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Showing posts with label Italian RPG. Show all posts
Showing posts with label Italian RPG. Show all posts

Friday, 11 July 2025

[Free RPG Day 2025] Píaga 1348 Quickdeath

Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

—oOo—

The year is 1348 and mankind is subject to a divine punishment for its sins. For the last two years, all of Europe has suffered the devastating Black Plague which seems to spread fire and kills almost everyone it touches. The symptoms are easy to spot, black spots on the skin and swollen lymph nodes called buboes. Yet there is a second symptom, one that remained secret, one that the Papacy fought in secret and one it managed to eradicate—the Revenant Plague. Victims of the Black Plague are known to rise and not only spread its symptoms, but also feed upon the flesh of the living. The Papacy instituted the Ordo Mortis, a military order dedicated to not only fighting the secret war against the Revenant Plague, but also to keeping knowledge of the war against the Revenant Plague a secret. Word of it cannot spread, for it would weaken faith in the Catholic Church. This is the set-up for Píaga 1348, a storytelling game from NEED! Games, the Italian publisher best known for the Fabula Ultima TTJRPG.

Píaga 1348 Quickdeath is the quick-start released for Free RPG Day 2025. It includes the core rules, three scenarios, and four pre-generated Player Characters. The core mechanics are simple and straightforward, but the roleplaying game is played with shifting focus on the Soldiers of the Ordo Mortis who take it in turn to be the Soldier on Duty, whilst the other Soldiers will provide him with support—if they can. A Soldier is simply defined by several traits. These are the ‘Motto of the Ordo’; ‘Name’, including both full name and nickname, if any; ‘Description’; ‘Weapon’, which can also be an ability; and ‘Armour’. These are the five core traits, but he also has entries for ‘What I Want’, ‘What I Don’t Want’, and ‘Traumas’, the latter physical, psychological, and social wounds suffered when a conflict is lost. A player simply has to define these traits in order to create his Soldier.

At a start of scene, the Ludi Magister—as the Game Master is known in Píaga 1348—asks the player whose Soldier is the Soldier on Duty what he perceives and based on those answers, frames the scene for her players. When a conflict ensues, the Soldier on Duty’s player decides what his Soldier wants to do and builds a dice pool based on his five core traits. For each of them that the player can persuade the Ludi Magister to include, a six-sided die is added to the pool. Every result of five or six counts as a Success and only one Success is required for Soldier to achieve the objective outlined by the player. The Ludi Magister will narrate the outcome of the dice roll, though if a failure because no Successes are rolled, the Soldier on Duty will suffer a Trauma.

Any excess Success go into the Morale Pool, which on subsequent turns, the Soldier on Duty can draw from to increase the size of dice pool. Additional dice can come from the two sources. One is the other Soldiers, who can contribute dice based on their traits. The second is from a ‘Gamble’, in which the player adds a die of another colour to his dice pool. On a result of one, two, or three, nothing happens, but on a four, five, or six, the Soldier is ‘Exposed’. What this means that is a Soldier on Duty can still succeed—that is, roll a five or six—and still be ‘Exposed’. When ‘Exposed’, a roll is made on the ‘Gamble’s Outcome’ table. The result might be that a Soldier cannot use any further ‘Gamble’ attempts in the mission or that the Soldier is wounded and infected by a Revenant! Whatever the result, the outcome is narrated by the player.

What is important here is there is an economy to a player’s use of his Soldier’s five core traits. If they can be used all in one go whilst a Soldier is the Soldier on Duty, then they can be refreshed to be used on subsequent turns. Whilst a Soldier can use them to help another Soldier who is the current Soldier on Duty, it will mean that he will have fewer to use when it is his turn to be Soldier on Duty. Running out of traits and having none to confront a situation when a Soldier is Soldier on Duty means that he will automatically fail. This forces a player to husband the use of those traits from turn to turn.

The aim in Píaga 1348, and thus the Píaga 1348 Quickdeath, is to tell a choral story of life and death in the Middle Ages. This need not be a wholly accurate treatment of the Middle Ages and the Ludi Magister is free to add whatever anachronistic elements fits her campaign. For example, one of the pre-generated Soldiers is a Plague Doctor, a decidedly seventeenth century figure, but still feeling appropriate to the secret world of Píaga 1348. The basic elements driving a story are the Mission itself and ‘What I Want’ and ‘What I Don’t Want’ for each Soldier. The Ludi Magister is provided with decent advice for what is a quick-start, a set of prompts to set up her Missions, and three ready-play scenarios. They include investigating a haunted villa where several nobles fled to avoid the plague, tracking down a strange group of knights in rusted armour, and even ascending into the Carpathians to confront Count Vlad III who is said to have survived the Plague and become something more. All three come with detailed backgrounds, locations, secondaries (as NPCs are termed), and rumours. Lastly, there are four pre-generated Soldiers ready to play. They include an actual knight, a noble nun, an ex-assassin, and a plague doctor!

Physically, Píaga 1348 Quickdeath is fantastically presented. The woodcut style artwork and the use of a Gothic fount very gives it a singular look and conveys a lot of atmosphere to the Ludi Magister.

Píaga 1348 Quickdeath is simple to play and easy to grasp. After all, it could be described as just another zombie apocalypse roleplaying game, but the setting is different and the inclusion of the Black Death makes it even grimmer than most zombie apocalypse roleplaying games. As does the need for secrecy, which might result in the Soldiers going to deadly lengths to carry out this part of their duty. Overall, the Píaga 1348 Quickdeath provides a thoroughly engaging introduction to the setting of Píaga 1348 and purpose of the Ordo Mortis, as well as a gaming group with three good sessions of play.

Saturday, 8 February 2025

Paradoxical Penetration

Citizen, congratulations on your appointment as a WATCHER. You will be continuing the work of the whole of BASTION which since 1943 has been studying the continuing effects of THE BREACH which occurred following THE COLLISION as a result of the experiments conducted by the Ministry of Culture and Science of The Enlightened Confederacy to test the theory of Space-Time Flows, developed by Möbius-Higgs. As a WATCHER you will continue your service as a Citizen of BASTION by conducting regular mandated and moderated penetrations of THE BREACH and explore the PARADOX known to exist on the other side. Adherence to the R.A.C.E. Protocol (Research, Analyse, Collect, and Eradicate) is mandatory at all times. You will be equipped with a CLOAK to protect you from any one of the identified and unidentified alien environments known to exist in the PARADOX and a modified DISINTEGRATOR and GUTTER to protect the Citizens of BASTION and The Enlightened Confederacy from any potential emergent incursion from the PARADOX via THE BREACH. Beware that penetrations of THE BREACH for reasons yet to be determined by previous penetrations and study of THE BREACH and the PARADOX are time limited assignments. All PARADOXES are subject to MELTDOWN. Loss of a WATCHER, CLOAK, DISINTEGRATOR, GUTTER, and all samples and data collected is an impediment to the continued study of THE BREACH and the PARADOX and progress by your fellow WATCHERS, the entirety of BASTION, the Ministry of Culture and Science, and The Enlightened Confederacy. Upon return from a penetration, you will report to the WARDENS who will collect and analyse all data from the penetration, including oral, aural, physical, and emotional. Remember your loyalty and safety as a WATCHER to BASTION, the Ministry of Culture and Science, and The Enlightened Confederacy is appreciated at all times. Thank you for your service.

