Anyone really like the Morrow Project?
Link
Monday, March 25, 2013
Thursday, March 14, 2013
My History (And Future) With Rolemaster
Back in my early days as a young enlisted pup in the United States Air Force, I was introduced to a game very much unlike the versions of Dungeons and Dungeons or Rifts of the day. I really only needed a pair of percentile dice to play it. It had insane critical hits, a massive slew of character options, and the biggest spell lists I had ever seen. The game was Rolemaster, and needless to say, I played that game until my character sheet was worn out.
My GM at that time ran a sort of cheerful Rolemaster Standard System/2nd Edition hodgepodge, which ignored big swaths of the game, and threw in a ton of house rules and optional guidelines from the Rolemaster Companion series. Hey, it worked. When I decided to run it, a couple of years later, I jumped to Rolemaster Fantasy Role Playing, it being the edition of the game that was in-print at the time.
Rolemaster is famously derided (mainly by those who have never played it, I would think), as Rollmaster or Chartmaster, with the suggestion it is laborious to play. I’ve always found that to be false. Yes, there are charts to look up the success of a maneuver or critical hits, but so long as the charts are handy, resolution comes very quickly. It’s also a very fast game, since all your rolls are essentially percentile in nature. It’s also very easy to assign bonuses and penalties, or to express how difficult something is. Actual play of Rolemaster is generally very fast, especially if the Game Master is only using the parts of the system he wants. Yes, character creation is a bear, and that’s just something you learn to make as efficient as possible from experience. I have always thought the longer character creation was worth it, though.
It’s the sort of game where your Halfling Scholar can have a puncher’s chance against a Level 30 Fiend, where if the dice go well enough for you, not matter how miniscule the percentage, the incredible or weird can happen. There’s a suspense when someone rolls a 66 or 100, to see just what happens next. The critical tables are gruesome, unpredictable, and hilarious all at once. Skill monkeys can co-exist alongside fighters and (a dizzying array of) spellcasters. Anyone can learn any skill, albeit sometimes at a very heavy cost, depending on class. No matter your level, race, or class, there’s the potential for great deeds or terrible tragedy. That’s why those of us whole love Rolemaster continue to do so. We’ve seen parties of Dark Tribe Shamans, Halfling Farmers, and Gnomish Alchemists, thrown together with Wood Elf Rogues, Common Man Fighters, and High Elf Moon Mages. There’s a sort of poetry to the pluses and minuses, the modifiers, the spell lists, digging in to find another list of character options and fitting them together with skills and background options. With Rolemaster, you never feel as if you’re making the same character twice.
Now, it’s a well known fact if you threw a rock at a meeting of Iron Crown fans, you’d have just about equal odds of hitting someone who loved Rolemaster 2nd Edition/Classic, Rolemaster Standard System, Rolemaster FRP, or wanted to blow the whole thing up and start over. There are differences in the versions; though RMSS and RMFRP are fairly close together, there are some tweaks. Both are pretty big departures from Rolemaster 2e, which some RM fans consider superior.
I ended up going back to Rolemaster 2e right around the time Rolemaster Classic was released. These books cleaned up the Rolemaster 2e game, and seemed a little easier to comprehend and a bit simpler overall (again, different Rolemaster fans will have different opinions!). It was also linked to Rolemaster Express, an excellent single-volume introduction to the Rolemaster game overall.
Unfortunately, as I alluded to above, Rolemaster has had its share of the Edition Wars, which has made it extremely difficult to unite the fan base. I had hoped the RM Express/Classic would be that unifier, but the RMFRP/SS fans also are a solid part of the fan base. There doesn’t seem to be a single solution here, but there is yet another revision in the works by the current folks behind ICE.
Reading about that upcoming Rolemaster revision, I can’t say I’m exactly filled with hope for the direction of the game. Needing 5 books to play a game—let alone 3 for a player—is a non-starter today. If I had to purchase all 4 of the main Rolemaster Classic books I had to buy again today, as much as I love the game, I’d definitely hesitate—that’s a lot of money for a gamer with a family. Heck, 3 books is pushing it. The best introductory product Rolemaster has had in recent years was Rolemaster Express and the excellent Express Additions (affordable, small pdf supplements), something that has yet to be put back into print since Iron Crown went under new management. I think that’s a mistake, and one I’d like to see addressed soon. I actually lost access to all the Express Additions I downloaded, which also irks me to no end. You can keep the Rolemaster people love while updating the format to something more palatable to current gaming trends and uses. If the usual dialogue is any indication, I’m also not sure that a fan base with so much invested in their current systems will be easily swayed to adopt a new system. Over the years, regardless of Rolemaster version, the purchases add up. The hope has to be it somehow grabs the non-Rolemaster crowd and gets them playing. From what I’ve seen, I’m skeptical right now.
Right now, I’m having an amazing time with games from BareBones Fantasy to StarCluster 3, but there always remains the itch to run more Rolemaster. But when I run it, it will be from old Rolemaster 2e and Rolemaster Classic books. I hope that’s a line Iron Crown Enterprises continues to support—or license to someone who knows the system enough to give it the support and love it needs. If you’re interested in finally trying Rolemaster, and getting that badge of honor among gamers, there are a few Rolemaster Classic products in print and pdf you can pick up that might help:
-Character Law
-Arms Law
-Spell Law
-Creatures and Treasures
That’s 4 books, so it is a bit of an investment (what I wouldn’t give for a Rolemaster Classic Omnibus Edition!!), and understandable if it isn’t your cup of tea, or too much all at once. Iron Crown's price points right now aren't what I'd call conducive to affordability or casual purchase! I would also recommend tracking down a print copy of Rolemaster Express if you can, though it will be a bit tough to find one for the $10 it used to sell for, being out of print as it currently is.
