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The Samurai (13th Age Roleplaying Game)
by A customer [Verified Purchaser] Date Added: 04/18/2016 12:13:01

This class has many good design elements. It may need tweaks to work best in many campaigns, but it has alot of story driven potential



Rating:
[3 of 5 Stars!]
The Samurai (13th Age Roleplaying Game)
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Dungeon Bastards
by Ray C. [Verified Purchaser] Date Added: 09/09/2015 14:16:12

Dungeon Bastards is a rules-lite beer and pretzels game which can be picked up and played within the span of a short gaming session. It is a parody of the conventional RPG stereotype of adventuring parties being inherently disruptive elements in the gaming world with the trouble they generate.

The focus of the game is on a group of sociopathic and probably inebriated adventurers back in town and up to no good. It emphasizes poorly thought out shenanigans and belligerent conflicts. The writing style is intentionally vulgar in emulation of the play style, but more for humorous purposes than an attempt to be dark and edgy. Think of the Rat Queens comic and you're probably close to the mark.

DB's task resolution system is rather simple and universal for all manner of activities. There are Moves in the game which cover likely scenarios in the vein of Apocalypse World engine RPGs, and you roll a number of six-sided dice depending on your relevant Stats and Skills.Every 5 on a die counts as one success, every 6 two successes. Competitive Moves have people subtract their successes from their opponents before resolving it, while passive Moves require 1 to 4 successes depending on their difficulty.

Successes are used to activate particular benefits while narrating the scene, allowing you to change things more in your favor the better your result. If things don't go well in your favor, you move up one step on the Bullshit Meter, which is Dungeon Bastard's 'health' system, only it represents a combination of humiliation, injury, and physical and mental exhaustion from one too many hare-brained schemes. If your Bullshit Meter is filled, your PC either "leaves the group like a little wimp," dies, or stays in the game by taking a permanent hit to one of their stats to reduce the Meter by one.

All in all, the system's universal design is very good for the game in that it only requires players to memorize one set of rules instead of keeping track of various mini-systems for activities, and the reliance on narrating things out instead of setting benchmarks is not common in typical fantasy mileau but works for the type of game Dungeon Bastards is going for.

Additionally, the advice for Game Mastering in back includes a random generation d66 table of adventuring ideas generated by rolling two six-sided die with representations for the tens and the ones digit. Even then you get 36 results, ranging from the petty ("An army is laying over in town and taking all the beer! This can't stand!") to the more standard adventure scenarios ("An Elder God has tracked you down for revenge. Fucker is a killer at parties.")

Overall, Dungeon Bastards is a short and easy to learn pick-me-up game with an interesting idea. It's cheap enough that price isn't much of a concern either, and the spin on the "muderhobo" stereotype of adventurers is something many players are well-acquainted with that they can easily imagine the type of game it encourages.



Rating:
[4 of 5 Stars!]
Dungeon Bastards
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