This is all based on me misreading (Sir) Ian Livingstone's handwriting on this map.
RUST MINOTAURS, also known as "IRON BRUTES" by northern folk, are aggressive and terrifying hybrids of -- wait for it -- minotaurs and rust monsters, although they seem to take more of their characteristics from the homicidal bovine side. Those ever-clueless sages speculate that the iron brutes were first created by a mad wizard, but that's their excuse for anything they can't explain, and is probably a result of professional jealousy.
RUST MINOTAUR: Armour 15, Move 120’, 6* Hit Dice, 27hp, rusty horns or weapon +2, Morale 12.
Rust minotaurs can attack with either their horns or a weapon, not both, in a single Round. The iron brute's horns destroy metal at a touch. Magical armour and weapons get 10% resistance per "plus" of enchantment.
The rust minotaur can metabolise enchanted metal and convert it into temporary armour plating, taking the form of hexagonal metallic scales. Every "plus" destroyed by the creature's touch, is converted to a point of armour, which erupts from the monster's hide a Round after it is absorbed. This bonus armour flakes away after a day.
If you are playing Troika! or a similar game of fantasy fighting, then you can use the following statistics:
SKILL 9
STAMINA 9
Initiative 3
Armour 0 (but see below)
Damage as Weapon or Rusty Horns
If a Rust Minotaur hits with its Rusty Horns attack, the target takes no damage but instead loses 1 point of armour, to a minimum of 0. If the armour was magical, the iron brute gains this point of absorbed armour at the End of the Round. These bonus points of protection have no maximum, but on the plus side, they disappear after a day. Good luck!
I'm Kelvin Green. I draw, I write, I am physically grotesque, and my hair is stupid.
Showing posts with label Troika!. Show all posts
Showing posts with label Troika!. Show all posts
Monday, January 10, 2022
Monday, June 21, 2021
FLYING IDIOT DEATH SPIDER
About the size of a chubby pigeon and twice as stupid, these giant insectoid* idiots are most common in the late summer and early autumn months. They are attracted to light, fly like they've chugged 13 barrels of ale, and seem to do everything in their limited, ungainly power to get themselves killed. How they manage to survive long enough to breed is a mystery that has baffled sages everywhere.
*(As any pedant will tell you, they are not true spiders. Ettercaps get quite exasperated if you mention them as they are a bit of a PR disaster for spider-kind.)
Suicidal Tendencies (roll 1d6 once per round/turn per FLYING IDIOT DEATH SPIDER):
FLYING IDIOT DEATH SPIDERS in Troika! and similar games of fantasy fighting:
SKILL 2
STAMINA 2
Initiative 3
Armour 0
Damage 0
FLYING IDIOT DEATH SPIDERS in LotFP and other old-school games of dungeon-based adventuring:
FLYING IDIOT DEATH SPIDER, Armour None (12), Move 120', 1 Hit Dice, 1hp, annoying flapping (no damage), Morale 12 (fearless because of stupidity)
Fly my pretties!
*(As any pedant will tell you, they are not true spiders. Ettercaps get quite exasperated if you mention them as they are a bit of a PR disaster for spider-kind.)
Suicidal Tendencies (roll 1d6 once per round/turn per FLYING IDIOT DEATH SPIDER):
- Wibbles into the middle of combat and takes a hit meant for something else.
- Flumps into a lantern or torch, extinguishing it, then flies about in a panic, setting fire to 1d4 random items before burning up.
- Bumps into a random character's face, causing penalties (-2, disadvantage, whatever) to all rolls until it flies off to do something else.
- Blunders into the nearest trap, setting it off.
- Plunges face first into the nearest liquid, drowning itself, and potentially ruining lunch if the nearest liquid was your soup.
- Flip-flops around, bumping into things and causing a surprising amount of noise, alerting any nearby creatures.
FLYING IDIOT DEATH SPIDERS in Troika! and similar games of fantasy fighting:
SKILL 2
STAMINA 2
Initiative 3
Armour 0
Damage 0
FLYING IDIOT DEATH SPIDERS in LotFP and other old-school games of dungeon-based adventuring:
FLYING IDIOT DEATH SPIDER, Armour None (12), Move 120', 1 Hit Dice, 1hp, annoying flapping (no damage), Morale 12 (fearless because of stupidity)
Fly my pretties!
Thursday, May 23, 2019
With a Little Bit of SKILL/STAMINA/LUCK, We Can Make It Through the Night
This is a review of the new edition of Melsonian Arts Council's Troika! but first, a bit of a digression. It will be relevant, I promise.
