Vagabond, the Pulp Fantasy Role-Playing Game, is an interesting case. Now I am someone who had follow the game since Day 1, tuned in to multiple livestreams and the like as well talked with others. But I want to talk about the current state of the game in a pros and cons list.
[Pros]
Game Master Tools: The Hex Generator and the other tools provided by the book for Game Master is top notch and well put together, in fact I desire to see a fully done online Hex Map generator that can be downloaded and stitched together.
Solo Gameplay: Due to the way the system is built, solo play is very much possible or even Co-Op with another player and an Oracle for the Game Master, especially with how the monster have a AI built in them to determine which attacks they do during their turns.
Initiative System: Toss a coin, if heads player go first, if tails monster go first. Simple and elegant, straight to the point.
The Magic System, essentially knowing a single Essence translate to 5 or so spells compared to OSR and other Tabletop Games. You can learn the Burn essence and set people on fire, replicate the famous Fireball Spell, or use it as a cantrip similar to a Fire Bolt in 5th Edition. You can pump more mana up to a limit to further customize your spells and make it feel unique.
[Cons]
Martial and Caster are divided, repeating a similar situation and problem with 5th Edition Dungeons & Dragons. In OSR style game this is balanced by the fact a Warrior style character advance faster then a Magic-User, as well having better defensive armor options and more Hit Points. In Vagabond, everyone can wear armor without penalty, and your Hit Dice/Hit Points is entirely based on your Might Score (Essentially Strength and Constitution combined). Sure Martials can wield weapons but when there is the Cardistry Perk, as well Touch Based spell, there is no meaning to playing a Martial beyond the fantasy of one as Caster can do what Martials can but better and more consistently.
Infinite Level Scaling. The only class that get benefits with going beyond 10th LVL are Mages as they naturally gain more Mana per level, would been fine if they have a cap that can't be pushed through, but there isn't one. This leans further into the Martial and Caster divide, why play a Fighter that is stuck doing only 2 Attacks at Level 20 when the Mage of the Party can have around 100 Mana Points and able to target multiple targets in a turn, buff their damage and inflict a debuff.
Limiting Options. You only really get are Perks and Stat boost, there used to be subclasses to further enhance a character concept and better gameplay but those have been sadly stripped. This really leans into a Do it Yourself style where you have to flavor everything to fit a style you wish but the mechanics are limited and most perks don't scale with level as a whole.
[Conclusion]
I will give Vagabond a disappointing 2/5.
It has good GMing materials and if it was that I would say it is a MUST pick up for anyone running Old School Essential, or any OSR or even Modern Tabletop Fantasy RPG with Hex scrawling and focus on Sandbox play! However, while it looks fun to run as a Game Master, as a player it feels lacking.
Vagabond wants to be seen as a Less is More type game, but proves that sometimes, Less = Less. Leaving a desire for more customization, balance with classes and also more player options.
If I were to play this game, its to basically treat it like 5th Edition Dungeons & Dragons. A solid base to staple my homebrew, and if that is the style you want, I suggest picking the game up especially with how beautiful the art is which is a solid 5/5 and the same goes to the PDF Design.
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