RPG Medium

After the War, and Performing the End

After the War is, quote: “a tabletop science-fiction roleplaying game of memetic horror. Ten years after the galactic war, millions of survivors try to rebuild on the frontier world of Polvo. They seek to guard their new homes from internal strife and the psychic fallout from the war.” This does not do justice to the horrific history that your characters have to deal with. Among After the War’s inspirations is Fiasco.

Of Grub and Grain, and Skipping the Boring Bits

Of Grub and Grain is an RPG supplement — a minigame, if you will — about cooking. Cooking is an often overlooked aspect of RPGs, generally falling into the same pit of uninteresting chores that we would simply rather not take part in. Generally, Cooking is dealt with the same way that eating is; ignoring it completely. You ever notice how characters in RPGs never go to the bathroom? They never really “get hungry,” either.

Fate of the Budayeen, and Behavior Stats

Fate of the Budayeen is a fan-made adaptation of the Budayeen setting from George Alec Effinger’s “Marîd Audran” series to FATE, specifically FATE Accelerated. I won’t detail the adaption process here, as Mechante Anemone has already done so. Instead, I want to talk about FATE Accelerated as a system. FATE Accelerated is a hack of the Core FATE system. Like FATE Core, FATE Accelerated uses aspects to define characters, forcing them to engage with the game narratively as well as mechanically.

Into the Odd, and Pretend Intelligence

Into the Odd is at once an homage to and a departure from the classic RPGs of the 70s and 80s. In the game, to quote the book: “You are an Explorer, braving the unknown in search of riches, fame, knowledge and power. Most of all, you seek Arcana, strange devices hosting unnatural powers beyond technology. They range from the smallest ring to vast machines.” The system itself does a lot of very interesting things, but rather than give a full system breakdown, what I want to talk about is how Into the Odd handles stats.

Heroes of Adventure, and the Lie of Stats

Heroes of Adventure could easily be called a bit of a D&D clone, but just because it’s high-fantasy doesn’t make it a copycat. The world-building is certainly D&D-like, and your heroes can be the ubiquitous wizards, warriors, rangers, thieves, and clerics; but the system uses a die-size system instead of a flat d20 system. Spells are limited through schools, rather than classes: if you learn Air magic, you can cast Air spells, no matter if you are a cleric, druid, or magi.

The Dreamer, and Minimalism

The Dreamer is a one-word RPG by W. H. Arthur. No, wait, let me back up. There needs to be some context here. If I haven’t been explicit about this before, I should explain for the RPG tourists that most RPGs, especially those from the early generations of the hobby, are long. Rulebooks, supplements, worldbooks, magazines…you can fill bookshelves with the content from a single game, to say nothing of reprints and revised editions.

The Lighthouse at the End of the Universe, and Writing It Down

The Lighthouse at the End of the Universe belongs to a sub-genre of Solo RPGs, the Journaling RPG. Lighthouse is, quote: “best played at nighttime before bed or for when you can’t sleep. You are the current lighthouse keeper of the Lighthouse. Record your duties, thoughts and observations. Your notes in the logbook will be a record of your time in the lighthouse and the lighthouse itself.” Journaling RPGs lean heavily into the narrative side of RPGs.

Into the Woods, and Practicing

Into the Woods is an RPG wherein your only goal is survival. Akin to the stories of Robinson Caruso, Swiss Family Robinson, and Castaway; and taking inspiration from games like Aground or Don’t Starve; Into the Woods is focused on the challenges of keeping yourself alive in a hostile ever-changing environment. An interesting idea in itself; the cliche RPG experience is one of “Humanity vs. Monstrosity,” where evil enacts its will on the innocent, and the heroic players step in to save them.

Runecairn, and Video Game Influence

Based on Cairn and Into the Odd, Runecairn is draped in Norse and Viking mythology, and inspired heavily by Dark Souls and Bloodborne games. There are re-skinned estus flasks, immortality, near continuous combat, even rules about bonfires. For all else that it does, Runecairn wears its inspirations on its sleeve. That the game is obviously inspired at least in part by video games is not uncommon. Table-top RPGs have always had major influence on video game RPGs; consider the deluge of D&D RPG video games like Pool of Radiance, Eye of the Beholder, Dark Sun, Ravenloft, Menzoberanzan, and Balder’s Gate — and that’s just a fraction of one license.

Cobwebs, and GM-Less Games

Cobwebs is an RPG about, quote: “reluctant investigators uncovering terrifying conspiracies and getting far more than they bargained for. It combines elements of noir, horror, and science fiction to create a uniquely haunting mystery built collaboratively.” Cobwebs centers around two specific characters: the Darling, and the Missing. The Darling is the “investigator,” the person who — in their search for the never-present Missing — gets pulled deeper and deeper into the truth of a conspiracy.