Fighting Fantasy is one of my favourite role-playing games, but it is not without its problems. It was designed to run the Fighting Fantasy solo gamebooks and while it's just about fit for purpose for those, the ruleset struggles when taken out of that context.
In the gamebooks there is some freedom of choice -- which is what makes them fun after all -- but it's not like a tabletop rpg, where you -- or YOU -- can take a beating, return to town for a rest, then return to the dungeon for more donnybrooking. Fighting Fantasy gamebooks are almost always about forward movement, with branching paths that nonetheless carry you forward.
It's also rare to have allies, and when someone else does turn up to help, they either hang around for a couple of fights then run off, or they get eaten by a GIANT CRAB (SKILL 10 STAMINA 11) after two paragraphs. I was surprised to discover that the recent Port of Peril features a non-player companion who not only hangs around for a fair chunk of the book, but is also somewhat competent.
All of this means that gamebook characters verge on the superheroic; they have to be to have a fair chance against the individual book's many challenges.
You can perhaps see where this is going. Translate that to a multiplayer rpg and you have problems. Now there's a group of four or five titans -- ho ho! -- wandering about, cutting through monsters and shrugging off traps; there's fun in that -- I ran a short and self-explosive campaign along those lines and it was brilliant -- but it's not sustainable for extended play.
The other issue is -- and I'm aware of the irony here -- that the randomness and simplicity of character generation means that some characters are much better than others. When you have only three player-character statistics and those are generated by dice rolls, you can end up with characters with wild differences in competence and survival prospects. Again, this isn't a problem with a one-off adventure but it can cause problems for a campaign. Advanced Fighting Fantasy makes the issue worse with its advanced skill system; your SKILL score also determines the points you add to your SKILL to determine the value of your special skills, so if you roll well, you get even better, and if you don't roll well, you never catch up.
Fighting Fantasy is a great little game and I love it, but these are major issues that can make it unviable for a long-term campaign, or at least a sensible long-term campaign.
I mention all this because Troika! is more or less an alternate Advanced Fighting Fantasy -- see, I told you it would be relevant -- and is going to be vulnerable to the same issues, unless author Daniel Sell has found solutions.
He has. Sort of. I think.
The SKILL problem is solved by acknowledging the inherent imbalance and randomness in the system and embracing it as a feature; maybe your rolls are crappy but look, you're a space giant with a magic map! It's a gutsy approach; adding even more randomness with the Backgrounds system and sort of trusting that things will balance out, or at least will be more interesting.
If we're thinking in terms of pure numbers then I don't think the problem is fixed -- it may even be worse -- but the strength of the addition of Backgrounds is that they give players interesting things with which to play that are not just numbers to plug into the combat or skill checks or whatever. The other advantage of this approach is that it adds no mechanical complexity, so the game remains simple. I approve.
(A quick aside: I'm playing in a D&D5 game at the moment using the revised ranger class and it comes with a bunch of special abilities that aren't mechanical as such -- they don't interact with target numbers, dice rolls, character statistics, or anything like that -- but still have a significant impact on the game world. It almost feels like cheating and I'm loving it.)
The STAMINA problem is tackled by inflating damage output. In Fighting Fantasy a GOBLIN (SKILL 5 STAMINA 5) with a sword can hit you for two points of STAMINA damage. In Advanced Fighting Fantasy the same GOBLIN can do between one and three points. The Troika! GOBLIN can ruin your day with up to ten points per kidney-poke! It's swingy and brutal and it's not the approach I would have taken but it looks like it should work, and will make for fast and exciting combat.
The other big change to the original Fighting Fantasy is a new initiative system. You add tokens, such as dice, to a bag -- player-characters get two each, henchmen get one, opponents get a varied amount -- and then characters act as their token is drawn from the bag, until the "End of Round" token is drawn and everything resets. This mechanic is tactile and unpredictable and I adore it, but I can imagine that the unpredictability of it could prove too much for some.
Elsewhere the game is much the same as Fighting Fantasy. It's simple, quick, and with the major issues of the original resolved, it seems quite robust. That said, Troika! isn't just a new edition of a venerable classic, as it abandons the generic fantasy of Jackson and Livingstone's Titan for something somewhat more exotic.
The setting is implied through the Backgrounds and the monster list, just enough to give a feel of the world without pages of maps and historical data. It's a strange world, a little bit Planescape, a little bit Book of the New Sun, a little bit Spirited Away. It feels decadent and almost febrile, the same way David Lynch's underrated adaptation of Dune does; I imagine the world of Troika! is hot and sweaty and everyone is struggling under some sort of summer cold.
