Showing posts with label GURPS. Show all posts
Showing posts with label GURPS. Show all posts

Tuesday, August 22, 2017

RPGaDay 2017 #22 Which RPGs are the easiest for you to run?

GURPS and Adventures in Oz: Fantasy Roleplaying Beyond the Yellow Brick Road.

GURPS because I've had a lot of experience running it over the years. I've internalized a lot of the system. I know the generalities very solidly and can look up the details quickly.

Adventures in Oz: Fantasy Roleplaying Beyond the Yellow Brick Road has the advantage of not only being very simple mechanics, but also mechanics that I designed. Also, thanks to the research I did while designing, I have a very strong grasp of the setting as well. So when players try to come up with some totally random thing, it's very easy to say "Oh yeah. Just like the Growleywogs from The Emerald City of Oz."

Friday, August 18, 2017

RPGaDay 2017 #18 Which RPG have you played the most in your life?

Somewhere between D&D and GURPS.

On top of the 4-5 year OSR D&D campaign I've mentioned several times, there was also a 3.5 megadungeon campaign run by my friend Kris. On top of several other small campaigns and false starts shortly after Third Edition came out and all my friends were saying "Let's play D&D!"

If I've got a little less GURPS under my belt, it's due to the lack of "pick up and play" that GURPS has. For the most part, I've had to write my own adventures when I've run GURPS.

There's also the fact that I've gotten a few more than these two systems under my belt. I even found time in my gaming career to run a playtest campaign for Adventures in Oz: Fantasy Roleplaying Beyond the Yellow Brick Road.

Tuesday, August 15, 2017

RPGaDay 2017 #15 Which RPG do you enjoy adapting the most?

To be honest, I'm not much of a system hacker. I don't fold, spindle or mutilate rules from an existing game to create the sort of game I want. I'm more interested in trying to divine and support the designers intent for that game. Gaming can create so many diverse experiences and focus play on a variety of specific types of stories or characters that if I want a specific experience, I'm more likely to aim myself at a game that does provide it than trying to hack an existing game. Though I did design my own game to emulate a story style that hadn't been taken on by other designers.

But I will point out one system that I have used for multiple diverse games over the years. I have run it more or less as is for several campaigns. And that would be GURPS. I did science fiction adventure with GURPS Prime Directive. Traditional fantasy in GURPS Banestorm and  modern fantasy with GURPS Technomancer. People with super powers in the world of GURPS Wild Cards.

Thursday, August 10, 2017

RPGaDay 2017 #10 Where do you go for RPG reviews?

To be honest, I don't look at reviews that much. Most of my gaming purchases are in two categories: Stuff I was going to buy anyway and impulse buys.

I've been a long time fan of GURPS, so every time there's a new print release, it goes on my shopping list. My wife has us subscribed to Paizo's Pathfinder rulebooks, so those come to us automatically as they are released. The new Star Trek RPG from Modiphius Games is one I will definitely pick up to satisfy my Trekkie soul if nothing else.

Which brings us to the impulse buys. These mostly occur at DunDraCon, when I have budgeted myself to be fairly flush with cash. It's also the closest I come to listening to reviews, as that's when I go to Ken Hite's annual "What's Cool" seminar and build a little bit of a shopping list.

Friday, August 4, 2017

RPGaDay 2017 #4 Which RPG have you played the most since August 2016?

My Pathfinder megadungeon campaign fell apart around July, so I started this period without an active campaign, either playing or running.

Since then, I've managed one session of Vampire: The Masquerade, 2 sessions of Fiasco, and 4 sessions of GURPS. The amazing thing is that I was not the GM for any of these games. The Vampire game was run by Kris Newton of the Gameable Podcast. He was playtesting a scenario that he was submitting for a contest. I played a character in Fiasco because that game doesn't have a GM, though I wound up guiding the process since I was the one most familiar with the game.

One of these days I'll dust myself off and run a game myself, but I want to make sure I do proper planning beforehand. My days of running by the seat of my pants are over.

Wednesday, August 2, 2017

RPGaDay #2 What is an RPG you would like to see published?

I would love to see a solid space/techno-fantasy game, where magic and technology are both well-integrated into the system and the setting.

For a long time it felt like magic and technology were the oil and water of RPGs. Even when they were allowed to interact, the interaction was often antagonistic. The more advanced your tech, the less effective magic is against it, and vice versa.

