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FASERIPopedia powered, original setting, unique take on the Cyberpunk themes.
If you like those things you'll love Terminus!
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Excellent RPG with a unique anarchic world setting, blending a good combination of near future technology/ cyberpunk prophesy and healthy sprinkling of magic and higher power fantasy.
The rules system is nice, straightforward, and has a good selection of varied character archetypes, as well as options to add your own.
While the rule system is nothing earth shatteringly unique or brand new, it is the world setting that makes the game the most fun. And there is no reason why you couldn't take the world setting and adapt your own favourite rules to it, if you so wished
Great artwork throughout, and the black and white style adds more to the feeling of a world setting that is dark and gritty. The front cover done by Simon Bisley is just a nice cherry on the top of a rich, dark, flavourful cake of a world.
The inclusion of mutations and special powers on a random dice table helps to make for some unexpected and fun moments in your adventure sessions!
I would thoroughly recommend this to anyone who enjoys cyberpunk, horror and otherworldly beings who interact with us mere mortals for their own mysterious reasons
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The front cover, drawn by the legendary Simon Bisley, is of course a drawcard. Naturally, I wanted to see what the RPG offered, and I really liked what I saw. Mechanics are generally FASERIP, but the material draws heavily from the gritty, satirical tone of classic 2000 AD and other British comics. The world-building captures that distinct mix of dark humour and dystopian vision, while the NPCs and settings feel like they’ve been lifted straight from the pages of Judge Dredd or Rogue Trooper. There’s a raw, rebellious energy to the scenarios that makes them ripe for creative, over-the-top roleplaying, with potential campaign arcs structured to encourage players to embrace both the grim and absurd sides of the setting.
Character creation is a treat, with options that allow players to tap into the bizarre and fantastical, and the system has the flexibility to bring out the comic-inspired flair. Artwork throughout the book keeps you in that rebellious, punk-fuelled mood, and Bisley’s cover is just the start—illustrations add depth to each character archetype and setting, making it easy to immerse yourself in the world.
All in all, this TTRPG is an absolute homage to 2000 AD and British comic lore, and for fans of that genre, it’s a perfect blend of nostalgia and fresh, playable content. Whether you’re new to this type of setting or a longtime fan, it’s a must-try. 5/5.
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I haven't played any FASERIP games, so I can’t speak to the rules, but TERMINUS stands out as one of the most intriguing settings I've come across in a long time. It brings back memories of niche 90s games like a/State and SLA Industries, but feels even grittier and more unyielding. If you miss the darker, edgier games of the past and enjoy weird science fiction with a touch of horror, this might be exactly what you're looking for."
Let me know if you'd like any further adjustments!
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For the last few days, I have soloed my way through Whitefrank: Hawk Castle (51 pages available at DriveThruRPG). This fun adventure is for Whitefrank rulebook (63 pages, same place) which I did use. For the solo engine, I used Nonsensical Journeys in Ink and Thought (21 pages). I used my six druid characters (this was their second adventure together.
So, the PCs were on their way to Hawk Castle. They checked out Hawkwood and then the Apple Orchard. It was here that they had their first possible combat encounter. It was with an angry six-foot long scorpion. The PC Kendra talked to it (spell). Combat was not necessary. On the ground floor of the castle they encountered an aggressive Haukr. The PCs killed it and grabbed the loot. Kendra had been wounded, but she was healed right away (spell). The PCs found no one else in the castle, so they went down to the first dungeon level. Here they found some workers in the Laundry Area.
Two rooms later, the PCs found the Overgrown Room. There was a ghost in there. He gave them a quest – find a Slot Machine Token and bring it back to me. At this point, the PCs tried to check out the plants in this room because there was an amazing variety of them. The ghost yelled at them, “Do the quest now!” So, the PCs checked out two more rooms, but found a hatch that they could not open (did not have the required strength). In another room they found The Princess. She smelled like candy and became a member of the adventuring party. Actually, she was a Soulsucker, but the PCs were clueless. Three rooms later, they found a room with a hot bath. In here the PCs got sleepy and did fall asleep. The Princess was not sleepy and she kissed the PC fen. He quietly died when she ate his soul. In the morning the PCs find the dead body. They decide that they are going to leave the dungeon and castle. They leave his body right where they found it. When the PCs reach Hawkwood, they notice that the animals do not like The Princess. The PCs also notice that she is magical. Kendra and The Princess then have a magical duel. The Princess loses, she drops to the ground, and she now looks like a hag. The PCs kill her and loot the body. So, the loot for the two days of adventuring is 120 gold pieces. Maybe you will have better luck. Give this a try! :)
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FASERIP is still alive - even under somehow different CORE formulas!
