Tales From The Loop has been one of my favorite roleplaying games of 2017. Funded in a highly successful Kickstarter campaign it quickly took gamers’ hearts by storm. Amazon even acquired the license to turn it into a TV series. What makes Tales From The Loop special is the artwork by Simon Stålenhag, which combines 1980’s nostalgia with science fiction elements. The protagonists in both his art and the game are kids, which also explains why so many people draw parallels to Netflix’ highly popular series Stranger Things. To learn more about the game, I recommend to check out my review.
Before going into any details I want to thank Free League Publishing for providing me with a complimentary copy for the purpose of this review.
Our Friends the Machines & Other Mysteries is the first supplement for Tales From The Loop. The 107-paged book contains three new mysteries (adventures) for the game, eight short mysteries inspired by popular songs from the 80s, machine blueprints and guidelines on how you can turn your hometown (or any town) into a setting for the game.
As with the core rules every adventure is written with both the Swedish and the US setting in mind. If something differs in the US setting from the default Swedish one, details are given in parenthesis. Usually it’s just the names which are different.
In the previous part of the review we looked closely at the core mechanics and the game’s elaborate character creation. This time we start with a look at combat in W&G , which of course plays an important role in a 40k roleplaying game. The setting’s motto is “there’s only war” after all.
Surprisingly W&G is not a miniature-based game. With a roleplaying game based on a popular tabletop miniature wargame one might have expected a strong focus on tactical combat using miniatures. But Ulisses opted for a more freeform and cinematic approach. There’s a sidebar with some tips on how to use miniatures in combat but W&G uses “theatre of the mind” combat. The approach to initiative is almost “old-school” with player characters and NPCs acting in a back-and-forth manner. The default assumption is that the players act first (if they haven’t been ambushed). Players and the GM may also use “Seize the Initiative” to let two of their characters act before the other side is allowed to make their move.
When it comes to threats Wrath & Glory puts enemies into four distinct groups: Adversaries (basically main antagonist for an adventure or campaign), Elites (combat-focused NPCs which act as lieutenants or bodyguards for Adversaries), Monstrous Creatures (basically monster which are immune to being pinned, staggered or suffering from fear), and Troops which are nameless enemies which are quickly disposed of. Groups of troops are called a mob, which basically act as one unit.
In W&G characters may take one move and one action per turn. A move means the character can move up to their Speed in meters this round. Run is a special action which allows the character to move a second time. Sprinting is another action which allows movement up to double the character’s speed, but they suffer a negative modifier to their Defense until their next turn. Tactical Advance is another special move which allows a character to move from cover to cover without losing their defence bonus, but it reduces the speed to one half. Aside from that there are rules for swimming, jumping, crawling and flying, so all cases should be covered. Continue reading Review: Warhammer 40,000 Wrath & Glory – Part 2→
So you have read the first part of my W&G review and you’re now interested to have a quick look at the rules before making a purchase decision? You’re in luck then, because Ulisses finally made Wrath & Glory: Blessings Unheralded available for purchase. It’s a full 59-paged adventure including the basic rules and a party of pregenerated heroes. It’s available from the Ulisses Ebook store or RPGNow for $4.99!
A Roleplaying Games blog
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