I think Mage: the Ascension and GURPS Technomancer are the best games in terms of modern magic. The setting for Mage does have antagonism between magic and science, but it's a conflict that is as much about people and ideas as it is about natural forces. Whichever version of reality you believe in is the one that is true for you, so getting more people to believe in magic makes magic more effective.

Also the Sons of Ether and the Virtual Adepts were able to do magical things with technology. The Sons of Ether believed in ether science, which had been "disproven" by the Technocracy, the big bad of the setting. So even though they believed that what they were doing was science, it was technically magic. The Virtual Adepts were so "bleeding edge" that they pushed technology to do magical things. You know, like all the stuff hat movies and TV tell us that computers can do, even though people who know how computers work know that they can't.

GURPS Technomancer posited modern world where magic was a known and public force, replacing atomic energy as the driving force of the latter half of the 20th century. It did some pretty solid world building, looking at how modern people would use and view magic.

But something like either of them taken to the stars is what I would really like to see. Magic and technology working together to explore space. I've got some ideas that I may or may not develop, and the upcoming Starfinder RPG looks like it might scratch my itch, but we'll see.

Monday, September 26, 2016

Kick Me, I'm Dreaming!

I've been far too quiet on this blog lately. I didn't even finish the RPGaDay thing, though I did only miss by 1.

But some things have come up on Kickstarter that might appeal to some of my remaining readership.

First of all, the GURPS Dungeon Fantasy Boxed Set. As long time readers may know, I've got a long history with GURPS. But GURPS has a reputation as a complicated system that just doesn't have the "pick up and play" appeal of something like D&D or Pathfinder.

This box set hopes to change that. The box set includes a focused subset of rules for the Dungeon Fantasy genre, pregenerated characters, a small bestiary and an adventure. Old hands should find much familiar, while new players should not be overwhelmed.

It's fully funded and working its way through stretch goals. I'm a backer, but not as much as I'd like to be, so maybe if all of my readers throw in, it will be like I backed this the way I wanted to back this.

It's also been a while since I've posted anything Oz related. Which is the primary reason I'm mentioning this next one.

The Wicked Wizard of Oz is a Fighting Fantasy-style Choose your Own Adventure gamebook currently looking for funding. I am personally very choosy about my Oz and this hits both of my red flags: Focused on Wizard and dark/punk reimagining. I know this is a personal preference and there are certainly people reading this blog who enjoy that sort of thing.

A much clearer plus side is that the project is being undertaken by someone who has worked on Fighting Fantasy gamebooks in the past, as well as someone who has had a few successful Kickstarters.

It's very close to funding as I write this, with just a few days left.

Sunday, August 21, 2016

RPGaDay 2016 #21 What Was The Funniest Misinterpretation Of A Game Rule In Your Group?

Off the top of my head, I don't think I have the precise story the question seems to be looking for. No strong memories of ""OMG! If I had known that rule worked differently, that thing never would have happened!"

One recent amusing misinterpretation that has no real rules effect comes from one of my current players. He loves magical characters and so is playing a wizard in my Pathfinder game. His handwriting is not sloppy by any stretch of the imagination, but it is peculiar in places. His 1's occasionally look like 7's. That sort of thing.

His most amusing typo came when he got the spell floating disk. It's very useful for carrying treasure and other heavy things out of the dungeon until you get cool items like bags of holding or portable holes. But his S came out a bit more like a C when he wrote it on his spell list. So rather than a floating disk, it looked very much like he could use his magic to create a floating dick.

We sometimes tease him about this, but I have never made a ruling that his spell actually creates anything resembling a penis.

Another story similar to this would probably be from my GURPS Technomancer campaign many moons ago.

I had purchased the book GURPS Martial Arts at DunDraCon that year. Since I was so enthused by the new content, I allowed my players to rebuild their characters to take advantage of the new rules. They couldn't change their point totals, but they could swap out old abilities for cool kung fu,

One player took this a little too far. In order to avoid changing his point total, he piled on an excessive amount of disadvantages to afford all of his new martial arts abilities. And since he was a fairly dedicated roleplayer, he insisted on playing out all of them.

It actually took me some time to clue into this. Because even though his behavior was disruptive, it never seemed petulant or spiteful. he was simply playing his character. Though once I clued in that he had written down every disadvantage in the book, I told him to tone it down and rewrite his sheet without so many disadvantages, even if it meant toning down his martial arts or his magic. Or both.