The light touch to setting elements means that it should be easy enough to switch them for those with a closer match to your own campaign backdrop. I suspect it would be a significant amount of work to come up with d66 new Backgrounds, but I doubt it would be arduous.
Sells' writing style is infectious, arch and playful, without coming across as pretentious: "Notice that [starting Backgrounds] only touch the very edge of specificity." At times, when explaining rules, this dancing, slippery tone can border on obfuscation but for the most part it's entertaining and fun to read.
There is less art than I expected from this deluxe release of the game; there was a fanzine-style edition a few years ago. I would have thought the upgrade to a fancy hardback would have meant the book would be drenched in pictures but aside from the Backgrounds section art is scarce. It's all good stuff though; I'm quite fond of the aforementioned Background images by, I think, Dirk Detweiler Leichty. They have this mad, angular, almost abstract look, sort of like the face cards in a standard fifty-two card deck; the style probably has a name but I'm too much of a barbarian to know it. Now that I think of it, a deck of character generation cards would be a lovely little gimmick.
The book's design and layout are neat and functional and it's quite easy to read and navigate; the use of old-school rules organisation -- "6. Actions... 6.1 Hit Someone... 6.2 Shoot Someone", and so on -- is a bit excessive in a game of this complexity but is a cute stylistic flourish. The book is a sturdy hardback and is presented in A5, the One True Format, so extra points there. I will dock a significant number of points because the character sheet doesn't have "Adventure Sheet" across the top but you can't have everything, I suppose.
While I have some quibbles with Troika! they are minor, and on the whole it's a solid and entertaining update and enhancement of one of my favourite role-playing games; should I be lucky enough to once again run a Fighting Fantasy game in the future, I will probably use Troika! because Troika! is ace.
Arbitrary score: 87
Troika can be purchased in digital and physical forms.
Fighting Fantasy is one of my favourite role-playing games, but it is not without its problems. It was designed to run the Fighting Fantasy solo gamebooks and while it's just about fit for purpose for those, the ruleset struggles when taken out of that context.
In the gamebooks there is some freedom of choice -- which is what makes them fun after all -- but it's not like a tabletop rpg, where you -- or YOU -- can take a beating, return to town for a rest, then return to the dungeon for more donnybrooking. Fighting Fantasy gamebooks are almost always about forward movement, with branching paths that nonetheless carry you forward.It's also rare to have allies, and when someone else does turn up to help, they either hang around for a couple of fights then run off, or they get eaten by a GIANT CRAB (SKILL 10 STAMINA 11) after two paragraphs. I was surprised to discover that the recent Port of Peril features a non-player companion who not only hangs around for a fair chunk of the book, but is also somewhat competent.
All of this means that gamebook characters verge on the superheroic; they have to be to have a fair chance against the individual book's many challenges.
You can perhaps see where this is going. Translate that to a multiplayer rpg and you have problems. Now there's a group of four or five titans -- ho ho! -- wandering about, cutting through monsters and shrugging off traps; there's fun in that -- I ran a short and self-explosive campaign along those lines and it was brilliant -- but it's not sustainable for extended play.
The other issue is -- and I'm aware of the irony here -- that the randomness and simplicity of character generation means that some characters are much better than others. When you have only three player-character statistics and those are generated by dice rolls, you can end up with characters with wild differences in competence and survival prospects. Again, this isn't a problem with a one-off adventure but it can cause problems for a campaign. Advanced Fighting Fantasy makes the issue worse with its advanced skill system; your SKILL score also determines the points you add to your SKILL to determine the value of your special skills, so if you roll well, you get even better, and if you don't roll well, you never catch up.
Fighting Fantasy is a great little game and I love it, but these are major issues that can make it unviable for a long-term campaign, or at least a sensible long-term campaign.
I mention all this because Troika! is more or less an alternate Advanced Fighting Fantasy -- see, I told you it would be relevant -- and is going to be vulnerable to the same issues, unless author Daniel Sell has found solutions.
He has. Sort of. I think.
The SKILL problem is solved by acknowledging the inherent imbalance and randomness in the system and embracing it as a feature; maybe your rolls are crappy but look, you're a space giant with a magic map! It's a gutsy approach; adding even more randomness with the Backgrounds system and sort of trusting that things will balance out, or at least will be more interesting.If we're thinking in terms of pure numbers then I don't think the problem is fixed -- it may even be worse -- but the strength of the addition of Backgrounds is that they give players interesting things with which to play that are not just numbers to plug into the combat or skill checks or whatever. The other advantage of this approach is that it adds no mechanical complexity, so the game remains simple. I approve.