—oOo—

The Breach is a roleplaying game published by Need Games!, best known for the roleplaying game inspired by Japanese console roleplaying games, Fabula Ultima. It is a bleak, dystopian Science Fiction roleplaying game of exploration and survival set in Bastion, a city-sized bunker dedicated to the exploration and examination of the consequences of an experiment that went wrong decades before. The experiment connected the world via The Breach, a portal to other dimensions and planets, which the programme within the bunker sends dedicated teams through to study and collect samples. Contact with the world outside of the bunker is extremely limited and knowledge of its current status and history since the experiment and establishment of the bunker and the programme to study the other worlds and dimensions is known only to the highest echelons of the bunker. It is set some in and inspired by the Science Fiction of the sixties and seventies, as well as range of other influences, including the television series, Chernobyl and Loki—right down to having Miss Goldie, a Miss Minutes-like figure dispense advice to the Operator, and the films, 12 Monkeys and Brazil. One other influence is the book, Roadside Picnic, though via the computer game, S.T.A.L.K.E.R. In overall terms of setting, The Breach is ahistorical as the location of The Enlightened Confederacy is never identified.

Players take the role of Watchers who are assigned to perform a series of missions through The Breach and into the Paradox, randomly generated by the Operator, as the Game Master is known. This includes the Briefing—what the mission objective is, the Paradox Danger Level—how long before it suffers meltdown, the layout of the area to be explored—six such layout maps are provided as Paradoxes frequently exhibit repeating structures, and then what is found within the layouts. Missions are intended to last a single session or so’s worth of play.

A Watcher is defined by four Approaches—Aware, Mighty, Quick, and Sneaky—which represent different means of overcoming challenges, whilst Stamina is a measure of a Watcher’s mental and physical resources. He has two Traits, which can be used to gain an Advantage or Disadvantage when facing a dangerous situation. He also has a call sign, name, a backpack, and two tools. A Watcher is protected whilst in a Paradox by a sealed suit known as a Cloak and carries a Disintegrator for ranged combat and a Gutter for close-in combat. The Cloak also collects data for the Watcher to monitor his health and external readings, which is then analysed by the Wardens when he returns to Bastion. To create a Watcher, a player assigns a d10, a d8, a d8, and a d6 to the four Approaches, and chooses his Watcher’s pronouns and the colour of his Watcher’s Cloak. Everything else is randomly determined. Throughout the process, the player is posed a number of questions which develop his Watcher.

Name: Banca
Call Sign: Supernova

APPROACHES
Aware d10 Mighty d6 Quick d8 Sneaky d8
Stamina d12

Traits: Cunning, Artistic

Disintegrator d10 (Bayonet)
Gutter d8 (Versatile)
Cloak (yellow) (Clock: 4 3 2 1)
Shield Generator d6 Motion Detector d10

Mechanically, when a Watcher faces a difficult problem or dangerous situation, a Reaction roll is required. This requires the player to select a suitable Approach and both describe how his Watcher deals with the problem or situation and what his desired objective is. The Breach uses a dice pool system with the dice being drawn from the Watcher’s Approaches, equipment or weapon, Stamina if extra effort is required, and help from another Watcher in the form of his Stamina die. All of the dice are rolled and the highest counted. A roll of six or more is a success, a roll of four or five is a success, but with consequences, and a roll of one, two, or three is a failure. Essentially then, a ‘Yes’, ‘Yes, but…’, and a ‘No’ result. A Trait can be invoked to gain an Advantage or a Disadvantage. If an Advantage, the player can reroll any dice, but if a Disadvantage, results of one, two, three, four, and five, are treated as failure.

If the result is a success, the player achieves his Watcher’s desired outcome. On failure, a complication might occur or an opportunity is lost, or the Watcher suffer a Harm or a Condition. A Watcher’s Cloak will automatically resist both Harm and a Condition, but is limited in the number of times it will do this. If a Watcher does suffer Harm, the player rolls his Watcher’s Stamina die equal to the number of points of Harm suffered and suffers the lowest and worst result on the die. This ranges from instant death or severed limb to dazed or bruised, and even nothing happens. The latter is unlikely. A Watcher can only suffer five Harm before dying.

Combat in The Breach is intended to be swift and brutal. It uses the same Reaction mechanics, but allows the Watchers to take the initiative and whatever plant, creature, and other alien species that the Watchers might encounter in a Paradox to react to the Watchers rather than always attack first. When a player rolls five or less on a Reaction roll, then the Operator can counterattack with an action by the plant, creature, or other alien species. Each enemy has its own table to roll on in terms of what attacks it can make, Traits that will grant it Advantage or Disadvantage, and a single die rolled for actions and which also serves as its Harm, being reduced one step for each point suffered.

What is important about the Reaction rolls made by the players is that any time the dice are rolled, all of those dice rolled, are stepped down. Apart from items, a die cannot be stepped down below a d4. Items either break or become exhausted. However, at this stage it means that a Watcher will fail most of the time and at best hope for a success, but with consequences. What the dice are is resources and what they represent is not so much what the Watcher can do, but both what the Watcher can do and for how long.

The other key mechanic to The Breach is the Clock. These represent the danger level of a Paradox, the lower the number of segments in the Clock, the greater the danger. It is filled up during the Operator’s turn when she rolls low on the danger die. As it fills up, the conditions in the Paradox will worsen and if it ever fills up completely, the Paradox suffers Meltdown and is destroyed along with everyone and everything in it.

Play of The Breach is to an extent procedural. It begins with the Briefing, which outlines the mission and its objectives. Movement within the Paradox is handled as pointcrawl with movement in the passages between the points, or areas to explore, played out as a montage. Within the areas, play switches back and forth between a turn when the players and their Watchers act and a turn when the Operator acts. During their turn, the players and their Watchers investigate and explore, to which the Operator will respond with answers to the players’ questions, whilst on her turn, the Operator will introduce and handle dangerous obstacles, roll the Danger Die, and so on. If the Watchers are finding a mission challenging, they can take a respite, put up a shelter and conduct actions such as long rests, repair items, analysis, and others.

Besides the six regular layouts for the Paradoxes, the Operator and exploration of the Paradoxes is supported with tables to determine their essence and keywords (essentially their theme), landmarks within an area, and twelve creatures that the Watchers might encounter. These provide some variety in terms of missions.

However, there is a limited description of Bastion, one which focuses on what the Watchers do when they return from a mission. This includes gaining Experience Points for making discoveries in a Paradox, undertaking training, maintenance, research and development, and even hit the bar. Of course, this gives room for the Operator to develop and describe the Bastion of her design in keeping with its period feel and tone. Without this information though, it renders Bastion as a nebulous place without the Operator knowing what its objectives are and to what purpose the leaders of Bastion are putting the discoveries made by the Watchers to. Of course, the Watchers are not meant to know, but that does not stop them asking questions or at least wondering. Thus, there is no greater story to tell, the play of The Breach being all about the short termism of one mission after another. The nearest that The Breach gets to the idea of playing a campaign is playing 
through a limited number of missions and successfully completing three quarters of them. It feels inadequate.

Physically, The Breach is a great looking book. The artwork is mysterious and has a half-glimpsed look as if viewed through a screen with a poor signal. The manuals and documentation issued by the Ministry of Culture and Science that litter the pages of The Breach are brilliant and develop the weird, near-dystopian tone of Bastion and life as a Watcher. The book is also well written and is packed with good advice for the player and the Operator.

There is a lot to like about The Breach. It has a weird desperation to it, a strangely orderly ‘do what we must to survive’ drive to it, and undertones of authoritarianism, both within Bastion and outside it. Yet whilst it handles the exploration and examination of Paradoxes well, the efforts of the Watchers never seems to have any effect beyond themselves so that they cannot affect any change or create any change to react to. If this is disheartening to the Watchers, it is equally as disheartening to the players. If so, why would the Watchers want to continue exploring the Paradoxes and why would the players want to continue playing? Ultimately The Breach feels like its should be a bigger game with bigger aims, but currently limits itself to one aspect of play without any consequences or change.