Saturday, August 20, 2016

RPGaDay 2016 #20 What Is The Most Challenging But Rewarding System You Have Learned?

This is actually kind of interesting. I can think of a number of challenging systems and a number of rewarding systems, but not much in the way of "challenging, but rewarding."

I mean, GURPS is a challenging system. It's got a lot of detail, a lot of moving parts, which can be rewarding, but a lot of proponents of GURPS will tell you that a lot of the challenge of GURPS is knowing what parts not to use for a given campaign.

On the other hand, I don't think Fate is very challenging at all, but I can see how it could be very rewarding.

Burning Wheel strikes me as a good choice for being both challenging and rewarding. While I have yet to play the game, the process of building a character (like I mentioned yesterday) was involved, but also gave me some real food for thought as to who my guy was.

Thursday, August 27, 2015

RPGaDay 2015 #27 Favorite Idea For Merging Two Games Into One

This is a very interesting question and I'm not 100% sure I have an answer for it.

I once ran a couple of campaigns that were technically set in the same setting, but each one used a different generic system. The first one started in WEG D6 but finished using Cartoon Action Hour, the second used Savage Worlds, and the third used GURPS. It got especially fun when one player insisted on using the same character in each campaign, and so had to recreate him in each system. And not all generic RPGs are created equal, especially when it comes to magic using characters, so exactly what his magic could do varied the most.

The guy who ran the megadungeon game that I played in (that gave us the stories of Ted and Kyle), would sometimes mix things up in that campaign. One time, he broke out The Adventures of Baron Muchausen (a game of competitive storytelling) and told us that for this session, we would be the townspeople of the party's home base sharing rumors and tales we had heard about those dungeon-delving adventurers. At another point, some effect of the dungeon/the Outer Planes made things quite surreal, so we very quickly statted out our characters in Wushu (He didn't tell us it was Wushu. He just said "Describe your character in such and such a way" that I recognized as being the way Wushu does things) and played out the scene/confrontation under those rules.

Wednesday, August 26, 2015

RPGaDay 2015 #26 Favorite Inspiration For Your Game

I'm sure lots of people will tell you how much they plumb their vast collection of novels, TV shows, movies, or conspiracy theory paperbacks for gaming inspiration. My process is a little different. I tend to lean on the games themselves to inform my campaign building.

At least partly because an awesome game is one where the designer successfully communicates what is awesome about their game. So if I'm reading an awesome game, I'm already cooking up ideas of how I want to see it in action. And outside of licensed or historical settings, most of what is true about a setting is between the pages of the book itself.

One of my favorite sorts of inspiration is the No-Prize. I don't know if Marvel still awards No-Prizes, but for a while they gave out No-Prizes to fans who not only pointed continuity flaws in their comics, but also proposed explanations for how it wasn't really a continuity flaw after all. Is that character's energy blast the wrong color? Rather than blame it on the colorist, maybe it's a new application of that character's power and it makes sense for it to be that color.

So I look in my games for interesting questions that the setting proposes, but doesn't really answer.

One of my favorite adventures that I've come up with was for the GURPS Technomancer setting. The main idea of that setting is that magic replaces the atom as the force that changes the latter half of the 20th Century. In the book, they describe the effects of Ambulatory Necrotic Plague (aka zombie-ism), which is spread by an undead bacterium. It explains that zombie brains continually degrade, but that this can be forestalled by eating brains from other people.

But what if someone with a high IQ stat gets turned into a zombie? If their IQ was high enough, they might have several days before they even dropped below average intelligence. They might even be able to plan ahead and ensure a steady brain supply so that their intelligence will last longer.

I decided that this was going to be my villain. He was a doctor researching ANP who became infected and turned into a zombie. He began a program of abducting people both to keep his brain supply up and as test subjects to hopefully cure himself of the condition.

And that's when our heroes step in.

Sunday, August 23, 2015

RPGaDay 2015 #23 Perfect Game For You

I'm sure there are people who will be surprised and disappointed that I'm not going to say GURPS here. It has seen me through many fun campaigns and there might be even more GURPS fun in the future.

But I also don't really believe that there is a perfect game that will fill all my desires for every campaign ever. There might be a perfect game for a given genre, tone, setting, or any other category. But even that can be subject to debate.