(A quick aside: I'm playing in a D&D5 game at the moment using the revised ranger class and it comes with a bunch of special abilities that aren't mechanical as such -- they don't interact with target numbers, dice rolls, character statistics, or anything like that -- but still have a significant impact on the game world. It almost feels like cheating and I'm loving it.)
The STAMINA problem is tackled by inflating damage output. In Fighting Fantasy a GOBLIN (SKILL 5 STAMINA 5) with a sword can hit you for two points of STAMINA damage. In Advanced Fighting Fantasy the same GOBLIN can do between one and three points. The Troika! GOBLIN can ruin your day with up to ten points per kidney-poke! It's swingy and brutal and it's not the approach I would have taken but it looks like it should work, and will make for fast and exciting combat.
The other big change to the original Fighting Fantasy is a new initiative system. You add tokens, such as dice, to a bag -- player-characters get two each, henchmen get one, opponents get a varied amount -- and then characters act as their token is drawn from the bag, until the "End of Round" token is drawn and everything resets. This mechanic is tactile and unpredictable and I adore it, but I can imagine that the unpredictability of it could prove too much for some.
Elsewhere the game is much the same as Fighting Fantasy. It's simple, quick, and with the major issues of the original resolved, it seems quite robust. That said, Troika! isn't just a new edition of a venerable classic, as it abandons the generic fantasy of Jackson and Livingstone's Titan for something somewhat more exotic.
The setting is implied through the Backgrounds and the monster list, just enough to give a feel of the world without pages of maps and historical data. It's a strange world, a little bit Planescape, a little bit Book of the New Sun, a little bit Spirited Away. It feels decadent and almost febrile, the same way David Lynch's underrated adaptation of Dune does; I imagine the world of Troika! is hot and sweaty and everyone is struggling under some sort of summer cold.
The light touch to setting elements means that it should be easy enough to switch them for those with a closer match to your own campaign backdrop. I suspect it would be a significant amount of work to come up with d66 new Backgrounds, but I doubt it would be arduous.
Sells' writing style is infectious, arch and playful, without coming across as pretentious: "Notice that [starting Backgrounds] only touch the very edge of specificity." At times, when explaining rules, this dancing, slippery tone can border on obfuscation but for the most part it's entertaining and fun to read.
There is less art than I expected from this deluxe release of the game; there was a fanzine-style edition a few years ago. I would have thought the upgrade to a fancy hardback would have meant the book would be drenched in pictures but aside from the Backgrounds section art is scarce. It's all good stuff though; I'm quite fond of the aforementioned Background images by, I think, Dirk Detweiler Leichty. They have this mad, angular, almost abstract look, sort of like the face cards in a standard fifty-two card deck; the style probably has a name but I'm too much of a barbarian to know it. Now that I think of it, a deck of character generation cards would be a lovely little gimmick.
The book's design and layout are neat and functional and it's quite easy to read and navigate; the use of old-school rules organisation -- "6. Actions... 6.1 Hit Someone... 6.2 Shoot Someone", and so on -- is a bit excessive in a game of this complexity but is a cute stylistic flourish. The book is a sturdy hardback and is presented in A5, the One True Format, so extra points there. I will dock a significant number of points because the character sheet doesn't have "Adventure Sheet" across the top but you can't have everything, I suppose.
While I have some quibbles with Troika! they are minor, and on the whole it's a solid and entertaining update and enhancement of one of my favourite role-playing games; should I be lucky enough to once again run a Fighting Fantasy game in the future, I will probably use Troika! because Troika! is ace.
Arbitrary score: 87
Troika can be purchased in digital and physical forms.
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Tuesday, August 01, 2017
Hashtag and Eggs
Oh okay then, let's have a look.
I'm not going to do one a day; no one wants to see that. Let's bash through the whole lot in one fat hit.
Here we go!
1. What published rpg do you wish you were playing right now?
What, right this moment? I'm okay thanks. I like games but I don't want to be playing every moment of every day, like some sort of...
Oh.
I want to play Mutant Year Zero. It's been sitting in my reading pile for a year or so but I haven't got it to the table yet.
2. What is an rpg you would like to see published?
I may write a longer blog post about this but I think it's fascinating that computer rpg series like Final Fantasy spit out a complete ruleset and setting every couple of years and then move on; would anyone buy or play these games if they were released as tabletop rpgs? I would be interested, at least.
