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Most Recent RPG Played — #RPGaDay2015, Day 6

Sadly, this particular day is the easiest entry in the whole schema thus far.  Most of this has to do with the fact that I’ve been languishing in something of a limbo since I moved, stranded without any semblance of a solid gaming group as I settle into the new house.  Granted, the old group that I had held together for several years finally started drifting apart, so I was going to be faced with this dilemma anyway.  This sort of thing seems to happen on a periodic basis, just because people tend to shift in and out based on work and school, but it doesn’t make regular groups any easier to keep solid.

As such, instead of the two to four groups I used to run with in a given week, I’m down to one.  Occasionally, we’ll get a second session in, for a different game, but it’s not terribly consistent.

Most Recent RPG Played

Oddly, this happens to be for a game that I hadn’t been terribly interested in, initially.  One of our crew picked up the latest iteration of Outbreak: Undead last year at Gen Con, the stand-alone book for Outbreak Deep Space.  He tends to be a fan of zombie games in general, with a prodigious All Flesh Must Be Eaten collection (one of the few systems that most people own more of than I do) and a scattering of others.

I should note that the new Outbreak edition is coming out shortly, with Pandemic Organized Play system.  It’s a bit like the old Infiniverse newsletters that WEG used to do for Torg, with some interesting tweaks.  The new edition looks amazing, with a lot of solid refinements that will move the game forward nicely.

Anyway, Outbreak Deep Space is a fascinating system, being as I was largely unfamiliar with anything of the original system in the first place.  It uses a percentile system, which is nothing unusual in its own right, but it really starts to get innovative with the Descriptor system.  Descriptors run along the same lines as Tags in Fate, where certain qualities of a person’s equipment or background can come into play in different ways.

Consider a character that has spent time in the military.  Along their career progression, they’ve picked up some bits of knowledge about firearms, the ability to weather harsh conditions, and a certain amount of tactical knowledge.  In play, the character can draw on certain Descriptors to help them in other tasks.  The firearms knowledge, for example, can be used as a static value that can add to their actual shooting skill, as well as rolls to recognize certain models of pistol or rolls to effect repairs to their weaponry.  The Descriptors aren’t tied to a specific roll, instead being able to be used in relevant situations.

Being a zombie game, at its heart, there is a lot of focus on certain tactical decisions within the game, such as how well the characters equip themselves and what sort of strongholds they employ to gain some measure of safety against the undead hordes.  In space, this comes in the form of the starships that come into play, which can serve as more broadly universal facilities than buildings might in a normal, contemporary Outbreak game.

There are some rough edges to this edition, to be sure, but there seems to be some movement toward a revision and update of this edition, moving toward more setting specific game lines.  (These are the things you learn when you can actually track down and bend the ear of the designer themselves.)

The other games that I’ve been involved with lately (though not as recently as the Outbreak game) are Star Wars by Fantasy Flight and Pathfinder.  We’ve sort of rolled a lot of the different aspects of the FFG line of games into one central whole, with my character, a Falleen Jedi, alongside an Ewok marauder and a murderbot.  There’s a lot of Edge of the Empire and Age of Rebellion aspects being bandied about, making the game a proper gestalt.  Eventually, I would love to see a comprehensive edition of this game that incorporates all three game lines into a single line, but I can understand why they split it into separate books.  If nothing else, the Jedi rules needed more time to distill and tweak.  They’re easily the largest headache for any designer.

Somewhere, it has been said that the ultimate purpose of all role-playing games and systems is to be able to create Jedi within the rules.  I can’t argue this.  As such, when it’s part of the oblique purpose, you have to be able to do it correctly in the end result.

I’ve also had occasion to play Pathfinder, but that’s less of a revelation and more of an admission that I still game with normal gamers here and there.  I’m hoping there will be opportunity for a larger, more dedicated game to be run (one put together and run by someone else for a change, I would hope), but that’s hinging on greater logistics than I can wield at the moment.  Too many balls in the air and all that implies.