I like to think that I've designed the perfect Oz RPG. At very least, I think it's safe to call it the best Oz RPG currently on the market. It was definitely the first.

I'm tempted to say that some version of Fate might edge into a fairly high place in my list of go-to games for a variety of settings. I like an awful lot of stuff written for Fate, but haven't really had the ability to give it a serious try. Once I do, we'll see how it shakes out.

In the meantime, I've got lots of games on my shelf that have yet to see some use. My ultimate goal is to play them all!

Wednesday, August 19, 2015

RPGaDay 2015 #19 Favorite Supers RPG

I've got a number of superhero RPGs on my shelf. Marvel-licensed games. DC-licensed games. Games set in their own universes of superheroic action.

I'll say that I like a lot about the Marvel Heroic Roleplaying Game. I'll also admit that it's one of many games that I have only read and not played.


But the main things that interest me in the supers genre are not the superheroics, but the "people with powers" stories. One of the reasons that Spider-Man is my favorite superhero is how relate-able he is. He has a very complex life as Peter Parker and his role as Spider-Man often winds up complicating things further.

Some of my favorite TV shows feature characters who have superpowers, but never put on a costume. I loved the first season of Heroes, though I think it went downhill after that. For vintage TV fans, who remembers Misfits of Science? A short-lived show in the 80's featuring one of the girls from Friends and the guy who wore the Predator suit in the first movie. More recently, the British show Misfits traveled this same sort of territory, with darkly comic results (mature viewers only, please!).

The Wild Cards setting (based on mosaic novels edited by George R.R. Martin, and part of the story of how I met my wife) explores this idea as well. And since I own the GURPS adaptation of this setting (Though there's been a more recent version for the Mutants & Masterminds rules), it's been my go-to system for this concept.

The current Fourth Edition of GURPS handles super abilities much better than previous editions. The last time I ran a game in the Wild Cards setting, I was able to do so with only the Basic Set for rules. While they have put more support out for higher powered heroics, I don't know if I'd use them for this style of play.

Wednesday, August 12, 2015

RPGaDay 2015 #12 Favorite RPG Illustration

This is gonna be a fun one. Considering the previous topics of this blogfest, I wonder if he really meant to say "illustrator," for which I don't have a strong answer. But my single favorite RPG illustration is something I do have an answer for.

L. Sprague de Camp wrote the Planet Krishna novels as an attempt to redeem the "sword and planet" genre (John Carter of Mars and its imitators) in the face of increasingly "harder" science fiction. And one of the features of such stories was casual nudity.

So when Steve Jackson Games got the license to do GURPS Planet Krishna, the illustrations featured a surprising number of exposed breasts. I know the World of Darkness books like to maintain their edgy appearance by sneaking in exactly one nipple per book, but this book had nipples all over the place. Maybe they got a pass because they're all alien boobs rather than human boobs.

Those of you who might be expecting this book to be some sort of gamer Playboy are likely to be disappointed. The nudity in the books illustrations is treated as a very mundane part of all sorts of activities, rather than titillating boudoir scenes (or mundane activities that are somehow also titillating boudoir scenes). One illustration features a Krishnan woman wearing a very loose fitting robe with one breast exposed, but the reason the robe is in disarray is because she has been shot by an arrow which can be seen poking out of her body directly beneath the exposed breast.

My favorite example of this nudity without defaulting to sexiness (and my favorite gaming illustration and therefore the topic of this post) is on page 76 of this book. It is a Krishnan warrior woman wearing sandals, loose pants tied just below the knee and held up by a broad belt, and a sort of open halter top that leaves her modest breasts exposed. She is also carrying a slightly curved sword. Her pose is one of confidence. Not "My boobs are made of confidence" confidence, but "I could kill you if I wanted to. And I'm considering it" confidence.

Sunday, May 17, 2015

The Annual Review

Now to tell you all about the awesome stuff I picked up at this year's DunDraCon! I know it's been a while, but once I got home, the daily grind has just been really grindy. I do have a couple of other things in the pipeline that I hope to be able to get out, but getting this out is kind of symbolic.

We do often pick up a number of non-book items at the con, and this year we decided to show them off a little.I've been feeling my Star Trek fandom rise in my breast lately, so I picked up a Stat Trek t-shirt with all of the main ships from the Star Trek TV series' (on the left end) and a Star Trek dice bag with the classic Enterprise and logo (roughly center). My wife got the rainbow dragon dice bag on the right, and between my shirt and dice bag are a couple of shirts that she got representing the D&D classes of monk, rogue and wizard.