3. How do you find out about new rpgs?
I don't follow any news sites or anything like that, so I tend to pick up on new releases when people get excited about them on Google+.
4. Which rpg have you played the most since August 2016?
I am a sad loser and I have logged everything I've played and because these things are true I can tell you that it was the Frankenstein patchwork d100 game I used to run The Dracula Dossier. Thirteen sessions in all.
5. Which rpg cover best captures the spirit of the game?
That's a great question. I can think of lots of covers I like but do they capture the spirit of the game? Fifth edition Call of Cthulhu has a wonderful cover but I don't think it's indicative of how the game plays, as such.
Of the games I own, I'm going to go with the second edition of Shadowrun; it's not the best image in the world -- the composition is a bit flat and that drain is given so much prominence that you'd be forgiven for thinking it's a main character -- but does a great job of showing what the game is about.
6. You can game every day for a week. Describe what you'd do!
Assuming I've done all the preparation and I'm ready to go, I'd probably try out a bunch of games and play a different one each day. Maybe two a day, one after lunch and one after dinner.
I know. Rock and roll.
7. What was your most impactful rpg session?
"Impactful" is a horrible word. Eurgh. Stop it.
Anyway, probably the most influential -- much better, see? -- session was the first time I played Call of Cthulhu. I'd played other rpgs before that, and it was Shadowrun that probably got me hooked, but that first CoC session was a profound and enlightening experience.
8. What is a good rpg to play for sessions of 2hrs or less?
"2hrs"?
Good gravy.
(Mental note: stop being an arse.)
Anyway, two hours doesn't seem long enough to get going, once you've taken into account making the tea and moaning about what the Tories have done this week, but I'd go for something quick and easy, like Fighting Fantasy. I imagine you could rattle through a lot of content in two hours with that game.
9. What is a good rpg to play for about 10 sessions?
Most campaigns I run last about ten to twelve sessions, so the easy answer is "any of them" but that's not very helpful.
There's a suggestion in 13th Age to run a campaign in which everyone gains a level with each session and characters have ten levels in that, so you get this focussed and neat sort of "zero to hero" thing. I don't know if that means 13th Age is a good rpg to play for about ten sessions, but I'd like to give it a try some time.
10. Where do you go for rpg reviews?
Reviews from R'lyeh is good, as is tenfootpole. Ramanan Sivaranjan knows what he's talking about, and I will always pay attention to what Patrick Stuart or Zak Smithsabbath like, although our tastes can often vary.
11. Which "dead game" would you like to see reborn?
TSR's Saga System -- the one with the cards -- was ahead of its time and had a lot going for it, but died when TSR did. I'd love to see a new version.
12. Which rpg has the most inspiring interior art?
Death is the New Pink or Troika! because Jeremy Duncan is a genius. So are Jez Gordon and Zak Sabbathsmith, but I don't think there's a published rpg out that features their work. Yet.
(I also have some pictures in DitNP but if you're looking at my stuff instead of JD's then You Are Doing It Wrong.)
13. Describe a game experience that changed how you play.
I was going to blog about this. Maybe I did. I'm old and can't remember everything. Hrm. It was when I was running The Enemy Within II: The Enemy Within and the Temple of Doom and I noticed that WFRP2 sort of expects you to build non-player-characters according to the same rules as player-characters and I remember thinking "no, I'm just going to do what I like" and made up the statistics.
It's sort of obvious and everyone else has probably been doing it for years but it had never occurred to me before and now I do it all the time.
14. Which rpg do you prefer for open-ended campaign play?
I'm not sure how to answer this one because every open-ended game I've played has fallen apart at some point. I would imagine that the best sort of rpg for this kind of campaign would be something where characters don't change much in terms of power level; perhaps something like basic D&D, the Chaosium d100 rules, or Traveller.
15. Which rpg do you enjoy adapting the most?
I don't understand the question. Is this asking if I enjoy hacking games? If so, then I don't do it often because if I have to change a ruleset in order to run something then there's a good chance that there's already a different ruleset that's better suited to what I want to do.
That said, I am a big fan of the Chaosium d100 rules and I find them easy to tweak and modify, so maybe that's my answer.
16. Which rpg do you enjoy using as is?
See above. I'll drop rules if they make no sense or slow things down but for the most part I'm not much of a hacker. Fighting Fantasy and WFRP2 are both games that I run without changing much, if anything.
17. Which rpg have you owned the longest but not played?
Probably Lacuna Part 1: The Creation of the Mystery and the Girl from Blue City. I've had it since 2009 and I've never got around to playing it. I find it interesting and I'm excited to play it but I also find it a bit intimidating and all I can imagine is making a right mess of running it.
