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Godbound: A Game of Divine Heroes (Deluxe Edition) |
$19.99 |
Average Rating:4.8 / 5 |
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Very cool and very refreshing. After exhausting attempts of Exalted system to do high-epic fantasy, Godbound do that with ease
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I really dislike 1d20 games, so I am appalled at how much I like Godbound. It's mostly the setting, the fact that you can have almost any genre or culture and then hop between them and the rules allow for that. The game has potential for epic stories very quickly, but includes the human element. Overall I compare it to Spire for imagination, which is high praise.
Sadly you are left with the randomness of 1d20s and no degress of success, but I think the game succeeds despite that.
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While there are a few issues with balancing and such (a low magic tradition that anyone can get with a fact having a better fire attack than the Fire Word?) this has rapidly become one of my absolute favourite games
Because all of you are so powerful, it incentivises the GMs to create problems that cannot be solved through combat, or overcome through strength. Instead power use, RP and politiking will be the main ways of solving your problems and I adore that to pieces
As you grow in power your cults and faiths become integrated in the core gameplay loops and often are used as plot hooks, and that can make for some incredible RP moments and moral decisions
For those who enjoy high powered games Godbound is definitely a must have, though it may need some tweaking if you're someone who wants a more balanced game.
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I love this book. Presentation is excellent. It could have come right of the shelf of a bookstore. The game itself is fantastic. The advice for running a sandbox game is outstanding. You could have very little (or no) experience as a DM/GM/referee/judge and the "Running the World" chapter would provide you a solid education on how to approach a sandbox vs. the more modern storytelling structure of DMing. The provided game setting of the Realm of Arcem is outstanding. Kevin Crawford has provided not just an outline of the various nations and kingdoms of Arcem, but in depth information of each; he's done the worldbuilding for you. If running or playing demigods sounds intriguing I can't recommend this OSR based system enough. Well done Mr. Crawford!
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Quite simply, Godbound made me fall in love with everything in it.
I loved and respected the free access granted by the Author to the free version of the rules, and I decided to support him after spending many afternoons reading and re-reading this manual.
It's packed full of good, sound advice. The rules are elegant, simple yet offering exactly what I've been looking for in my games: a mechanic structure to support a sandbox narrative without constricting it in too many specifications. It's fast, simple and entertaining.
It's a joy to create adventures in Godbound with all the tools and good considerations offered and well presented to an aspiring DM.
Arcem, the setting presented inside, it's quite captivating and offers ample space for personalization and further delving into philosophies and religions. I found it captivating and focused on giving intersting ideas both to players and DM.
Great job, well worth its price.
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This game is great fun. I'm running a Godbound campaign set in the current age, with the PCs as teenagers coming to terms with who they are in a normal, public highschool. The rules are flexible, adaptable, and the players are having a blast with it. The expansions that have been released have simply added to the game, and I'm looking forward to so much more for this line.
This is definitely an OSR game to add to your collection. The mechanics are suitable for pretty much any OSR game - and I'm certain it could easily be adapted to the 3rd edition of the popular RPG, and even the PF version as well. The mechanics are only slightly different from your typical OSR game, tailored to playing demigods - so you could easily let the demigods use these mechanics, while mortals use the normal OSR mechanics, and it would work out fine!
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Just a fantastic game. Perfect combination of OSR simplicity and well-described abstraction in the demigod powers. The mechanics that allow the characters to change the world around them with ease fit perfectly into the design of the game and are easy to work with and against as a GM.
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Kevin Crawford hits it for 6 again. A really interesting take on demigod/immortal game play - the Words system is really flexible and should let your players build any demigod they can conceive. This is Mutants and Masterminds for immortals.
As ever with Kevin Crawford's systems though, the really joy is in the GMs tools, many of which could be easily applied to any system. I love a good random table and if you flick through this book armed with a d6 and a 12 and campaign ideas will launch themselves into your mind.
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Episkt lir med enkel mekanik. Applåder och beröm!
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I am very impressed with production quality and writing of this, clear a master, system designer.
My children (14 and 8) are able to grasp the concepts in this book (with only very little RPG experience) and had an absolute ball playing Godbound characters.
The simple mechanics and storytelling descriptions of the characters actions make for a great story, and there is a lot of hidden depth in the extras (I backed the deluxe edition).
Well done.
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I'm hard-pressed to think of an independant (and solo) game designer who puts as much love and hard work into this craft as Kevin Crawford.
Godbound is a sterling example of what happens when an old-school rule set is combined with a modern-day approach to play; the result-magic!
Player's are the demi-gods in a broken land, mortals imbued with words of creation who set about forging their own paths in a setting rich with conflict and plenty of room for growth. The rule-set also supports less mythic heroes, right down to average mortals and turnip farming adventurers seeking to better their lot in the world.
Godbound provides a rich setting, ripe for plunder, havoc, rule, destruction, conquer; whatever the pc's desire!
True to Sine Nomine form, this book is packed to the gills with options to help a GM get a sandbox campaign off the ground and running. This is especially useful given the power level of pc's; anybody who is unfamiliar running games for super-beings or demi-gods have nothing to fear as Mr Crawford provides excellent advice and guidelines for constructing a setting and challenges which will make for entertaining and lasting campaigns.