I was actually able to round out my GURPS collection a bit.

GURPS Ogre is a roleplaying setting book for the popular miniatures combat game Ogre, also by Steve Jackson Games. It has a very tough job ahead of it, since the Ogre supertanks that the setting gets its name from exist on a level far above any mere player character. Loaded with weapons up to and including tactical nuclear weapons, going up against one in anything less than another supertank is an epically bad idea. And although they are artificially intelligent, and therefore, theoretically, playable as a character, they would only really fit in a party made up of Ogres.

GURPS Espionage is another really interesting book that tries to balance the trademark GURPS detailed research with the expectations we get when we watch a James Bond movie. It succeeds for the most part.

GURPS Cyberpunk Adventures is probably the first GURPS adventure book that I've managed to get my hands on. It is of particular interest to me as a historical artifact. While I've never gotten the opportunity to play in the cyberpunk genre, I have read things on the internet by people who have. One of these things I have read is that current cyberpunk games (Shadowrun, as it's pretty much the only cyberpunk RPG still standing) are more focused on interacting with megacorp politics, while older games and adventures focused on protecting the little guy from megacorp politics. And not just in a broad way, but by helping a specific person against the machinations of an evil megacorp. Two out of the three adventures in this book are very much in that mold. The third is a identity-questioning mindscrew that I would probably have to run to fully understand.

Ultimate Psionics was my wife's pick this year. I've never been impressed with the psionics rules that have come out for D&D 3.x. It feels like an alternative magic system rather than anything that I would call psionics. But if you're going to use an alternate magic system in Pathfinder, this does look like the book to get. It's actually a couple of prior books from Dreamscarred Press rolled into one, given a slight update and using the font that Paizo typically uses for the titles of its books (as well as the word "Ultimate," which has appeared in several Paizo titles) to make it look a bit more "official" even though it isn't.

The Emerald Spire superdungeon was released as a tie-in to the upcoming in-development MMO Pathfinder Online, and it intended to be something of a preview of the game's content. The main way this shows through is in the listing of "quests" to be completed within the dungeon. I came away from the product rather unimpressed, if only because it's merely a superdungeon rather than a full megadungeon. Sorry, but I find that I'm spoiled on that front.

Noteboard is a simply brilliant product. It looks like a sheet of notecards laminated together into one piece. And that's pretty much what it is. But that's what makes it brilliant. It folds down small enough to fit in your pocket. One side is printed with both a square grid and a hex grid, so it can work as a battlemat. Because it's so inexpensive, you can do things to it that you would never put your battlemat through. Tack it to your wall. Cut off a piece. If you need a bigger mat, just buy another one for another $10 and double them up.

Fate Freeport Companion is one of those chocolate and peanut butter ideas; Two great tastes that taste great together. Bringing the fantasy setting of Freeport to the Fate system. The Freeport setting has been around for quite some time, first appearing in a trilogy of modules for the then-new Third Edition of D&D, and expanding outward. I did pick up the original adventure trilogy, but very soon after got burned out by the d20 glut of the early Aughts, so I haven't seen all that the setting really has to offer. Like a lot of other Fate products, it uses a "hack" of the Fate Core mechanics, trading out Fate Core's skill list for the classic D&D ability scores. Race and class are loosely supported, with suggestions for race and class stunts and aspects, but the book insists on nothing.

The only thing missing from the book is Freeport itself. Readers who want to explore the city of Freeport are recommended to the Pirate's Guide to Freeport. I can't say I feel cheated, though. The mechanical gimmicks provided can be used for a wide variety of fantasy games using the Fate Core system. There are stats for several monsters and a loose conversion guide for bringing over any monster from the D&D monster manuals that you want to.

The next two items are minisettings for Fate that were produced as part of the Evil Hat Patreon project. I find myself liking them a bit more than the slightly flashier Fate Worlds product they put out as part of their Fate Cote Kickstarter splash. For one thing, they hack the mechanics a bit less. When I looked over Fate Worlds, they had some really interesting ideas, but most of them had their own skill lists and other custom mechanics. It felt like I was learning a new game every time I changed setting, which seems like the opposite effect from what a universal system should achieve.