18. Which rpg have you played most in your life?
Ooh, crikey. I've played a lot of Pathfinder in recent years, and I played a stupid amount of Shadowrun when I was but a wee sprogling, but I reckon it's probably Call of Cthulhu. I've run three big-ish campaigns and have played double figure one-shots.
It may be Pathfinder because that takes ages to play, but I don't like it nearly as much as Ilike adore Call of Cthulhu and I would be sad if I have played it more often.
19. Which rpg features the best writing?
Small but Vicious Dog.
20. What is the best source for out of print rpgs?
I get mine from eBay because all the shops that used to sell ancient rpg books have closed down around here.
In the brief time during which I lived in Minnesota, the local Half Price Books was like a treasure trove of old rpg stuff, but I wasn't gaming at the time so I didn't pick anything up. Tsk.
21. Which rpg does the most with the least words?
Probably one of these twenty-four hour games or two-hundred word rpgs but I don't think I've read any of them.
Troika! is quite lean but also good. Let's go with that.
22. Which rpgs are the easiest for you to run?
I have no patience for fiddly games any more so I only run games that are easy to run. This is one reason I like 13th Age; for the players it's like AD&D in terms of complexity and options but for the GM it's more like Basic D&D.
The easiest for me is probably Call of Cthulhu because the d100 system is super simple to use, and almost everything is on the character sheet.
Then they ruined it by Pathfindering the seventh edition but I've already moaned about that.
23. Which rpg has the most jaw-dropping layout?
Rifts.
Oh, did you mean jaw-dropping in a good way?
24. Share a PWYW publisher that should be charging more.
I don't know of any PWYW publishers off the top of my head. Lamentations of the Flame Princess sometimes does it but it seems to work for James, so what do I know?
25. What is the best way to thank your GM?
I think it depends on the GM. I always appreciate it when the players tell me they enjoyed the game and would like to play more.
Alas, they tend to tell me this either (a) after the final session of the campaign, or (b) years after the game dribbled away into nothing because of -- I thought -- a lack of interest.
Fist-shaking bitterness and tearful self-doubt aside, it never hurts to just say "thank you, I had fun".
26. Which rpg provides the most useful resources?
What?
Does this mean the core rules, or anything published for it?
I use the d1000 mutation tables from Realms of Chaos: Slaves to Darkness whenever I can, but that's not an rpg.
27. What are your essential tools for good gaming?
Whahuh? These are getting vague and weird now.
A game and some people to play it. Anything else is optional. I mean, it doesn't even have to be a good game as long as you have good people.
I keep thinking of when I played Mutant Chronicles when I was seventeen and it was terrible so we drank whisky as we played and I was sick in a bush.
28. What film/series is the biggest source of quotes for your group?
We don't do quotes. Stupid comedy accents, on the other hand, we do a lot. Comedy German is a popular one.
(Sorry, Germany.)
29. What has been the best-run rpg Kickstarter that you have backed?
The standard for rpg Kickstarters seems to be set so low that "deliver what was promised and on time" is considered some sort of achievement, rather than basic competence. That said, the Mutant Year Zero people know what they are doing and the Hubris Kickstarter was run well.
30. What is an rpg genre-mashup you would most like to see?
I'm not a singer as I lack both the ability and the confidence, and it would probably be insufferable torture to watch in action, like a thousand Frozen Youtube videos in one, but I reckon there's potential in an rpg in which singing is used as some sort of resolution mechanic.
31. What do you anticipate most for gaming in 2018?
That's a bit odd. Why not "the next twelve months" so it ties in with the next time everyone does this?
(Mental note: remember the first mental note.)
Anyway, the thing I'm most excited about is that there will be not one but two new editions of Warhammer Fantasy Roleplay coming out soon. One will be based on the first and second editions and the other will be based on the absurd high fantasy of Age of Sigmar; I'm keen to see both. I have no idea if they will be out in 2018 but let's say they will be just to end this on a positive note.
I'm not going to do one a day; no one wants to see that. Let's bash through the whole lot in one fat hit.
Here we go!
1. What published rpg do you wish you were playing right now?
What, right this moment? I'm okay thanks. I like games but I don't want to be playing every moment of every day, like some sort of...
Oh.
I want to play Mutant Year Zero. It's been sitting in my reading pile for a year or so but I haven't got it to the table yet.
