What this is
Of Fate and Fealty is carried on strong themes. Language carries the power of doom. Nobility is a mandate that infers magical powers and legitimate lordship. Magical folk exist. Kingdoms rules by gentle lords, kind and cruel. The King is gone. The waking world mirrors the fair world. Destiny is powerful and drives you foreword. The game lists inspiration from Morte D' Arthur, King Arthur and Knights, Beowulf, Fairie Queene, Silmarillion, Charlemagne, Canterbury Tales, Culwch and Olwen, and even Alice in Wonderland. My own personal list I drew up while reading the game was Tristan and Iseult, Beowulf, Roland, Gerald the Fearless, William Tell, Wayland the Smith, and far far more Gawain than Arthur. If you prefer Mount and Blade to Skyrim, you'll prefer this to most popular Tolkien fantasy rpg derivatives. Politics can take on a very A Song of Ice and Fire feel, with adventures going straight into myth and legend, and combat seems to take a combination of dirty gritty realism merged with heroic legendary battles.
If the above paragraph fills you with giddy anticipation, then this is the game for you.
The Mechanics, Setting, and Concepts
Let's start with the game's blurb. Wield Magic with depth and nuance: Gone are the tables and charts and uncontrollable mechanics of older games, in it's place a system of variety and flexibility that allows the magic system a good range. Choose your Destiny: Every character has a Doom, which drives each character on it's own mythological character arc, making Joseph Campbell proud. Define your character: Much like the Aspects in Fate, your character is defined by adjectives that assist them in rolls. Ditch the Calculator: This system, The Magenta Project, is very clean. Play an Archetype: Instead of classes, characters get a form of occupation that is very flexible, allowing a lot of customization. Original Artwork: I'll get to this later, but it's a wide range of good and bad, does well for an indie rpg.
Now. The dice roll system works on matching numbers. It reminds me of the One Roll Engine, it even has it's own version of hard and wiggle dice. Though there's enough of a difference to give a distinct feel. Most interesting to me is the penalty dice the GM can impose. Whatever number this penalty dice rolls cancels all other dice that match it, ie roll a 3 and all 3s are cancelled out, theoretically wrenching your gears to a grinding halt.
The status system is intriguing, an interesting range designed to retell medieval legends. Characters aren't just facing lowered hit points. They're Exhausted, Weary, Prone, Besotted, and Felled. Felled, in particular, reminds me how every legendary mythological character gets mortally wounded at some time and must "Recover or die." And herbs! You use herbs to heal. Oh boy, this takes me back to my Dragon Warrior days on the NES. Combat is relatively simple, but there's all these complex options and alternatives to keep it fresh. It feels like you'll be focusing on tactics, shield bashes, shoving the enemy off balance, horse mounted combat. All the realistic applications of medieval combat. Distances are descriptive of the time and place with At Hand, Apart, Away, and Far Afield. Yeah. Even the game language takes you back to the 1200s. There's also soul combat, and conflict of personality. Skills are covered in flavor, ranging from the craft recovery of honey from beehives, to staunching wounds, and from jousting to cajoling. This is a very distinct game world with very distinct skills focused on recreating medieval stories.
Now this might just be my interpretation, but the game seems to be targeted to humans. While the book talks about a variety of species and offers Dwarves, High Elves, Maze Goblins, and Sprites as playable characters, the overall text and setting give a very human centric feel. This is real medieval times, not Tolkien. There's no great alliance of the fairy kingdoms that rule the world, with humans the growing upstarts. This is a fairly human centric and human controlled world that the mythological races are simply overlapping into. Much like real history the belief seems to be that humanity controls the world while the fae and spirit folk have their own kingdoms on the edges or outside of our world. The game mentions the fairy worlds, but it doesn't explain them at all.