Going forward, the games I would love to be able to play occupy a much more fanciful niche.  I’d like to see a longer, more involved game with the Unisystem rules, like Conspiracy X or possibly All Flesh Must Be Eaten perhaps.  The few times I’ve sat down to play Unisystem, I’ve enjoyed it, but they’ve been few and far between.  There’s also the Cipher System, which includes Numenera and The Strange, neither of which I’ve been able to find in any of my gaming groups.

And finally, I’ve been looking to some future point where I might be able to either run or play something using one of Green Ronin’s non-D20 systems, either AGE System or Chronicle System, which run Dragon Age and Song of Ice and Fire, respectively.  I’ve run a couple of sessions with ASoIaF, here and there, and I’ve liked everything about it, but all of the sessions have been distressingly short-lived.  The backstory and world-building that the game implies have been spectacularly solid in the sessions I’ve run, but nothing ever lasts beyond a couple of sessions, for one reason or another.

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Kickstarter Game — #RPGaDay2015, Day 2

This entry follows the previous memetic post, inspired by Autocratik and noted by Ironbombs.  The official title is the oddly awkward “Kickstarted Game Most Pleased You Backed,” which I would have phrased in one of a dozen different ways.  I’m sure that there is a better, more succinct way of getting this idea across, as this sort of makes my head hurt.

I have to be honest about this.  I really do not have a great track record, insofar as Kickstarter goes.

The very first Kickstarter I ever backed, the one that I created my account simply to pledge money for, never happened.  The ones that I pledged around $100 for?  Yeah, most of those have yet to be fulfilled.  The ones that I pledged the most for?  Haven’t really played any of them, to this point.

And yet, I keep putting money out for these damned things, like the worst sort of KS Apologist, eager to be hurt again.  It would be different if I were possessed of interminable amounts of ready disposable income, but most of the time, these things push the hard edges of my careful budget.  Yet none of this stops me from putting out more money when they come around, cup in hand, to ask for alms and donations.

That aside…

Day 2 — Most Positive Kickstarter RPG Experience

All in all, I’d have to say that the Pathfinder version of the Advanced Bestiary from Green Ronin ranks right at the top.  There are a lot of other possibilities that I could put forth as contenders for this ranking (and I’ll get into those potentialities further down), but this book is everything that it needs to be, at a solid value for what I pledged.

The problem with a lot of Kickstarter campaigns is that, for my dollar, most products end up being better housed in the “wait until it hits retail” category.  Yes, I realize that the money that goes into the Kickstarter campaign helps to improve the finished product, thereby improving the overall value of the game, but so many of these companies treat Kickstarter as a glorified pre-order system.  (I’m looking directly at you, Onyx Path.)  As such, there’s little reason to pledge money beforehand, if you’re going to be paying as much or more than you would at retail.  I’ve heard many stories of people putting $100 into a Kickstarter pledge, only to find out that buying it retail would have saved them 20% overall, and in some cases, the backers would have received their product earlier by not waiting for the fulfillment to arrive in the mail.  (Again, Onyx Path.)

The Advanced Bestiary was delivered to me for the end retail value, with shipping included, which hits the first point directly.

The next point is that this is one of the most useful books that has ever been written for Pathfinder.  I fell in love with the first incarnation of the book, which I believe was solidly D20 (putting it more or less in D&D 3.0, for grognard purposes) and came out in the wake of the D&D 3.5 revision.  This was a book of indispensable utility.  It followed the template system laid out in the D&D Monster Manual, allowing all manner of tweaks to be lain upon monstrous foes.  These ranged from very minor to complete reworkings, allowing an unheard of degree of customization for your campaigns.  If you were running a game concerned with weird, clockwork monstrosities, there was a template to upgrade normal monsters to fit this paradigm.  If you wanted to tweak a normal creature into bipedal version for a weird race, there was a template to make sense of this.  And if you wanted to create some unholy gestalt creature (there was once a discussion of a Gelatinous Beholder), that was entirely within the framework of these rules.