2. What is an rpg you would like to see published?
I may write a longer blog post about this but I think it's fascinating that computer rpg series like Final Fantasy spit out a complete ruleset and setting every couple of years and then move on; would anyone buy or play these games if they were released as tabletop rpgs? I would be interested, at least.
3. How do you find out about new rpgs?
I don't follow any news sites or anything like that, so I tend to pick up on new releases when people get excited about them on Google+.
4. Which rpg have you played the most since August 2016?
I am a sad loser and I have logged everything I've played and because these things are true I can tell you that it was the Frankenstein patchwork d100 game I used to run The Dracula Dossier. Thirteen sessions in all.
5. Which rpg cover best captures the spirit of the game?
That's a great question. I can think of lots of covers I like but do they capture the spirit of the game? Fifth edition Call of Cthulhu has a wonderful cover but I don't think it's indicative of how the game plays, as such.
Of the games I own, I'm going to go with the second edition of Shadowrun; it's not the best image in the world -- the composition is a bit flat and that drain is given so much prominence that you'd be forgiven for thinking it's a main character -- but does a great job of showing what the game is about.
6. You can game every day for a week. Describe what you'd do!
Assuming I've done all the preparation and I'm ready to go, I'd probably try out a bunch of games and play a different one each day. Maybe two a day, one after lunch and one after dinner.
I know. Rock and roll.
7. What was your most impactful rpg session?
"Impactful" is a horrible word. Eurgh. Stop it.
Anyway, probably the most influential -- much better, see? -- session was the first time I played Call of Cthulhu. I'd played other rpgs before that, and it was Shadowrun that probably got me hooked, but that first CoC session was a profound and enlightening experience.
8. What is a good rpg to play for sessions of 2hrs or less?
"2hrs"?
Good gravy.
(Mental note: stop being an arse.)
Anyway, two hours doesn't seem long enough to get going, once you've taken into account making the tea and moaning about what the Tories have done this week, but I'd go for something quick and easy, like Fighting Fantasy. I imagine you could rattle through a lot of content in two hours with that game.
9. What is a good rpg to play for about 10 sessions?
Most campaigns I run last about ten to twelve sessions, so the easy answer is "any of them" but that's not very helpful.
There's a suggestion in 13th Age to run a campaign in which everyone gains a level with each session and characters have ten levels in that, so you get this focussed and neat sort of "zero to hero" thing. I don't know if that means 13th Age is a good rpg to play for about ten sessions, but I'd like to give it a try some time.
10. Where do you go for rpg reviews?
Reviews from R'lyeh is good, as is tenfootpole. Ramanan Sivaranjan knows what he's talking about, and I will always pay attention to what Patrick Stuart or Zak Smithsabbath like, although our tastes can often vary.
11. Which "dead game" would you like to see reborn?
TSR's Saga System -- the one with the cards -- was ahead of its time and had a lot going for it, but died when TSR did. I'd love to see a new version.
12. Which rpg has the most inspiring interior art?
Death is the New Pink or Troika! because Jeremy Duncan is a genius. So are Jez Gordon and Zak Sabbathsmith, but I don't think there's a published rpg out that features their work. Yet.
(I also have some pictures in DitNP but if you're looking at my stuff instead of JD's then You Are Doing It Wrong.)
13. Describe a game experience that changed how you play.
I was going to blog about this. Maybe I did. I'm old and can't remember everything. Hrm. It was when I was running The Enemy Within II: The Enemy Within and the Temple of Doom and I noticed that WFRP2 sort of expects you to build non-player-characters according to the same rules as player-characters and I remember thinking "no, I'm just going to do what I like" and made up the statistics.
It's sort of obvious and everyone else has probably been doing it for years but it had never occurred to me before and now I do it all the time.
14. Which rpg do you prefer for open-ended campaign play?
I'm not sure how to answer this one because every open-ended game I've played has fallen apart at some point. I would imagine that the best sort of rpg for this kind of campaign would be something where characters don't change much in terms of power level; perhaps something like basic D&D, the Chaosium d100 rules, or Traveller.
15. Which rpg do you enjoy adapting the most?
I don't understand the question. Is this asking if I enjoy hacking games? If so, then I don't do it often because if I have to change a ruleset in order to run something then there's a good chance that there's already a different ruleset that's better suited to what I want to do.
That said, I am a big fan of the Chaosium d100 rules and I find them easy to tweak and modify, so maybe that's my answer.
16. Which rpg do you enjoy using as is?
See above. I'll drop rules if they make no sense or slow things down but for the most part I'm not much of a hacker. Fighting Fantasy and WFRP2 are both games that I run without changing much, if anything.