Saturday, 18 January 2025

Solitaire: Death in Berlin

Between 1961 and 1989, the city of Berlin was divided by more than ideology. It was divided by the Berlin Wall, built in August, 1961 by the Deutsche Demoktratische Republik to stem the flow of citizens from the East to the West. It focused the world’s attention upon the divide between East and West Germany, between the capitalism of the West and the Communism of the East, embodied by the permanent border constructed of brick, explosive mines, sentry posts, machine guns, and so on. The ‘Grey City’ had been divided between the four Allied powers since the end of World War 2, but the Berlin Wall extended the Iron Curtain between East and West through the city rather than just around it. Both sides—the Soviet and the Allies—operated networks of spies and conducted operations in each other’s territories in an effort to discover what the other knew and what secrets they held, and in return, attempted to prevent secrets and other assets from falling into the enemy’s hands. This secret conflict between the NATO Allies and the Soviet Union and its proxies in the Warsaw Pact had been ongoing since before World War 2 and it would inspire films and fiction, such as that of Len Deighton and John le Carré, throughout the Cold War—and since. It would also inspire roleplaying games such as Top Secret, Spione, and Project Cassandra: Psychics of the Cold War. One of the aspects of espionage and the Cold War is the loneliness and that is ripe for exploration in solo roleplaying such as Numb3r Stations – A Solo RPG and Death in Berlin: Spy Games During the Cold War 1961-1989.

Death in Berlin: Spy Games During the Cold War 1961-1989 is a solo roleplaying and journalling game published by Critical Kit Ltd., best known for its solo journalling game, Be Like a Crow: A Solo RPG and its scenarios for use with Dungeons & Dragons, Fifth Edition, such as A Yuletide Snowball Massacre: A Ridiculously Festive Battle Royale for 5E and The City of a Hundred Ships. In Death in Berlin, the player will be telling the story of a spy in service to one of the agencies from either the Western Bloc or the Eastern Bloc. Thus, he can be a member of the Central Intelligence Agency or MI6 as much as he could be a member of the Komitet gosudarstvennoï bezopasnosti or the Ministerium für Staatssicherheit. His role is counter-espionage, uncovering conspiracies and operations conducted by the other side.

Death in Berlin is really divided in two parts. The first part is a source book which describes the setting for the game, Berlin and the Cold War. The latter begins with George Orwell’s first use of the term and runs through the history in brisk fashion, and is accompanied by a guide to Berlin across all four sectors. There are maps too, showing the various checkpoints through the wall—there were far more than just Checkpoint Charlie—and the city’s various districts. There are cultural elements covered too, such as the Trabant and the symbolic figures known as the Ampelmännnchen on the pedestrian crossing lights. There is discussion as well of the various agencies, equipment that the player and his opponents might wield in the field, and the language of spycraft. The discussion of the espionage world is shorter than the coverage of the city though. The author states that this material is not designed as a sourcebook for the period and even suggests further reading for the benefit of the reader. However, this potentially still leaves a younger player with more work to do to familiarise himself with the period.

In terms of game play, Death in Berlin requires a full set of polyhedral dice and an ordinary deck of playing cards, of which, only cards valued from seven to Ace are used. An Agent is simply defined. He has two stats, Rank and Heat. Rank represents his progress through the agency and starts at one, raises by one for each conspiracy he foils (that involves a Queen, King, or Ace card), up to a maximum of five. Heat is a measure of how many risks the Agent has taken and how much of a liability he is becoming. It ranges in value from zero to six. It rises by one each time the player identifies what connects two members of a conspiracy. Should it rise to six, the Agent’s cover is blown and the game ends. An Agent also has a Motivation, such as Ideology or Ambition.

Death in Berlin uses a set of tables to help set up and run the game. One provides a narrative arc for what is effectively a season, such as the ‘Monitor’ Mode of Operation, ‘An Artist’ as the Target, and ‘Space’ as the Goal. Further tables can provide a yes or no answer to a question—qualified, if necessary, a suspect or two, names for NPCs of various nationalities, as well as places, weather, items, and possible codenames. Some of these will be useful at the start, some of them in play. Either way, the player is free to roll or pick from them as is his wont. The structure of play is formed by a pyramid of the playing cards, representing the whole of the conspiracy with each card representing a Suspect, four wide at the bottom, then three wide, two wide, and lastly the single card at the top. At least one seven is placed on the lowest level and cards are drawn and placed in the pyramid, ensuring that each card’s value is equal to or greater by a few points than its neighbouring cards. Initially, this is only horizontally in the lowest row, but switches to vertical for the upper levels. This creates a pyramid of ascending values. The top, most valuable card will be the big target or Suspect. The suit for each card, Spade for the military, police, and intelligence, Clubs for politicians and civil service, Diamonds for business and finance, and Hearts for the arts and vice, determines the area in which field, a Suspect works or is employed, whilst the value of the card is his rank. A random roll determines if he works for the West or the East.

Each individual card and thus Suspect is a target for surveillance upon the part of the player. The surveillance is rolled against the value of the card. If the player fails, he is spotted and gains a point of Heat. For each Rank at Rank Two and above, a player has a Silver Bullet—narratively, a disguise, a weapon, a sidekick, and so on—that sets the roll to ten plus the player’s Rank or enables him to succeed, but also increase his Heat. Heat can be lowered, but it has its own consequences.

If he succeeds, the player draws a new card and consults the Narrative Prompt table. This card determines the basics of the connection between this Suspect and another, adjacent one in the scenario. Each successful roll, each drawing of a new card, and consultation of the Narrative Prompt table is what pushes the story of the player’s investigation forward. For example, “The suspect likes gambling. And this often gets them in trouble. Someone is acting around them. Who is it? What is their relationship?” and “The target meets with one of the known suspects in the conspiracy. This takes place in a cinema in (West sector). You manage to get close enough and hear a sentence. What is it?” It is in this space, using the prompts, that the player is writing his journal and telling the story of his investigation.

Physically, Death in Berlin is simply and cleanly presented. The illustrations evoke the stark world of Berlin in the sixties and seventies, giving a feel for the city. The maps are decent too.

Play through of Death in Berlin, from the beginning investigation of the conspiracy through to the unmasking of the mastermind at its heart will take an hour or more, being dependent on the depth and detail that the player wants to work into the story. It has a slightly grubby feel, but how grubby is again dependent on the player and the style of espionage he wants to write about. The default is definitely le Carré rather than Fleming and there is nothing to stop a player from pushing into the territory of Mick Herron—at least in tone rather than period. Similarly, how much a player will get out of Death in Berlin in writing a journal is dependent upon his knowledge and appreciation of both the genre and the period when it is set.

Death in Berlin: Spy Games During the Cold War 1961-1989 is a very serviceable journalling game, one whose enjoyment and creativity very much depends upon the knowledge and interest of the player.

Saturday, 4 January 2025

Quick-Start Saturday: Outgunned

Quick-starts are a means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps two. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.

Alternatively, if the Game Master already has the full rules for the roleplaying game the quick-start is for, then what it provides is a sample scenario that she still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.

—oOo—

What is it?
Outgunned – Hero to Zero is the quick-start for Outgunned, the roleplaying game of action movies from the eighties and nineties (and beyond), inspired by Die Hard, True Lies, Lethal Weapon, Kingsman, Ocean’s Eleven, Hot Fuzz, and even John Wick.