There was an entire line of Advanced books from Green Ronin at the time, but this book was the most useful, far and away.  As such, when it came time to kick for this book, I was immediately on board.  There was nothing particularly revolutionary about the book; it had all been done before, more or less, and this was just the rules upgrade that had been promised.  For me, the fact that it was cleanly laid out, quickly delivered, reasonably priced, and exactly what I wanted ranks it very highly.

In terms of solid contenders for this entry, the next possibility would have to be the Lone Wolf Adventure Game from Cubicle 7.  This has less to do with the game itself, and more to do with the fact that I am really looking forward to the full release of this game and where it goes.  Cubicle 7 manages to put out some of the prettiest games around (Doctor Who, One Ring, and Qin, not to get into the necessary obsession of Kuro), and this is no exception.  As such, the forthcoming products are going to be amazing.  Moreover, I’m really happy with this game because I had a collection of the Lone Wolf Adventure Gamebooks from back in the day, and seeing this world put to paper with the approval of the author is phenomenal.  (Let’s leave aside that I got to meet Joe Dever at Gen Con, which was a hell of a thing.  There are pictures of this floating about, and I’m generally grinning like an idiot.)

Following up, we have the Shadows of Esteren Kickstarters.  I do dearly love this game, but until I manage to actually throw dice, I can’t actually profess my true, deep adoration.  A similar sentiment pervades my outlook on the original Dwarven Forge Kickstarter, since I’ve managed to use the terrain all of once.  There’s a whole stack of Onyx Path Kickstarters, which run a weird path of fascination and disappointment.  They always take forever to arrive, but when they finally show up, the production value tends to be top notch.  (The less said about the Exalted 3rd Edition, the better.)

And finally, the one that I’m looking forward to most happens to be the Call of Cthulhu 7th Edition Kickstarter.  This isn’t because I’m particularly bound to a new edition of a classic game (though, to be honest, it will be a great revision), it’s because the fulfillment of the Kickstarter has apparently shaken up the company so badly that they needed to restructure themselves on a corporate level.  There’s a lot more to it, of course, but the advent of this new system had the end result of disposing of the old guard at Chaosium in order to actually get it to the backers.  Here’s hoping that this portends well for the company going forward.

Memetic Transference — #RPGaDay2015, Day 1

So, funny thing…  Out of the clear blue, I get an update through my feeds, telling me that Ironbombs has done some recent posting, all with this blogger meme from Autocratik (I swear, I love the Sovietization, but I want to put two “k’s” into his web address).  And being Ironbombs, he’s a couple of days late to the party.

Naturally, this means that, if I am to engage in this as a dust-clearing exercise, I’m going to be closer to a week behind.

Oh, well.  No one has ever accused me of being hot on the button on these things.

Day 1 – Forthcoming Game You’re Most Looking Forward To

Had it not already been scooped by Ironbombs, it would probably be Torg Eternity.  I had the chance to talk to several of the developers at Gen Con, and the tweaks that are being made to this system and setting are enough to make me giddy already.  I own several copies of the original run (including the now-rare and inexplicable Revised & Expanded hardcover from the Gibson Era of West End Games), but from the sound of it, those are going to be pleasantly obsolete within a short time.  There are a number of things that I’ve been cautioned not to reveal until the involved parties have made announcements (it’s kind of nice being a known quantity to some of these guys), so I’ll hold off on the juicier aspects.  Suffice to say that, of all people, Greg Gorden is fully in support of the new direction of things, so any lingering doubts have vanished with that.

I will be honest, though.  I didn’t think this day would ever come.  The original incarnation of West End Games went bankrupt in 1998, languished in the hands of a weird French gaming company for a couple of years, and was eventually sold to Purgatory Publishing in 2004.  Torg itself languished until the “Kansas Jim” edition was published in 2005, which had the support of a couple of lackluster PDF modules and little else.  Even at the time, it felt like a quick and dirty way to sell warehouse stock.  This is not to say that it wasn’t a quality book.  It just needed more support than the hand-waved scraps it was given.  And then, in 2010, Ulisses Spiel got hold of the license and little else was heard.