17. Which rpg have you owned the longest but not played?
Probably Lacuna Part 1: The Creation of the Mystery and the Girl from Blue City. I've had it since 2009 and I've never got around to playing it. I find it interesting and I'm excited to play it but I also find it a bit intimidating and all I can imagine is making a right mess of running it.
18. Which rpg have you played most in your life?
Ooh, crikey. I've played a lot of Pathfinder in recent years, and I played a stupid amount of Shadowrun when I was but a wee sprogling, but I reckon it's probably Call of Cthulhu. I've run three big-ish campaigns and have played double figure one-shots.
It may be Pathfinder because that takes ages to play, but I don't like it nearly as much as I
19. Which rpg features the best writing?
Small but Vicious Dog.
20. What is the best source for out of print rpgs?
I get mine from eBay because all the shops that used to sell ancient rpg books have closed down around here.
In the brief time during which I lived in Minnesota, the local Half Price Books was like a treasure trove of old rpg stuff, but I wasn't gaming at the time so I didn't pick anything up. Tsk.
21. Which rpg does the most with the least words?
Probably one of these twenty-four hour games or two-hundred word rpgs but I don't think I've read any of them.
Troika! is quite lean but also good. Let's go with that.
22. Which rpgs are the easiest for you to run?
I have no patience for fiddly games any more so I only run games that are easy to run. This is one reason I like 13th Age; for the players it's like AD&D in terms of complexity and options but for the GM it's more like Basic D&D.
The easiest for me is probably Call of Cthulhu because the d100 system is super simple to use, and almost everything is on the character sheet.
Then they ruined it by Pathfindering the seventh edition but I've already moaned about that.
23. Which rpg has the most jaw-dropping layout?
Rifts.
Oh, did you mean jaw-dropping in a good way?
24. Share a PWYW publisher that should be charging more.
I don't know of any PWYW publishers off the top of my head. Lamentations of the Flame Princess sometimes does it but it seems to work for James, so what do I know?
25. What is the best way to thank your GM?
I think it depends on the GM. I always appreciate it when the players tell me they enjoyed the game and would like to play more.
Alas, they tend to tell me this either (a) after the final session of the campaign, or (b) years after the game dribbled away into nothing because of -- I thought -- a lack of interest.
Fist-shaking bitterness and tearful self-doubt aside, it never hurts to just say "thank you, I had fun".
26. Which rpg provides the most useful resources?
What?
Does this mean the core rules, or anything published for it?
I use the d1000 mutation tables from Realms of Chaos: Slaves to Darkness whenever I can, but that's not an rpg.
27. What are your essential tools for good gaming?
Whahuh? These are getting vague and weird now.
A game and some people to play it. Anything else is optional. I mean, it doesn't even have to be a good game as long as you have good people.
I keep thinking of when I played Mutant Chronicles when I was seventeen and it was terrible so we drank whisky as we played and I was sick in a bush.
28. What film/series is the biggest source of quotes for your group?
We don't do quotes. Stupid comedy accents, on the other hand, we do a lot. Comedy German is a popular one.
(Sorry, Germany.)
29. What has been the best-run rpg Kickstarter that you have backed?
The standard for rpg Kickstarters seems to be set so low that "deliver what was promised and on time" is considered some sort of achievement, rather than basic competence. That said, the Mutant Year Zero people know what they are doing and the Hubris Kickstarter was run well.
30. What is an rpg genre-mashup you would most like to see?
I'm not a singer as I lack both the ability and the confidence, and it would probably be insufferable torture to watch in action, like a thousand Frozen Youtube videos in one, but I reckon there's potential in an rpg in which singing is used as some sort of resolution mechanic.
31. What do you anticipate most for gaming in 2018?
That's a bit odd. Why not "the next twelve months" so it ties in with the next time everyone does this?
(Mental note: remember the first mental note.)
Anyway, the thing I'm most excited about is that there will be not one but two new editions of Warhammer Fantasy Roleplay coming out soon. One will be based on the first and second editions and the other will be based on the absurd high fantasy of Age of Sigmar; I'm keen to see both. I have no idea if they will be out in 2018 but let's say they will be just to end this on a positive note.
Labels:
#rpgaday,
13th Age,
Call of Cthulhu,
Death is the New Pink,
Dracula Dossier,
Fifth Age,
Fighting Fantasy,
Final Fantasy,
Lacuna,
Mutant Year Zero,
Q&A,
Shadowrun,
Small But Vicious Dog,
Troika!,
WFRP
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