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Vivid System
by Bob V. G. [Verified Purchaser] Date Added: 10/19/2020 19:51:21

For the past few days I have soloed my way through Bone Hoard of the Dancing Horror (DCC). The game system I used to play it was Vivid System (minimalist/generic/cinematic, 108 pages). These two items are for a Game Master and several players. I used six characters and I used a solo engine I have been testing out. On the first day of exploring the underground temple, the characters came to the first problem room. Rags the thief found the trap, but he was not able to disarm it with his tools. He then used his disarm trap spell which came out as a failure (bad roll). This resulted in a loud ringing sound right above them. The group rushed to a better area to fight and were attacked by four tin soldiers. Rags died along with the tin soldiers. The team left the dungeon, buried Rags, and set up camp. On day two they killed more monsters and acquired some spell ingredients (they are very helpful for the magic system). On day three they encountered a nastier monster. It ripped the bones out of the paladin's body. They managed to kill it, exit the dungeon, bury Thom, and set up camp. On the fourth day they encountered another nasty monster. They killed it, but things started getting crazy soon after that. So, since it was the last room (# 25), they decided to make their escape. It was frustrating because they could see the magic item, but they could not get to it. - - So, with Vivid there is no list of spells (though magic is explained) and no list of monsters. I do like how magic is handled and this system is truly universal. The game runs very smoothly and I do recommend it. Give it a try!



Rating:
[4 of 5 Stars!]
Vivid System
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Swords of the Four Winds
by Peter P. [Verified Purchaser] Date Added: 12/01/2019 13:21:28

I haven't written many reviews but I noticed there were none and felt obliged, I'll keep it really short.

A collection of eleven swords and sorcery short stories around 4 different characters in a shared world with a far-east flavour, though it seems that at least one of the cycles takes place in the past of the others.

These high-octane stories wear there inspirations on their sleeves, I felt an identical thrill reading these to reading REH and ERB at 13 or 14, throwing myself into the worlds they created.

They are good stories, with entertaining protagonists, fun villains and cool mystical elements, I await more stories from this author.



Rating:
[4 of 5 Stars!]
Swords of the Four Winds
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Gods of Gondwane
by Asen G. [Verified Purchaser] Date Added: 05/15/2014 00:54:59

It's a great little game, surprisingly versatile! It allows me to do a whole slew of genres beyond the Swords and Sorcery originally intended. I'm currently using it to run a Swords and Planet campaign. It's very easy for new players, it turned out! And riffing is how combat description should be done in all games! I think more people should try it. On top of it, it's free,you lose NOTHING by trying it out and can only gain!



Rating:
[5 of 5 Stars!]
Gods of Gondwane
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Gods of Gondwane
by Alexander O. [Featured Reviewer] Date Added: 08/08/2013 09:57:49

Gods of Gondwane's subtitle says it all: Legends of the Lost Land -- Swords, Sorcery, Dinosaurs, Aliens.

It's a great 46-page RPG that manages to convey a seemingly narrow, surprisingly large kitchen sink setting that opens itself up to many approaches for play for the GM and the Players. It's powered by the Vivid System, a smooth blend of simple rules that distill the best elements of the WaRP and Silhouette systems, with a little FATE mixed in.

I think it's a perfect candidate for a Kitchen Sink Expedition, and a nice ruleset that will afford a bit more detail to my original WaRP approach to Weird Adventures.

But first, let's tackle the setting of Gods of Gondwane.

Setting

"Over a hundred million years ago, the wisest of an ancient and incredibly advanced race looked into their future – and discovered their people were extinct."

That pushes the race in question (known by a precious few as the Shapers) time-napping from the future to find out why humans had supplanted them. They began pulling humans from different eras and locales, watched them build civilizations on the supercontinent of Gondwana (known to natives as Gondwane) to discover what secret these humans hold (and destroying these civilizations when they field to yield an answer, or became too dangerous).

This premise allows for a lot of classic tropes from the OSR camp: multiple ancient civilizations with magical artifacts or super-science gadgets, underground lairs, semi-human races,weird creatures, expansionist empires and paranoid enclaves, beings in the outer void, and strange gods of unknown provenance (most of which are part of Shaper machinations and experimentation). It also allows for wallowing in the "lost world" genre, with modern (and not-so-modern) humans plucked from time and thrown into a strange land with dinosaurs and marauding humanoid creatures. It also allows for all sorts of anachronistic adventure and campaign elements to be thrown in here and there, with a powerful bogeyman that seeks to curtail the intrusion of unwanted influence in their experiments (the aforementioned Shapers).

The book also manages to provide a map of Gondwane, plus a listing of the locations on that map -- all the strange locations with their cities and civilizations and dinosaurs for the players to encounter (or in some cases, originate from).

Finally, there's an adventure involved to give the GM and Players a feel for adventuring in Gondwane.

The System

As I mentioned before, parts of the system will see familiar to fans of the d6 system, Silhouette, WaRP, and FATE. Character creation is aspect / trait oriented, with different types of aspects / traits doing different things when figuring out how many dice to roll in order to resolve a challenge.

The "riff" mechanic is a neat narrative method of tackling different exchanges in combat, while still retaining the ultimate resolve mechanic. Seeking various situational and combat advantages is in a comfortable space between traditional bonus / penalty approaches and the FATE-oriented 'tag an aspect' approach (from my limited understanding of FATE, anyway). The magic system draws more from the latter aspect, and makes psychic and magical combat and utility a different flavor from the spell list approach.



Rating:
[5 of 5 Stars!]
Gods of Gondwane
by Curt M. [Verified Purchaser] Date Added: 09/30/2011 00:53:15

I really like the rules-lite Vivid system driving this game. Think Barbarians of Lemuria, only faster-paced and more fluid. Yes, it's possible, but don't take my word for it. Download this PDF. It's free. The setting itself is good too-- BoL with a dose of Ancient Aliens and Asian influenced cycles of time. According to the company blog, the signature Hari Ragat game of South East Asian Sword & Sorcery is coming soon. I hope I don't have to wait too long.



Rating:
[5 of 5 Stars!]
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