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King Arthur Pendragon: 4th Edition
Publisher: Chaosium
by William H. [Verified Purchaser]
Date Added: 02/25/2005 22:21:04

Pendragon is roleplaying in King Arthur's Britain. This means that it is historical, to a point (in the chronology, right up to about 485AD...) where it begins to deviate.

The setting is predominantly driven from Sir Thomas Mallory's views, but allows for many other influences, both upon the designer and the GM. Greg Stafford has blended a variety of variations on the Arthurian legend, into a cohesive, and yet still flexible setting.

This is coupled to a simple, elegant system, using only D20's and D6's. Characters start with some history, and gain more. It is NOT the D20 system. It is a simple and elegant system, with a personality trait system, which can be used to guide actions, and responds to chosen actions.

4th edition is probably the most useful edition. Not only does it support knights from throughout the Isles, but it also includes Ladies, Spellcasters, and certain non-noble warriors. (Other editions support lesser, and only 4th edition includes a magic system.)

The key element about pendragon is that time flies. In general, each adventure is the high-point of a year. Sometimes, two adventures in one year occur, but that really is not the norm. Experience is applied during the winter (when nobody does much of anything), and rewards what you've used, sometimes for the worse.

Magic is slow, powerful, and cumbersome, paid for with weeks of preparation, weeks of magical sleep-like stupor, or both, and strongly recreates the feel of magicians as portrayed in myth and legend. You won't be casting fireballs... unless you want to sleep for weeks to pay for them. Several weeks per each. Oh, and if you delay the onset of that sleep, you age.... rapidly. Despite it's limits, Pendragon's magic system is VERY flexible, and fairly powerful. And it works. Quite well. (i've had players play spell casters... they needed a second character due to social and sleep restrictions, but they were playable and important characters.)

The combat system is fast, brutal, and lends itself to GM narrative responses. It provides brutal and realistic outcomes, while still allowing for heroic behavior. Fight without your armor, and you get bonuses... but you're likely to die anyway, unless they are also unarmored.

And, for the big battles where thousands clash, there are methods of resolving those, too. And PC's not only can make a difference, but can also become wealthy... or broke... by their own chosen actions.

This is, without a doubt, well worth the money. I've gotten hundreds of hours of play out of Pendragon, and the fourth ed rulebook plus some dice and pencils is all one needs.

But I'll also put some warnings here: you can't do the walking artillery piece wizards of D&D, and you won't find Mordred as a hero. Most priests can barely bless. Most knights can't read. And most characters are knights. Religion, both christian and pagan, plays an important role in the setting. And the personality trait system sometimes is used by the GM to determine what actions a character may take, as well as determining how the character should act; choose your traits well, for they are going to define the character.

This is a narrativist fortune-based system, with some simulationist elements.



Rating:
[5 of 5 Stars!]
King Arthur Pendragon: 4th Edition
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Star Thugs: The Roleplaying Game
Publisher: GhazPORK Industrial
by William H. [Verified Purchaser]
Date Added: 02/14/2005 00:00:00

Lets see, while printing this one out, I found major problem #1: 0.5" margins. It's obviously laid out for professional printing, not POD/Home printing, where our printers have no-print zones.

Major Problem #2: Expletive usage. Not "Ghetto Street Jive" level, but clearly enough to offend. Not something I would let my daughter read. Not heavy, but present, and mostly grammatically appropriate... or at least as GA as can be said for the F-word. Really, I'd say not worse than prime time TV except for specific word choices.

The rules are clear, easy reading. But check the demo BEFORE you buy; this isn't your ordinary RPG.

1st is scale: you don't play a character, you play a ship's whole crew, and may possibly wind up with subordinate ships (hirelings, if you will) in addition to the rest of the party, each of whom also controls a ship and its crew. To recap: Number of ships equals number of non-gamemaster ships.

2nd is mechanics: The mechanics use D12's; 1 per player, maybe some more dice of other sides as damage markers only. A number of CCG-ish elements, too. See the demo.

3rd is "PC Heroicness": PC's and "Mooks" (NPC's) are clearly handled with different levels of detail... PC's Low by RPG standards, and mooks at nearly no info.... HP and attributes. Very clearly cinematic.

