Category Archives: Other Systems

First Look: Simple Fantasy Adventure

Retro-clones are all the rage nowadays but most of the games from that category are based on the grand-daddy of all RPGs: Dungeons & Dragons. Recently a few retro-clones of other games have appeared including Zweihänder which is heavily inspired by the original Warhammer Fantasy Roleplaying Game.

Today I want to write about Simple Fantasy Adventure by my friend Audrey Grace Winter. It’s a modern simulacrum of LOR, Iron Crown Enterprise’s “Lord of the Rings Adventure Game” which was itself a simplified version of MERP (Middle Earth Role Playing) which was based on Rolemaster. Since LOR was heavily steeped in Tolkien’s lore, Audrey decided to take out all the protected IP, and split the character archetypes into race and class which can be freely chosen by the players.

Simple Fantasy Adventure comes in the form of a very beautifully laid out, 18-paged, free PDF. Instead of the game it’s based on, it doesn’t come with its own setting, but is meant both as a modern recreation of this classic ruleset, as well as a simple generic system for use with your own world.

Character creation in SFA is a simple process of picking a race and a class. After that you get to distribute 6 points among your character’s Attribute (Strength, Dexterity, Intelligence, Wisdom, Speed) and Skill Characteristics (Physical, Subterfuge, Arcana, Melee, Ranged, Defense, and Vitality) within some restrictions. For example you can’t put any points into Vitality and only two among the Attributee.

The available races are humans, elves, halflings and dwarves. Each race gets a bonus and a penalty to differentiate it from the other races. From their descriptions and abilities the races definitely have a Tolkienesque feel which is probably no surprise given the fact that SFA is a clone of LOR.

The available classes are fighters, rogues, rangers and mages. Classes provide bonuses to skills and determine a character’s starting Vitality points. If you have played LOR in the past you may have noticed that SFA deviates from LOR in a couple of aspects, but these changes were mostly made to keep the lawyers at bay. Mechanically SFA and LOR are pretty close, but SFA has definitely a clearer presentation.

SFA’s standard task resolution mechanic is pretty simple. The GM sets a target number (like 4 for routine tasks, 8 for moderate ones, or 18 for truly epic feats), the player rolls 2d6 and adds the relevant characteristic. If the result is equal or higher than the target number, the character succeeds. Simple, but efficient.

SFA’s lineage back to Rolemaster shows in its Combat Chart. When attacking you take the attackers attack skill (Melee or Ranged), roll 2d6 and look up the result on the chart. A number denotes the amount of damage caused by the attack, while C or C+ are critical hits. A critical (C) causes your roll result plus 10 damage, while a “double critical” (C+) causes twice the damage of a regular critical.

SFA includes a small number of magic spells and GMs are encouraged to create their own. Unlike D&D’s Vancian magic, mages in SFA can cast as often as they like, but each spell causes Drain which is damage. So a mage can easily knock themselves out by casting too many spells. The spells included are also not as flashy as in other games (like D&D for example). This fits very well with the feel of the game its based on.

Even though SFA is only 18 pages long, it is a complete game with all rules needed to play, including an extensive bestiary, a handful of pre-generated characters, and a list of common equipment.

The big question remains: is it worth your time? In my opinion it is. It’s a rules-light game, written with new players in mind, and with an undeniable charm. It’s also totally free and released under a Creative Commons license, so you are allowed to create your own material based of SFA as long as you share your work freely under the same license. Regardless whether you’re looking for just a simple game to try out or if you’re actually a fan of the game SFA is based on, I recommend you give it a closer look. You won’t be disappointed!

Review: Elite Dangerous Roleplaying Game

I still remember when I first saw the space-trading computer game Elite. It was a friend’s house and he showed me this snazzy new game on his Commodore 64 computer. I was totally blown away. Even though the graphics were extremely primitive compared to what we’re used today, the game just looked great. It was also not just one of those simple and linear games we were used to, but you could explore a whole universe containing countless system.

Each system had a trading station, there was information on each system’s inhabitants, its government type and more. Probably because everything was a bit vague and because of the simple graphics you really had to fill in the rest with your own creativity. The game also allowed you to play how you wanted. You could be a peaceful trader, a smuggler, a pirate, a bounty hunter. At this time there was no game like this. It was unique.

Eventually I got a copy of Elite for the PC and played it for a while, but at this point some of the magic had waned. I also had always trouble with games that forced me to set my own goals. But regardless I always had a soft spot for the game and its sequel Frontier. I especially enjoyed a set of short stories which came with the box for Frontier: Elite II. There seemed to be a whole gaming universe out there, which I would have loved to explore outside of the confines of a computer game.

In 2012 David Braben, one of the two initial programmers of Elite, started a Kickstarter campaign for Elite: Dangerous, basically a new version of the original game, which modern graphics, a more realistic flight model, and 400 billion star systems to explore. The Kickstarter project was a huge success and in 2014 the game was released. Since then its developers have constantly supported it with updates and it’s currently one of the most impressive space simulation games out there.

I was not the only one who thought that there should be other ways to explore this massive universe besides the computer game. In fact there were several authorized Elite: Dangerous RPGs for a while. The first was created by one very enthusiastic fan and from what I heard it was extremely detailed and complex and obviously not what Frontier Developments (the company who developed the computer game) expected. So eventually the gave permission to create a second RPG to Spidermind Games. Today I want to have a closer look at this second official Elite Dangerous RPG. Modiphius is acting as publisher for E:DRPG and they graciously provided me with a review copy which is basis of this review.

Continue reading Review: Elite Dangerous Roleplaying Game

Hope Playtest

This week I am reading the Playtest for HOPE RPG. I skim read the document when I got it last week but I haven’t had a chance to make a character yet or got a chance to play it.

It is also too new to have any actual plays online.

So my first impression is that this is a fusion of Zweihander and Gamma World with a healthy dose of MY:Z thrown in for good measure.

The Zweihander bit is in character creation and skill resolution. Zwei uses d100 and you roll under your Stat + skill. Typically this is going to give you about a 45-50% chance, all things being equal. In addition if you roll a double eg. 11, 22, 33 all the way up to 99 and 00 you get a critical result. Double when you succeed is a critical success, double when you fail is critical failure.

HOPE uses stats in the 1 to 5 range and skills typically give a +1 or so. To succeed in a skill test you roll under stat + skill so typically four or five. You roll d10 and try and get equal to up under your stat + skill. You also roll a second d10 as the critical die and if it matches you skill roll you get a critical success or failure. So in effect this is Zwei stats and skills divided by 10.

The professions are rather zwei-like but they go hand in glove with the skill system, rather then being more like character classes where everything is bundled up together.

When you get to the combat side, mutants and monsters it starts to feel much more like old school Gamma World. You are using a full set of polyhedral dice with weapons doing from 1d4 for something small and improvised to 2d8 for big bad shotguns and magnum ammo.

And then there is the Hope settlement. This is where it starts to get a bit MY:Z with its Ark or even Zombie Run with Able Township, for the fitter roleplayers (LARPers?). One of the starting objectives in HOPE rpg is to defend and build up the Hope settlement in to something safer and more sustainable.

Impressions?

Given that I have only skim read the rules I have come away with two overall impressions. The first is that although this game claims to be grim and perilous and characters don’t live long, it actually looks a lot more fun than Zwei and more survivable.

The second impression is that this simplification of the core Zwei mechanics means that the game should play quite quickly at the table. I am going to start making characters this week, probably tomorrow. I get the impression that a character on a post-it may be a viable goal for this game. I like games where you don’t need a playbook just to know what your character is capable of.

I will blog about this game later this week or early next week when I know more.