The Secrets of Cats is a game of playing cats as the secret defenders of the human race. All of the nasty horrors you've ever dreamed of are out there, and it is up to the neighborhood's Parliament of Cats to stop them. Cats can also learn certain magical skills to protect their humans. While the book claims a diverse number of inspirations, the main thing it made me think of was the Bunnicula series.

Aether Sea features magically empowered sailing ships in space, but it feels only a little bit like the Spelljammer setting, and a bit more like a reskinned Traveller. There's not so much swashbuckling against evil and more of a focus on running your ship and keeping it together in classic "Free Trader" style. It is intended to be used with Fate Accelerated Edition and uses the Approaches method of building characters. Fantasy races are implemented by giving each race a "favored Approach," including humans (who get "Flashy"). Rather than providing a bonus to make your favored Approach more awesome, it instead provides a safety net. You can never score a result of less than 0 when you use your favored Approach.

Beyond the Supernatural is an interesting beast. On the surface, it looks like a "follow the leader" game, tracing the footsteps of Call of Cthulhu. It's billed as a horror game, and there are rules for insanity (or at least an insanity table). But if you actually read it, it feels more like proto-Rifts than anything else.

Most of the setting flavor comes from a single narrator within the setting. Here it is paranormal researcher Victor Lazlo, while Rifts would get historian Erin Tarn. The discussion of ley lines, places of power and dimensional rifts sets up the pins that Rifts would knock down a few years later. The psi-mechanic class also seemed to presage the Techno-Wizard from the Rifts RPG.

I'm not sure I could really call it a horror game. I'm sure people have gotten some awesome horror experiences while playing it. It seems more like a game of psychic investigators (both investigators who are psychic and also the fact that they investigate psychic stuff) that hang around near ley lines waiting to get sucked into other dimensions.

Doctor Who: Adventures in Time and Space is the newest boxed RPG that I own (as well as the second Doctor Who RPG). There are boxed D&D campaign settings on my shelf, an old FASA Star Trek RPG boxed set, and the Pathfinder Beginner's Box (the previous title holder). It is a very densely packed box. There are 3 books in this box, the Player's Book, the Gamemaster's book and an Adventure book. I got the Eleventh Doctor edition, so it came with character sheets for the Eleventh Doctor, Amy, Rory and River Song, as well as a number of partially filled sheets and some simply blank. Below that are perforated sheets that break down into item cards representing major pieces of gear from the Doctor Who universe and Story Point chits. There are 6 six-sided dice packed so tightly that the box doesn't rattle at all. I get the feeling that, if I ever played the game and broke down the perforated sheets and rolled the dice, I would never get it to fit neatly back in the box again.

There are rules for making your own character that do not involve arm-wrestling the GM (a particularly amusing rule from the other Doctor Who RPG I own). Although the rules do feel like Eden Studio's Unisystem, there are apparently enough differences that neither C.J. Carella or Eden Studios are mentioned in the credits. You can create Time Lord, as well as simply human, characters. Although the game does not assume you will be playing the Doctor and his companions, there is the assumption that your characters will have the run of space and time to adventure in.

Doctor Who: Fourth Doctor Sourcebook uses a rather interesting conceit in how it presents the material. It is formatted mostly like a series guide, going through the Fourth Doctor era of the show story by story (Not episode by episode, as each story took between 2 and 6 episodes to tell). But along with the story synopses, it includes notes on adapting each story into an adventure for your group, along with stats for major supporting characters and villains. They even suggest twists in case your players have actually watched the show and know what's going to happen. There are also story hooks for further adventures based on ideas presented in the televised stories.

The book also includes playable stats for The Fourth Doctor and his companions, including Nyssa and Tegan, who I don't really count because they only appeared as his companions for his final story. I think of them more as Fifth Doctor companions who were introduced early.

13th Age looks like an attempt at "epic" D&D, from one of the designers of D&D 3rd Edition (and a bunch of other guys, none of whom are Monte Cook). It's very streamlined, with very little of the traditional D&D bean-counting. No worrying about rations or torches and spell-casters have rather small, but potent spell lists. Characters do not even track experience points to determine when they level, but instead simply gain a level whenever the GM decides that they've earned it. While they do offer some rough eyeball guidelines, the fact that each class only has 10 levels means that each level is a significant jump in power.

It does have some interesting bits to it. Most notably the idea that each character has "one unique thing." This is not really a power, but instead is something that is always true about the character. This can have impacts on the setting, like declaring that your character is the One True Fizzbin, or the Only Schnozzwanger in the World, but mostly feels like color.