This is, however, an innovative approach to the genre of Spaceship Crews in a cinematic light. Simple rules, a decent amount of background, and a variety of resources.<br><br><b>LIKED</b>: Innovative concept, blends elements of boardgaming, CCG's, and Roleplay into a narrativistic RPG.<br><br><b>DISLIKED</b>: Lack of whitespace on page borders; margins narrower than my printer's minimum.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[4 of 5 Stars!]
Star Thugs: The Roleplaying Game
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EABA v1.1
Publisher: BTRC
by William H. [Verified Purchaser]
Date Added: 02/09/2005 14:05:57

EABA is a d6 only, flexible generic engine, designed for flexibility.

CGen is point based, and very flexible. The Paranormal Powers system allows everything from low-powered stuff that could be passed off as technology through the world shattering powers of certain 4-color Supers settings.

EABA uses a multi-d6 based resolution, with a twist, roll lots, keep the best three. THerefore, difficulties are in a range that all skilled individuals can attain, but with better skills granting better chances at the higher end.

EABA also includes a simple vehicle and weapon design system.

What's more, the Open Supplement License allows you to publish your own stuff for it.

If you like EABA in general, but want reduced dice gaming (Nearly diceless) CORPS is very similar in execution, but is a dice reduced engine.



Rating:
[5 of 5 Stars!]
EABA v1.1
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CORPS v1.0
Publisher: BTRC
by William H. [Verified Purchaser]
Date Added: 02/09/2005 13:56:58

Dice: The Gamer's Best friend and worst enemy!

CORPS reduces dice rolling drastically, through a simple presumption: if your skill is higher than the difficulty, you succeed, if not, then you roll.

Combat is fast, agonizingly deadly, and cover is your friend. A hex grid helps, but is not essential, in providing the details for reduced dicing play.

Also nice:

  • three different skill lists, to show you how to tailor the game for YOUR settings.
  • basic rules for vehicles
  • color coded sidebars and insert boxes; these really help navigate the rules.
  • a paranormal powers system that is flexible, powerful, and can easily be used to support a variety of different setting's paranormal stuff, from Classic Swords and sorcery stuff through Street-level supers

Note: When you add CORPS:VDS and 3G3:More Guns!, you have one of the best modern and near SciFi game engines around!

And if you like lots of dice, Check out EABA!



Rating:
[5 of 5 Stars!]
CORPS v1.0
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Dark Realms Role Playing Universe
Publisher: Guild of Blades
by William H. [Verified Purchaser]
Date Added: 01/03/2005 00:00:00

I have 1st ed, too.. I miss most the sci-fi stuff from the supps.<br><br><b>LIKED</b>: System is innovative, and simple. Plays well.<br><br><b>DISLIKED</b>: Very few changes; most of the supplement "Good Stuff" is left out, and the supplements are not e-pub'ed yet. Dislike strongly the color borders.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[3 of 5 Stars!]
Dark Realms Role Playing Universe
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Starfight: a fast game of spaceships combat
Publisher: Beer & Pretzel Games
by William H. [Verified Purchaser]
Date Added: 01/03/2005 00:00:00

A friend and I, both SFB veterans, sat down and played the game. We had two rules questions: 1) MUST you reroll ALL the dice on a ship every turn, or can you leave unused dice where they are? 2) must the dice discarded total equal or greater than the damage, or can you just drop a die?

After a play through, with two ships, and using the assumption "leave them or reroll as you will", and "just drop a die", we found the game intellectually stimulating, tactically challenging, and actually quite fun, while still fast paced. It isn't SFB, but it has enough in common to have both of us as grilled as if we'd played SFB. And set up was a lot less! <br><br><b>LIKED</b>: Very creative method of play, plays fast, lots of thought. Very inexpensive (Counting light card at $0.12 per sheet, it was still less than $4 total)<br><br><b>DISLIKED</b>: one rules issue; not formatted with standard minimum 0.5" (~1.2cm) borders standard for many printers. More ships per product would be better. Counters and hexes not industry standard 16mm.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[4 of 5 Stars!]
Starfight: a fast game of spaceships combat
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