Showing posts with label Break!!. Show all posts
Showing posts with label Break!!. Show all posts

Friday, September 05, 2025

Five Alive!



In a fearsome feedback loop that threatens the very fabric of not much at all, Adam at Barking Alien followed up on my first five role-playing games post with a post about the five rpgs he's thinking about most right now. Or then, when he wrote the post. That seems like an excellent idea. Let's have at it!

  • 13th Age. I'm often thinking about 13th Age because I think it's an excellent game and I very much enjoyed running it in the past. I read 13th Age Glorantha the other day -- I backed as a Kickstarter in 1873 or thereabouts and never got around to reading -- and while it's massively incomplete, it has a lot of very good ideas. It's another layer of complexity on top of the base game -- I refer to it as Advanced 13th Age to no one because there's no one else here -- so I don't know if I'd run it, but it did make me excited to play 13A again, in some form.
  • Break!! I've got an idea for subverting the bright and cheery feel of Break!! with an apocalyptic horror campaign influenced by The Second Chronicles of Thomas Covenant, Kingdom Death, and few other bleak and depressing things. I can't quite decide if this is a terrible idea, or bold and exciting. Perhaps I will play it to find out!
  • Call of Cthulhu. I am almost always thinking about Call of Cthulhu. It has been too long since I last played.
  • Lamentations of the Flame Princess. This is a bit of a cheat as I'm working on a couple of books, but I am thinking about it and it is an rpg, so...
  • Star Wars d6. I've got a rough idea for a pirate campaign, a mix of original content and some published adventures I've got lying around that would fit well with a bit of bodging. This also ties in with another post I really need to get around to publishing one day. This day? No.

Monday, August 26, 2024

Not Broken, Don't Fix

Short Review:

Break!! is a well-designed game that reminds me a lot of Redbox Hack, and a little of 13th Age, and as I like both of those games a lot, I'm quite well-disposed towards Break!! too.

(Much) Longer Review:

This is going to be mostly positive, so let's get what I don't like out of the way first.

The book is massively overwritten. Every little bit and process -- except, oddly, the d20s on the page edges -- is explained in exhaustive detail. It's 470+ pages and it doesn't need to be 470+ pages.

BUT.

If Break!! were my first role-playing game, if I were new to the hobby and needed explanations for how to do things or how rpgs worked, then all of this extra detail and instruction would probably be quite useful. So yes, to my old brain and eyes it's Too Much Writing, but I'm not everyone, so I can let this one go.

I would have liked a bigger monster section. What we do get is good and explains how monsters work, and even how to reskin them to make new, different creatures, but I would still have liked seeing a few more examples. One notable gap is a Level One Sword Fodder type creature. A goblin/kobold/skaven type. Again, there are a couple of creatures that could be modified into that role, but it would have been nice to have one to use out of the box. Not that there is a box.

Something else there isn't is a Frog condition, which seems like a terrible omission, but I suppose you could hack that back in.

And that's it. That's everything negative I have to say about Break!! Now on to the positives. You may want to get a cup of tea or your local equivalent.

The classes callings are all interesting and look exciting to play. They have enough similarities with classic D&D types that they are familiar, but also have enough differences or twists to feel fresh and exciting. The Raider is sort of a D&D ranger, and sort of a D&D monk, but also quite unlike either. The Champion is more or less a fighter, except they are also good at cooking! Cooking the organs of slain monsters, yes, but cooking nonetheless! The Factotum is probably the most unique, a sort of support class calling upgraded to a full player class calling, part skills expert, part tactician, part pack mule, and like nothing I've seen in a fantasy rpg before. It's these classes callings and their unique abilities that make me think most of Redbox Hack and 13th Age; I like them a lot.

The mechanics seem good and robust. There are lots of options, but the basic rules are quite simple, based around single d20 rolls with only a couple of modifiers; like 13th Age the players will have more to remember and track than the GM will -- although some of the monsters can have complex abilities -- which should let the GM get on with running the game. Although not complicated, there is a lot of content, but the organisation is excellent; sections and subsections are clearly and intelligently marked and finding things in the book should be quite easy. Everything is in one book too, which will always win points from me.

