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Showing posts with label Other PnP RPGs. Show all posts
Showing posts with label Other PnP RPGs. Show all posts

Tuesday, June 5, 2012

Go West Young Gamer

Weird West
Roleplaying Game Basic Rulebook
by Stuart Robertson
Published by Robertson Games
http://strangemagic.robertsongames.com/2011/05/weird-west-roleplaying-game-basic.html



Stuart Robertson's Weird West is about, you guessed it, fantasy adventure in a Weird Western setting. Reminiscent of Old School D&D set in a strange and haunted old western USA, this pocketmod basic rulebook packs a whole lot of wallop for its size. Streamlined yet complete, it has all you need to quickly create unique and intriguing characters in minutes. Characters are made up of four attributes (Fighting, Grit, Magic, and Skill) and they may choose one of four Paths (classes) to follow (Adventurer, Gifted, Fighter, or Magician). Characters with a rating in Magic may choose special abilities for their character. Combat is fast and easy, similar to early D&D, based on a d20 roll on a matrix with modifiers to the roll, and weapon damage varies according to weapon type and Character Path. There are also rolls for Difficult Tasks, which reminds me of T&T Saving Rolls.

Weird West can be purchased for only $1, including both the pocketmod and regular sized pdf versions, at: http://rpg.drivethrustuff.com/product/91122/Weird-West-Roleplaying-Game-Basic-Rulebook

In other exciting news, Weird West exceeded its Indiegogo goal, and will be releasing a full line of miniatures. I showed my support with a token donation.
http://www.indiegogo.com/Weird-West-Miniatures

Since its release, a few fans of the game have come up with their own ideas:

Risus Monkey gives us West Words for inspiration:
http://www.risusmonkey.com/2011/08/westwords-inspiration-for-your-weird.html

Some AWESOME Weird West pregens and an adventure setting:
http://www.stargazersworld.com/2011/05/11/%E2%80%9Cyou-are-all-travelling-in-a-stagecoach%E2%80%A6%E2%80%9D-weird-west-pre-gens/

Dry Gulch, setting outline, npcs, and map for a small Weird West town:
http://fictitiousentry.posterous.com/dry-gulch-a-weird-west-town

Of course, I've also had my own fun with the game.

I converted a few of my favorite old school creatures for Weird West from the AD&D1e Deities and Demigods book and the D&D Rules Cyclopedia, based on Stuart's suggestions for converting Swords and Wizardry creatures.

Shoggoth
Fighting: 20
Defense: 8
Stamina: 20d8
Weapon: 3d10/3d10
Shoggoths attack with two appendages per round. When a charcter first sees a Shoggoth, they must roll a Grit 3 Difficult Task or go insane.

Otyugh
Fighting: 6 to 8
Defense: 6
Stamina: 6 to 8d8
Weapon: 1d8/1d8/1d4+1
Otyughs have limited Telepathy. Bite infects victim with a debilitating (80%) or fatal (20%) disease unless they can make a Grit 5 Difficult Task roll.

Owl Bear
Fighting: 5
Defense: 4
Stamina: 5d8
Weapon: 1d8/1d8/1d8
Owl Bears attack with two claws and a bite. If both claw attacks are successful, the Owl Bear hugs for an additional 2d8 damage.

Troll
Fighting: 6
Defense: 5
Stamina: 6d8+3
Weapon 1d6/1d6/1d10
3 rounds after it is damaged, trolls regenerate 3 Stamina points per combat round, even if dismembered or killed. They do not regenerate damage from fire or acid. They attack with their two talons and a bite, and many also like to carry a blunderbuss (1d10, 2 handed, 1d12 in close combat, single shot)

Goblin
Fighting: 1
Defense: 3
Stamina: 1d8-1
Weapon: varies
Goblins use medieval weapons and any guns they may steal or scavenge. Goblins can see in the dark, but  receive a -1 to their combat rolls in full daylight. Goblins sometimes keep Dire Wolves (Fight 4, Def 3, Sta 4d8+1, Bite 2d4) as pets and mounts. each Goblin Tribe has a king (Fight 3, Def 5, Sta 15, Weapon +1 damage) and his 2d6 bodyguards (Fight 2, Def 4, Sta 2d6, weapon). Kings and bodyguards do not suffer the full daylight penalty. Goblin bands are 2d8 in number, and tribes are 6d10 in number.

A few of the characters I created:

Johnny Paladin
Path: Fighter
Level: 1
Fighting: 1  He can use his guns
Grit: 1        and take a punch;
Magic: 2    He's quick, and has God on his side,
Skill: 0       but he still has a lot to learn.

Stamina: 5
Defense: 0

Magic/Special Abilities
Fastest Gun In The West
Rosary Beads (Medicine Bag)

Weapons
2 handguns
sword
knife

Johnny Paladin is a fledgling monster hunter and destroyer of evil. His faith in God in unquestionable.


Little Bear
Path: Gifted
Level: 1
Fighting: 1  He is learning his spear and knife
Grit: 1        and his spirit is strengthening.
Magic: 1    The animals are his friends
Skill: 1       and they teach him their ways.

Stamina: 5
Defense: 1

Magic/Special Abilities
Horse Whisperer

Weapons/Stuff
spear
knife
loincloth
1 dose of mescaline
flint & steel
small pouch

Little Bear is a young brave heading out for his Rite of Passage. He must travel to the Sacred Place, take a Spirit Journey, and discover his Totem Spirit.

I also created a gang of 4 Goblin brother outlaws, using one of each of the four Paths, as an interesting group of characters for playing Weird West from the perspective of the 'Weird' part. These four do not suffer the daylight combat penalty as regular goblins.

Ghorbul Dulfimph
Path: Fighter (Goblin)
Level: 1
Fighting: 2  He lives for his sixguns,
Grit: 1        and an outlaw's image.
Magic: 1    He's fast on the draw,
Skill: 0       and isn't interested in much else.

Stamina: 6
Defense: 0

Magic/Special Abilities
Goblins can see in the dark
Fastest Gun in the West

Weapons
2 revolvers

Duzol Dulfimph
Path: Gifted (Goblin)
Level: 1
Fighting: 1  He can shoot,
Grit: 1        and will stand his ground,
Magic: 1    but he'd rather study machines
Skill: 1       and learn how they work.

Stamina: 2
Defense: 1

Magic/Special Abilities
Goblins can see in the dark
Scientific Mind

Weapons 
revolver

Burkul Dulfimph
Path: Adventurer (Goblin)
Level: 1
Fighting: 0  He'll avoid a fight if he can,
Grit: 1        but will defend himself if he must,
Magic: 2    Lady Luck is his friend,
Skill: 1       and he loves to gamble and carouse.