It’s interesting, really.  There wasn’t much press regarding the acquisition of Torg by a German company, and once they’d finalized the sale, there wasn’t anything further on the public side.  Apparently, they had contacted many of the old WEG luminaries some years back, only to be met with a collective shrug.  It wasn’t until some of these same writers (on their own initiative, from what I was to gather) changed their minds and started assembling a stable of interested contributors that it got traction.  And here we are.

So, what is my actual game of interest?

Ryuutama, of course.

I put in post-Kickstarter money to Kotodama when I found out about this game, based on everything I read about the game in the aftermath.  It hasn’t been exactly speedy in its release, but I can hardly blame these guys, being that it is a side job for them.  (I actually talked with Andy Kitkowski at Gen Con one year, along with Atsuhiro Okada.  Nice guys.  The pity was that it was just a chance encounter, rather than something I was more prepared for.  Someday, I would love to have drinks with these guys, just hanging out and talking games.  Preferably somewhere in Tokyo.  But I digress.)

As I’ve said earlier, I am singularly ill-suited to run this game without a lot of prep.  It’s nothing like the sort of games that I would normally find myself putting together, but the challenge that this poses offers me some interesting insights.  It’s not often that I find myself in a gaming situation where I have to give this much thought to how a game should run or what sort of obstacles I should populate it with.  It’s actually sort of refreshing.  (All too often, I tend to tweak a game’s setting to conspiracy and eldritch horror; as one friend said, we only really run one type of game.)

The nice thing is that, apparently the print edition of Ryuutama is going to be showing up at the distributor sometime in the next month.  And unless I utterly borked up my order, I’ll be getting a copy of both the limited and the general release version.  You know, the shelf copy and the play copy.  From that point, I can dedicate myself to learning a new system and figuring out how to run it as it was meant to be run, rather than than how my natural tendencies would have me doing.

Other contenders for this honor:

Blue Rose, the AGE edition.  I put in for this Kickstarter, despite the fact that I have never a) played the original, b) played anything with the Dragon Age RPG rules that this is based on, c) paid any attention to the Titansgrave hoopla, or c) actually had a group for which this game might be appropriate.  The truth is, much like Ryuutama, I want to see things that I otherwise have not been likely to put into my own home games.  I’ve heard great things about the AGE system, outside of the Dragon Age setting, to the effect that it is supposed to be one of the better fantasy engines around.  And trying to put paid to some different gaming tropes would be a fine thing, just to shake things up a bit.  I’ve done the D&D tropes to death over the years, so breathing new life into these games is somewhat necessary.

Force and Destiny.  I don’t know as this counts, precisely.  For one thing, it officially released about a week ago, and I doubt very much that it differs in any substantive way from the Beta that I’ve been running games with over the last year.  That said, it will be nice to finally have my hardcover going up on the wall, to join the ever-growing FFG Star Wars line.  And what the hell, I’m sure that there are enough tweaks to make the new edition shine.

Apocrypha.  This one is a weird one, to be honest.  A card based RPG that might actually have some staying power.  There have been some other attempts at card-based RPG’s in the past, such as Dragon Storm, which had fairly limited success.  The backstory reads like a World of Darkness campaign, which is interesting in its own right, and the game is put together by Mike Selinker’s Lone Shark Games, who are generally responsible for Paizo’s spate of card games.  (Which, to be honest, may well be card-based RPG’s, but since I don’t personally know anyone who’s actually bought and played them, I’m not going to commit 100% to that idea.)

Lone Wolf Adventure Game.  I can’t exactly claim this one anyway, since I managed to pick up my Kickstarter copy at Gen Con.  (Signed by Joe Dever!  Whoo!  Very nice man, who seems mildly nonplussed to be so universally regarded.)  I haven’t perused it as yet, but I want to devote some time to it when I can.  The rest of the KS rewards are coming at some future point, so I guess I could have hinged my entry on that ideal.