As far as I can observe, there are two recent branches of further development of the 1980s TSR MSH FASERIP system (whose books are freely available on several fan sites):
A) G-Core X by Dilly Green Bean Games (which is based on the 4C/G-Core-System by Jay Parker et al)
B) FASERIPoPedia by Jonathan Nolan (which is based on Blacky the Blackball's free OGL-based retro-clone of the original system), see faserip.com
Whereas (B) has recently innovated by crossing-over into the class-based Fantasy genre (see "epic fantasy") of OSR versions of the world's most popular RPG, (A) has recently contributed with a lot of updated politico-espionage super-hero-campaigns located in different parts of the world.
Warning:
(A) has replaced the former FASERIP core formula with RAMMSPS which takes getting used to, but is supposed to 98% (backwards-)compatible to the whole universe of former FASERIP.
What I really like as an OSR fan, is Nolan's recent attempt to bridge the gap between the FASERIP system and the B/X OSR system of the world's most popular fantasy RPG by introducing character classes and bestiary stats into a modernized FASERIP core system which can be easily extended by new (street-level) heroes of recent comic books (for instance the TIDALWAVE).
This strategy has the potential to make much easier the transition between the formerly separate TSR MSH vs. TSR fantasy RPG systems - which is nothing less for the OSR RPG community than what we have observed in the Marvel movie "End Game" - Elves, Dwarves and Wizards fight together with super-heroes against common (arcane or cosmic?) enemies with cross-system comparable character stats.
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Creator Reply: |
You are perceptive, the merge between the fantasy game and FASERIP is exactly what I wanted to achieve :) |
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Reccommended by a friend and was pleasantly surprised to find a game system that touches all the buttons and solves some of the difficult aspects of RPGs in sensible ways.
Lots of potential for swashbuckling styles of investigative RPGing. Rules suitable for entry level players but have depth to satisfy the most hardcore rules lawyers. Campaign potential is also huge and I'm already planning lengthy story arcs.
Very well-rounded system. :)
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I brought this book on a friends recommendation and I'm very impressed. They have put a lot of work into the 450-plus pages in this book and the effort has paid off. This book covers off a lot of subject material ranging from game mechanics, character creation, world building and a pretty decent beastery.
As a player I am just going through the character creation process now and I have to say it has a good amount of detail but is easy to follow.
The step by step process is well structured from start to finish and seems to be quite robust. I believe this could be used quite easily by veteran players and newbies alike (including kids).
I think the artwork is really cool and seems to key well with the content.
World and dungeon generation are amazing and like the charecter creation process are quite comprehensive. Just reading through these sections i see a lot of scope and I'm starting to get quite a few ideas which I will be discussing with my gaming group.
I'm fairly new to FASERIP but have been dabbling with various RPG systems for most of my life (including an embarassing amount of d20). However I am really looking foward to developing a world and a story campaign with my friends using this book.
Well worth $20 IMHO. 5 Stars. :)
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I’ve been an OSR (Old School Renaissance) gamer for a number of years now, but I’m also a huge fan of FASERIP. So when I heard FASERIPopedia came out, colour me excited to say the least. It basically covered everything I could want in one superb tome.
Now, we have Epic fantasy released. I was curious as to what the author could do with mixing the two. Well, after getting my mitts on it I was’nt disappointed. If you like old-school fantasy games but want an elegant set of mechanics that won’t break down at higher levels then this has you covered. You’ve got all the character options and more besides, all wrapped up in the easy to use FASERIP system.
But Epic Fantasy is much more than just a OSR fantasy conversion it not only brings you all the details you need for making old school fantasy games, but a plethora of new material that you can port into your fantasy world. All the player races are there as well as a multitude of classes. There’s a wealth of, treasure, monsters and magical items detailed too.