Stamina: 3
Defense: 0

Magic/Special Abilities
Goblins can see in the dark
Lucky Tie Tack (Medicine Bag)

Weapons/Stuff
revolver
derringer
boot knife

Shuzgul Dulfimph
Path: Magician (Goblin)
Level: 1
Fighting: 0  He can't shoot a gun,
Grit: 1        but he's not yellow.
Magic: 3    He spends most of his time with musty old books,
Skill: 0       and not much else.

Stamina: 4
Defense: 0

Magic/Special Abilities
Goblins can see in the dark
Magic Lore (Scientific mind)
Electromancy

Weapons/Stuff
staff

~~~
Copyright © 2012, Paul Ingrassia


The title 'Go West Young Gamer' is an homage to the Western RPG genre, with a particular nod to TSR's old Boot Hill game, and the article of the same name by Steve Winter from way back when in Polyhedron (Issue 13 - Jul 1983). This may grow into a series covering Weird West, Boot Hill, and a few others.


Sunday, March 4, 2012

Initiate Landing Sequence...

...ROGUE SPACE is in docking position!



The print edition of Rogue Space by CR Brandon is now available for ordering!

Don't know what Rogue Space is? Check out my review for an overview of the rules, as well as sample characters and a solo campaign report.

This great set of rules includes my first ever published solo adventure, entitled 'Shrooms'. It is a neat little sword & planet adventure designed to help new players learn how the rules work.

CR is selling the print edition for only the cost of production, and if you visit his Rogue Space blog, you'll even find a discount code for a further 15% off!!!

There are also plans for a fanzine entitled Rogue Transmissions to be released in the near future, which I hope to have a contribution in.

If you enjoy Rogue Space, please consider donating to the Rogue Space Program (details at the Rogue Space blog). CR is not making a single penny from the sale of Rogue Space, and the future existence of this neat little game is going to depend entirely on fan response and donations. I've got a lot of plans for Rogue Space, so give a couple of bucks and help keep this star ship in orbit!

TO INFINITY AND BEYOND!

Tuesday, February 21, 2012

Other P&P RPGs #8: Awesomesauce: The Roleplaying Game

I have come to love the PocketMod format, and I have a whole stack of PocketMod games that I've downloaded, printed, and played or will play, and they are all just waiting to make appearances here at TROLL HAMMER. I guess you could say I think PocketMods are Awesomesauce.

Speaking of Awesomesauce, this leads to me explaining the source of my sudden infatuation with this silly word:

Awesomesauce: the Roleplaying Game, by Mark Meredith of Dice Monkey.

Mark originally created the rules on Twitter in just a few minutes. What he accomplished with Awesomesauce is minimalist Roleplaying at its minimum. So much so, that if I attempted to explain the game, I would have told you the rules in total. So, with his kind permission to reprint them here, I will let Mr. Meredith tell you the rules himself:



Awesomesauce: The Roleplaying Game

CHARACTER CREATION

Name your character. They begin the game with 1 Awesomesauce. Play the game.

THE GAME

When faced with any challenge, your character will roll a number of d6's equal to their Awesomesauce value. They roll a competing roll against the monster or object they are in conflict with.

Example: Dave the Barbarian has 1 Awesomesauce. The Orc he’s facing also has 1. They roll their dice against one another. Whoever rolls higher wins.

If you lose, you lose one point of Awesomesauce until you rest. If you are reduced to 0 Awesomesauce, and are in combat, you are unconscious. If you aren’t in combat, you cannot attempt that roll again until you’ve rested.

Example: Bill the Rogue wants to pick a lock. He has 2 Awesomesauce. The lock has 3. Bill rolls, as does the GM. Bill has a 7, while the GM rolled a 12. Bill’s Awesomesauce is reduced by 1. He can attempt to roll again, but it’s going to be even harder this time.

If you describe doing something awesome, your Awesomesauce will go up by 1, permanently. That’s how you grow in power.

Awesomesauce describes everything you do. A mage uses Awesomesauce to cast spells. A barbarian uses Awesomesauce to hit people with swords.

~~~

That is the basic rules set in its entirety. Nothing ground-breaking or innovative, but elegantly simple, just grab some dice and play, dang it! Awesomesauce is very suitable for fast-play tabletop skirmish battles (see below), it has excellent beer and pretzels potential (even sloshed you can remember these rules), and has a built-in, essential need for tweaking and house ruling. It works for a one-offer, particularly solo skirmish battles, which I am very fond of. The question arose in my mind: can it withstand continued play and character advancement with so few rules?

Almost immediately after the initial rules, a supplement was created: The Awesomesauce Fantasy Bestiary, also by Mark, and also reprinted here (with permission) for your perusal:



Awesomesauce: The Fantasy Bestiary

The following monsters are listed by their Awesomesauce level.

1 Awesomesauce
Kobold, Goblin, War Dog, Eagle, Green Slime

2 Awesomesauce
Orc, Giant Bat, Skeleton, Wolf, Zombie, Bullywug, Darkmantle

3 Awesomesauce
Gelatinous Cube, Gnoll, Pegasus, Tiger, Ghoul, Lizard Man, Cloaker

4 Awesomesauce
Ogre, Hippogriff, Warg, Wight, Grey Ooze, Draconian, Roper

5 Awesomesauce
Hill Giant, Gryphon, Displacer Beast, Wraith, Ochre Jelly, Mimic, Yuan-ti, Grell

6 Awesomesauce
Stone Giant, Peryton, Ceberus, Spectre, Doppleganger, Naga

7 Awesomesauce
Fire Giant, Chimera, Mummy

8 Awesomesauce
Cloud Giant, Sphinx, Vampire

9 Awesomesauce
Storm Giant, Roc, Lich, Illithid

10 Awesomesauce
Dragon

~~~

Aside from reminding me of early D&D, this short list went a long way to causing my questioning further the 'If you describe doing something awesome, your Awesomesauce will go up by 1, permanently. That’s how you grow in power' rule. I thought 'If a dragon is only 10 Awesomesauce, it must be a long ride for a character to get to 10 Awesomesauce'. And thus was born my first Awesomesauce house rule, which adds to the 'grow in power' rule:

House Rule #1: If you describe doing something awesome, your Awesomesauce will go up by 1, permanently. That’s how you grow in power. Characters are limited to earning 1 additional Awesomesauce per adventure. They do not necessarily receive one every adventure, only on adventures in which they do something that is awesome.

Thus, even if someone does something truly Awesomesauce every adventure or even multiple times per adventure, it will take at least 10 such adventures to reach the power of a dragon. Still pretty quick, in my estimation, but this is a minimalist RPG, after all, and there has to be some gratification from advancement.

Another supplement was then released by Mark, and, with his approval, I provide it here for you as well:



Amazeballs!

Your character still has just one stat: Awesomesauce. However: You can now do things that are AMAZEBALLS! At any point, you may choose, when you roll the dice, to expend a certain number of Awesomesauce to do something that is Amazeballs. If you do, first describe the amazing thing you do. You then choose a number of points to reduce your Awesomesauce by, and if you succeed at the roll, rather than reducing the enemy by one Awesomesauce, they are reduced by the amount you were reduced by.

Example: There’s a big, scary dragon. Dave the barbarian decides to do a roundhouse kick to the dragon’s face, something that is truly Amazeballs. He has five Awesomesauce. The dragon has been reduced to six Awesomesauce. He decides to expend four Awesomesauce. When he does his Amazeballs thing, he rolls, beats the dragon’s roll, and now has reduced the dragon to only two Awesomesauce! Now his companions can beat the dragon to a pulp. Unfortunately, he’s now reduced to only one Awesomesauce. Poor, poor Dave.

And that’s all there is to it! AMAZEBALLS!

