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Recommend Me an RPG
- SuperflyPete
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- SuperflyPete
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- SuperflyPete
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www.gencon.com/event_finder?search=wreck+age
If you’ll be at GenCon, you can join the event, thereby giving you material for the article without having to learn it yourself
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- BaronDonut
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SuperflyTNT wrote: Seriously, though, get with Hyacinth Games and get a copy of Wreck Age for review. The game is PHENOMENAL, their miniatures range is top notch, and they could use some press.
Seems pretty dang cool, I'm gonna look into it.
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- BaronDonut
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MattDP wrote: I enjoyed it enough to buy the author's rather more serious effort Spire, a game about fomenting rebellion in an oppressive elvish society. I haven't played this yet, and it's certainly not one-shot, but the imagination in the setting is incredible. It's worth buying for the fluff alone.
I've had my eye on this one for a while, seems very cool, but the price tag's been just a little too hefty for me to buy in. I know that fifty bucks isn't an insane price for an RPG, but with tons of other great games available for less it's hard to pull the trigger.
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Anyway, to the OP, I will second the recommendation for Burning Wheel and recommend its related game Mouse Guard.
I also like The Quiet Year, Contenders, Mutant: Year Zero, and the One Ring. On my phone so I can’t be wordy right now but I’ll try to follow up later.
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It’s an Apocalypse World game (a system that seems pretty hard to go wrong with in my experience) that follows the lives of professional wrestlers in the ring and in and off the camera, as well as the promotion itself. There are of course matches, which is unique in itself because you’ll often have players fighting each other. While the matches are happening, a player not involved becomes the announcer and runs commentary on what’s happening in the ring, which is just a brilliant touch. This being professional wrestling, the outcomes of the matches are predetermined by the GM, but the players aren’t told who wins until the match is almost over, keeping them working to be entertaining. This is key, because in addition to players wanting to tell an entertaining story for their friends, in the game they are trying to win popularity with the Imaginary Viewing Audience, which kinda sorta fills in for XP. This being an ApocWorld game, however, things don’t always go as planned and complications happen and the GM has to swerve to keep things on track and make it look like that was the plan the whole time.
I’ve gone through several phases in life where I’m really into pro wrestling, but it’s safe to say that I’m a fan and I’m always pleased to see the theme represented in gaming. But man, the decisions made here to fit it into the framework of a RPG just feel so pitch perfect.
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It uses the same basic system as MUTANT YEAR ZERO but is all about fantasy hex crawls with ambiguous protagonists.
I did a read-through of the players book here:
rpggeek.com/thread/2116973/lets-read-for...nds-players-handbook
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therewillbe.games/articles-interviews/64...ner-of-urban-manhunt
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dysjunct wrote: I am currently obsessing on FORBIDDEN LANDS.
It uses the same basic system as MUTANT YEAR ZERO but is all about fantasy hex crawls with ambiguous protagonists.
I did a read-through of the players book here:
rpggeek.com/thread/2116973/lets-read-for...nds-players-handbook
I would love to hear a comparison of Forbidden Lands to DCC hex crawl. I am familiar with their D6 system from Tales from the Loop. What are the unique or specific perks?
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Da Bid Dabid wrote:
dysjunct wrote: I am currently obsessing on FORBIDDEN LANDS.
It uses the same basic system as MUTANT YEAR ZERO but is all about fantasy hex crawls with ambiguous protagonists.
I did a read-through of the players book here:
rpggeek.com/thread/2116973/lets-read-for...nds-players-handbook
I would love to hear a comparison of Forbidden Lands to DCC hex crawl. I am familiar with their D6 system from Tales from the Loop. What are the unique or specific perks?
So DCC is pretty traditional and very rules-light. Which is fine, it's not called "Hexcrawl Classics" after all. The overland journey rules are all of about 10 pages and half of that is art. There are only two mechanics: a table listing various forms of transportation and their speeds in both miles/hour and miles/day. The rest is a lot of folksy prose about how dangerous and uncertain travel is in a medieval world. The equipment list has a price for daily rations but everything else is up to the GM.
FL's journey system is a lot more involved. There's a large map of the setting, at a scale of 1 hex = 10 km. The day is divided up into four Quarter-Days of six hours each, Morning, Day, Evening, and Night. For each QD you choose what you are going to do from a discrete list of actions:
- HIKE. Do this if you want to move across the map. In open terrain this lets you move 2 hexes per QD, 3 if mounted. In difficult terrain (mountains, swamps, dense forest, etc.) it's 1 hex per QD, mounted or not.
- LEAD THE WAY. If you're hiking, one person also does this. They make a skill check to travel safely; failure means roll on an amusing table for a mishap.
- KEEP WATCH. Can be done while hiking. Watcher gets a skill check to spot potential trouble before it gets the drop on you.
- FORAGE. Skill check to find edible plants.
- HUNT. Skill check to take down a deer or other game animal.
- FISH.
- MAKE CAMP.
- REST. Recover from injuries and/or spend XP.
- SLEEP. Have to do this for at least one of the QDs.
- EXPLORE. Go into a village, dungeon, castle, or other site and check it out.
All of those except Rest and Sleep have an associated skill check with a custom mishap table if you fail. Results range from mildly annoying (party is harassed by a swarm of mosquitos) to potentially deadly (a gust of wind blows your campfire out of control and all your tents are burning). The terrain in the hex modifies many of the skill checks -- very hard to forage for edible plants in the mountains, much easier in a forest, etc.
GM rolls for a random encounter once per QD if you're on the move, or once per day if you are sheltering in place and laying low. The GM's guide has a whole bunch of random encounters with a varying likelihood based on terrain. The encounters are all very well done, nothing like "20d6 bandits" but varied, interesting, and creative opportunities to reinforce the flavor of the setting.
I dig it; it's not just a mechanical exercise but has lots of ways to create narrative and give characters a chance to show what they're made of through how they engage with the events that spin out of traveling.
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Is it any good?
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Hope you guys enjoy!
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