All in all this book clocks in at over 452 pages, and for $18 that’s a steal, imo. If you like old school fantasy and want everything you could want in one book then I highly advise you to check this out. It’s five stars from me.
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I bought this game on a whim, feeling a bit nostalgic for the old GURPS and Rolemaster games of my youth. I like this rules set! The author clearly has a similar appreciation for the simplicity of old school gaming, informed with a streamlined sensibility for character creation and world-building that only a veteran GM can boast.
The first thing that may strike you is bang for your buck. 452 pages for a $20 USD pdf is really a rather good deal. For that you get a totally inclusive rules-set including basic mechanics, character creation, a choice of more than twenty-five classes, more than ten playable races, numerous dynamics for travel, dungeon-crawling, life in the setting, wealth, social standing, equipment, treasure, magical item compendium and, of course, combat. There is a bestiary included as well, covering a good many of the creatures one might expect out of a classic D&D adventure plus more than a few concocted solely for this setting.
Expect lots of tables! This game is definitely for those people who have an appreciation for plenty of information laid out in concise format. Even so, the system is easy to grasp and not at all full of complex rules or excessive crunch. Think the love-child AD&D 1st edition/ Unearthed Arcana meets GURPS (4th edition) and you have the general idea. One of the aspects of Epic Fantasy I like is the capacity to run it in solo mode for those looking to throw something together for giggles on a rainy Monday evening. I've yet to test this but look forward to doing so.
Mechanics and resolutions are simple. Each player selects abilities and skill ranks, arriving at a certain percentile proficiency level within a number of criteria along typical RPG lines: Strength, Agility, Fighting Prowess, Psyche, etc. The only dice required are a pair of d10s, as all actions are resolved via percentile chance modified by skill ranks, abilities, and situational modifiers. Quite simple, even elegant.
Artwork is a mishmash of styles ranging between line art to digital, with due credit given to artists as might be expected and appreciated. My instinct is that much of it was selected for similarities to the style of Erol Otis.
I give Epic Fantasy five stars out of five. It's worth your hard earned treasure!
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The direction has the unfortunate but, now common, tendency to partially cover subjects and then finish covering them later. This wouldn't be a problem if you didn't have to reference both sections for a complete understanding (it's a pdf, I need to ctrl F and find a minimal amount of hits.) The formatting looks like it was printed into pdf direct from libre office writer. I still use it but, not solely, preferring the streamlining of MSH advanced and the other MSH supplements. I've found that it really doesn't add much and that what it changes seems arbitrary. the only thing I found useful where some of the charts but, it stops short of charting everything that it could.
If you only got this book, you could run a faserip game, though it might be sloppy to look things up, due, not only to the disected definitions but, also to the large print. There is the occasional typo but the real problem I have with it is that it it's huge for no reason. It doesn't add much to the existing system, aside from page count. It doesn't feel like an upgrade to the nearly four decades old system.
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Creator Reply: |
Thank you for the thoughtful review. We appreciate different people have different outlooks especially in gaming. We feel the extra content such as voluminous weapon, animal and creature charts - all of which are entirely absent in the original and many successors, was the justification for the larger size. However, it isn't for everyone - and that is perfectly fine :)
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These mad scientists actually did it! Even if you aren't interested in the setting, this is a testament to game conversion! If you enjoy any FASERIP games, the statblocks alone worth the buy. If you're just somewhat interested in game design, this book is a great example of the upper limits of effort.
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Diving into this RPG game book was a captivating journey from start to finish. What truly sets this RPG apart is its narrative freedom. The open-ended quests and decisions don't just impact the storyline, they shape it. Your choices ripple across the pages, crafting a unique saga that's entirely your own. This level of agency is a testament to the thoughtful design that went into this game book. As a long-time fan of RPGs, I can confidently say this game book rekindled my passion for immersive storytelling. It's more than a book—it's a gateway to adventure, a wellspring of creativity, and an odyssey of the mind. If you seek to lose yourself in a world where imagination knows no bounds, look no further. This RPG game book is an enchanting masterpiece that deserves a place on every adventurer's shelf.
I've started working on a couple campaign mindwebs and can't wait to see what comes to fruition.
11/10.
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One star less for form. But the fund offers a great all-in-one.
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One star less for form. But the fund offers a great all-in-one.
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