I’m actually trying to fill in my library with missing titles or backup copies of old Rolemaster 2e products, as you might see from my list at Amazon on the sidebar here. If you’re in a Rolemaster 2e/Classic frame of mind, feel free to use it for your own reference as well.
My GM at that time ran a sort of cheerful Rolemaster Standard System/2nd Edition hodgepodge, which ignored big swaths of the game, and threw in a ton of house rules and optional guidelines from the Rolemaster Companion series. Hey, it worked. When I decided to run it, a couple of years later, I jumped to Rolemaster Fantasy Role Playing, it being the edition of the game that was in-print at the time.
Rolemaster is famously derided (mainly by those who have never played it, I would think), as Rollmaster or Chartmaster, with the suggestion it is laborious to play. I’ve always found that to be false. Yes, there are charts to look up the success of a maneuver or critical hits, but so long as the charts are handy, resolution comes very quickly. It’s also a very fast game, since all your rolls are essentially percentile in nature. It’s also very easy to assign bonuses and penalties, or to express how difficult something is. Actual play of Rolemaster is generally very fast, especially if the Game Master is only using the parts of the system he wants. Yes, character creation is a bear, and that’s just something you learn to make as efficient as possible from experience. I have always thought the longer character creation was worth it, though.
It’s the sort of game where your Halfling Scholar can have a puncher’s chance against a Level 30 Fiend, where if the dice go well enough for you, not matter how miniscule the percentage, the incredible or weird can happen. There’s a suspense when someone rolls a 66 or 100, to see just what happens next. The critical tables are gruesome, unpredictable, and hilarious all at once. Skill monkeys can co-exist alongside fighters and (a dizzying array of) spellcasters. Anyone can learn any skill, albeit sometimes at a very heavy cost, depending on class. No matter your level, race, or class, there’s the potential for great deeds or terrible tragedy. That’s why those of us whole love Rolemaster continue to do so. We’ve seen parties of Dark Tribe Shamans, Halfling Farmers, and Gnomish Alchemists, thrown together with Wood Elf Rogues, Common Man Fighters, and High Elf Moon Mages. There’s a sort of poetry to the pluses and minuses, the modifiers, the spell lists, digging in to find another list of character options and fitting them together with skills and background options. With Rolemaster, you never feel as if you’re making the same character twice.
Now, it’s a well known fact if you threw a rock at a meeting of Iron Crown fans, you’d have just about equal odds of hitting someone who loved Rolemaster 2nd Edition/Classic, Rolemaster Standard System, Rolemaster FRP, or wanted to blow the whole thing up and start over. There are differences in the versions; though RMSS and RMFRP are fairly close together, there are some tweaks. Both are pretty big departures from Rolemaster 2e, which some RM fans consider superior.
I ended up going back to Rolemaster 2e right around the time Rolemaster Classic was released. These books cleaned up the Rolemaster 2e game, and seemed a little easier to comprehend and a bit simpler overall (again, different Rolemaster fans will have different opinions!). It was also linked to Rolemaster Express, an excellent single-volume introduction to the Rolemaster game overall.
Unfortunately, as I alluded to above, Rolemaster has had its share of the Edition Wars, which has made it extremely difficult to unite the fan base. I had hoped the RM Express/Classic would be that unifier, but the RMFRP/SS fans also are a solid part of the fan base. There doesn’t seem to be a single solution here, but there is yet another revision in the works by the current folks behind ICE.
Reading about that upcoming Rolemaster revision, I can’t say I’m exactly filled with hope for the direction of the game. Needing 5 books to play a game—let alone 3 for a player—is a non-starter today. If I had to purchase all 4 of the main Rolemaster Classic books I had to buy again today, as much as I love the game, I’d definitely hesitate—that’s a lot of money for a gamer with a family. Heck, 3 books is pushing it. The best introductory product Rolemaster has had in recent years was Rolemaster Express and the excellent Express Additions (affordable, small pdf supplements), something that has yet to be put back into print since Iron Crown went under new management. I think that’s a mistake, and one I’d like to see addressed soon. I actually lost access to all the Express Additions I downloaded, which also irks me to no end. You can keep the Rolemaster people love while updating the format to something more palatable to current gaming trends and uses. If the usual dialogue is any indication, I’m also not sure that a fan base with so much invested in their current systems will be easily swayed to adopt a new system. Over the years, regardless of Rolemaster version, the purchases add up. The hope has to be it somehow grabs the non-Rolemaster crowd and gets them playing. From what I’ve seen, I’m skeptical right now.