It is also the English language quick-start for the Italian roleplaying game of the same name.

It is a seventy-one-page, 83.90 MB full colour PDF.

How long will it take to play?
Outgunned – Hero to Zero and its adventure (also known as a
‘Introductory Shot’), ‘Race Against Time’, is designed to be played through in a single session, two at most.

What else do you need to play?
Outgunned – Hero to Zero can be played using a total of nine six-sided dice, ideally per player. (The full game uses its own set of Action Dice.)

Who do you play?
The four Player Characters—or Heroes—in Outgunned – Hero to Zero consist of an undercover police officer, a hotshot driver and pilot, an ever cheerful bounty hunter, and a charming martial artist.

How is a Player Character defined?
A Hero in Outgunned – Hero to Zero is defined by his Name, Role and Trope, Job, Age, Catchphrase, and Flaw. The Role and Trope determine a Hero’s starting Skills, whilst the Job grants access to information and contacts. Together with the Catchphrase, they can be combined by the player to define an action film archetype. The Catchphrase is a tag line or a creed, something guides the Hero to act when it comes time for action. The Flaw is an aspect of the Hero that will hinder him throughout his adventures.

A Hero has five Attributes and twenty Skills. The Attributes are Brawn, Nerves, Smooth, Focus, and Crime. Brawn handles action, Nerves handles reflexes and steady hands, Smooth is used for interaction and manipulation, Focus is for concentration, perception, and recall, and Crime is for awareness and secret action. Feats are granted by a Hero’s Role and Trope and typically allow a ‘Free Re-Roll’ when the Hero acts according to one of his Feats.

Experiences, of which there are four types—Achievements, Scars, Reputations, and Bonds—will affect a Hero’s dice rolls. These are not used in Outgunned – Hero to Zero.

Damage suffered is handled by Grit, ‘You Look’, and the ‘Death Roulette’. Grit is the amount damage a Hero can suffer, whilst the ‘Death Roulette’ is what the Director rolls against if there is a chance that the Hero will die. The chance—or the number of Lethal Bullets it holds—increases each time the Director rolls and the Hero survives. ‘You Look’ is actually a measure of how the Hero looks to others, as in, “How do I look?” and is actually a way of keeping track of the Conditions that a Hero might suffer.

A Hero has access to types of luck points, Adrenaline and Spotlight. A Hero has access to Adrenaline, up to maximum of six. It is earned for getting a success against all odds, making a great sacrifice, and so on. It can be spent to gain a bonus to a roll, to activate certain Feats, and to get an immediate Spotlight. The Director is encouraged to be generous with Adrenaline and every player is encouraged to spend it. A Hero can have three Spotlights and they can be expended to gain an ‘Extreme Success’ automatically, ‘Save a Friend’ who has lost at the Death Roulette, ‘Remove a Condition’, and even do something dramatic!

Weapons and gear will help under specific circumstances. There is an emphasis on guns and rides.

How do the mechanics work?
Mechanically, rolls in Outgunned are either an Action Roll or a Reaction Roll. The number of dice rolled for either always consists of the combined values for an Attribute and a Skill. For example, ‘Nerves’ and ‘Shoot’ to fire a gun at someone or ‘Smooth’ and ‘Streetwise’ to persuade a crook that you are one of them. Equipment and conditions will alter the number of dice a player has to a minimum of two and a maximum of nine. To succeed at a task, a player needs to roll sets of the same symbols (or numbers if not using Outgunned dice). The size of the set indicates the level of success. Two of a kind is a Basic Success; three of a kind is a Critical Success; four of a kind is Extreme Success; five of a kind is an Impossible Success; and six or more of a kind is a Jackpot! If the roll matches the difficulty of the task set by the Director—the Difficulty being either Basic, Critical, Extreme, Impossible, or Jackpot!—the Hero succeeds. A higher success can grant a better outcome, an advantage, or even extra actions, whilst a Jackpot! means that the player becomes the Director temporarily.

If the roll is not a success and the player has one success, he can reroll any dice that do not match. If the re-roll is a success, he keeps them, but if not, he loses a rolled success. Certain Feats allow a free re-roll without any possibility of losing successes. Lastly, after a re-roll, a player can go ‘All In’, push his luck and re-roll all dice that do not match any successes. However, if he fails, he loses everything, including all of successes rolled.

Even after a Re-roll and an ‘All In’, a roll that does not succeed is not a failure. Instead, a hero succeeds, but with consequences. Essentially the equivalent of a ‘Yes, but’.

How does combat work?
Combat in the Outgunned – Hero to Zero as per the rules above, but actions become ‘Dangerous’, which means that a Hero can lose Grit if a roll is not a success. If he loses too much Grit, he will suffer from one or more conditions, and even force rolls of the Death Roulette on the Hero. In comparison, the enemies—Goons, Bad Guys, and Bosses—have only Grit, not the Death Roulette, and when this is reduced to zero, they are knocked out. Bosses have Hot Boxes on their Grit track, indicating that they receive Adrenaline to spend on special actions of their own. The rules for combat cover range, cover, counting magazines (rather than bullets), and so on. There are also rules for car chases as well

What do you play?
‘Race Against Time’ is the ‘Introductory Shot’ in Outgunned – Hero to Zero, a classic movie action plot involving a hunt for a MacGuffin. Naturally, it involves lots of a fights, a chase, and an exploding aeroplane! It is, of course, an entertaining affair and is made all the better by the staging advice given alongside the length of the scenario. The advice is excellent, suggesting possible maneouvres that the Heroes might take in the various situations they find themselves in throughout the scenario.

The scenario is open-ended, so the Director could run a sequel by adapting some of the content in Outgunned – Hero to Zero.

Is there anything missing?
No.
Outgunned – Hero to Zero includes everything that the Director and four players need to play through it.

Is it easy to prepare?
The core rules presented in Outgunned – Hero to Zero are not easy to prepare. They are not difficult to prepare, but rather they take a slight adjustment as they are not as straightforward or as obviously intuitive as most rules are. So they require careful attention upon the part of Director.

Is it worth it?
Yes. Outgunned – Hero to Zero presents the basics of an exciting action-orientated game that plays fast and encourages the players to both indulge in all of the clichés of the action movie genre and be inventive in when it comes to their Heroes being cool and cinematic. The rules are just different enough to make them initially a little challenging, but after that, the session is full of bullets flying, fists lashing, and wheels screeching action.

Outgunned – Hero to Zero is published by Two Little Mice and is available to download here.

Sunday, 28 January 2024

From Console To Table

This is a world of high fantasy where a princess has lost her kingdom to the antagonist’s army, a veteran soldier has pledged to protect the people with his life, and a dark knight seeks redemption for his crimes. A silver palace orbits the moon, golems, airships, and elementally infused weapons are commonplace, but knowledge of the greatest of the world’s magic has been lost and lies ready to be rediscovered in sunken ruins or guarded by centuries old monsters. The enemies of this world—many the antagonist counterparts to it heroes—wield mighty magics and lead vast armies, but often turn to divine or the demonic for ultimate power. This is a world of natural magic where the daughter of the village chief seeks to prove her worth, the young hermit has discovered an entrance to a magical ruin in the forest, and the witch knows the prophecies that have been foretold all the way back to the ancestors. Great beasts populate the forests of this world and deep within lie forbidden places holding alien and magical secrets best left forgotten. The magic of the forest brims with life and energy whilst that of the ruins runs dark and cold, ready to power machinery that has laid dormant for centuries or more. The enemies of this world are disasters waiting to happen and technology waiting to take it place in the world once again, perhaps championed by the misguided, but always something greater and more powerful lurks, biding its time. This is a world of techno-fantasy where a scarred hero has had everything taken away from him, the magic-user is the last survivor from a long line of wizards who sought harmony with the world, and a failed experiment survives despite having been abandoned by his cold-hearted creator. Gleaming palaces stand over the squalor of the slums where most of the population are forced to live in cities that stand amidst barren landscapes. Magic has been drained from the world, seen as a source of wealth and power, and means of war, whilst the art and knowledge of magic has been lost or suppressed. The enemies of this world are industrialists who threaten to drain the world of all its magic in pursuit of their power and so bring about a cataclysm or drive the world into war.