The other neat thing about the game is the idea of Icons, major NPCs that run the world. And every character has some relationship to at least one of them. This doesn't mean that one of the most powerful people in the setting is your buddy, or even your friend. Just that you're on each other's radar.

Remnants is an interesting, but very small post-apocalyptic mecha game. The world achieved an incredible Golden Age, but was then cut down. All that's left now are Remnants, pieces of the previous world. Some of them still work, others don't. The most common functional Remnant is a slightly-larger-than-man-sized mecha, known as a Battle Remnant. They are self-repairing to an insane degree and are even able to adapt and change in response to circumstances. The longer a single individual holds a Battle Remnant, the more powerful it becomes. But if the Battle Remnant changes hands, it reverts to its "factory defaults" and it will customize itself to the needs of the new pilot, whatever those may be.

The setting provided is fairly loose, with many unanswered questions for the GM. It even leaves the nature of the apocalypse and the Remnants as open questions. Was the Golden Age a technological paradise and the Remnants built of adaptive nanotech? Or was it a magical wonderland and the Remnants are extremely powerful magic items?

Legends of the Wulin is a game that tries to emulate the Wuxia genre. I'm not a fan of the genre, mostly due to lack of exposure, so I can't really comment about how well it accomplishes that goal. The setting is conveyed very loosely in the form of "Loresheets" which can represent factions, philosophies, or locations. The idea is that characters can purchase them during character creation and draw various benefits from them, from privileged information to special kung fu moves.

I feel like I would have to play it to give it a proper grok. The entire book is written is a fairly flowery style, probably trying to emulate Chinese poetry. The mechanics seem simple, but the way the books' language breezes along, I'm sure I'm missing some details.

Sunday, August 24, 2014

RPGaDay #24 Most Complicated RPG Owned

This is another one where you're probably expecting me to say GURPS, isn't it? Well, I'm not. And I have a couple of reasons why.

First of all, I think complexity in an RPG is subjective, at least to a degree. No one playing a game needs to know every rule. So no matter how thick an RPG book is nobody needs to know more than a few pages of rules at a time. Some games differ in where they put their complexity. For example, building a first level character in D&D is relatively simple. But as play progresses and the character gets new weapons, spells, powers and abilities, that character becomes more complicated. Since each new rule is introduced one at a time, the player feels that the game remains simple.

GURPS front loads its complexity, requiring you to juggle points and priorities as you build your character. But once the character enters play, the game is actually quite simple. Even if you get into GURPS Vehicles (which is not easy by a long shot), once you've done the cube roots and other obscure math to build a sailboat, you know everything you need to know about that sailboat and never need to do any of that math again.

Secondly, there are a couple games on my shelf that have it beat. I've mentioned Burning Wheel once or twice. That is a game you've really got to play to comprehend. I had to actually build a character to understand how the process worked. And there are functionally 3 different combat systems, as well as an involved social combat system, each with their own intricacies.

Another one worthy of mention is Arduin Eternal, a revival of the classic Arduin RPG. The mechanics are fairly simple. It's moved to percentile roll high, much like Rolemaster (which I do not include because I do not have it in my collection currently). But also like Rolemaster, character creation is a bear. Lots of lists and page flipping.

Monday, August 18, 2014

RPGaDay #18 Favorite Game System

You guys probably think I'm going to say GURPS here, don't you?

And it's a fair assessment. GURPS is where I got my start. I've run a lot of GURPS over the years, and the GURPS section of my gaming shelf is second only to my d20/D&D collection (my wife's preferred system).

But is it my favorite system? Yes and no.

One of the things I've learned about myself over the course of my gaming career is that I am a system nut. Even though I have not played every system on my shelf, I have given all of them a thorough read through until I understood the basics of each one. How the game meshed system and setting, how it managed genre emulation, or even how poorly it managed these things.

So there are things I will do in GURPS. There are also things for which GURPS is a terrible fit. And I have enough other systems that are a great fit for those concepts. Though maybe one or two more wouldn't hurt...

Friday, August 15, 2014

RPGaDay #15 Favourite Convention Game

I try to play in at least one game every time I go to DunDraCon. It can be hard to find one, since I am rather choosy. Coupled with the fact that my schedule also gets taken up with running my own game, trying to sit on a few seminars, and having time to cruise the Dealers Room and the Buyer's Bazaar, one is usually all I get.