Right now, I’m having an amazing time with games from BareBones Fantasy to StarCluster 3, but there always remains the itch to run more Rolemaster. But when I run it, it will be from old Rolemaster 2e and Rolemaster Classic books. I hope that’s a line Iron Crown Enterprises continues to support—or license to someone who knows the system enough to give it the support and love it needs. If you’re interested in finally trying Rolemaster, and getting that badge of honor among gamers, there are a few Rolemaster Classic products in print and pdf you can pick up that might help:
-Character Law
-Arms Law
-Spell Law
-Creatures and Treasures
That’s 4 books, so it is a bit of an investment (what I wouldn’t give for a Rolemaster Classic Omnibus Edition!!), and understandable if it isn’t your cup of tea, or too much all at once. Iron Crown's price points right now aren't what I'd call conducive to affordability or casual purchase! I would also recommend tracking down a print copy of Rolemaster Express if you can, though it will be a bit tough to find one for the $10 it used to sell for, being out of print as it currently is.
I’m actually trying to fill in my library with missing titles or backup copies of old Rolemaster 2e products, as you might see from my list at Amazon on the sidebar here. If you’re in a Rolemaster 2e/Classic frame of mind, feel free to use it for your own reference as well.
Sunday, March 10, 2013
An Offer For Tardy GMs: Firehawk Games and Novus
If you missed out on the GM's Day (er, Week) sales, don't feel too bad. Our pals over at Firehawk Games have a "Not Quite GM's Day" sale running through at least March 24th. All pdfs are 25% off, and all print copies of their excellent Novus RPG are a whopping 50% off!
I reviewed Novus back in December, so if it sounds like something that interests you, now's a really good time to check them out.
Now, if you'll excuse me, I'm going to return to our plague-ridden household, and try to kick whatever has been kicking the family's collective butt this weekend.
I reviewed Novus back in December, so if it sounds like something that interests you, now's a really good time to check them out.
Now, if you'll excuse me, I'm going to return to our plague-ridden household, and try to kick whatever has been kicking the family's collective butt this weekend.
Tuesday, March 5, 2013
RPGs I Recommend: Fantasy
I'm continuing with the RPGs I Recommend series today with my Fantasy RPG recommendations. Easily the largest genre within the RPG hobby, you can't swing a stick without hitting hundreds of variants and styles of fantasy RPGs. However, the games below have stood up well in actual play for me, and that's the basis of my recommendation. Some are rules light, some rules heavy, but all have given gaming groups over the year a great experience.
If you're a novice Game Master or gamer reading this, I hope you get a chance to try out a few of these systems, to see which is the best fit. For more experienced gamers, I hope this list highlights something you might have overlooked somewhere along the way. With that in mind, let's go to the list:
BareBones Fantasy
BBF is the newest game on this list, and easily one of the most impressive. Using a roll-under percentile system, it is an immensely easy system to jump in and play. For such a light RPG, it is surprisingly robust and well-supported, and the layout is superb. My daughter (8) has been able to jump right in and get this system immediately, yet there’s still enough here for longer-term play. The spells can be quickly customized and parlayed into whatever desired effect one might want, and the rank and skill system makes playing interesting hybrids such as a Warrior-Thief or Scholar-Leader an absolute blast. This beats anything else I’ve seen out there in at least the past year.
BareBones Fantasy is available in pdf, softcover, hardcover, and print/pdf bundles from RPGNow.
Rolemaster
Rolemaster has been derided over the years as “chartmaster”, but that name belies the speed and simplicity of resolution once character creation is complete. RM’s open-ended percentile system gave us the gift of the critical hit and critical fumble, and the hobby is all the better for it. The massive spell lists, the hilarious and grisly crit charts, and the depth of character ability and customization have all been massive hits with every group I’ve ever played with. There’s a new Rolemaster version in playtest, but I still find Rolemaster 2nd Edition/Rolemaster Classic my edition of choice. Yes, character generation is a bear, but it’s like anything else in gaming—only use the parts you need. The payoff in terms of character options, critical hits, and open-ended resolution is well worth it.
Various Rolemaster 2e/Classic titles may be found at RPGNow, both in pdf and print-on-demand. The print copies from the initial print run have become very scarce and expensive, so you'll have to look around on those.
Palladium Fantasy, 1st Edition
Written in a time when Palladium Books products were somewhat less gonzo, Palladium Fantasy 1e is one of the best games and fantasy RPGs produced in the mid-80s. With playable, 3-D humanoid characters such as Wolfen and Goblins, PFRPG had a more involved combat system, expanded martial and non-martial classes, evocative and diverse magic systems, and a surprising amount of setting depth and consideration at a time when it was not the norm. An inspired product, it is written in an enthusiastic, engaging style that makes you want to grab your dice and start gaming. Forgotten by many, it deserves a second look. I consider it far superior to the 2nd edition of the game.
PFRPG 2e is available for pdf download from RPGNow, or can still be found cheaply on Amazon. The supplements for the line also remain largely available through various sites.
Castles & Crusades
When the Old School Revival was first gaining steam, I had great luck bridging the gap between players of newer and older games with Castles & Crusades. The game delivered a quintessentially classic style of play, but being based on d20, was instantly recognizable to my Pathfinder and D&D 3.x-playing friends. The game is a natural meeting place for folks from several gaming traditions, and is immensely easy to both run and adjudicate.
You can check out RPGNow or the Troll Lord Games website for your C&C needs.
Microlite 74/75
Microlite 74 and Microlite 75 have been my go-to convention games for several years now. They are just about as rules-light as one can reasonably go and still have the essential framework for an old-school gaming experience. The Microlite library overall is free, but donations for this great work go to a very worthy cause--the fight against cancer. The next time you need a fast-playing, free game for a one-off or last-minute convention game, Microlite 74/75 should have your back.
