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After the excellent The Lair of the Leopard Empresses (a direct best-of in the sword & sorcery genre), Sarah Newton brings us the second edition of her major work begun in the early 2000s. This first volume, dedicated to introducing the system and character creation, offers an immediately exciting and inspiring glimpse into the universe. At the crossroads of strong literary influences (G.Wolf, J.Vance, M. Moorcock), the game context recalls Numenera (itself inspired by the first edition of the chronicles) but explodes the limits of the imaginary. These chronicles have as much potential as Glorantha, in my opinion. I'd also like to add that the FATE-based rules system is remarkably well-written and the layout is very attractive. For me, one of the best, if not the best, role-playing games of the new year. I look forward to seeing the other two volumes.
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We're making good progress, but personally I feel that there are still some necessary clarifications or clarifications of the rules that need to be made. Looking at the work Sarah Newton has done on The lair of the Leopard empresses, I'm expecting just as much from the next version of M!M!
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Un bon équilibre entre de bonnes idées OSR. En l'état, très pur, et donc facile à modifier pour en faire son moteur de jeu rapide et fluide. Un peu trop OSR "gritty" pour moi dans ses règles de base, j'aurais tendance à le régler de façon plus « héroïque ». Le dé d'usage est finalement un bon compromis si on ne veut pas perdre du temps sur certaines mécaniques plus "simulationnistes" dans d'autres jdr.
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Simple, fast, effective, robust in the simulation but leaving a good place for narration. Very full. A must-have to draw for any initiation, for a quick session. The only downside would come from the maximum skill level being only 3. Personally, I go up to 4 to give a little more weight to the skills.
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This new edition improves many little things, BUT the main problem is still there: battles are too long due to the inflation of opponents' and characters' hit points. Modern Age had a viable solution, as did Fantasy Age Companion. But nothing is implemented in V2. Yet, there are plenty of solutions to this issue and to the randomness of stunts. This V2 should have considered the numerous feedbacks on this problem since V1. I don't know if there will be a new Compagnion V2, but as it stands, without homebrew, the battles remain too long and not nervous enough. A disappointment in this respect, whereas the other improvements are excellent. Try again.
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Can't wait to buy the final pdf !
Knave 1 remains a companion for other jdr.
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With The Lair of the Leopard Empresses, Sarah Newton delivers a near-perfect version of the Monsters!Monsters! and Tunnels & Trolls game systems. The customization of the rules is perfect, in my opinion, and demonstrates the power of this system. But beyond that, the imagined universe is highly original, and stands right alongside Beast & Barbarians, which I think it ably complements. The presentation is clear and ultra-readable, as well as being beautifully illustrated maintaining the proposed universe (AI or not). Full of interesting ideas, rich and wild cultures, African color and leopards! I immediately wanted to mix the universe with B&B and use the extremely well-developed rules. Another Sarah Newton success story that makes me want to play.
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One star less for form. But the fund offers a great all-in-one.
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One star less for form. But the fund offers a great all-in-one.
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As far as I'm concerned, one of my best generic systems of the moment. Very fluid, quick to set up, easy to master. Lots of options for adjusting the level of simulation or ease of use. Possibility of using different dice combinations. Personally, I most often play with 2d10 or 3d6. Easy to adapt. And a range of extras that's starting to be very well supplied. The career principle is a plus that gives participants a good vision of their character. A must-have.
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An even more complete V4. You can do anything with your character creation. My favorite for Old School.
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Une quatrième version dont les règlages et les petites nouveautés montent la qualité du produit d'un cran encore, facilitant son adaptation à d'autres styles que la fantasy ou l'esprit OSR.
Le nouvelle classe rare "the clever" est bienvenue. Mais ce sont les trois classes de base qui font le sel de cette ensemble de règles. Pas de limite à l'imaginaire.
J'utilise ce Whitehack notamment pour faire du Cthulhu, mais aussi du sand box med-fan.
Une version 4 affinée mais avec encore plus de tout. Un must pour moi surtout pour la création de personnages.
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Je redécouvre WhiteHack avec cette version 3 alors que la V2 m'avait laissé une trés bonne lecture et impression.
La V3 est tout simplement excellente. Trés freeform mais tellement élégant et subtil. Il repasse devant Macchiato Monsters.
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Tout simplement excellent ! Les meilleurs concepts des hacks sont rassemblés dans Macchiato Monsters, parfaitement ajustés et bonifiés. Un création de perso ouverte mais cadrée avec des choix forts et la logique de trait permettant tous les styles, combats rapides, l'usage d'un dé de risque (ou d'usure) poussé au max et un bon nombre de tables aléatoires bien pensées. La souplesse et la facilité de prise en main de l'ensemble m'a charmé immédiatement. Le hack "Café Noir" démontre tout le potentiel créatif de MM. Pour le prix c'est un carton plein.
Bravo M. Nieudan !
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