It was rough around the edges (I'd never done one before) but everyone threw themselves into the spirit of it and it was so wonderful to actually chat with people I've shared so much headspace with.
Thank you all for making time to join in!
Déjà vu is a sign that they've changed something in The Matrix. Don't panic! No need to check to see if the doors or windows are still there, this déjà vu is caused squarely by a re-review. I've reviewed Five By Five before and it was so good that I shaved my head, grew a beard, started a cult and sacrificed a whole software engineering team of virgins. There is now a new version (#3) and I can see the engineers have already started running.
The core of Five by Five is that it uses D6s but you count 6 as 0. So you get a D5. To do any action, you roll two of these blighters and multiply the result. Each Trait has a rank, which is a target number and you have to roll under that. The fact that you have a zero in there means that 30% of your rolls are always a success, no matter how rubbish you are at something.
Jeff creates in the way other people breathe. He is blogging new ideas and extensions to the rules all the time. They are options, of course, but how lovely to have options at all! Jeff supports his game with the same effervescent vigor by which he creates them. If you follow blogs (duh!) then follow his, the gush of ideas is thrilling.
Welcome to the 2013 24 Hour RPG Granite Hard Competition! Hosted at 1KM1KT and sponsored by The Free RPG Blog.I jump, grab a red paper light fitting, swing across the room and boot the first mook through a flowery paper wall, I roll with the momentum over a sloshing fish tank and connect my fist into the face of another.
Wushu Open is an action movie roleplaying game system. A system that encourages you to do that. A system that rewards you for doing that. Wushu Open is the no-frills-and-free, creative commons version of the commercial-but-indie Wushu system. Ideal for action movie settings from Hong Kong action theatres to derivatives such as the Matrix. The rulebook is plain but I implore you to forgive that and read it; as the system breaks preconceptions in the most mind shattering manner.
I jump, grab a red paper light fitting [D6], swing across the room and kick the first goon through a flowery paper wall [D6], I roll with the momentum over a sloshing fish tank [D6] and connect my boot into the face of another mook [D6].My pool is 4 dice. The GM and player decide what a die-worthy detail is and you limit the number of dice to speed up or slow down a scene (for dramatic effect). I find that this kind of reward works brilliantly with players who are engaged at the table as there is a tangible benefit for coming up with entertaining and interesting actions.
The reviewer runs up a chair onto the table and launches a simile laden paragraph at one reader while slapping the foundations of another.As the game has a Creative Commons variant, so there is no reason that someone else couldn't take Wushu Open and make these updates. However, you could well argue that a well put together Open redux would affect sales of the core Wushu game; as the sort of person who would do a redux, I would not like to sour Daniel's goodwill. This issue is not unique to Wushu Open but any free RPG that is shoulder to shoulder with a paid product.
Mutants and Machineguns is a modern world political drama set in the West Wing of the Whitehouse. Ha! Only joking. Had you fooled for a moment there. Didn't I? No? Oh.
Characters have four attributes: Combat, Physical, Mental, Social; 8 points divvied up, maximum 3, minimum 1. 3 races: Pure Human, Mutant Human, Evolved Animal; decides hit points and mutation.
Siege is a one shot story game where the players play all the parts in a hostage situation: Captor, Hostage and Police. Negotiate peacefully or waste the hostages. Make peace with the captors or nuke them from orbit. Feed the media circus or shut them out. Overpower your captor or reason with them. Moral ambiguity is explicit: cops can be bribed, the captor is following a good cause, the hostages are villains. It's got tight, emotive focus but does it work as a game?
Sympathy is a statistic that charts how characters feel toward each other between +2 and -2. Sympathy is used to modify checks. If you have negative Sympathy for the Captor and perform an action against them, you get a bonus. I like the idea but getting my brain round the positive/negative strength took a while. Using Twists, Siege allows you to change roles halfway through the game. Brilliant.
The game is well written throughout, although the language at times is a little "happy-jolly" for the subject matter, I would keep it grittier. I would opt for a smaller font, two columns and a narrower margin. This would considerably reduce the page count, and shorter line lengths will make it easier to read. I would move the page numbers to the middle (no need for facing pages as there is no spine-friendly background). I would put rules in boxes to make them easier to refer to.
Nights of the Crusades by M.J. Alishah is a gorgeous, rich fantasy roleplaying game set in a mythic-historical world of the One Thousand and One Nights and crusades. Lavishly laid out, delightfully illustrated and painstakingly researched, it is a thick tapestry of a game. The core rulebook is free and subsequent modules are paid for; but this is of no consequence. The flesh of the 100 page core rulebook will sink you deep into the world of scimitars, psychotic Knights and Djinn dunked in realistic grit. A story game feel with campaign aspirations and the most atmospheric book I've read in a long time.
Wealth allows you to purchase things but it is a statistic in itself. Being robbed, hoodwinked or bribed will all affect this Wealth statistic. If Wealth hits 0, you roll on a brutal table of poverty. If your Wealth hits an upper limit, you roll on a prosperity table, which can mean you get robbed. You lose? You lose. You win? You (might) lose. Brilliant. This creates wealth as a charming game effect beyond a custom bling suit of armour with gold boots.
In Nights of the Crusades, stories are mechanised to produce a resource called Pearls of Wisdom. A story is like an adventure, made up from scenes of Adventure, Drama or Mystery. A character is a focus of a scene and generates Pearls of Wisdom for engaging in Adventure, Drama or Mystery. Pearls are spent like XP. This is where the story game feel comes in.
RPGs have a difficult line to walk between being thematic and a reference. Nights of the Crusades is all about theme but is a pain to use for reference. Even referring back to the book for writing this review, I had to dig through blocks of descriptive theme text to get to the nub of a rule. Other games solve this by having rule callouts, appendices with cheat sheets and the like. The book should also cross-reference itself. I love having all the Expertise areas at the back but there should be a page reference in character creation. It is fine to have players jump back and forth to make a character but make it easy for them.
Gods of Gondwane: dinosaurs, humans, aliens, machines, living gods and behind it all a race of turbo-pillocks called The Shapers. Got your attention? You're probably aghast at the thought of thrusting all that into a single game, I was. How could it possibly hang together coherently? How can a single system handle that much imagination juice?