Check out Microlite 74/75 and the rest of the Microlite line at RetroRoleplaying.
Amber
The brainchild of the incomparable Erick Wujcik, Amber Diceless Roleplaying remains a landmark product in gaming history. With its bidding, scheming, and rewarding for crafty planning, Amber produces players capable of holding their own against whatever paltry Machiavellian dealings other campaigns attempt to provide. A beautifully designed RPG, it is surprisingly flexible, with a scope that can be geared towards true deific struggle or more mundane battles in other avenues of conflict. Interested parties may also want to check out Lords of Olympus, a newer RPG from Precis Intermedia that is deeply and directly inspired by Amber.
The original Amber Diceless RPG is available through RPGNow; Lords of Olympus is available through RPGNow or in print via the Precis Intermedia webstore.
Rules Cyclopedia Dungeons & Dragons
It has now been 22 years since TSR published the Rules Cyclopedia, and it still remains (in my opinion) the single-greatest comprehensive fantasy rulebook of all time. In just over 300 pages, it describes the essence of the D&D experience, taking players all the way from 1st level to Immortal status. Copies may still be found, but the retro-clone Dark Dungeons should also be of interest to those looking to play this iteration of fantasy gaming. With any luck, Wizards of the Coast will designate this work for a reprint in the very near future.
The Rules Cyclopedia is available secondhand through several outlets, but has yet to be made available again via RPGNow at the time this list was made. Dark Dungeons may be found here.
Further Afield: Epic Role Playing is a rules-heavier RPG that has some of the most divergent and unique magic systems out there. Swords & Wizardry is of course a well-supported retro-clone of classic D&D. Michael Wolf’s Warrior, Rogue & Mage is a lighter system with some clever balancing between three character classifications, and is free to boot. Of course, there is also Pathfinder, which has retained and attracted a very large playbase for those favoring the 3.x style of fantasy gaming. Novus is a strong rules-medium alternative with a well-considered system. Shadow, Sword & Spell is pure sword-and-sorcery goodness.
If you're a novice Game Master or gamer reading this, I hope you get a chance to try out a few of these systems, to see which is the best fit. For more experienced gamers, I hope this list highlights something you might have overlooked somewhere along the way. With that in mind, let's go to the list:
BareBones Fantasy
BBF is the newest game on this list, and easily one of the most impressive. Using a roll-under percentile system, it is an immensely easy system to jump in and play. For such a light RPG, it is surprisingly robust and well-supported, and the layout is superb. My daughter (8) has been able to jump right in and get this system immediately, yet there’s still enough here for longer-term play. The spells can be quickly customized and parlayed into whatever desired effect one might want, and the rank and skill system makes playing interesting hybrids such as a Warrior-Thief or Scholar-Leader an absolute blast. This beats anything else I’ve seen out there in at least the past year.
BareBones Fantasy is available in pdf, softcover, hardcover, and print/pdf bundles from RPGNow.
Rolemaster
Rolemaster has been derided over the years as “chartmaster”, but that name belies the speed and simplicity of resolution once character creation is complete. RM’s open-ended percentile system gave us the gift of the critical hit and critical fumble, and the hobby is all the better for it. The massive spell lists, the hilarious and grisly crit charts, and the depth of character ability and customization have all been massive hits with every group I’ve ever played with. There’s a new Rolemaster version in playtest, but I still find Rolemaster 2nd Edition/Rolemaster Classic my edition of choice. Yes, character generation is a bear, but it’s like anything else in gaming—only use the parts you need. The payoff in terms of character options, critical hits, and open-ended resolution is well worth it.
Various Rolemaster 2e/Classic titles may be found at RPGNow, both in pdf and print-on-demand. The print copies from the initial print run have become very scarce and expensive, so you'll have to look around on those.
Palladium Fantasy, 1st Edition
Written in a time when Palladium Books products were somewhat less gonzo, Palladium Fantasy 1e is one of the best games and fantasy RPGs produced in the mid-80s. With playable, 3-D humanoid characters such as Wolfen and Goblins, PFRPG had a more involved combat system, expanded martial and non-martial classes, evocative and diverse magic systems, and a surprising amount of setting depth and consideration at a time when it was not the norm. An inspired product, it is written in an enthusiastic, engaging style that makes you want to grab your dice and start gaming. Forgotten by many, it deserves a second look. I consider it far superior to the 2nd edition of the game.
PFRPG 2e is available for pdf download from RPGNow, or can still be found cheaply on Amazon. The supplements for the line also remain largely available through various sites.
Castles & Crusades
When the Old School Revival was first gaining steam, I had great luck bridging the gap between players of newer and older games with Castles & Crusades. The game delivered a quintessentially classic style of play, but being based on d20, was instantly recognizable to my Pathfinder and D&D 3.x-playing friends. The game is a natural meeting place for folks from several gaming traditions, and is immensely easy to both run and adjudicate.
You can check out RPGNow or the Troll Lord Games website for your C&C needs.
Microlite 74/75
Microlite 74 and Microlite 75 have been my go-to convention games for several years now. They are just about as rules-light as one can reasonably go and still have the essential framework for an old-school gaming experience. The Microlite library overall is free, but donations for this great work go to a very worthy cause--the fight against cancer. The next time you need a fast-playing, free game for a one-off or last-minute convention game, Microlite 74/75 should have your back.
Check out Microlite 74/75 and the rest of the Microlite line at RetroRoleplaying.
