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Posts Tagged ‘review’

More Rats!

07 Sep

Following on from my short interview with Uri earlier in the week, let us now move on to the game itself: RATS! A Game of Furry Fun.

Rats! is a role-playing game based on a streamlined version of the d20 system, with a few differences, some of which I shall get to later. In the game you take on the role of rats, of different cultures. Rather than simply paraphrase what the Funding Campaign site says, I’ll just copy part of it below:

Support RATS!RATS! uses streamlined mechanics based on third edition d20. This system allows the rapid creation and decimation of rat characters. Starting characters can be created within minutes. A good thing, since if you’re not very careful, this will be your lifespan.

There are thirteen diverse cultures, three elite cultures, six races, twenty starting habitats, and a gazillion feats, skills and mutations (inspired by a hundred years of misunderstanding radiation) to customize characters. Thus, while characters are very simple to create and play, they are highly diverse.

There are no classes or levels. Rat characters advance by gaining new abilities and mutations, which are bought directly with XP, and by growing in size. A sufficiently experienced character is a right proper ratzilla. There are no hit points, either. Every time your character is hit, a consequence is rolled. These range from the embarrassing (you make an undignified sound) to the horrifying (you blow up like a watermelon in a Gallagher show).

Players can take on the roles of heroic rats on a grand quest to make the world a rattier place, or manage packs for many litters, placing the good of the collective before their your own (yeah right!).


An Example

The absence of Hit Points and the replacement in the form of a Death & Dismemberment or Mortal Wounds styled table is a nifty idea, and I can preview a snippet of this, courtesy of Uri: when a character is hit, instead of deducting hit points, you make a roll on a table, which has results such as the following:

  • The Jaw That Snaps! You sever one of your victim’s fingers, imposing a -2 penalty to attack rolls and 1 continuous Con damage.
  • Reveal Thy True Face! You work through large portions of your victim’s face, inflicting 1d6 Cha damage and a -4 penalty to all rolls.
  • Make Them Humble! You gnaw through your target’s spine, inflicting 3d6 Dexterity damage. If this reduces the target to 0 hp, it’s permanently paralyzed from the neck down.
  • I Did Not Brush My Teeth! Target contracts a random disease (see page XX).
  • Thy Last Vision Be a Rat! Target is permanently blinded.
  • From Ear to Ear! You chew on the target’s jugular veins, causing continuous 2d6 continuous Con damage. Everyone in a ten foot radius must save on a DC 15 check or be blinded by blood spray.
  • Teeth to Toes! You annihilate the target’s toes, inflicting 1d6 Dexterity damage and causing it to move at half speed and be unable to run.
  • Agony Victorious! Your bite is superficial but incredibly painful. Target is stunned while you’re empowered by his agony, gaining a +2 Sadism bonus to all melee damage rolls until the end of the encounter.
  • The Foulest Gluttony! You eat into the target’s body, inflicting automatic double damage each turn until it, the target, not the damage, removes you via an opposed Dexterity check in which you gain a +8 bonus (full round action).
  • Make an Example! You ravage the target something fierce. Roll five times on the hit locations table. Also, every enemy seeing the attack must make a save opposed by your Intimidation or rout for 1d3 rounds. Those who succeed on the roll are shaken instead.
  • I Strike Thee in Thy Holy Place! The target is unable to do anything but whimper and moan in girly voices for 1d3 rounds. All its subsequent actions suffer a -4 OMG penalty.
  • I Am Thy Weakness! Normal damage and the target counts as nauseated due to uncontrollable sneezing and a sudden rash.
  • I’ll Make Thee a Modern Art Masterpiece! The target loses its next 1d6 actions, suffers 1d6 points of damage to each ability and its Charisma is reduced to 1. The Charisma damage can only be healed by many months of plastic surgery and therapy.
  • One in a million! Your furious toothy assault messes up the target’s system so bad that it dies on the spot. Everyone, animal or human, must succeed on a DC 20 check or become nauseated for 1d4 rounds.

And here is just one example of the excellent artwork for the game, showcasing one of the Rat cultures you can play:

Horrats

Horrats
Horrats are creepy Central European rats who live in dark places and go *bump* in the night. These revolting rodents have perfected mental warfare and mastery of the Dreaming to such a degree, that they can now proudly say that even they are afraid of their own shadows.

 
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RATS! A Game of Furry Fun: an Interview with the Designer

04 Sep

Uri Kurlianchik is, according to his G+ profile, a “Game writer, translator, humanist, twitterist and storyteller from Israel”, and also designer of a new RPG called RATS! that he is using Indiegogo to fund, which he also used for his Tales from an Israeli Storyteller book. He also has a Facebook page for RATS! that has a bunch of pictures up.