These worlds are not one world, but the possible worlds seen in Japanese console and computer roleplaying games such as Ni No Kuni and the Final Fantasy series. It is these worlds that Fabula Ultima TTJRPG—short for ‘Table Talk Japanese Roleplaying Game’—published by Need Games!, brings to the table from the computer screen. Like those console roleplaying games, the worlds which the Game Master and her players roleplay in will be ones of heroic fantasy and action, heroes and villains, heroic destiny, challenging battles, and ultimately, their world. The latter is important because there is no default world in Fabula Ultima TTJRPG. Instead, the Game Master and her players decide upon a subgenre—high fantasy, natural magic, or techno-fantasy—and then combine it with the Eight Pillars of Fabula Ultima TTJRPG that are its core elements. These are ‘Ancient Ruins and Harsh Lands’, ‘A World in Peril’, ‘Clashing Communities’, ‘Everything Has A Soul’, ‘Magic and Technology’, ‘Heroes of Many Sizes and Shapes’, ‘It’s All About The Heroes’, and ‘Mystery, Discovery, and Growth’. Both players and Game Master need to keep these in mind as they create world during Session Zero, mapping it, deciding on the role of magic and technology, creating kingdoms and nations, and adding historical events, enigmas and mysteries, and lastly, the threats that cast a shadow over the world. There are tables to roll on, but these are still only prompt. Ultimately, the process is intended to be collaborative throughout and the result be a world that everyone wants to play in.

A Player Character in the Fabula Ultima TTJRPG is defined by his Identity, Theme, Origin, Classes, and four Attributes. His Identity neatly summarises who the character sees himself as; his Theme is a strong emotion or feeling that heavily influences his actions, and his Origins is where he is from. A Player Character in Fabula Ultima TTJRPG does not have one Class, but several. Fabula Ultima TTJRPG gives fifteen Classes. These are Arcanist, Chimerist, Darkblade, Elementalist, Entropist, Fury, Guardian, Loremaster, Orator, Rogue, Sharpshooter, Spiritualist, Tinkerer, Wayfarer, and Weaponmaster. Each Class asks the player where his character’s powers come from, what his past experiences are, and how the Class and its abilities define his behaviour. Each provides a list of free benefits as well as Class Skills, some of which can be selected multiple times. This includes the various spellcasting Classes, each of which is given its own list of spells, so that each time the player selects the appropriate skill, he chooses a new spell. For example, the Orator can be an ambassador, diplomat, or entertainer, and the player is asked if his character thinks everyone can be persuaded or has a price? Who betrayed the character? How does he feel about manipulating people, even if it is for a good cause? What happened when his words landed him in trouble? The Orator gains a bonus to his Mind Points and his skills include ‘Condemn’, ‘Encourage’, ‘My Trust In You’, ‘Persuasive’, and ‘Unexpected Ally’. The four Attributes are Dexterity, Insight, Might, and Willpower. These are rated by die type, from six-sided die to twelve-sided die.

To create a character, a player decides upon his character’s Identity, Theme, and Origin. There are again, tables to choose from, roll on, or use as inspiration. He chooses not one Class, but two or three, and assigns five Levels between them. The idea is not to create a one-note character, but one more rounded and flexible in terms of abilities and skills. Again, Fabula Ultima TTJRPG suggests options and combinations to create classic character types. For example, a Gunslinger combines Sharpshooter and Tinkerer, a Pugilist combines Fury and Weaponmaster, and Red Sorcerer combines Elementalist, Spiritualist, and Weaponmaster. Lastly, the player equips his character, and once everyone has created their characters, they prepare for a prologue, the first session of play, in which the players decide how their characters come together. Again, there are tables provided as suggestions.

Name: Shaw
Identity: Tomb robbing archaeologist
Theme: Ambition
Origin: Kuthage Empire
Classes: Rogue (Two Levels): Dodge, See You Later
Loremaster (Two Levels): Flash of Insight, Trained Memory
Orator (One Level): Persuasive
Dexterity d8 Insight d10 Might d6 Willpower d8
Hit Points: 35 (Crisis 17) Mind Points: 55
Defence: d8 Magic Defence: d10 Initiative Modifier: 0
Inventory (Maximum 8): Chain Whip, Travel Garb, Tome

Each time a Player Character acquires a new Level, he selects a Level in one of the Classes that he already has or a new one, up to a maximum of ten Levels in a Class. When this is reached, the Class is mastered and the character gains a Heroic skill, for example ‘Ambidextrous’ or ‘Extra Spells’. Other Heroic Skills are particular to a Class, like ‘Unbreakable’ for the Guardian which allows the character to survive a fatal hit once per scene or ‘Predictable!’ for the Loremaster which forces an enemy to spend Mind Points to undertake specific actions. In addition, when a Player Character reaches twentieth and fortieth Level, he can increase the die type of one of his Attributes.

Mechanically, in Fabula Ultima TTJRPG, a player always rolls two of his character’s attribute dice and adds the results together. For example, a pistol attack requires the player to roll his character’s Dexterity and Insight, Insight and Willpower to cast a spell, and Insight and Insight to recall information. Typical Difficulty Levels are seven for Easy, ten for Average, thirteen for Hard, and sixteen for Very Hard. A roll of one on both dice is a fumble, whilst rolls of doubles—of sixes and above—is a critical and automatic success. It also creates an Opportunity, for example, ‘Bonding’ with an NPC, ‘Unmask’ a creature or villain, or make ‘Progress’ on a Clock, the timing mechanism in Fabula Ultima TTJRPG. A player can also reroll the dice, but this requires the player to expend a Fabula Point and invoke either Identity, Theme, or Origin, or even invoke a Bond with another character to add the value of that Bond to the result.

Conflict—which includes combat—is described in Fabula Ultima TTJRPG as “back and forth exchanges at a rapid pace”. This can be a chase, an attempt to break into a castle before the guards notice, or an attempt to persuade a tribal chief to let you gain access to his lands, as well as fights. Initiative is handled as a group roll, with everyone else rolling to gain a bonus to the roll made by the player whose character is taking the lead. Then the Player Characters and the NPCs act in alternate order, one by one, but the order in which the Player Characters act is decided by the players. This models the play of Japanese console roleplaying games where the player can decide which of his characters is going to act rather than it be decided randomly. Should a Player Character’s Hit Points be reduced to zero, typically through combat, his player has two choices. The Player Character can surrender and suffer the consequences, but not actually die, or sacrifice himself to achieve a seemingly impossible deed. This has to be in front of a villain, benefit a Bond with an NPC, or improve the world.