In fact there's no real setting. "But you said there was a thick dripping setting?" Yes. The atmosphere of the game, the setting, concept and ideas: amazingly concise. It knows the kind of story it wants to tell and it tells it well. There's no geographical setting. No kingdoms, no landmarks. No explanation what the fairylands are like. It's a huge vacancy just begging for a world book or campaign supplement. This is both a blessing and a curse. For creative gamers, this is a perfect system. It's everything you need to know to paint a beautiful picture like a big set of expensive brushes and an infinite range of paint colors. For the more Paint-By-Numbers gamer, you'll want to either pick up an existing medieval game world or pair up with a creative gamer to help create a world for you. Though for the price people will pay for this game, I was hoping for an example kingdom or world. C'est la vie.
While each playable class or "Archetype" may look like traditional OSRIC or OGL classes fantasy gamers are use to, the similarities are from a distance. In detail, each one is modeled more after actual legendary character types. Or as you might say, mythological Archetypes. I'll mention it now that the game is color coded. Dice pools and abilities are sectioned into one of four colors based on combat, social, mental, and spiritual strength. This is very reminiscent of Don't Rest Your Head, but it gives a LOT of variation to the ORE-esque dice system. Adds a lot of variability. The color coating drenches down into magic, combat, character design, and even siege warfare. Making it delicious and exotically spicy.
Magic is geared towards things like Oaths, Edicts, Prayer, Tricks, Songs, Charms, and traditional thaumaturgical rites. Though calling forth the dead, making pacts with a devil, and shamanism are included. In fact, one third the book is centered on the variety of different magical systems that coexist. Which offers a wide and nice range but also brings into question the martial versus magical balance. Like all fantasy games, power curves create a delicate problem of balance. How a knight on horseback can hope to compete against a powerful wizard is a traditional quandry. I haven't playtested this enough to get the feel of that balance but my instinct tells me the destiny driven Doom system helps balance all of this out.
There's an entire prestige system for reputation. Including Vassals, which is a great way of emulating the troupe play of both Ars Magicka and Reign. With tweaking, each player can have an entire band of followers and hanger-ons. Befitting the source material, of course. Still, Prestige is great for allowing lateral growth. Instead of stats and gear, players can focus on owning land, gaining fealty, and wielding their reputation to resolve conflict without a sword leaving a sheath.
What's interesting to note is this game feels completely free of Christianity. It's 1200ad Europe without churches and popes, instead filled with the gods and goddesses of Ye Olde. It helps bypass the entire Inquisition feel a lot of medieval games get. It plays down the Holy Grail Arthurian angle and plays up the pure Merlin, Morgan le Faye, Lady of the Lake side of things. No burning witches, no corrupted church officials, no crusades. I consider this a very good thing for the pure feel of these mythologies. There is a hint of Saints, but only as ascended mythological heroes. Though Witches, in a Grimm and Shakespearean tradition, are still feared and cast from society. This is much more the Meg Mucklebones type of Witch than the friendly neo-pagan like my wife. Actually overall I get a sense the game has a Legend feel. All the way down to Jack and Honeythorn infiltrating the Lord of Darkness's fortress. That is, when you're not stuck in A Knight's Tale or Willow territory.
Antagonists have a wide range. Corrupt people, magical entities, spirits. All the classics: dragons and ogres. Though there's actually a small focused amount of stuff in this book, it's easy to use the same stats and just change the names and abilities to include a wider range of cryptozoology. In fact, there's a wide range of OSRIC books online that can be easily dropped into the game. That is, until the creator capitalizes on releasing a monster compendium. HINT to Adam: Make a monster compendium.
What's very notable to fans of wargaming and medieval hobbyists is the inclusion of mass war rules. When I read it, I get less the distinction of actual gritty blood and sweat being on the front lines... and much more a feeling of those hand drawn maps with the little wooden figures the general pushes with a stick. Warroom planning. How strongly that plays into your game is all up to your preference, as it's easy to pull this system down to the micro level to show a hero fighting a dozen soldiers by himself and then pull up to the macro to show entire battalions clashing. As abstract as it is, I'd like to see a lot more attention to warfare because it gets a total of 4 pages out of 190. With the subject matter, and the game's demographic, I'm sure this could see it's way into an entire expanded supplemental book.
