characters in a decaying civilization. While you can use any kind of world, the play's structured around telling those stories of collapse. It’s a sharp game and worth checking out. Will Hindmarch used IndieGoGo to fund Odyssey: Journey and Change a few months before his Kickstarter for Project: Dark began. Odyssey delivered in late 2014. In it you explores stories of journeys and how those change the characters. It's an interesting concept applicable to many settings. Finally Primetime Adventures 3rd edition offers the most recent version of this TV-themed rpg. You can play out any genre, but done as a television show. That framing device shapes the narrative. Players who love PTA seem torn on this revision; some appreciate the changes while others prefer 2e. I hope we can see some violent edition wars over this.

17. Electronic-Only RPGs
The following universal rpgs have a substantial electronic-only edition:
  • AARG Preflight Edition: A 3d6 based system. Designer Steve Keller released this slim version, but doesn't seem to have followed up on that.
  • Amazing Roleplaying Game: Has a fully generic version and one with an alt-history steampunk setting.
  • Cornerstone: Ben Dutter's 1d6 based "answer to Freeform Universal, Fate, GURPS, and Savage Worlds.”
  • Modos Roleplaying Game: Though it presents the fantasy genre as a default, Modos is intended for universal play.
  • Monad System: An Italian universal rpg which has released several supplements in recent years
  • Multiverse Adventures: The in-house generic system powering many of Starbright Illustrations shovelware rpgs.
  • Pangenre 2e: A d20 universal system which does away with ability numbers, classes and levels.
  • The Sigil System: The universal version of the system Stormforge Publishing uses for their other game The Runed Age. The company also released The Glyph System, a lighter version of this.
  • Simpli-6: Base rules includes the "Arkalanon" setting. The publisher has released a couple of supplements including Mythic West and Mars Rising.
  • Solo Gaming Rules: Pretty much what's written on the label.
  • VIP Core: "VIP stands for Variable Initiative Point. The system gets its name because in the VIP System all actions have an initiative point cost."

History of Universal RPGs (Part Eight: 2014-2015)