~~~

So simple! This led me to another tweaking:

House Rule #2: Successfully accomplishing something that is Amazeballs qualifies as awesome and earns the character his additional permanent Awesomesauce point for that adventure.

So, now I've read the rules, absorbed them, and added a few house rules for advancement. I'm ready for the solo play test.

Awesomesauce Play Reports

I decided to go with a few solo tabletop miniatures skirmishes to test drive the Awesomesauce rules.

Battle #1
February 19, 1862
Two confederate soldiers, Matt Cooper and Justin Smith, have been separated from their battalion and are on the run from Union forces. They stumble upon a small, hidden cave and decide to duck in. Once inside the tiny crevice, they discover a flight of carved stone stairs heading down into the darkness...

Matt Cooper
Awesomesauce: 1
Stuff: 2 pistols, sword

Justin Smith
Awesomesauce: 1
Stuff: 2 pistols, knife

They descend the stairs and come upon a room with tiled walls, marbled floors, and a well at the far end. The walls are curved into a somewhat clover-shaped footprint. The room is lit by two small stone braziers upon two-foot-tall stone pedestals. The two men notice two small chests and about a dozen clay coffers. As the two Confederates reach the midpoint of the strange room, a band of four goblins (Awesomesauce 1 each) leap out from the shadows by the well and charge.

The surprised soldiers manage to fire off a few rounds at the charging goblins, killing two. They did not fare so well in melee, however, as when the goblins closed they made quick work of our intrepid heroes.


After Battle #1, I had an idea for an Awesomesauce supplement, so without further ado, here is my first offering for the Awesomesauce RPG:



Amplescrew
An Awesomesauce RPG Supplement

by Paul Ingrassia

Amplescrew works just like Awesomesauce, but is not expended with use, is only available via an item to which it is permanently linked, and is only usable under a defined set of circumstances.

Example: After defeating the Orc he was facing, Dave the Barbarian found a Magic Sword (Amplescrew 1) hidden among a pile of bones. The sword will grant him 1 additional, non-expendable Awesomesauce point (one extra d6) for every melee combat roll with it.

Another Example: Fizz the Wiz found a gnarled stick in an abandoned hut. It turns out to be a powerful Magic Wand (Amplescrew 2) that grants him 2 extra Awesomesauce points (2d6) whenever he rolls to cast a spell with it!

Yet Another Example: Bill the Rogue bought a 'Skeleton Key' lock pick (Amplescrew 1) on the black market. Every time he uses this specially crafted tool while attempting to pick a lock, he gets 1 extra Awesomesauce point (1d6) for his roll.


~~~

Now I have a vehicle for magic items, special weapons/tools, and weird science devices. Now THAT is Awesomesauce!

On with the play reports...

Battle #2
For this battle I decided to go a little more straight fantasy, with experienced characters, and I wrote the Amplescrew supplement for it. Abel and Agonn, two renowned warriors down on their luck, have discovered the entrance to an ancient tomb. They decide to check it out for treasure and slowly descend the rough-hewn stone stairs.

Abel
Awesomesauce: 4
Stuff: Magic Sword (Amplescrew: 1)

Agonn
Awesomesauce: 2
Stuff: Magic Sword (Amplescrew: 3)

Note: Abel and Agonn's Awesomesauce and Amplescrew were determined by random die rolls of 1d4

They discover a dark, dusty room with two stone sarcophagi. They stop to examine some stone jugs and hear whispers of movement all around them. What first appeared as stone statues are now moving, and are revealed to actually be five skeletons (Awesomesauce 2 each) closing in on them from all sides.

The mighty warriors almost get surrounded, but they manage to position themselves to fight one opponent each at a time. They easily defeated the skeletons in just a few combat rounds.

Battle #3
I decided to send Agonn from the previous battle into the same room against four skeletons that are identical to the skeletons of the previous battle.

When Agonn reached the center of the room and the skeletons attacked he was quickly engaged by two. I decided to roll the skeleton's Awesomesauce together for battle since they were attacking together. Agonn won the roll, so each skeleton lost an Awesomesauce point.

The next round found Agonn surrounded. Again, I combined the Awesomesauce of all four skeletons (1 each for the wounded ones, 2 each for the 'fresh' ones). Our mighty hero once again rolled higher, and two skeletons were defeated and the other two knocked down to 1 Awesomesauce left apiece.

Agonn made quick work of the remaining two in the final combat round.

More House Rules

Battle #s 2 and 3 led me to incorporating a few more new tweaks:

House Rule #3: Multiple allies may add their Awesomesauce scores together for melee combat rolls, but if they lose, each of them loses an Awesomesauce point. If they win, the loser(s) lose one Awesomesauce apiece for each of the allies who attacked.

House Rule #4: Tie rolls for challenges or combat indicate a stalemate and nobody loses an Awesomesauce point. The roll may be attempted again.

House Rule #5: During ranged combat, if the shooter misses, he does NOT lose an Awesomesauce point. I could not justify the next shot being harder, or a character falling unconscious, just because he missed a ranged attack.

I went on to play two more battles, much lengthier. The first was a steampunk fantasy sort of setting, humans armed with black powder weapons vs. goblins with integrated steam-enhanced weaponry (sort of steam-borgs) led by a mighty orc warlord. The humans won. The second, inspired by The Walking Dead, was a strange alternate history sort of setup, zombie apocalypse in 1864. The American Civil War ended when the zombie apocalypse began. Our intrepid hero, a highly experienced Confederate Veteran (Awesomesauce: 5) is holed up in his remote forest cabin trying to survive the apocalypse. Little does he know, a zombie horde is approaching. This was the most fun scenario, and the longest, and it gave me a few opportunities to try Amazeballs feats. It was tough, but in the end, our hero survived, and he killed a total of 15 zombies before the area around his cabin was cleared.

So there you have it, a spartan set of rules that are easy to remember and use. Will this be the next RPG rage? Probably not, but it sure has value, for those times when you just want to grab some dice and play, rules be damned! I just might have to try a sustained solo campaign, just to see how it fits and what other house rules I can dream up.

Be sure to swing by Mark Meredith’s most excellent site, Dice Monkey, to check out the original rules postings, as well as to find out where to get a free PocketMod version of the rules.


Article Copyright© 2012, Paul Ingrassia

Awesomesauce: The Roleplaying Game, Awesomesauce: The Fantasy Bestiary, and Amazeballs! are Copyright© 2011-2012, Mark Meredith

Amplescrew, An Awesomesauce RPG Supplement is Copyright© 2012, Paul Ingrassia