The setting has enough information without becoming bogged down in senselss detail, and the book has plenty of suggestions for alternate campaigns and ideas which break from the standard game. It is clear that the book's strong focus does not diminish it's utility as a toolbook for demi-god's in a fantasy world, no matter which system you use. It is a book designed to be used and played, not just read.
For fans of a certain rpg which will remain nameless, Godbound also supports themed demi-gods including elemental scions, shapeshifters and god-walkers; huge war engines capable of massive devastation. I will say no more!
I could say much more about this game; it's excellent and tasteful artwork, clear layout and font and the author's excellent narrative voice and prose.
However, I'd much rather you go and pick up a copy and see for yourself.
Sine Nomine is a class act in a market flooded by mediocre and expensive titles. I only hope that this game and future releases receive the recognition amongst gamers that they deserve.
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(Reposted from Free Edition)
Absolutely fantastic. It's hard to think that Kevin Crawford would do a game like this coming off of Silent Legions but here it is. Godbound is a game where the players are normal people in a fantasy setting who gain powers of fallen "Made Gods" who almost destroyed the world years prior. The key concept is that mortals entered heaven and found god gone and fight and took control of heaven and the great machines that run their world from the angels guarding them. Then ideological differences drove them to create their own fashioned artificial gods which then began to war amongst themselves, rival factions, and the remnants of heaven's angels. They broke the world, themselves, and almost drove all of the world into darkness. Now years later mortals are gaining these stolen slivers of divine power and becoming demigods of great power who hold the potential to become full fledged gods in this broken world.
The setting has a mix of technology levels, from urban citiscapes that are barely holding on to their technology, steampunk autocratic nationstates living in fear of their robotic masters, to basted wastes where the fabric of reality lays torn and bleeding monsters and other reality horrors into the landscape. Also scattered around the world are shards of heaven itself that the players can enter, conquer, and hopefully convert into eventual paradises or bases of operation.
The system is an OSR hybrid that uses d20's for most rolls, standard combat actions, but lacks predefined classes. Instead characters are based around facts that detail their backstory which grants them access to powers and skills appropriate to that background. The real power of characters comes from the 3 beginning WORDS which define their purview of divine power, allows them to buy GIFTS which are more discreet powers, and defines how they can spend EFFORT or DOMINION on miracles and larger more lasting changes to the world. I haven't seen such a friendly free form power system since the early MAGE days. If anything I'd say unlike White Wolfs bookkeeping nightmare of a power system Godbounds miracles are quick and easy to rule on.
The game assumes the players will be facing powerful foes and reshaping the world from level 1. To illustrate this it uses a modified damage system where lesser foes do hit points of damage while the players can do full hit dice to anyone not considered on their tier of power. That is not to say there is a lack of powerful foes to face. The game present guidelines to build a wide range of horrible monsters, powerful casters, and still living Made Gods that will challenge the players growing dominion.
Not since I read the original work of Sine Nomine's Stars Without Number have I seen such a well written and developed product. It directly rivals Exalted, Cypher System's Gods of the Fall, and other similar work while still being it's own unique setting and rules. Play is fast, and exciting. Game tables will be filled with stories of armies falling, nations warping to players wills, and eventually massive universe/nay-multiverse spanning wars of conquest and heroic deeds.
It's well worth the price at free for the core game, and the Deluxe Edition includes loads of fun optional rules like magical martial arts, alternative Godbound types, and expanded artifact rules.
Please, enjoy!
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I've been playing D&D since the old Red and Blue boxed sets in the 80's. While I had fun with those systems, things have changed since then and some much better mechanics have come out. So I was reluctant to check this out, since it mentioned OSR (Old School Revolution) and I haven't exactly liked some of the games I've tried. They were a little too old school for me.
But fear not, this system is really a new system, and uses ideas from many of the lighter, quicker systems that have come out, like Dungeon World and Fate to speed up play and make it easy to play a very powerful character, that actually feels powerful.
If you played Birthright, back in the day, and want to play that, this is the game I'd suggest using. If you like the setting of Exalted, but don't like how incrediably crunchy that system is (especially charm system, which I have a love-hate relationship with myself), then check this game out. Especially some of the "Themed" Godbound in the Deluxe version. Many of the types are obviously influenced by the different kinds of Exalted.
Even at first level as a Godbound, your character will be capable of taking on hordes of human soldiers, and yet find fallen Angels an overwhelming threat, so you can't just run roughshod over everything. You'll need to use your many powers and ingenuity to change the world and increase your power.
The free version of the rules will let you see everything you need to see to get a good grasp of how the system works (especially damage, which might through you at first), but it is worth paying for the Deluxe version to get the extra rules and details, IMHO.
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Read the Free version, so good I had to get the Deluxe. I'm a fan of high power settings but so many of them quickly bog down in rules bloat and endless complicated power sets.
This doesn't and I can see how the system could pretty easily be ported into any exisitng setting I want without much work at all. I may finally run a game where everyone plays Dragons.
Why not 5 stars? Well nothing is perfect and to me D20 always has a bit too much swing in the range of outputs compared to what you get for abilities / stats.
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This game is a delight to read, and focuses fully on dealing with playing and running games of very high power and influence. Somehow Kevin Crawford managed to keep the game very simple and easy to play while adding so much depth of play. Buy this game!
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