Amber
The brainchild of the incomparable Erick Wujcik, Amber Diceless Roleplaying remains a landmark product in gaming history. With its bidding, scheming, and rewarding for crafty planning, Amber produces players capable of holding their own against whatever paltry Machiavellian dealings other campaigns attempt to provide. A beautifully designed RPG, it is surprisingly flexible, with a scope that can be geared towards true deific struggle or more mundane battles in other avenues of conflict. Interested parties may also want to check out Lords of Olympus, a newer RPG from Precis Intermedia that is deeply and directly inspired by Amber.
The original Amber Diceless RPG is available through RPGNow; Lords of Olympus is available through RPGNow or in print via the Precis Intermedia webstore.
Rules Cyclopedia Dungeons & Dragons
It has now been 22 years since TSR published the Rules Cyclopedia, and it still remains (in my opinion) the single-greatest comprehensive fantasy rulebook of all time. In just over 300 pages, it describes the essence of the D&D experience, taking players all the way from 1st level to Immortal status. Copies may still be found, but the retro-clone Dark Dungeons should also be of interest to those looking to play this iteration of fantasy gaming. With any luck, Wizards of the Coast will designate this work for a reprint in the very near future.
The Rules Cyclopedia is available secondhand through several outlets, but has yet to be made available again via RPGNow at the time this list was made. Dark Dungeons may be found here.
Further Afield: Epic Role Playing is a rules-heavier RPG that has some of the most divergent and unique magic systems out there. Swords & Wizardry is of course a well-supported retro-clone of classic D&D. Michael Wolf’s Warrior, Rogue & Mage is a lighter system with some clever balancing between three character classifications, and is free to boot. Of course, there is also Pathfinder, which has retained and attracted a very large playbase for those favoring the 3.x style of fantasy gaming. Novus is a strong rules-medium alternative with a well-considered system. Shadow, Sword & Spell is pure sword-and-sorcery goodness.
Sunday, March 3, 2013
RPGs I Recommend: Space and Sci-Fi
It's very easy in this hobby to get caught up in some of the infighting and labels that are thrown about. I know I have, and usually when that happens, I find I am no longer actively sharing cool stuff about RPGs, which is a shame. So, to counteract that a bit, over the next couple weeks I'll be sharing my list of recommended role playing games from various genres. First up, we have Space/Sci-Fi. This genre is probably only second to fantasy in the amount of products published for it, but remains an elusive niche to fill in many gamer libraries.
With that in mind, and in no particular order, here are four space and sci-fi RPGs I feel very comfortable in recommending for further reader research. Of all the space/sci-fi games I've played over the years, these stand above the crowd. Some are rules-heavier, some are rules-light, but each recommendation is actual play-based, meaning I have personally had good a game table experience with each of the RPGs below. I have tried to provide up-to-date product links wherever possible.
Whether you're a new gamer, just new to space/sci-fi gaming, or a veteran gamer looking for something new, I hope you find something here to like.
StarCluster 3
The other night I had a dream about being a detective in space. It was awesome, and has inspired me to work on a campaign. My choice of system? StarCluster 3. This is a massive 400+ page game that boasts multiple options for resolution systems, amazing campaign and world building power, and the consideration that comes from years of actual play. It also focuses on civilian characters, which is not something every sci-game can claim. When mixed with sister product In Harm's Way: StarCluster (focusing more on military matters), this is about as close to an ultimate space gamer's toolbox as you'll find. There's a reason I selected SC3 as my Game of the Year back for 2010, and a couple of years has not dulled its excellence. It's an example of a rules-medium game that provides support for just about whatever you need. Don't let the page count intimidate you; take you what you need at first and build from there.
StarCluster 3 is available in pdf through RPGNow for $12, with the Developer's Version (with license and special index) for a dollar more. It is also available in print at lulu.com. Check out the free light version here.
Stars Without Number
Stars Without Number is a retro-clone cousin of sorts, built on the rules of legacy products like early D&D boxed sets, but manages to very smartly present a product perfect for sci-fi adventure among the stars. Character creation is simple but fun, and the mechanics are grounded in legacy systems, but differentiated enough that they completely support the genre. This is a near-perfect resource for Game Masters wanting to build a space sandbox of their very own. SWN manages to be chock full of resources and dead simple at the same time, and is a great option for old and new school GMs alike.
SWN is available in a free version at RPGNow, as as well as both softcover and hardcover options that include the additional material from the Core Edition.
Traveller (Classic/Mongoose)
What is left to say about Traveller? After 35+ years, this game is still the premiere name in sci-fi gaming. Happily, the Mongoose Publishing version of the game is largely a clean-up and tweaking of the classic rules, which remain mostly compatible with the modern iteration of the game.
Simple mechanics, the most entertaining character generation of any game, period, and the ability to focus deeply on military, merchant, scout, or other games keeps this RPG fresh and full of possibilities. There's a reason it has kept its position among all sci-fi games for so very long. There's also the wonderful, rich setting of the Third Imperium, which is easily the largest extended campaign setting of all time, and one of the best supported through the various iterations of the game.
Mongoose Traveller is available through RPGNow, Amazon, or the Mongoose webstore. For Classic Traveller material, check out the collections for sale over at the Far Future Enterprises shop.