~~~
Other P&P RPGs covers current RPGs, generally small, independent releases, all-in-one rules sets, and/or freely available pdf copies. Do you have a rules set you would like to see discussed here? Submit a pdf copy to the_mystic_fool@yahoo.com

Sunday, January 29, 2012

Other P&P RPGs #7: Rogue Space



Rogue Space
Sci-Fi Role Playing Game Basic Rules
By C.R. Brandon

http://roguespacerpg.blogspot.com/

Rogue Space was written by C.R. Brandon, a prolific, independent game designer who maintains a host of blogs to showcase his games. C.R. distributes the Rogue Space Basic Rules and supplements, a series of pocket sized pdf booklets, for FREE via his RS blog. Currently, the final touches are being put on the print release of Rogue Space, which should be available soon.

The basic set of rules is a lot of fun to play, only eight pages long (including cover), easy to learn, and quick to start. All you need are pencil, paper, and a few six-sided dice to play. Characters are based upon five attributes: Fighting, Acquiring, Scientific, Empathy, and Repairing. These attributes are expressed as modifiers, and are used to determine a character's success or failure when attempting to do things during adventures. Characters are further defined by Archetypes: Warrior, Rogue, or Technician. Each Archetype grants a bonus to an attribute modifier, and determines the starting Hit Points for characters. Characters with an Empathy of at least 1 may also have a Psychic power, if desired.

There are two resolution mechanics, Target Tests and Competitive Tests. Target Tests are similar to T&T Saving Rolls, a character rolls 2d6 and adds modifiers in an attempt to roll equal to or higher than a Target Number, and are used when there is no active resistance to an action being attempted. Competitive Tests are used when a character's action is actively being resisted, in which case the opposing characters each roll 2d6, add modifiers, and the high roller succeeds. Combat is resolved using Competitive Tests.

In addition to the Basic Rules, C.R Brandon currently has 8 pocket sized supplements available for free download:

~ Ship Movement and Combat - as the name implies, a set of starship rules for Rogue Space
~ Armory - the Basic Rules includes a short list of weapons and armor, this supplement greatly expands upon these with some interesting items
~ Random Adventure Generator - a series of tables for generating adventures, includes a sample adventure
~ Simian Stars - introducing the Simians, basically Apes in Space, deep Planet of the Apes flavor
~ The Blue Priests of Pluto - an excellent setting supplement, I've spent a good deal of solo play time with this one (see below), very much flavored like John Carter of Mars, pulp and sword & planet fans should love this one
~ Pirates & Peril - pirates in space, as well as some great details of the Rogue Space galaxy
~ Rshomignggu - by Eric "Needles", nano-undead priests in space, includes an adventure and can also be used to expand upon Blue Priests
~ Rogue Space Skirmish - the latest of the free pocket booklets, this is a miniatures skirmish rules set for Rogue Space, I haven't given it a try yet, but it looks easy and very playable

You will find a cool set of bookmark style character sheets there as well.

My First RS Character Party
The following characters and solo campaign setup were my first exploration of an early edition of the Basic Rules and Supplements that have since been discontinued.

Our heroes:

Name: Sam Zolo
Archetype: Rogue
Race: Human
Fighting: 2
Acquiring: 2
Scientific: 0
Empathy: -1
Repairing: -1
HP: 7
Level/Luck: 1
Pistol, 2 grenades, flak vest, radio helmet, scanner belt, envirosuit

Name: Reya Origami
Archetype: Technician
Race: Human
Fighting: -1
Acquiring: -1
Scientific: 2
Empathy: 2
Repairing: 2
HP: 7
Level/Luck: 1
Psychic Power: Telepath
Pistol, ballistic cloth armor, scanner belt

Name: M.A.R.C. (Military Android Rifleman Corps, Series III)
Archetype: Warrior
Race: Android
Fighting: 3
Acquiring: -1
Scientific: -1
Empathy: 0
Repairing: -1
HP: 12
Level/Luck: 1
Finger fitted to fire as a rifle, sword

Name: BOX34 (Ship Maintenance Bot, affectionately known as 'Boxey')
Type: Maintenance Bot
Size: Small, Biped
Physical: 0
Mental: 1
HP:2
Task: Ship Maintenance: 3

Sam Zolo, captain of the elf trader vessel Pixie, has come across the details to the location of an abandoned colony on a remote planetoid, barely larger than a moon. The colony is rumored to have been suddenly abandoned, leaving everything behind. Sam, always struggling as a trader and adventurer, has decided to try his hand at the salvage business. He is hoping this planetoid will hold his big break, the payout he's always wished for. He secretly dreams of striking it big and asking Reya to marry him.

Reya has been Sam's first officer, science officer, technician, and all-around right hand for about three years now. She is beautiful, vivacious, and intelligent, but completely unaware that Sam has a gigantic crush on her. Reya always stays in ship when Sam goes exploring, and uses her Telepathy ability to relay info and assistance to Sam unheard by others. Reya is Sam's lifeline, sending M.A.R.C. out to assist Sam if things get rough. She is a wiz at repairs and keeps the Pixie and the mechs in top shape.

M.A.R.C. is a retired Military Andriod Rifleman Corps unit, Series III. In their heyday, the Series III M.A.R.C.s were the fiercest mech soldiers in the galaxy, but when the M.A.R.C. IV came out, they were relegated to front line cannon fodder duty, and then finally deemed obsolete and retired altogether when the M.A.R.C. V units were introduced. Sam won him in a poker game, but the unit was in bad shape. Reya rebuilt him and reprogrammed him, and he is now the Security Android aboard the Pixie. Sam generally has M.A.R.C. stand sentry at the ship when he ventures out, and Reya will send him out if Sam needs him. M.A.R.C. is programmed to respond to Sam and Reya only, and to protect their lives and the Pixie at all costs. He has the equivalent to a rifle installed in his right arm that shoots slugs from his pointer finger, and he also carries a sword. He is designed to appear extremely human-like, down to a flesh-colored coating on his metal 'skin'.

Boxey was a standard B0X34 maintenance bot, until Reya juiced him up to handle the maintenance on the Pixie at a +3 level. He is basically Reya's assistant and is never far from her unless a task dictates otherwise. Boxey never leaves the Pixie. He looks like a rectangular box standing up lengthwise on two legs that end in small tank tread-type feet.