I generally avoid the D&D games. I generally prefer non-fantasy games and supporting systems that don't get a lot of play or that I haven't tried before. There is one GM who regularly runs GURPS games, so I've tried to get into his games when I can.

Though I must say that my favorite convention game was actually one that I played this year. It was the Mythos Trek game. Although the system was ostensibly Chaosium's Basic Role Playing system, the GM ran the game very loosely. Good, cool, or funny ideas typically had a very good chance of success. Coupled with the GM awarding "Cool Points" good for free rerolls if you could make him laugh, there wasn't a lot of tension regarding whether or not we would succeed at anything we were assigned to do. So most of the game was about exactly how we were going to accomplish our missions. And with all of the sci-fi nerds that signed up for this, we had a lot of fun coming up with ways to reconfigure the deflector array to augment the spin of the graviton matrix and other such silliness.

There was a lot of humor and lots of opportunities to strut my Star Trek geek stuff. Best convention game ever.

Thursday, August 14, 2014

RPGaDay #14 Best Convention Purchase

This one's a toughie. As I've mentioned, I do most of my game shopping at conventions these days.

I could talk about the joys of discovering old GURPS sourcebooks, like the licensed GURPS Conan and GURPS The Prisoner.

Or the times I was able to pick up some bit of new hotness, like Spirit of the Century, Diaspora, or Monsterhearts.

Or the random and vintage, like the original Castle Falkenstein. I've had the GURPS adaptation for years (by the end of this month, you'll probably be sick and tired of me talking about GURPS), but the original rulebook with its card-based rules, and a couple of supplements, were finds in the Buyer's Bazaar.

Along with most of my vintage Talislanta collection. My wife insisted on buying the Fourth edition when it was new (she lovingly calls it "The Big Blue Brick"), but it wasn't until we started shopping at DunDraCon that we found books for the older editions. We even bought the only Tal4 supplement, Midnight Realm, at DDC.

Monday, August 11, 2014

RPGaDay #11 Weirdest RPG Owned

I've got a couple of weird ones. It's hard to say exactly which one is the weirdest.

I've mentioned Talislanta before. It's a very non-traditional setting, frequently promoting itself with the tagline "No Elves."

GURPS Fantasy II: The Mad Lands is another one that throws off much of traditional fantasy in favor of weirdness. But in this case, it's a pretty scary weirdness rather than the exotic weirdness of Talislanta. Including Elder Gods based off of Winnie the Pooh and his friends.


Both Rifts and Gamma World scratch any "post apocalyptic gonzo" itch I might have. I've got one of the books from the Second Edition Gamma World, the rulebook for Fourth Edition, as well as the Fifth Edition (Alternity) rulebook. I even have the Omega World issue of Polyhedron.

And then there are the game concepts that are totally out of left field. Like Pandemonium: Adventures in Tabloid World. You play tabloid reporters in a world where you are the only ones willing to tell the truth. The random scenario generator is probably the best bit of the whole thing.

Castle Falkenstein has a number of interesting features, aside from being one of the first Steampunk RPGs. The setting is presented largely via lovingly illustrated game fiction about Tom Olam, a man from the real world who got pulled into a world of magic and pageantry. It's even suggested that the game itself was designed by Olam and played in the setting. Cards are used instead of dice because dice are for gambling, and therefore inappropriate in the setting's high society.

GURPS Illuminati University is a comedy setting featuring a university where anything goes. Sort of a slightly more mature Teenagers From Outer Space. But only slightly. All of GURPS setting and genre books are encouraged for mashing together in truly comedic fashion. There are setting in-jokes for everyone, from Tolkien geeks to Doctor Who fans.

The Ghost Dog Roleplaying Game and Resource Book is probably the oddest thing I've ever come across. Published by Guardians of Order, it naturally uses their Tri-Stat system. Amusingly enough, this is the same system used by all of their anime sourcebooks, like their Sailor Moon RPG (which is also on my shelf).

I've seen the movie that this game is based on, and enjoyed it, but it didn't scream RPG to me. There are no dangling plot threads, or deep, rich setting. The film is heavy on symbolism and metaphor, which are very difficult things to implement in an RPG. And with most of the characters dead at the end of the film, it felt like there were very few places to go with it.

It's not deliberately funny or weird. Just a real odd duck.
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