Hard Nova ][
Using only 2d6 as part of its genreDiversion ruleset, HardNova ][ is one of the lighter and easier games on this list. With fast resolution, this game is perfect for one-shots, but has enough support material to be used for a longer campaign if desired. All the basic ideas for space adventuring are included here, as the easy default assumptions (easily tweaked) tend more towards the space opera side of thing. Released back in 2004, HN2 has done what many other Precis Intermedia products have done over the years--quietly provide excellent value and good gaming foundations.
The HardNova ][ RPG is available as a standalone pdf or virtual boxed set over at RPGNow for $7.50, or in print/pdf bundles over at the Precis Intermedia webstore starting around $12.50.
Further Afield: Readers finding the above selection insufficient or not what they're looking for should also check out VSCA's massive, FATE-driven Diaspora, the free goodness of Rob Lang's ICAR, the amazingly archived (and also free) Star Frontiers community, or the d12-and-H. Beam Piper-loving Thousands Suns RPG.
With that in mind, and in no particular order, here are four space and sci-fi RPGs I feel very comfortable in recommending for further reader research. Of all the space/sci-fi games I've played over the years, these stand above the crowd. Some are rules-heavier, some are rules-light, but each recommendation is actual play-based, meaning I have personally had good a game table experience with each of the RPGs below. I have tried to provide up-to-date product links wherever possible.
Whether you're a new gamer, just new to space/sci-fi gaming, or a veteran gamer looking for something new, I hope you find something here to like.
StarCluster 3
The other night I had a dream about being a detective in space. It was awesome, and has inspired me to work on a campaign. My choice of system? StarCluster 3. This is a massive 400+ page game that boasts multiple options for resolution systems, amazing campaign and world building power, and the consideration that comes from years of actual play. It also focuses on civilian characters, which is not something every sci-game can claim. When mixed with sister product In Harm's Way: StarCluster (focusing more on military matters), this is about as close to an ultimate space gamer's toolbox as you'll find. There's a reason I selected SC3 as my Game of the Year back for 2010, and a couple of years has not dulled its excellence. It's an example of a rules-medium game that provides support for just about whatever you need. Don't let the page count intimidate you; take you what you need at first and build from there.
StarCluster 3 is available in pdf through RPGNow for $12, with the Developer's Version (with license and special index) for a dollar more. It is also available in print at lulu.com. Check out the free light version here.
Stars Without Number
Stars Without Number is a retro-clone cousin of sorts, built on the rules of legacy products like early D&D boxed sets, but manages to very smartly present a product perfect for sci-fi adventure among the stars. Character creation is simple but fun, and the mechanics are grounded in legacy systems, but differentiated enough that they completely support the genre. This is a near-perfect resource for Game Masters wanting to build a space sandbox of their very own. SWN manages to be chock full of resources and dead simple at the same time, and is a great option for old and new school GMs alike.
SWN is available in a free version at RPGNow, as as well as both softcover and hardcover options that include the additional material from the Core Edition.
Traveller (Classic/Mongoose)
What is left to say about Traveller? After 35+ years, this game is still the premiere name in sci-fi gaming. Happily, the Mongoose Publishing version of the game is largely a clean-up and tweaking of the classic rules, which remain mostly compatible with the modern iteration of the game.
Simple mechanics, the most entertaining character generation of any game, period, and the ability to focus deeply on military, merchant, scout, or other games keeps this RPG fresh and full of possibilities. There's a reason it has kept its position among all sci-fi games for so very long. There's also the wonderful, rich setting of the Third Imperium, which is easily the largest extended campaign setting of all time, and one of the best supported through the various iterations of the game.
Mongoose Traveller is available through RPGNow, Amazon, or the Mongoose webstore. For Classic Traveller material, check out the collections for sale over at the Far Future Enterprises shop.
Hard Nova ][
Using only 2d6 as part of its genreDiversion ruleset, HardNova ][ is one of the lighter and easier games on this list. With fast resolution, this game is perfect for one-shots, but has enough support material to be used for a longer campaign if desired. All the basic ideas for space adventuring are included here, as the easy default assumptions (easily tweaked) tend more towards the space opera side of thing. Released back in 2004, HN2 has done what many other Precis Intermedia products have done over the years--quietly provide excellent value and good gaming foundations.
The HardNova ][ RPG is available as a standalone pdf or virtual boxed set over at RPGNow for $7.50, or in print/pdf bundles over at the Precis Intermedia webstore starting around $12.50.
Further Afield: Readers finding the above selection insufficient or not what they're looking for should also check out VSCA's massive, FATE-driven Diaspora, the free goodness of Rob Lang's ICAR, the amazingly archived (and also free) Star Frontiers community, or the d12-and-H. Beam Piper-loving Thousands Suns RPG.
Tuesday, February 19, 2013
The Weekend: Books, Dice, Gaming, And One Dud
Talk about a good gaming weekend. Here are the highlights (with a single lowlight at the end):
-At long last, my softcover copies of BareBones Fantasy and Keranak Kingdoms arrived from the RPGNow printer! I have been working off my pdf copies, but it's nice to have a physical copy for reference, too. I absolutely LOVE the 6"x9" format, which isn't used enough in game products. Here's a pic:
-You'll notice there are some dice in that photo. I also ordered more Gamescience dice from Noble Knight games, including a couple of d5s. They should make some handy prizes for players and such. I inked everything myself, which is an art I'm still perfecting with time. My Sharpie did not fail me this time around, for which I was grateful.