The planetoid is home for several alien beasties, including a primitive race of turtle men with crab-like claws and a more advanced race of furry, beast-like men with antennae. The setting, and all the characters and aliens, were inspired by a bunch of 54mm toy soldiers I have from my childhood. This solo campaign never took off (pardon the pun), because I started to read The Blue Priests of Pluto supplement, got excited, and thus was born...

The Adventures of Nash Jordan of Pluto
My ongoing solo Rogue Space campaign, played off the cuff with very little background fleshing, set in the Blue Priests of Pluto booklet, and played using the Mythic GM Emulator, the story flows and is written as it happens.

Name: Nash Jordan
Archetype: Warrior
Race: Human (Earth)
Fighting: 2
Acquiring: 1
Scientific: 0
Empathy: 1
Repairing: 0
HP: 11
Level/Luck: 1
Psychic Power: Psychic Vampire
Stun Pistol, satchel, hooded cloak

Scene 1: Nash unexplainably wakes up in a forest of giant purple and blue mushrooms on a carpet of lush amber grass. He is naked, and has no idea of where he is, or how or why he is there. He begins to explore, comes to the edge of the forest, and sees a great city of round and oval buildings, overshadowed by a giant pyramid. He starts heading towards the city.

Scene 2: As Nash starts to cross the amber meadows towards the city, he hears a faint moaning. He discover a blue-skinned man, beaten nearly to death. The man begs him to find his wife D'Nala within the city, stuffs a satchel into Nash's hands, then dies. Nash finds a journal and a cloak within the satchel. He puts on the cloak, buries the man, and makes an oath to find D'Nala. He sets off towards the city again.

Scene 3: Nash enters the city, hood pulled over his face to hide his white skin. He keeps to the alleys, and is attacked by a Cursed One with the Pyrokinesis Pshychic Power. The Cursed One surrounded Nash with a ring of fire, but using his Psychic Vampirism, Nash uses Pyrokinesis to belch the flame back at the Cursed One, killing him in a ball of fire. The action attracts the local police, and an injured Nash surrenders to them, then is carted off to jail.

Scene 4: Nash spends 16 days in the jail's infirmary until he is healed. He is then brought before Police Chief Maroo, who doesn't believe his story and wants to know more about the journal in the satchel. Nash really doesn't know anything about the journal, and decides not to mention the dying man or his wife, D'Nala. He is placed in a cell with a petty thief named Haran. Nash and Haran devise an escape plan which includes overpowering the guard at feeding time, then Haran will provide a distraction as Nash recovers the Journal from the Police Chief. The plan goes smoothly, until Chief Maroo surprises him. Nash, using the Chief's own stun pistol, blasts him and dives out a window and into the streets, where Haran pulls up in a hastily stolen aircar. Nash jumps in, and they speed off to find D'nala.

Name: Haran
Archetype: Rogue
Race: Plutonian
Fighting: 0
Acquiring: 2
Scientific: 0
Empathy: 0
Repairing: 1
HP: 7
Level/Luck: 1
stun baton, aircar, 60 credits

Scene 5: Nash and Haran find D'Nala's apartment, convince her they are not going to harm her, then give her the journal. She breaks down after hearing of her husband's death, but she is evasive in regards to the journal's contents, her husband's work, and who might have killed him. Through tear-filled eyes, she begs Nash and Haran to help her get to Professor Jesper at the University. They sneak trough back alleys to the University, just to discover Prof. Jesper is away at his mountain retreat. As they depart the museum, they are attacked by Inquisitor Tolnak, who is also interested in the journal. They narrowly escape the Inquisitor, and make their way out of the city in Haran's aircar, headed for the Northern Mountains and Professor Jesper's retreat. An angry Inquisitor Tolnak swears to hunt them down, not resting until he has Nash's head and the journal.

Name: D'Nala
Archetype: Technician
Race: Plutonian
Fighting: -2
Acquiring: 0
Scientific: 0
Empathy: 0
Repairing: 0
HP: 6
Level/Luck: 1
husband's journal, 213 credits

Scene 6: The journey to the Professor's retreat turns out to be quiet and uneventful. The Professor helps Nash figure out that he is on the planet his fellow Earthmen call Pluto. Nash still does not know why or how he is here, nor how to return to Earth. D'Nala and the Professor then whisper and argue behind closed doors for a while, as Nash and Haran enjoy some food and rest. They finally emerge, and the Professor explains that they must take the journal back to the mushroom forest, as D'Nala's husband was trying to get to a ruined temple there, and it is of the utmost importance that they get there before the Blue Priests and Inquisitors do. The Professor is cryptic and resistant about any further details. Nash swears to accompany D'Nala for as long as she needs. Haran reluctantly agrees, as he has grown fond of Nash's friendship. The four depart in Haran's aircar for the mushroom forest far to the south, the forest where Nash's adventures on Pluto began.

Name: Professor Jesper
Archetype: Technician
Race: Plutonian
Fighting: -2
Acquiring: 0
Scientific: 3
Empathy: 1
Repairing: 1
HP: 7
Level/Luck: 1

Scene 7: The first half of their journey goes uneventfully, but then they are ambushed by a handful of Chief Maroo's police officers. Nash and Haran manage to fight them off, and our heroes all escape unharmed. They arrive at the mushroom forest, then Nash brings D'Nala to her husband's grave, and she pays her last respects amongst a shower of tears. They set up camp near the grave and spend the night. Morning comes, and the four intrepid heroes head into the mushroom forest in search of the ruined temple.

Scene 8: ??? Forthcoming, this is a campaign in progress!


So, be sure to swing by C.R. Brandon's Rogue Space blog and download the Basic Rules and all the supplements. It's a great little game, and with a pricetag of ***FREE*** for every bit of it, how can you possibly go wrong?

UPDATE: (2/7/2012) C.R. asked me to write a solo adventure for inclusion in the Print Edition of the rules, due out in late February, and I accepted. Watch the Rogue Space blog and TROLL HAMMER for further announcements.