I added my support to this campaign because I had heard of it via his web-site, D&DKids, ages ago and was interested. He recently asked if anyone wanted to post about RATS! to help promote it, and I jumped on board because I would like to see this game get its funding and come to fruition. I also asked him if he was ok with me throwing a few questions at him, a small interview, just to get the ball rolling. He said yes.

Here then is my short interview with Uri, and this is a preliminary post before I post more about RATS! later in the week.


Q. First off, just to start the ball rolling: when did you first get involved in role-playing games?

 A. Wow, that’s not an easy question to answer. I first heard about D&D in first grade where an American boy showed me some pictures of dark elves and orcs he cut from an old magazine and said that this was D&D (back then, D&D was synonymous with any RPG). I was instantly hooked. The first full-length book I ever read was Salvatore’s amazing Homeland and one of my first computer games was the classic Eye of the Beholder. Fantasy wasalways on my mind.

But when did I actually start role-playing? That’s hard to say. We always did something we referred to as D&D. This something sucked less and less each year until it eventually became real role-playing. I guess we were about thirteen or fourteen at the time. I remember that the first game we ran that actually had rules and sheets was AD&D and that the opposition consisted of quaggoths.

 Q. What is your favourite system?

A. It’s difficult to decide. It’s either d20 (3e) or nWoD. I guess in recent years, as my games got more mature, I leaned more toward the latter, but the d20 still has many undeniable advantages. I also love Over the Edge. It’s great for introducing RPGs to new players of all ages.

Q. I first heard about RATS! on your web-site, ages ago: when did the idea for the game crawl into your mind, and how long have you been working on it?

A.  The idea didn’t crawl, but straight out charged at me one morning. A friend called me and asked if I was planning on running a game that night, which was really less a question and more a threat. I was reading William King’s Skavenslayer at the time, so I thought, “What would happen if these guys popped into our world?” After the game, my friends told me the premise was cool, but the rats lacked diversity, so I started working on various cultures satirizing humanity and the way White Wolf did their clans/ tribes/ traditions. A short while later, two strangers, both artists, were mystically drawn to me by this game (I’m not making this up) and came with their own great ideas and amazing art skills.

That’s how it all began, more than two years ago.

Q. What makes RATS! different from other RPGs, i.e, what would you say are it’s selling points?

A.  This game bites. Games are getting tamer and tamer every year, even horror games are nicer than the children’s shows I watched as a kid (Aliens is for kids, right?). RATS!, on the other hand is a vicious satire of humanity, hopefully leaving no segment of the population unhurt. In fact, I guarantee that this game will offend you, or you’ll get your money back, in which case you will be offended by not getting your money back.

From a mechanical point of view, RATS! has lots and lots of my favorite thing in the world – random generation tables. This includes major tables like the Mutilations table, in my opinion a much more entertaining (and gruesome) alternative to hp, to the Random Items That Fall On Your Head From Spontaneous Dream Portals table. And trust me, these tables are random!

I think the mutilations table is especially cool because what DM didn’t ever look at a character sheet and thought, “hmm… death is just too good for this one.” And speaking of things worse than death, RATS! features hundreds of mutations, both good and bad, that can be applied to any character. As the old saying goes, “That which does not kill us, makes us stranger.” If you stick with one character with long enough, trust me, it will become strange!

The second innovation of RATS is the option to play an entire pack in addition to playing heroic rats. Playing a pack introduces a new dimension of management and diplomacy usually only available in board games. At the same time, it maintains the chaos and flexibility of role-playing. To the best of my knowledge, this has never been done before.

Lastly, RATS! has, in my opinion, beautiful and very original art… and lots and lots of it. Every page is going to have at least on illustration in the style of the artwork in the gallery.

 Q. If you could be one of the Rats from the game, what type would you be and why?

A. There is an elite culture which we didn’t post a teaser for yet. It’s called the Simon Klein research institute, inspired by my good friend and regular player, Shimon Klein. The Institute is the ultimate anti-culture; not a bunch of hooligans and nihilists like the LOLrats, or creepy egocentrics like the Horrats, but true skeptics and intellectuals who challenge the madness that is the Great Awakening. They have superior technology and advanced telepathic powers, a bit like a union of both of Asimov’s foundations. They work from the shadows to return rats to their state of blissful ignorance, which is a very ironic aim for the ultimate intellectual. I used them as the main villains in many of my beta games, and it was really great fun pitting them against the PCs.

Q.  Finally, because I am curious, do you think that the country where you are raised and play in affects the way you play; or do you think the games define a certain way of playing (based on their design) regardless of your origins?

