Rpgs

RPG Errata: Diceless Universal, Ends, and Leveling Up

Diceless Universal, by Michael Raston, is a very simple Universal Deterministic RPG. Only four pages long, the rules of the system are barely worth calling rules. Being deterministic, the rule section mostly details how the GM describes the world, and the players react. It is shared storytelling at its most basic; little more than a collaborative argument.

But I talked about that kind of play earlier. What I’d like to discuss now is the very last page, where the system details its progession mechanic: what it takes for characters to level up.

RPG Errata: Darkest Days, and Random Difficulty

Darkest Days is a dark fantasy RPG designed by Bell Moon Games. A bit souls-like, the game sees its players as former legendary heroes returned to life by ancient ritual, in a desperate attempt to save the world from demons and monsters. It has an interesting “pip” system for skills, which gives you bonuses from both your stats and your equipment.

One of the more interesting parts of the Darkest Days ruleset is how it handles skill checks. In most modern RPGs, when a player wishes to undertake a task, they are given some measure of difficulty. Most systems call this a “difficulty rating” or a “target number.” You have to roll “better” than this number to succeed at your task.

Okay, but where does this number come from?

RPG Errata: Sellswords, and Bargaining

Sellswords, by Pagentry Games, is, quote: a tabletop roleplaying game about the sorrows of war and those who sow them. It’s medieval in its trappings, though magic and monsters are not in the expected setting. Instead, the world is plagued with war, banditry, and politics. It’s a world filled with the worst excesses of power-hungry warlords draped in religious finery and exotic furs.

The PCs play as mercenaries, masters of brutality and flexible morality, who will do anything and serve anyone for the right price. Perhaps they will do horrific things for the right reasons, or be righteous for the wrong reasons, but only one thing is true: they serve only themselves, their coin, and Lady Fortune.

Sellswords is a diceless game, and rather than concoct an elaborate method of juggling points to pay for results, like Noblis or the Four Points System, Sellswords has a far more elegant system for deciding what happens: GM fiat.

RPG Errata: Cast Away, and Suffering

Cast Away, written by by Joe O’Brien & Reilly Qyote, is a survival RPG. Your characters are survivors of a disastrous event, anything from a shipwreck to a zombie apocalypse, and must manage their health, fatigue, food, and shelter in a hostile aftermath.

The system is quite good at what it sets out to do. This is a game of struggle and strife, fighting to survive, and every mistake you make or failure you suffer results in more trouble for you down the line. Failures beget failures, and death for your character is permanent. This game is so good, in fact, that it brings up a significant question about RPGs in general:

This is a difficult game. You’re not expected to survive; not without some serious luck. You’re going to fail, fail hard, and you’re not even allowed to roll up a new character. This game is hard, and if you fail you’re done.

Does that sound like fun to you?

RPG Errata: The Great Ork Gods, One Wrestling Ring, and Collaborative Competition

A two-fer, eh? Okay, let’s go!

The Great Ork Gods is an RPG made by Jack Aidley. It’s a one-shot comedic game, designed to be played and forgotten about in an evening. At its most basic; the players play brutish nasty hate-filled Orks, as well as the Orkish gods who hate the Orks as much as the Orks hate them.

One Wrestling Ring to Rule them All (stylized as 1WR) is a Wrestling RPG by Dice Kaptial. The players play as wrestlers who must fight and compete for the entertainment of the onlooking audience. A bingo-card of nine “goals” increase the audience’s score as they are met, including things like one of the wrestlers doing a heel-turn, or performing a specific move during a specific round.

RPG Errata: Blood Red Sands, and Competition

Blood Red Sands, by Galileo Games, is an exploration of Competitive RPGs.

I must admit, I don’t think I’ve ever seen a game quite like it. When I talked earlier about Competition in RPGs, I focused mainly on the idea of what competition meant in a largely collaborative medium. I talked about how characters might fight each other, but the players themselves never should, and the differences between seeing RPGs as “Non-GM Players vs. GM,” or “Players vs. the Adventure,” or even “Players vs. the Story.”

Now, here comes Blood Red Sands, an RPG that throws out those rules and gives the players Victory Points.

Victory Points!

RPG Errata: Ars Magica, and Troupe Play

Ars Magica is a bit of an odd duck in RPG land. It was one of the early RPGs, with the first edition released in 1987. The early days of the RPG medium were curious ones, with an interesting mix of experimentation and cloning successes. Games like Atlantis copied D&D, while games like Champions went off in strange new directions.

Ars Magica, despite it’s formulaic pitch (the players being Magic-users in a medieval fantasy setting) is one of the experimental systems.

There is a lot I could talk about with Ars Magica — its magic system is creative and robust, to put it mildly, and the political interplay between magical factions and mundanes plays a huge part in its well developed setting — but what I want to talk about, as you should be able to tell from the title of this piece, is that this is the first system that had a Troupe style of play.

RPG Errata: Sunderwald, and Discovery

Sunderwald, made by Long Tail Games, is a Legacy RPG.

Legacy, as an RPG term, has come to mean a game that is focused less on individual characters. Legacy RPGs are generally about regions, families, factions, or generations. The stories develop over in-game years, rather than days or weeks. Players may find themselves playing multiple different individuals over the course of a single campaign, if not a single session.

This is not the kind of Legacy game Sunderwald is.

RPG Errata: Strike!, and Reskinning

Strike! is a tactical wargame SRD, without much in the way of world to justify its system. It’s the same combat used in the marvelous Tailfeathers RPG, full of interesting tactical choices and clever little tricks that keep it fresh, fun, and fast.

It also clearly and proudly supports reskinning.

“Re-what?”

Reskinning. This hobby is full of creative people, and one of the major selling points of roleplay is the ability to exert your will on the gamespace in a way rarely supported in other mediums; naturally, players often want to change things to suit them.

RPG Errata: Ascendancy, and Double Classes

Ascendancy, by Gemworks, is a “Sparked by Resistance TTRPG for 3-5 players, set in a cyberpunk city in a distant future, after the empire that ruled the world for centuries has fallen.”

The “Sparked by Resistance” system originated with the Spire and Heart RPGs, and is similar in many ways to “Forged in the Dark” systems. To take action, players roll one to four d10s, and take the highest to decide how successful, or not, their characters were.

As a system, Ascendancy does a lot of other interesting things with the system, all building on the narrative of ex-weapons trying to survive a post-war cyberpunk world.

Perhaps the most interesting aspect of the system, or at least the thing that is done rarely, is Ascendancy’s dual-class feature. When creating your persona, you choose not one but two classes for your character.