Copyright 2012 Paul Ingrassia

~~~
Other P&P RPGs covers current RPGs, generally small, independent releases, all-in-one rules sets, and/or freely available pdf copies. Do you have a rules set you would like to see discussed here? Submit a pdf copy to the_mystic_fool@yahoo.com

Wednesday, March 23, 2011

BEAN! 2E Is Here!

HAVE YOU BEEN BEANED?



BEAN! The D2 RPG Second Edition by Jeff Freels is available at RPGNow: http://www.rpgnow.com/product_info.php?products_id=89574

If you're a fan of the first edition, you'll love how Jeff has streamlined the rules without making any major changes, and his additions of mounted and ship-to-ship combat, skills, custom archetypes, and an expanded bestiary will thrill you!

If you're new to BEAN!, now is the right time to jump aboard because BEAN! is even better than ever. Simple, versatile, customizable, and as serious or silly as you like, BEAN! is really one game that does it all.

And, as always, the best part is you still get to toss your beans!

For more info about BEAN! The D2 RPG, check out the Fabled Worlds page here at TROLL HAMMER, and of course be sure to visit BEAN! creator Jeff Freels Jeffwerx site. Additionally, Jeff and I host a Fabled Worlds Yahoo Group featuring all things BEAN!, so swing on by and request a membership for news, announcements, freebies, and discussions about all of Jeff's Fabled Worlds games.

Be sure to check out Scott Malthouse's interview with Jeff Freels over at Trollish Delver!

Tuesday, January 4, 2011

Other P&P RPGs #6: Fabled Worlds RPG System: Part 4

Spotlight On: Jeff Freels and his Fabled Worlds RPG System

Part 4 of 4: BEAN! The D2 RPG




“Grumlahk (Jeff Freels) is the Beangod. I'm signing up for a good spot in the new religion."
~ Ken St. Andre, The Trollgod, Creator of Tunnels & Trolls



The crown jewel of the FW line is the recently released BEAN!, a fantasy rpg that is simple and flexible, great for beginning gamers, and best of all: you get to toss your beans! The highly playable D2 Rules System, derived from the Fabled Worlds Core Rules, is a breakthrough in RPG simplicity, without sacrificing any of the fun.

BEAN! uses only three attributes and three character classes, yet the system still keeps a depth to it. Add the fact that a single, simple mechanic is used with just minor variation to determine all possible resolutions, and you quickly realize the rules set becomes almost invisible during play, leaving more time and energy to playing than reading or searching rules.

Wildly popular overnight, everyone is getting BEAN!ed! Shortly after the release of the core rules, two awesome freebies appeared: a GM adventure by Mike Holcomb and a solo adventure by Ken St. Andre, both available for download at the BEAN!page or DriveThruRPG.

Interview Part 4

Q: I know the core rules have a section on the origin of BEAN!, but would you like to share a brief version of its genesis for the benefit of those poor souls who do not yet own this game?

A: Sure thing. Rub some Vaseline on the lens and let's get into flashback mode. It all began with a comment on Trollhalla.com where Tog (John Stout) was talking about how he'd like to be able to play RPGs inconspicuously at work. He thought if there was a system that used beans rather than dice that he could get away with it. I think the likelihood of getting sacked for tossing beans in a corner is probably roughly equivalent to that of getting sacked for tossin' dice, but the idea still really resonated with me. Any single bean tossed has a 50% chance of coming up on either side, and I thought if we used a variable bean pool, scaled the game down for quick resolutions, and fast paced little adventures that it might be perfect. A few days later I had the rules mostly worked out and began play testing with my wife, niece, and nephew. BEAN was born!

Q: Tell us a bit of the meat-n-potatoes of BEAN!, what makes it tick, what makes it so simple?

A: At its core BEAN is a dice pool game, but uses beans (or any d2 ) rather than dice. The more beans you have in an Attribute the better your odds of success there. I wanted a game with very consistent rules so that people will never spend half a game reaching for the rule book to become "rules lawyers" arguing over tiny little details. The concepts are basic, and easily adaptable for whatever situations you'll find yourself in. The basic idea is that gaming should be fun and easy enough that you can spend your time actually playing the game!

Q: How does it feel to have BEAN! attract so much attention so quickly?

A: It kinda blows me away! I love the fact that so many people have seen how much fun this simple game can be. The game is encouraging others to tap into their own creativity and to share that with others, it's great!

Q: How about a few words about the freebies by Mike and Ken?

A: I really love the fact that people have had so much fun with BEAN that they wanted to offer their own adventures for others to have fun with too. Mike Holcomb sent me his "Princely Ransom" adventure, and generously said that I could do what I wanted with it. It's a really great little adventure with a variety of challenges. It's great for an introduction to RPGs in general, as well as a fun night's romp for seasoned players. My friend Ken St. Andre (an esteemed game designer for many years and creator of one of the best FRPGs: Tunnels & Trolls) liked the idea of BEAN and wrote an adventure called "Death Phrogg Attack". It's wonderfully silly and provides a variety of challenges such as fighting giant Death Phroggs, moral dilemmas, and a phish Takko challenge. After playing this mini-solo you'll have an idea how to tackle any challenge as a GM! These are both well written games, and I hope that by offering them as freebies they'll inspire others' creativity!

Q: OK, and my standard closing question, what does the future hold for BEAN!?

A: People are sharing their ideas for BEAN and I think with the Fabled Worlds Yahoo Group that you created people will be able to continue inspiring new ideas to keep the beans rollin'! I'm putting together a History of Beanworld book to give people ideas for settings and adventure seeds. I think BEAN is sprouting into something really cool, and there's really no reason it should stop growing.


Be sure to visit the BEANpage for more info, ordering details, and lots of cool freebies! Many thanks to Jeff for agreeing to be interviewed, it has been great fun, and I hope a good read.


Previous: Uncle Cucuy’s ¡Lucha Libre!


~~~
Other P&P RPGs covers current RPGs, generally small, independent releases, all-in-one rules sets, and/or freely available pdf copies. Do you have a rules set you would like to see discussed here? Submit a pdf copy to troll_hammer_press@yahoo.com

Copyright © 2011, Paul Ingrassia

Friday, December 24, 2010

Other P&P RPGs #5: Fabled Worlds RPG System: Part 3

Spotlight On: Jeff Freels and his Fabled Worlds RPG System

Part 3 of 4: Uncle Cucuy’s ¡Lucha Libre!




Uncle Cucuy’s ¡Lucha Libre! is a quick, fast-paced dice game based on Mexican Wrestling, capable of a quick diversion or extended play, solo or multi-player. With a rules set only four pages long, you’ll have them read and memorized in minutes, and be playing faster than a flying Luchador! A character is created in seconds, and a match may be played in just a few minutes, making this an ideal lunch break or beer-and-pretzels game. The potential for character improvement allows for long-term play, and even some character development if one desires. The character sheets (neat little stand-up cards) even have a place for designing your own special Luchador mask.

Interview Part 3
(Plus TWO exciting announcements!)

Q: Where did the idea for Uncle Cucuy's ¡Lucha Libre! come from, are you a fan of Mexican wrestling?

A: Actually I believe it was Jack Black's Nacho Libre movie that planted the seed for ¡Uncle Cucuy's Lucha Libre!. It reminded me of the Mexican wrestling figures my wife's family would bring back from Mexico, and I thought it would be cool to have a quick little game that you could play for a few minutes or even a whole afternoon. My favorite Luchadores are the ones who seem to fly through the air and do all the amazing stunts.

Q: Do you have a favorite Luchador, real or imagined?

A: I think Santo is the Luchador who springs to mind. He embodied the idealism and honor of Mexican wrestling and really became his character. He wore his mask continually until his last days...and he fought zombies!