This book is very coated and dripping in the Wyrd. Which I suggest you look up the Anglo-Saxon meaning of, and it's counterpart the Urðr. In fact, if there is any release I would most like to see for this game system it would be a Norse conversion book that remodels everything from Yggdrasil down to Æsir. There's some more advice, Adam.
The Book Itself
I'm conflicted. Some of the art is great. I didn't like Mary Steigerwald's illustrations the first few pages. As I read, it grew on me. By the halfway point I loved some of the pieces. So it's a variety. Mary's style reminds me of a comic line art version of The Secret of Kells, which is just begging for wide painted backgrounds. Where her art falls flat is motion. Still characters are nicely designed but the action sequences are a bit stiff. Everything is some combination of colored pencils and watercolor. It's all ethereal.
That said for an indie production with very little budget this book has great art. It's not Wizards of the Coast, of course not. Adam didn't drop $10,000 into an art budget. Compared to industry professionals, no, the art is not going to stand up. Compared to a lot of indie productions, through, the art is beautiful. It could be replaced. The fact is, though, that gamers are here for the game. The rules and setting is good enough to ignore the weaker art pieces. Also, mind you, I grew up on 80s games. Early companies like Palladium Games and Cyberpunk 2020 had some atrocious art. Go back and look at Champions or Runequest sometime, even first edition D&D. Some of the smaller companies hired terrible artists. Books choked with eye sores. Yet we bought them and played the hell out of them. Maybe I've been spoiled by White Wolf and WOTC. Oh well. A game is a game, the art shouldn't kill the game mechanics or dissuade players from playing.
Now I feel like a jerk. My point is, the art in this book works. Steigerwald's goblins, particularly, are fantastic. The monsters, too. The stained glass window pieces are my favorite. The handful of stock art pulled from Public Domain are all spot on for the content. In fact, apart from my grumpy attitude towards art style, each piece fits the book very well. Not one single art piece in the entire thing is out of place. Each one feels like it pulls you right into the setting drenching you with atmosphere. The choices of content fit perfectly.
The overall layout is ebook. It's mostly double column for game mechanics, and single column for flavor text. The backgrounds add to the feel of the game but are fuzzy enough to never make the text eye-straining. The fonts, the choices of design, it all works well to convey the game's feeling. Very good job. The character sheet, however, looks like it was made in Word in about five minutes.
Overall it's a great game design. The text flows in expected order. Within 14 pages you know how to play the entire game, but character creation isn't until page 30. By page 80 you have everything you need to start. After that, the last 110 pages list out details. All the encyclopedic information. While there's no real seperation between the player's section of the book and the game master's section, this game doesn't need it. It isn't a game of mysteries where the game master holds some terrible secrets behind a screen. We all know how Romeo and Juliet turned out, how Beowulf died. When you play this game, you know exactly what you're getting into, and the layout runs with that concept. It has decent art that fits very well, it has a good layout for reading from a computer or tablet, and it gives you everything to pick up and play.
The Good, The Bad, and the Ugly
The game is good. Mechanics wise, you could pick this up and play very easily. There's enough here to run long campaigns for years to come. It doesn't feel short, but there is a lot lacking. It could do with either another 100 pages, or several supplement books. Notably: a world setting better definition of the fairy lands, a wider variety of monsters and antagonists, and a warfare book. But I'm just complaining. I know we're no longer in the D20 boom of a billion books for every little thing. This book does what it needs to do, asking you to do your part to fill it with stories.
The ebook is good. It's laid out perfectly, reads well and clean. The art is a range that you might really like or hate. Nothing is an eyesore, but nothing here is Todd Lockwood. It's not a deal breaker to me. I say buy buy buy.
Let me start by saying that I traded a copy of my company's game for his company's game. Would I buy this game? Probably not. Because I don't know a soul that is into medieval heroic legend roleplaying. However, if I belonged to a reenactment group or LARPed, if I was a huge fan of Arthurian legend, or I had actual cool friends then yes. Yes I would buy this. Do you long for days of Knights, Dragons, Maidens, Witches, Fairies, Chivalry, and Destiny driven tragedy? Then buy this game.
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