 A. I think that because my country is so small (you can reach any border from any other border in several hours), and yet has so many players, we are much more spoiled when it comes to live gaming. You want a group? Make a few phone calls and in half an hour you have one. You want to run a full-blown fifty men LARP? You’ll have enough players by next weekend. Because gamers and games are so easy to come by and offer such a diverse choice, people are less prone to stick to bad games just because there are no alternatives.

At least, that’s my experience. Your experience may differ.

My thanks to Uri.


Support RATS!

 
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Review of the Adventurer Conqueror King System

20 Apr

Part of my poor attempt at the A to Z Challenge.

Adventurer Conqueror King System

Adventurer Conqueror King System

This is my attempt to do a review of the Adventurer Conqueror King System (or ACKS for short), which has not only become my favourite clone game, but was also the first Kickstarter I backed. Backed a few more since then. It is also the system I am using for my current Against the Giants campaign (session report due this weekend), and after reading it cover-to-cover, using it to create settings, dungeons, and having now played five sessions with the rules, I feel comfortable enough to share my opinion; all based on the PDF I have, since my printed copy has not arrived yet (but will do soon, I hope).

General Comments

At its core, ACKS is a basic D&D type clone, with rules that we are all familiar with, so I won’t bother going into detail about them. It does it well, it’s well laid out and worded, and is definitely one of the Old School, but with a few extras. It holds all the rules I want out of a game, taking characters from their beginnings to ruling domains, establishing kingdoms, and the like. There are the usual sections on character creation, equipment, spells, monsters, campaign creation, treasure; all pretty much what you’d expect. The PDF is abundant with hyper-links, which I have found to be invaluable in playing my weekly sessions; I have the index pages open and if I need to look anything up, it is but a click away; not that I need to look up much, as the rules are easy enough to remember.

Rather than wax lyrical about what it has that has been effectively done before (by D&D itself, and the various clones out there), I’ll focus on the things it does really well, and that, for me, make this system stand out.

Characters & Proficiencies

Character Classes are the usual core four- Cleric, Fighter, Mage, Thief- plus others such as Assassin, Bard, Bladedancer, Explorer, and two classes for each of the demi-human races catered for: the dwarf Vaultguard and Craftpriest, and the elven Spellsword and Nightblade. I like that they have two classes for each of the demi-humans, rather than the one that other games have. If you get the Players Companion you can add a plethora of new classes to that list, from the Anti-Paladin to the Witch; but that’s for another day.

The Explorer class is what I’ve always wanted the old Ranger class to be; someone who can track, be effective with a bow, and has no access to magic or animal companions (although, see below). The Cleric has spells at Level 2, and both it and the Mage no longer have to pre-memorise spells, but instead act more like later edition Sorcerers, with a limited spell repertoire, which gives them more variety. Each Class has notes on what strongholds and followers they gain at name-level (and yes, they all have level titles too), plus research for those who cast magic and the like. This all ties in with the campaign/domain rules later.

Where ACKS differs from other similar games is with Proficiencies, a mix of non-weapon proficiencies and feats, but not as broken or complex, nor as overwhelming in choice as later editions of D&D were prone to. None are essential either, and all can add to the flavour of a character, as well as provide in-game bonuses or ‘powers’. In fact, you can easily use the proficiencies to create your own sub-class, with prof’s like Lay on Hands and Divine Health giving a Paladin-like vibe. Each Class gets three to begin with, one from a Class List, one from a General List, and the other the catch-all Adventuring Proficiency (which covers listening, looking for secret doors, bashing in doors, and so on, all basic stuff every adventurer learns and picks up). Characters get more as they level up, at different times, and Intelligence allows more General ones to be gained; none end up with dozens to remember, and all the Prof’s are simple enough to recall the mechanics without constantly flicking through the rules. And all are based on the simple premise of rolling 1d20 to equal or exceed a target number; simple, and plays nicely during actual sessions.

Campaigns & Domains

I would argue that where ACKS really beats the competition is with its well-detailed and worked-out domain rules, allowing higher level characters to create strongholds, rule domains, and do everything high-level characters always wanted to do. There are rules covering basic rulership, gathering revenue, spying and carousing, merchant ventures, churches and mage’s dungeons. There are also rules covering the various spell and crafting research that high-level Clerics and Mages like to do, and all are carefully designed to work together, al based around the economics of the realms and the characters within them. Although I have yet to play at such levels, using the rules in creating settings and dungeons (all based on the same ideas) shows me that it works well, and it’s not a feat that requires a mathematical genius.

For me, this is what sold the system to me. All the rules I want are all in one system, work well together, and ultimately make sense. It’s quickly become my favourite system, and that’s after several sessions playing others. Also, and I can’t stress this enough, this is the first of the clones that has made me truly feel like I’m playing the D&D that I remember playing in my youth.