Q: You call ¡Lucha Libre! a dice game, do you not see it as an RPG? I know when my son and I play, we like to do a little acting, calling holds and attacks, and we even describe the results of our actions after the dice roll. What a blast we had the other night when two Rudos battled and a chair made its way into the match! Do you role play your bouts at all?

A: You're playing it the right way to be sure, but then that's how my wife and I play Monopoly too. If you're going to play a silly game you might as well go over the top and enjoy the spectacle of it! I didn't feel it was fair to call UCLL a true Role-Playing Game though because the rules are really only about dice challenges, a bit of strategy, and luck. It's more fun to get into character while playing, but as the rules stand now it's up to the players to bring personality to the game.

Q: Would you do me the honor of telling our readers about our project, the exciting first release from TROLL HAMMER PRESS?

A: I feel like I'm letting your cat outta the bag here! Paul was inspired by the flavor of UCLL and did some great research on the luchador culture. The product is ¡Luchas de Apuestas!, which gives some great insight into elements that players can bring into their games. It's a really inspiring little booklet, and we're offering it as a Freebie!

Q: Have you got any plans for expanding ¡Lucha Libre! further?

A: I was approached by another game designer who wanted to expand on my basic rules to add a more traditional role-playing component to build stories between matches and drive the characters to different settings. It's a fun idea, but we'll have to see how it develops as we both have a lot of other projects going.

Announcement # 1: Available NOW, for FREE, ¡Luchas de Apuestas!, the first supplement for UCLL:



You can download it from the files section of the (announcement # 2) NEW FABLED WORLDS YAHOO GROUP:



The Fabled Worlds Yahoo Group is a place to discuss and ask questions about the FW games, share ideas and house rules, upload files and photos, play online FW games by email or chat, or just plain hang out! You'll receive news and updates regarding future FW projects, and perhaps a freebie every now and again.

Join today (membership requires approval): http://games.groups.yahoo.com/group/fabled_worlds/

The supplement is also available at RPGNow.

Order the Uncle Cucuy’s ¡Lucha Libre! core rulebook at lulu.com or at RPGNow.

Next: Fabled worlds Part4: BEAN!
Previous: Z-Town


~~~
Other P&P RPGs covers current RPGs, generally small, independent releases, all-in-one rules sets, and/or freely available pdf copies. Do you have a rules set you would like to see discussed here? Submit a pdf copy to troll_hammer_press@yahoo.com

Copyright © 2010, Paul Ingrassia

Wednesday, December 15, 2010

Other P&P RPGs #4: Fabled Worlds RPG System: Part 2

Spotlight On: Jeff Freels and his Fabled Worlds RPG System

Part 2 of 4: Z-Town




Do you have what it takes to live through the night in Z-Town?

The first title in the Fabled Worlds series is a classic zombie romp. The rules lite, all-in-one-book game system is easy to learn, complete in only seven pages! The majority of the rest of the 72 pages are filled up with not one, but two complete solo adventures.

No spoilers here, but I’ll tell you, you just might end up on the menu in Z-Town. The first character I ran through Z-Town was toasted pretty quickly, but my second character survived both adventures.

The story was well written and fresh, lots of typical zombie fare, but infused with a few new surprises. Jeff’s location descriptions drew me in and helped me visualize my surroundings quite well. Overall, a fun pair of solos with a great, easy to use rules set.

Interview Part 2
Q: So what inspired you to create Z-Town, what were your major influences?

A: The story of Z-Town is a long and winding road of ghoulishness. I worked in a Haunted Attraction for several years and zombies just kinda get into your brain after awhile. I created The Year Of The Zombie Calendar as kind of a joke. It was a retro styled look at how the age of the good citizen might have responded to zombie outbreaks. The calendar had a bit of success, and some local film enthusiasts wanted to do a short film version of the writing featured in the calendar as their first project. That was a lot of fun, and the film appeared in several little film festivals. I created The Zombie Coloring & Activity Book, and shortly thereafter I wanted to write a solo role-playing adventure and it was suggested that I draw from the mythology of the zombie projects. Ziggurat Chemical Company was born, and Z-Town was a great way to break in my Fabled Worlds RPG system.

Q: What was your involvement with the ‘In The Event Of A Zombie Attack’ movie?

A: I was pretty involved. My wife did most of the make-up work and we were there for most of the filming. I stagger around as one of the zombies, and it was a lot of fun to help other actors develop their zombie walk. It was really amusing to see the actors struggling to get out the overly dramatic lines of psuedo scientific wackyness I'd written, but they all did a great job. 4d4 Films was learning as we went along and Will was amazing at building his own gear and learning how to do all the technical stuff.

Q: Do you have any plans to release more solos or any supplements for Z-Town?

A: I can't say for certain that I won't be hit with the sudden drive to write more doom an' gloom zombie apocalypse stuff, but if so that's probably a ways off.

Q: How about a multi-player version of the rules, maybe with more archetypes, a weapons chart, zombie creation rules, and other GM goodies?

A: That's a great idea. I suppose it would be kind of a toss up as to whether I should release the Fabled Worlds Core Rules, which would have everything you mentioned, or to do a dedicated zombie romp. If only there were more time in the day!


Order your copy of Z-Town in print or pdf today: http://www.lulu.com/product/paperback/z-town-solo-adventure-rpg-deluxe/3551674


Next: Fabled worlds Part3: ¡Lucha Libre!
Previous: Introduction

~~~
Other P&P RPGs covers current RPGs, generally small, independent releases, all-in-one rules sets, and/or freely available pdf copies. Do you have a rules set you would like to see discussed here? Submit a pdf copy to troll_hammer_press@yahoo.com


Copyright © 2010, Paul Ingrassia

Tuesday, December 14, 2010

Other P&P RPGs #3: Fabled Worlds RPG System: Part 1


Spotlight On: Jeff Freels and his Fabled Worlds RPG System

Part 1 of 4: Introduction

Fabled Worlds Role Playing Game System by Jeff Freels of Jeffwerx is a generic RPG system that Jeff uses to create and release ‘all-in-one’ game books based in various settings. Although the core system for Fabled Worlds has not been released on its own to date, there are three fantastic stand-alone titles available from FW: Z-Town, ¡Lucha Libre!, and BEAN! They are all short on rules and big on fun and playability.

Each title has its own setting and variation of the FW rules: Z-Town is a classic zombie apocalypse romp complete with two deadly solo adventures set in a town overtaken by a zombie horde; ¡Lucha Libre! is a quick, fast-paced dice game based on Mexican Wrestling, capable of a quick diversion or extended play, solo or multi-player; and the crown jewel of the FW line is the newly released BEAN!, a fantasy rpg that is simple and flexible, great for beginning gamers, and best of all: you get to toss your beans!

Who better to tell you about Fabled Worlds than the game creator, Jeff Freels, so lucky for us he agreed to an interview!

Interview Part 1
Q: Hi Jeff! How about an introduction, tell us all about yourself and your work.