The Fabula Ultima TTJRPG has two pools of points with which Player Characters and Villains can further their aims—Fabula Points and Ultima Points. Fabula Points are gained at the start of a session, when a Fumble is rolled, when a Villain makes a grand entrance, the Player Character surrenders after being reduced to zero Hit Points, and by invoking a Bond or Trait to fail a check. They are used to alter the story, invoke a Bond or Trait, or use certain skills. Spending Fabula Points also increases the amount of Experience Points the Player Characters receive at the end of a session, so the players are encouraged to use them rather than keep them. Obviously, Ultima Points are the province of Villains, but have fewer options in terms of what they can be spent on. The most notable is to ‘Escape’, safely leave a scene in true “I shall return!” style, to invoke a Trait, or to recover from a current status. Every Villain has another major ability and that is ‘Escalation’, the Villain transforming into a new, greater, and more villainous version of themselves, from minor Villain to major Villain, major Villain to supreme Villain. This means the Villain is effectively a new Villain and restores him to full powers again. The design and play of Villains is given its own section for the Game Master, covering goals, putting pressure on the Player Characters via the Clock mechanic, giving them hidden depth rather than making them one-dimensional, and even making the Villains mirror the Player Characters.

The rules of Fabula Ultima TTJRPG also covers the use of Inventory Points to abstractly represent useful items of equipment and consumable items like potions to recover Hit Points and Mind Points, travel, dungeons, equipment, projects, and more. Dungeons, which can be complex location that needs to be explored, can be handled as a series of scenes rather than a room-by-room crawl or a simple interlude, but a room-by-room crawl is also included as an option. Equipment can be basic or rare and each item is represented by a pixelated image, which feels very proper. There is good advice for the Game Master—specifically aimed at the neophyte Game Master—which also discusses how each of the Classes work and their roles in play, and how to design battles and Villains. This is backed up with some decent examples and the book is rounded out with a good bestiary.

Physically, the Fabula Ultima TTJRPG is cleanly and tidily laid out, the artwork is excellent, ranging from fully painted pieces to little scenes and encounters done in the Chibi style. The book well written and easy to read and engage with.

The Fabula Ultima TTJRPG combines elements of traditional roleplaying in its core mechanics and storytelling mechanics—or at least methods—in its set-up guidelines for the scenarios and campaigns. As written, it is aimed at newer players and Game Masters, and successfully supports both in getting them to play. This does not mean that it holds their collective hands, but rather recommends them as to what to do and warns them that mistakes will be made and that they can be learned from. More experienced players and Game Masters will pick up how to play and run Fabula Ultima TTJRPG with ease and be off and running with a campaign very quickly. Ultimately, the Fabula Ultima TTJRPG brings the drama, conflict, and action seen on the screen of the Japanese console roleplaying game to the table and not only makes all three exciting and accessible, but lets the players and the Game Master make the world their own.

Sunday, 26 June 2022

Inglorious Fantasy

Across the patchwork of city-states, dukedoms, baronies, and petty kingdoms that make up Brancalonia, great generals ride at the head of their armies into war. Elsewhere honourable knights face down ferocious dragons, save the princess, and win both her hand and her father’s seat. Mighty wizards study the greatest of magical tomes revealing fantastic secrets and learn spells capable of warping reality itself. Brave adventurers and treasure-seekers delve into the ruins and underground complexes of the ancient Kingdom of Plutonia, the collapse of which led to the Thousand Years’ War, returning with treasures and secrets of the long past. The Kingdom of Brancalonia is a land of opportunity and adventure—but fighting wars, killing dragons, saving princesses, studying hard, and exploring deep underground, they are not your adventures, and they are not your opportunities. You might see that brave knight, mighty army, or learned wizard ride by as you step out of the House of Mother Josephine’s Rest into the sunshine, a plate of ‘Extreme Unction’ macaroni* in one hand and a cup of Troglodyte of Panduria** in the other, before you go back inside and return to the revelry you were engaged in before you got distracted by the noise outside. Perhaps to throw your wine and breakfast aside and leap into the brawl which has broken out in the meantime. After all, it is a matter of principle to support the members of your fellow brotherhood. Or you want to discuss your next job, for the silver is running short, your gear is looking shoddy, and who knows when the next bowl of zuppa di topi Bianchi or bottle of Fil de Ferro will come along? You are a knave, a ne’er do well, a scoundrel, a swindler, or a layabout—if not all four, with a misdeed or misdemeanour to your name or two (or three or…) and minor bounty (or two) on your head. You are not a villain though, but just someone from the dregs of society who knows that life is cheap and anything but fair, and so you are going to make the best of it. Just like the fellow members of your brotherhood.

*Consume with care. Known to cause fits of tears and heart-attacks.

**One of the finest wines ever to come out of Ausonia. This is not a good vintage, but it is wine.

This is the world of Brancalonia – Spaghetti Fantasy, a bawdy, sun-drenched, low fantasy campaign setting for Dungeons & Dragons, Fifth Edition, inspired by Italian tradition, folklore, history, landscapes, literature, and pop culture. Published by Acheron Books following a successful Kickstarter campaign, it is set in a ‘back-to-front’ version of Medieval Italy—even the gorgeous map is flipped from left to right—in which low life heroes, the Player Characters, form Bands and hopefully get hired by hopefully rich merchants, petty nobles, and desperate warlords to undertake the odd job or two, typically illicit, dangerous, and deniable. That is when they are not concocting their own schemes and running into curses, demons, witches, and angry, abandoned spouses. To a wider audience, the most well-known inspiration for Brancalonia – Spaghetti Fantasy will be the films Ladyhawke, Flesh + Blood, and The Princess Bride, along with Carl Collodi’s Pinnochio, but the Brancalonia – Spaghetti Fantasy Setting Book includes numerous others. All of which are likely to be less familiar to a wider audience. And that is a bit a problem because not all of the inspiration is easily available. However, if instead you think of Brancalonia – Spaghetti Fantasy as being distinctly European fantasy—so there is definitely going to be mud and worse underfoot, not unlike Warhammer Fantasy Roleplay, but with better weather, better cooking, and definitely better wine, and then directed by Sergio Leone (with Terry Gilliam as second unit director), then you have the feel of the setting.

The Brancalonia – Spaghetti Fantasy Setting Book, which won the Gold Ennie for Best Electronic Book in 2021 (plus Silver Awards for Product of the Year, Best Writing, and Best Setting) keeps its fantasy low in a number of ways. First, Player Characters can only advance as high as Sixth Level. Second, whilst it provides five new Races, it does not provide any new Classes. Instead, it gives twelve new Subclasses, one each for the twelve Classes in the Player’s Handbook, along with new Feats and Backgrounds. Third, it gives rules for brawling, intentionally non-lethal combat, which typically takes place in a tavern or other dive before the Player Characters scarper after being accused of a Breach of the Peace and another bounty put on their heads. Fourth, their arms, armour, and other equipment is likely to be shoddy, poorly maintained, and will probably fall apart at the least opportune moment. It eschews the use of Alignment, and even if used, discourages any Player Character choosing to be evil, as Knaves are rogues rather than villains. The setting for the most part is humancentric and does not include the traditional Races of Dungeons & Dragons, although they are not unknown.