-In addition, I'm reading (or rereading) all the old Birthright novels. A couple by Simon Hawke arrived, courtesy of an Amazon vendor, on Friday. Birthright had some issues, but I always loved the dynastic struggles and idea of realm management, even when the execution was lacking.
-The third session of my 1867 Savage Worlds campaign went very nicely indeed this weekend. The PCs were tasked with assisting General Burnside (long story) with the defense of Baltimore, due to a series of demoralizing and costly arson attacks. They ended up defeating a superpowered trio of British baddies including a flame-controlled, an individual capable of deflecting energy, and, most dangerous of all, a creep with the power to plant powerful illusions in anyone's mind. The PCs stopped the arsonists with their burgeoning superpowers (and some awesome creativity!), but not before I almost took out their speedster with a cunning illusion. The cliffhanger was looking out and seeing Fort McHenry covered some strange green glow. What is it? They'll have to wait for next session...
I will say that after a few initial roadbumps with Savage Worlds, I feel like we're getting into a flow where combat is concerned. The Bennies flowed easily and quickly, and they were certainly needed. On the GM side of the screen, I really liked having Bennies for my Big Bad Guys (Wild Cards) as well. I'm still not sure how the game will scale as the group keeps grabbing XP, but that's not a concern just yet.
-There was one dud over the weekend, which also counts as one of the stranger gaming experiences I've had in some time: I was roped into playing a short Skype session of Dungeon World, which appears to be wildly popular by both storygamers and some gamers I wouldn't have expected to like it. With apologies to their sensibilities, I didn't care for it. (I should have known I was in trouble when I read the review stating Dungeon World was a "modern thinking game that every serious role player should own a copy of". That probably counts me out right there).
The game bills itself as some updated form of old school gaming, but it didn't give that experience for me. First, we discovered there was no initiative, which means between the four of us, things got very confused, very quickly. Our starting characters all seemed wildly powerful, and character creation was just odd (why can't two of us pick the same class? They want me to pick my name from a list?). It seems to have a lot of arbitrary rules, yet be annoyingly too freeform at the same time. That's a poor mix. It's almost like a recipe for chocolate cake made by someone who has heard of, but never quite tasted, actual chocolate cake.
Out of our Skype group, I can't say any of us particularly cared for it. We have dozens of games that do classic play better than this, from Basic Fantasy RPG to the Rules Cyclopedia to BBF. I know folks are having fun with that game, but I just don't get it. It was a rare miss on a weekend chock-full of gaming goodness. Not every weekend can be that good, but man, is it great when your cup runneth over.
-At long last, my softcover copies of BareBones Fantasy and Keranak Kingdoms arrived from the RPGNow printer! I have been working off my pdf copies, but it's nice to have a physical copy for reference, too. I absolutely LOVE the 6"x9" format, which isn't used enough in game products. Here's a pic:
-You'll notice there are some dice in that photo. I also ordered more Gamescience dice from Noble Knight games, including a couple of d5s. They should make some handy prizes for players and such. I inked everything myself, which is an art I'm still perfecting with time. My Sharpie did not fail me this time around, for which I was grateful.
-In addition, I'm reading (or rereading) all the old Birthright novels. A couple by Simon Hawke arrived, courtesy of an Amazon vendor, on Friday. Birthright had some issues, but I always loved the dynastic struggles and idea of realm management, even when the execution was lacking.
-The third session of my 1867 Savage Worlds campaign went very nicely indeed this weekend. The PCs were tasked with assisting General Burnside (long story) with the defense of Baltimore, due to a series of demoralizing and costly arson attacks. They ended up defeating a superpowered trio of British baddies including a flame-controlled, an individual capable of deflecting energy, and, most dangerous of all, a creep with the power to plant powerful illusions in anyone's mind. The PCs stopped the arsonists with their burgeoning superpowers (and some awesome creativity!), but not before I almost took out their speedster with a cunning illusion. The cliffhanger was looking out and seeing Fort McHenry covered some strange green glow. What is it? They'll have to wait for next session...
I will say that after a few initial roadbumps with Savage Worlds, I feel like we're getting into a flow where combat is concerned. The Bennies flowed easily and quickly, and they were certainly needed. On the GM side of the screen, I really liked having Bennies for my Big Bad Guys (Wild Cards) as well. I'm still not sure how the game will scale as the group keeps grabbing XP, but that's not a concern just yet.
-There was one dud over the weekend, which also counts as one of the stranger gaming experiences I've had in some time: I was roped into playing a short Skype session of Dungeon World, which appears to be wildly popular by both storygamers and some gamers I wouldn't have expected to like it. With apologies to their sensibilities, I didn't care for it. (I should have known I was in trouble when I read the review stating Dungeon World was a "modern thinking game that every serious role player should own a copy of". That probably counts me out right there).
The game bills itself as some updated form of old school gaming, but it didn't give that experience for me. First, we discovered there was no initiative, which means between the four of us, things got very confused, very quickly. Our starting characters all seemed wildly powerful, and character creation was just odd (why can't two of us pick the same class? They want me to pick my name from a list?). It seems to have a lot of arbitrary rules, yet be annoyingly too freeform at the same time. That's a poor mix. It's almost like a recipe for chocolate cake made by someone who has heard of, but never quite tasted, actual chocolate cake.