There are WFRP-like damage charts (like!), magical corruption for spellcasters (like!), and a magical allegiance mechanic (like!) similar to that found in Elric!/Stormbringer (like like!). There's even a section on colossal enemies -- as in Shadow of the Colossus (very much like!) -- with evocative but simple rules for climbing on and fighting such huge creatures.

(That's it over there. One page. That's all you need to explain a whole sub-system. Imagine that, Call of Cthulhu 7...)

The GM section is very good, full of basic -- see above -- but solid advice on running games, and also what look like excellent tools for generating adventures and setting, with some examples to get you started, or to just rip -- not literally, please -- and run from the book.

Break!! also looks great. Grey Wizard's anime style art is lovely and does an excellent job of conveying the intended feel, although I should point out that if anime's not your thing then there's almost nothing baked into the game itself that forces that sort of style. You could run this as a depressing and obstinate Dark Souls type game with no problem. If you wanted. Anyway, good art! There are also plenty of narrative comic-style pages, which is something I always like to see. More rpgs should have them.

(I am available.)


Grey Wizard's book design is also good and clear. It does feel a tiny bit like a school science textbook -- smells a bit like one too -- but the art does take the edge off that. And there's nothing wrong with science.

In Conclusion (thank fudge for that):

Anime and computer game fans will of course find Break!! right up their alley, but there's also a lot to like if you enjoy fantasy role-playing games but are looking for something a bit different to the D&D style.

I very much like the look of this game, enough so that it's making me run it, and I haven't run a role-playing game in a looooooong time. That's a recommendation you can take to the bank.

(Don't do that.)

Arbitrary score: 4 chocolate wafer fingers out of 2 chocolate wafer fingers.

You can buy Break!! here and follow the Break!! blog here.

Sunday, August 25, 2024

Break(!!)ing Bad(ger)

I've had a good look through Break!! and I'm putting a review together, but for now let's just say I like it very much and I'm considering running it. Maybe.

Before unleashing it on my group I thought I'd give character generation a try to see how it goes. I went for random rolls throughout, and this is what I got:

Ylkinee, aka, "BADGER":

CHIB (anime halfling, in this context) RAIDER (sort of like a D&D ranger mixed with a D&D monk, but not really)

Might: 9
Deft: 10
Grit: 10
Insight: 7
Aura: 7
Attack: +1
Defence: 11
Hearts: 3
Speed: Fast
Inventory: 8 (+3)

Abilities:
Like the Wind, Hunter's Focus, Sidestep, Easily Overlooked

Badger can use light and medium armour, small and standard shields, and all weapons (although as he is Small, some options are restricted)

Background and History:
Badger is from the BURIED KINGDOM, and speaks HIGH AKENIAN as a bonus language.

Badger was a FIELD SAPPER before he was an adventurer, with Purviews (+2 bonus) in ARMY MACHINE WORKINGS, GETTING BEHIND ENEMY LINES, and SPOTTING STRUCTURAL WEAKNESSES.

Quirk:
SURVIVOR (enhanced healing, but a greater chance of accidental injury, because he's a bit overconfident)

Gear:
A common rural item, a spade, a bomb (!), a demolitions kit, a functional outfit, a standard weapon, an adventurer's bag (+3 inventory space), and 1 coin.

And that's about it. With random rolls the entire process took about 10 minutes start to finish, which is pretty quick. Choices open up at later levels ranks but even then it's not too complex. The many interactions between class, species, background, and quirks mean that it is unlikely that any two starting characters, even of the same class, will be alike. I'll be interested to see what my group comes up with if and when we play.

Saturday, June 22, 2024

Break!! Fast

This arrived yesterday!


I have been following Reynaldo since the old blogging days, through the halcyon Google+ times, and then through the Break!! development, so backing the Kickstarter in 2023 was always going to happen.


The book is lovely. It's very thick -- almost 500 pages! -- and very dense but the design is nice and clean, reminiscent of the beautiful tomes produced by Bitmap Books.


It'll probably be a while before I get to read through Break!! in detail, but I'm very much looking forward to it.