Besides Humans, the five new Races in the Brancalonia – Spaghetti Fantasy Setting Book are the Gifted, the Malebranches, the Marionettes, the Morgants, and the Sylvans. The Gifted are Humans who know a little bit more magic; Malebranche are Devils who proclaimed the Great Refusal and climbed out of the Inferno, typically via the Eternal Gate which stands in the great chasm into which Plutonia fell and now stands, and who still have diabolic features such as Hellwings and the Hellvoice; Marionettes are animated puppets, often in the form of Pinnochio or the Paladin-like Pupo, who can remove and use their limbs in a brawl; Morgants are tall ‘demi-giants’ with great strength and appetite, known as fearless brawlers and champions often stationed at the vanguard of an army; and Sylvans are rustics at home in the forest. In addition, each Race has its brawl feature which gives it an advantage in nonlethal fight. The first of the twelve new Classes in the Brancalonia – Spaghetti Fantasy Setting Book is the Pagan, a Barbarian subclass, inhabitants of the Pagan Plain who favour speed, anger, and violence; the Harlequin is a Bard as street entertainer; the Miraculist is a Cleric who follows the calendar and favours the saints, and knows several defensive or helpful spells; the Benadante is a Druid as a forest sorcerer capable of interacting with and defending against the undead; the Swordfighter is a duelling archetype for the Fighter; the Friar is a Monk turned religious brawler; the Knight-Errant is the Paladin as rambling protector of the good, and likely the most courageous of any Knave; the Matador, a Ranger who hunts beasts and monsters in the wilds and fights them in the arena; the Brigand is a Rogue who steals from the wealthy and redistributes what he steals, and can always catch his targets by surprise; the Superstician is a very lucky Sorcerer who can also cast protective rituals; the Jinx is a Warlock who has the districting power of the Evil Eye and even cause misfortune; and the Guiscard is a Wizard who specialises in tomb robbing and treasure hunting.

To these Subclasses are added backgrounds such as the Brawler, the Finagler, and the Fugitive, as well as Feats like Ancient Culinary Art, Apothecary, Jibber-Jabber, and Peasant Soul. There are rules too for advancing beyond Sixth Level, but each new Level only grants an Emeriticence, such as Professional Brawler or Blessed Luck. In addition to creating their Player Characters, they come together to create their Bounty Brothers’ den, a comfortable place where they can rest up and hide. It might be an abandoned farmhouse occupied by brigands, matadors, and smugglers, or a tower in plain sight inhabited by knights-errant, swordsmen, and mercenaries, but all begin with one and can be improved with further Grand Luxuries such as Black Market or a Cantina. This though takes gold and Knaves typically only have silver, so there is a community improvement element to play as the Knaves pool their funds. The Den is also where they ‘Rollick’ and rest—the long rest in Brancalonia – Spaghetti Fantasy Setting Book is seven days long, too long to take place during actual play—and perhaps improve their Den, reflect on the Job just done (and note any misdeeds and misdemeanours that lead to further bounties being placed on their heads), and plan for the next Job. This will probably result in some kind of hazard as a result of their past activities, and it can be partially offset by going into hiding for a while.  And Knaves being who they are, can also engage in Revelry, a few days of good food, good wine, and good company, and so fritter away some of what they just earned…

Other activities the Knaves can engage in are brawls and dive games. Brawls are not like combat in that Hit Points are not lost. Instead, a Brawl attack inflicts Whacks, most Knaves being able to suffer five of them before being knocked unconscious. Brawlers can pick up props, essentially the things around them, and attack with them or use them to defend themselves with. These are divided between common props—pots, dishes, bottles, stools, and so on, and epic props—tables, barrels, chandeliers, suits of armour, and more. In general, a prop has a beneficial effect like gaining a bonus attack or increasing a Knave’s Armour Class, rather than increasing the whacks inflicted. Knaves also have Moves, which are divided into General Moves, Magic Moves, Class Brawl Features, and so. There are Stray Dangers, like ‘Rain of Stools’ or ‘It’s Raining ham’ which the Condottiero—as the Game Master is known in the Brancalonia – Spaghetti Fantasy Setting Book is called—can add to a brawl. The brawl rules are definitely designed to be cinematic in style and add a sense of action and comedy to play.

In addition to brawling in Dives, a Knave likes to play games and gamble—though that is illegal in the Bounty Kingdom. The Brancalonia – Spaghetti Fantasy Setting Book includes several different Dive games. These include the card game, Poppycock; Barrel Beating, a combined drinking-barrel smashing game in which the winner smashes the barrel and wins the wagers inside; Brancalonian Buffet, an eating contest. There are also rules for shoddy equipment, counterfeiting, equipment for the setting, like the Scudetto, a medium shield which bears the emblem of a city and is thus a symbol of pride for followers of the local Draconian Football Team, concoctions—tonics and the like for what ails you, and even some magical junk. Lastly, there is memorabilia, items of no ecumenic value, but perhaps personal value to their owning Knaves. A Knave begins play with one, but this is not obvious until much later in the book.

For the Game Master—or Condottiero—there is good advice on running Brancalonia – Spaghetti Fantasy. This is to keep the tone light-hearted, magic low, make the game one of tragicomedy and even ‘Grand Guignolesque’, so there is room here for horror too. There is in effect no budget for special effects, or little else, so a game of Brancalonia – Spaghetti Fantasy should be like a film done on the cheap—recycling character actors and redressing extras, natural backdrops and ruins, and so on. Plus, the brawls of ‘brawly’ fantasy to cut down on the bloodshed, but keep up the tension. There is advice as to what to avoid in play—unnecessary violence, sexual themes—though nature of Brancalonia – Spaghetti Fantasy does skirt the issue, and of course, any bigotry. This is the equivalent to safety tools. Plus, there is advice on handling bounties and the law, creating adventures, dives, random roads which may or may go somewhere, and more. There is also a good overall guide to the Bounty Kingdom, its history, its various regions, and even the kingdoms beyond its borders. Each is given a couple of pages, but each includes suggestions as to the types of Jobs that the Knaves might undertake there, and overall, there is just about enough to make each region different and provide the Condottiero with further inspiration.

Penultimately, Condottiero is given a six-part campaign, ‘In Search of Quatrins’ to run. It begins with ‘Little People of the Grand Mount’ and ‘Rugantino: Tales of Love and the Knife’, both of which are for First Level Player Characters, but the first is specifically written as an introductory adventure, one that younger players can roleplay, but also sets up the rest of the scenarios. To this end the Knaves are offered an easy job and the chance to join a company by Roughger of Punchrabbit. The Jobs include treasure hunts, monster hunts, missing marionettes, and more. All together ‘In Search of Quatrins’ should provide a group with several sessions’ worth of play and give them a thorough taste of life in the Bounty Kingdom. They do need some development in places, but the Condottiero should be able to do that as part of preparation. Lastly, Brancalonia – Spaghetti Fantasy Setting Book includes a bestiary of new monsters and a section of ready to use NPCs.

Physically, the Brancalonia – Spaghetti Fantasy Setting Book looks to be superbly presented, with really good artwork and excellent maps. However, it is a translation from Italian and the localisation and editing is not as good as it could have been. In addition, the index is anaemic, so finding anything in the book will be a challenge. The book could also have been done with a step-by-step guide to creating Player Characters for the setting, as there are several aspects of the process which do not appear until much later in the book. Similarly, a glossary would have been incredibly useful.

Ultimately, whether or not you like the Brancalonia – Spaghetti Fantasy Setting Book will depend on your feelings towards Dungeons & Dragons, Fifth Edition. The new rules presented here do add to Dungeons & Dragons, Fifth Edition, but at the same time, they add and enforce the setting and genre of Brancalonia—the brawling, the shoddy equipment, and much, much more. Whether you like it or not, the Bounty Kingdoms setting of Brancalonia – Spaghetti Fantasy jumps from every page into uproarious, tankard banging, wine quaffing, lustily voiced song and then at the end of the night, down in the cups mutterings, before another job presents itself the next day even as you are trying to get over a hangover. Brancalonia – Spaghetti Fantasy Setting Book presents a delightfully different take upon fantasy, for which even if you do not know the inspiration, the book is inspiring in itself, and you should be creating a cast list (for which Oliver Reed should be your number one choice) even as you read the book and prepare your first adventure. Once you have finished reading Brancalonia – Spaghetti Fantasy Setting Book and prepared your first adventure, you should be ready to bring an inglorious fantasy to the table.