Out of our Skype group, I can't say any of us particularly cared for it. We have dozens of games that do classic play better than this, from Basic Fantasy RPG to the Rules Cyclopedia to BBF. I know folks are having fun with that game, but I just don't get it. It was a rare miss on a weekend chock-full of gaming goodness. Not every weekend can be that good, but man, is it great when your cup runneth over.
Wednesday, February 6, 2013
Concerning DriveThruRPG/RPGNow Reviews
With another release of old TSR pdfs, Wizards of the Coast has assured another few weeks of discussion in the online communities regarding their releases, company, and what it all means for folks making and selling neoclassical games. (Tell me I'm not the only one excited to see the re-release of Castle Caldwell, written of course by a fellow with the incredible pen name of Harry Nuckols).
Moving past all that for a moment, I've lately been viewing my purchase history and library at RPGNow. All the freebies and sales over the years, plus plenty of flavor-of-the-week grabs, have left me with an extremely long purchase list.
As I was poking through the list, I honestly couldn't remember what some of the items were. When I clicked on their links, I noticed many of the reviews others had done seemed to fall into one of two categories: either wildly extensive, or brief and sadly not very descriptive. Certainly there were some very good ones that fell in the middle area, but for many of them, they weren't what I was looking for.
Now, usually if a product has 20+ reviews and is 4 stars or higher, you're going to get the idea this is a game that is offering something part of the hobby wants. Still, it would be nice to see a few more reviews on products that manage to give you the highlights of a product in 200-500 words without going overboard.
A good RPGNow or DriveThruRPG review doesn't have to be a full recap of the product--it can hit some key highlights and lowlights, and recount a bit of the experience that purchaser had with said product.
What isn't helpful? Well, here's a random selection of reviews from products I purchased or viewed recently, with the names withheld to protect the guilty. Each one of these is an honest-to-goodness review in its entirety at RPGNow/DriveThruRPG:
"Great product... Usually 5 stars worth... minus two for the missing print-on-demand option...!"
"The product is in perfect condition on the final product. I am able to read every word and it is easy to access."
"having problems getting the book to come thru here,i need help" (Note: This one was rated 2/5 stars).
"This is my favorite RPG ever. The stories are so grand, and I like that there is no metaplot that has to be followed! I can't get enough of this game."
"The quality of pdf are very good. The product is perfect"
"Good book on Victorian times, but not my favorite."
"This is a good game thanks for the stuff lets do it again sometime"
"I do not know yet as I am only just downloading the product... (?)"
It's not that the comments are simply brief; brevity can be just fine. The problem lies with the fact that they're as useful as a fart in a tornado. Just put a tiny bit of thought and elaboration into your review; it's better for the publisher and the next gamer to come along.
For my part, I'm going back and attempting to review as many of my purchased items as I can. The reviews won't be novels, but I'm going to try and put some thought and consideration into each one. It doesn't have to be a masterpiece, but a little effort can go a long way. Someone created that gaming product; they deserve at least some honest feedback. I also know that when I look at a product, I wish someone would have taken the time to offer their thoughts on it. There's no compunction to do so, but it would be nice if more gamers extended that courtesy.
Moving past all that for a moment, I've lately been viewing my purchase history and library at RPGNow. All the freebies and sales over the years, plus plenty of flavor-of-the-week grabs, have left me with an extremely long purchase list.
As I was poking through the list, I honestly couldn't remember what some of the items were. When I clicked on their links, I noticed many of the reviews others had done seemed to fall into one of two categories: either wildly extensive, or brief and sadly not very descriptive. Certainly there were some very good ones that fell in the middle area, but for many of them, they weren't what I was looking for.
Now, usually if a product has 20+ reviews and is 4 stars or higher, you're going to get the idea this is a game that is offering something part of the hobby wants. Still, it would be nice to see a few more reviews on products that manage to give you the highlights of a product in 200-500 words without going overboard.
A good RPGNow or DriveThruRPG review doesn't have to be a full recap of the product--it can hit some key highlights and lowlights, and recount a bit of the experience that purchaser had with said product.
What isn't helpful? Well, here's a random selection of reviews from products I purchased or viewed recently, with the names withheld to protect the guilty. Each one of these is an honest-to-goodness review in its entirety at RPGNow/DriveThruRPG:
"Great product... Usually 5 stars worth... minus two for the missing print-on-demand option...!"
"The product is in perfect condition on the final product. I am able to read every word and it is easy to access."
"having problems getting the book to come thru here,i need help" (Note: This one was rated 2/5 stars).
"This is my favorite RPG ever. The stories are so grand, and I like that there is no metaplot that has to be followed! I can't get enough of this game."
"The quality of pdf are very good. The product is perfect"
"Good book on Victorian times, but not my favorite."
"This is a good game thanks for the stuff lets do it again sometime"
"I do not know yet as I am only just downloading the product... (?)"
It's not that the comments are simply brief; brevity can be just fine. The problem lies with the fact that they're as useful as a fart in a tornado. Just put a tiny bit of thought and elaboration into your review; it's better for the publisher and the next gamer to come along.
For my part, I'm going back and attempting to review as many of my purchased items as I can. The reviews won't be novels, but I'm going to try and put some thought and consideration into each one. It doesn't have to be a masterpiece, but a little effort can go a long way. Someone created that gaming product; they deserve at least some honest feedback. I also know that when I look at a product, I wish someone would have taken the time to offer their thoughts on it. There's no compunction to do so, but it would be nice if more gamers extended that courtesy.
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