A: Hello Paul! Well, I'm just the average blind cartoonist who spends his time drawing monsters, designing games, and playing uke.

Q: Tell us about the Fabled Worlds RPG System in general.

A: I wanted a rules-lite gaming system that put most of the emphasis on role-playing and storytelling. It was important that the mechanics be consistent, and that they work in any genre. The Fabled Worlds core rules have been tweaked slightly for each of the stand-alone releases as I've experimented with different kinds of games (modern zombie horror survival, Mexican Wrestling non RPG, and my favorite, BEAN!), but it's still essentially the same easy system. I think that's the coolest thing about the Fabled Worlds system, that with very little adjustment it can be the basis for any kind of game genre.

Q: Do you have plans to release the Fabled Worlds core rules?

A: I have a draft that's mostly done, and I would like to polish it up a bit before releasing it. The stand-alone games have also done quite a lot to help solidify and streamline various points of the core mechanics along the way. It's mostly a question of finding the time when I'm not illustrating Tunnels & Trolls stuff and working on BEAN!

Q: What future plans do you have for the Fabled Worlds games line?

A: BEAN! The D2 RPG is getting a lot of great attention lately, and I want to keep developing this. Several people, including Ken St. Andre and Mike Holcomb, have contributed adventures that I want to offer as cool little freebies on the BEANpage while I work on the next "Official Release".

Next: Fabled Worlds Part 2: Z-Town
~~~
Other P&P RPGs covers current RPGs, generally small, independent releases, all-in-one rules sets, and/or freely available pdf copies. Do you have a rules set you would like to see discussed here? Submit a pdf copy to troll_hammer_press@yahoo.com

Copyright © 2010, Paul Ingrassia

Thursday, December 9, 2010

Other P&P RPGs #2: Zombie Death Town




Zombie Death Town
A solo role playing game book
By Charlie Fleming
Published by Rarr! I'm A Monster Publishing

With my recent excitement over the new AMC TV series 'The Walking Dead', I have slipped into zombie mode once again. To that end, I've hunted up a few zombie games to try out. Last night I gave Zombie Death Town a whirl.

In the tradition of Tunnels & Trolls and Fighting Fantasy, ZDT is a complete solo adventure in one book, including a very basic rules set. The rules comprise only two (actually 1 2/3) pages, and the only equipment needed to play are 3d6, pencil and paper. Ultra-simplistic, there are only three steps to character creation: 2 attributes (Hit Points and Combat Score) and a name (which is optional, according to the rules). Aside from character creation, the only other rules cover basic combat, weapons, and a few special combat rules.

The remaining nine pages contain the solo adventure. I don't want to spoil any surprises, so I'll just say the adventure is short, heavy on flavor text, and had enough excitement to keep me going. My character did not survive.

I wouldn't exactly call it an award winning game or solo, but for 2 bucks, it was worth the diversion, and I did enjoy playing it. There is also a set of multi-player rules for the mini-system, available for free. It basically mirrors the solo rules set, with the main addition being a weapons chart. It could make for a good night of zombie splatter fun, but there are no rules for character development or ongoing campaigns whatsoever, and no rules for situation resolutions other than combat. Basically, a hack-and-slash system for zombie apocalypse games, good for short, combat heavy adventures.

Both the solo and multi-player booklets may be found as pdfs at: http://www.rpgnow.com/index.php?manufacturers_id=3227

~~~
Other P&P RPGs covers current RPGs, generally small, independent releases, all-in-one rules sets, and/or freely available pdf copies. Do you have a rules set you would like to see discussed here? Submit a pdf copy to troll_hammer_press@yahoo.com

Copyright © 2010, Paul Ingrassia

Thursday, November 11, 2010

Other P&P RPGs #1: Backswords & Bucklers



Backswords & Bucklers
Adventuring in Gloriana's Britain
Book One: Basic Rules
By Christopher Cale
Published by Tied To A Kite

Backswords & Bucklers is based upon the Swords & Wizardry Whitebox Rules, but although born of the retro-clone genre, B&B evolves into its own game. This is Elizabethan Fantasy set in the Britain of Gloriana, quite different than your standard fantasy RPG filled with elves and dwarves and orcs.

Inspired by classic archetypes, the three character classes take a fresh, campaign specific flavor: Fighting Men, Scoundrels, and Wise Women/Cunning Men. Generally a low magic and no humanoid setting, with many throwbacks to that first of fantasy RPGs, including the six standard attributes, and a return to 1d6 damage for all weapons. Saving throws are class based, and each class has a single score to cover all possibilities, making the system easy to use.

The setting and flavor of the game is especially unique, with characters tavern trawling instead of dungeon delving. In essence, characters haunt their local tavern (the focal point of most games) in search of work, legitimate or otherwise. The different character types earn XP in different ways, specific to their archetypes, quite a nice touch for a scoundrel to earn XP by spending money! There are no monster lists, and it is encouraged that if monsters are used, they should be infrequent and quite terrifyingly evil, and supernatural in nature.

I think this setting shows a lot of potential for a good time role playing. I think adventures will be quite a challenge, both for the GM to write and the players to conquer. The book promises over half a dozen future supplements offering expanded rules, for those who want more than the basic all-in-one rules. The game being heavily inspired by Michael Moorcock's novel Gloriana, I found myself immediately going to Amazon and ordering a copy of the novel, which I have not yet read. I just may tackle writing an adventure for B&B after reading the novel.

Rounded off with a sample tavern, online resources, very nice character sheets, and a map of Old London, B&B stays rules lite, and complete in one book, my favorite type of game. Add the fact you can get a free pdf of it, and you can't go wrong.

ADDED 11/16: It occurs to me, Robert E. Howard's Solomon Kane stories would also make for a rich alternate setting or source for adventure seeds for B&B. The period, as expressed by Howard, is correct, and Christopher's interpretation of the period fits the model pretty closely. Kane himself would be a Fighting Man archetype, his arms all found within B&Bs charts, and his monstrous foes are certainly terrifying and generally of a supernatural nature. Kane's world is generally low magic in terms of amount, but what magic does exist can be powerful. If you are into B&B, you MUST check out some of Howard's Solomon Kane stories, you will definitely find inspiration. If you are interested in a complete collection of the Kane tales, track down The Savage Tales Of Solomon Kane.

Check out the Tied to a Kite homepage: http://tiedtoakite.com/

or go right to Lulu and order your print or free pdf copy right now: http://www.lulu.com/product/paperback/backswords-bucklers-book-one-basic-rules/11373923

I look forward to checking out the future supplements for B&B. Hopefully they will continue the simple, rules lite approach.

~~~
Other P&P RPGs will cover current RPGs, generally small, independent releases, all-in-one rules sets, and freely available pdf copies. Do you have a rules set you would like to see discussed here? Submit a pdf copy to troll_hammer_press@yahoo.com

Copyright © 2010, Paul Ingrassia