Well, that’s my short review, such as it is. I’ll be happy to comment further if anyone has any specific questions.

Thanks.

 
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Kiss My Axe: a review

06 Jan

It seems that Winter has everyone thinking about, designing for, and making adventures up for Vikings. There’s The Black City over at Dreams in the Lich House; B/X Blackrazor recently did a set of posts on such a theme, there’s a new game coming out from Cubicle 7, and I started making one myself; and so did someone else.

I recently got sent a review copy of Kiss My Axe, a Viking-themed RPG by Fraser Ronald, who also created Sword Noir, which I reviewed a few posts back. The game is based on the same system as Sword Noir, using aspects of ranked Qualities to define a character (qualities are character quirks or descriptions, and can cover a wide range of things, from personality traits, special equipment, flaws and even stunts that are used in combat). These qualities give a modifier to a 2d10 roll to determine the success of actions, in and out of combat (versus a target number).

While based on the same system, Kiss My Axe is more focused, since it is all about Vikings and their ways (fighting being a large part of it). As such the different aspects of a Viking character are both simplified (with three traits, the ‘ability stat’ of the game, compared to the five in Sword Noir) and expanded, with specific aspects covering seafaring, and the three elements of combat, called Prowess (fighting, style, and protection). There are also rules and qualities for fame and reputation, and luck (which is represented by tokens and can be used to get automatic successes, avoid death, and so forth).

It’s an effective and simple system, and the descriptive qualities really help to flesh out a character. Rules for NPCs and their minions follow the same structure, but in a simplified fashion (a set number of traits, qualities; just enough to play the character, but not get bogged down in too much detail).

There are additional rules for runic magic, which I find I like more than the example system found in Sword Noir, possibly because it goes into a bit more detail and is designed with the Viking-theme in mind. It effectively follows the same rules as everything else, and is more ritual-based than spell-slinging D&D-type games. It’s deliberately tough, difficult to use, as it’s implied that most PCs won’t be using it a lot (is at all), but it is there is it is wanted or needed.

Overall, as a system, this works as well (if not better, due to its tighter focus and theme) as the system in Sword Noir, and I find myself wanting to give this game a go as well. Another to add to my lists :)

Perhaps more impressive, is the section on Settings, which gives a nice overview of Viking history, covering different eras and locations. It’s an easy and informative read, with plenty of ideas, and well worth a look even if you have no intention using the system. This is followed by a section on Norse Religion, which is also nice and informative, and short. After that comes what you could consider a GMs section, which is Fraser’s thoughts and opinions on the game, and it certainly helps you figure out a few things with how to run it; his attitude of “don’t ask me, tell me” sums up the nature of this game: it is a cinematic, narrative game where players should be having fun, taking control, being ‘awesome’ and creating a gaming session full of memorable moments where their characters are engaging with the NPCs, the world, each other, creating the setting along with the GM, and driving the story in a way that older style games sometimes lack.

I know its Winter that keeps me wanting to play a Viking game, and if the chance to do so crops up before Spring, I think this si the game I shall go to. I want to try out new games, to give me a break and a chance to refresh from lengthy D&D/Pathfinder campaigns, and this trait-based style of game really appeals to me. This game I think would really work well for a one-shot game, since the setting and theme is one most gamers can easily get into (as opposed to Sword Noir, which works best if the players have at least some knowledge of the source material and inspirations).

Next chance I get, I’m taking this one out for a one-shot session and see what fun we can have.

Only thing missing: no character sheets to copy! Not that’s a major problem, since it’s easy to design one, but it would have been a finishing touch to the game. Hmm, maybe I’ll design one.

And finally, I find myself liking, more and more, any RPG that has the author(s) voice come across in the text. It adds a certain quality to it that I find appealing; gives it character and a more personal touch.

Thanks Fraser.

 
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Happy New Year!

01 Jan

2012. What joys will this bring?

Hopefully I’ll find a new job, move to Brighton, start a family, and get my novel published (or at least on the way to being published; an agent would be nice, if nothing else). On the role-playing front, I would like to play a few different games other than the LotFP and Pathfinder I’ve been playing, either one-shots or short campaigns.

Here’s the games I hope to play:

  • The One Ring: got an excellent idea for an adventure, and I really like the system;
  • Sword Noir: like the concept and would like to see if the system works as well as it reads;
  • Other D&D clones, such as Crypts & Things and Neoclassical Geek Revival, either in part or whole, possibly mixed in with what I’m already playing;

Also want to get my hands on a few other games, notably Clockwork & Chivalry, and Airship Pirates; and ideally play a game of them too :)

Hope everyone has a good 2012. Happy New Year folks!

 
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