Friday, 26 November 2021

[Free RPG Day 2021] Fabula Ultima TTRPG: Press Start

Now in its fourteenth year, Free RPG Day in 2021, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 16th October. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Of course, in 2021, Free RPG Day took place after GenCon despite it also taking place later than its traditional start of August dates, but Reviews from R’lyeh was able to gain access to the titles released on the day due to a friendly local gaming shop and both Keith Mageau and David Salisbury of Fan Boy 3 in together sourcing and providing copies of the Free RPG Day 2020 titles. Reviews from R’lyeh would like to thank all three for their help.

—oOo—

Fabula Ultima TTRPG: Press Start is something a little different for Free RPG Day 2021. Published by Need Games!, it is a quick-start for the Fabula Ultima TTRPG—or Fabula Ultima Table Top Roleplaying Game—and is based on Japanese console roleplaying games such as the Final Fantasy and Kingdom Hearts series. As a quick-start, it is of course designed to introduce and teach the game to both players and the Game Master, but it does it in an interesting way. It models the learning process upon that of a computer roleplaying game. In a computer roleplaying game, the player is taken through the process of playing the game step-by-step—so movement, looking, attacking, defending, inventory, and so on. And until the player gets to the particular step in that process, he cannot tell his character to do the new part of the play of the computer game. Fabula Ultima TTRPG: Press Start does exactly the same, locking each part of the character until the players reach a particular scene in the adventure in the quick-stat. So in Scene #1, the Game Master introduces the game and its setting, and the attributes and status effects, whilst Traits and Bonds are explained and come into play in Scene #2, how to use Fabula Points in Scene #3, and so forth all the way up to skills, actions, inventory, and abilities.

Fabula Ultima TTRPG: Press Start takes place the near the city of Dunova in the surrounding forests. In the forest can be found the Crater of Megido, the ruins of a once-great city renowned for its magic, but destroyed in a magical cataclysm in ages past. The ruins are rumoured to still contain many of its secrets and the forces of neighbouring Empire of Elonia have been spotted in the area. The exact reasons why the Player Characters are headed there are left up to the players to determine, but as the scenario begins, they are aboard an airship bound for the crater.

Fabula Ultima TTRPG: Press Start is designed to be played by a group of four to five players, including the Game Master. It comes with four pre-generated Player Characters. They include Blair Clarimonde, the heir to the throne of Donovan, who can support her friends in battle and unleash the power elemental light upon her enemies; Cassandra, a former camp again of the Skyriders who wields a spear and can weaken enemies and strike at flying targets with her elemental powers; Edgar, a young inventors armed with a custom-made pistol which can target multiple foes and inflict negative status effects; and Lavigne Fallbright, the princess of the Kingdom of Armorica which was conquered by the Empire of Elonia, who wields a mighty greatsword. Each of the character sheet for these four is presented on a double-page spread and is easy to read, though there is no background for any of the four given on them.

A character in
Fabula Ultima TTRPG: Press Start has four attributes—Dexterity, Insight, Might, and Willpower, Traits—an Identity, Theme, and Origin, Bonds (with the other Player Characters and NPCs), Fabula Points, Actions, and Skills. The attributes are rated by die size, from six-sided up to twelve-sided die, whilst of the Traits, the Identity is who the character sees himself as, Theme the dominating narrative force driving the character, and Origin is where he is from. Bonds are emotions towards others and are paired as Admiration or Inferiority, Loyalty or Mistrust, and Affection or Hatred. A character’s Bond to another character—Player Character or NPC, can consist of up to three emotions he feels about the character, one from each pairing.

Fabula Points are gained when a Villain enters the scene or when a player rolls a fumble, but can be spent by invoking a Trait to reroll dice or invoking a Bond to add the number of emotions tied to that Bond. Invoking either, requires a bit of roleplaying upon the part of the player. Actions include Attack and Guard, and depending upon the character, can include spells and Skills too. For example, a spell might be Flash of Insight to ask the Game Master about a single investigation and whatever answer the Game Master gives, it becomes the truth and a Skill could be a Bone Crusher, an attack which does no damage, but instead inflicts a Status Effect like Dazed or Weak, or reduces the target’s Mind Points (used to power spells).

Mechanically, in
Fabula Ultima TTRPG: Press Start, and thus Fabula Ultima TTRPG, a player always rolls two of his character’s attribute dice and adds the results together. Typical Difficulty Levels are seven for Easy, ten for Average, and thirteen for Hard. Results of six higher than the Difficulty Level are a critical success, but rolls of one on both dice are a critical fumble. Status effects, suffered due to the environment, attacks, and spells, such as Dazed, Slow, and so on, which temporarily reduce the die types for a character’s attributes.

Combat uses the same core mechanic with the sides involved acting in alternate order, one by one. Initiative is slightly different in that it requires a Group Roll. In a Group Roll, one player, designated the Leader, makes the actual roll, but everyone else makes a separate taste against the same number. Each successful roll grants a +1 bonus towards the Group Roll.

All of this is explained scene by scene over the course of
Fabula Ultima TTRPG: Press Start, as well as combat, interacting with NPCs, and descending into the Crater of Megido. There are some nicely done scenes which very much match the feel of the computer game, including a cutscene where the scenario’s villain enters stage left, but this actually comes with mechanical benefits in that the Player Characters gain more Fabula Points. Another is interacting with a merchant NPC, from whom the Player Characters can purchase Inventory Points. These are a resource which a player can use to purchase Remedies (which heal Hit Points), Elixirs (which restore Mana Points), and Tonics (which enable a character to recover from a Status effect). Although this abstracts the process somewhat, it still feels appropriate to the setting.

For the most part,
Fabula Ultima TTRPG: Press Start is linear, but it offers a reasonable mix of scenes and challenges along its learning path—interaction, exploration, and of course, combat. It ends as it should with a Big Boss final battle which is intended as a big fight, but includes other options too, since unlike in a console game, the Player Characters have a wider choice when it comes to their actions. This is the most complex scene in the quick-start, and of all them, requires the most preparation upon the part of the Game Master.

Physically,
Fabula Ultima TTRPG: Press Start is well presented. The writing is decent and the artwork has an anime style throughout. In addition to telling the Game Master the mechanics of each and every scene and how to run them, Fabula Ultima TTRPG: Press Start includes advice on running each scene too, whether that is enemy tactics in the final battle, advising that the Player Characters take a moment to heal, and so on.

Initially,
Fabula Ultima TTRPG: Press Start is a disconcerting read because it is doing something in a way that not normally found in roleplaying games. It is teaching both the Game Master to referee and the players to play the Fabula Ultima TTRPG. Most roleplaying games, and certainly most quick-starts, expect the Game Master to learn and understand the rules and then impart them and everything else to her players, although exceptions abound where sometimes the learning by the player is done through play—such as in Alone Against the Flames, the solo adventure for Call of Cthulhu, Seventh Edition. Fabula Ultima TTRPG: Press Start is different because of its programmed, step-by-step learning for both the Game Master and the players. The former is still expected to learn ahead of time, but both learning and teaching is focused because of its compartmentalisation, enhanced of course by a deft piece of design and layout. The result is that Fabula Ultima TTRPG: Press Start does have the feel of an introduction to a Japanese console roleplaying game, its anime storytelling backed up by the art used throughout. Overall,
Fabula Ultima TTRPG: Press Start is an impressive introduction to the Fabula Ultima TTRPG and learning path to its play which will have players humming the Final Fantasy victory music after every battle.