Showing posts with label Creativity. Show all posts
Showing posts with label Creativity. Show all posts

Monday, July 29, 2024

Legend of the Five Rings 5e Review


 Before I review Rokugan, I thought I should review something a little more current.  Like the current Legend of the Five Rings Roleplaying Game by Fantasy Flight Games (now Asmodee North America). Like in my review of Oriental Adventures 3e, this roleplaying game is set in the land of the Legend of the Five Rings, Rokugan.  Legend of the Five Rings (L5R) is a colorful book that promises to deliver a good game to the masses.  Now I haven't been able to run a game in the lands of L5R, so I can't give you a review on how it plays.  But I did have some opinions on the game as well as the company itself.  I'm here to tell you that I was wrong with some or most of those opinions.  Most of my criticisms go to how the game is played now, rather than anything else.  The game was mainly written by Max Brooke and Katrina Ostrander.

Expectations

Like most games I bought on my budget, the new Legend of the Five Rings Roleplaying Game aims to be a skill based system.  Unlike Dungeons and Dragons, the L5R RPG is not a heroic roleplaying game.  This is because it retains the roll and keep system from earlier editions, and combat promises to be quite deadly.  I don't know if players of this game try to avoid combat, but I'm running an L5R game on Paizo as a play-by-post using the previous 4th edition rules by Alderac Entertainment Group.  So far, my group has avoided combat except when it's necessary.  Unlike Dungeons and Dragons (and OSR clones), where players can take more risks in combat, the new L5R RPG promises to be mainly a social game.  Don't worry, you will be able to see many roleplaying opportunities in playing the game.  One thing to keep in mind is that Rokugan is a High Fantasy land inspired by the culture of Sengoku Japan, especially the writings of Miyamoto Musashi, and his book the Book of Five Rings.

Miyamoto Musashi in his prime, wielding two bokken.

 

No Elves?!

No, there are no elves in Rokugan.  Most of the races in Rokugan are human or ratling, although there were a group of feline humanoids called Kitsu, who were changed into humans and founded the Kitsu family of Shugenja for the Lion Clan.  However, there is magic, monsters, and wonder in Rokugan that makes it the equal of any thing like Lord of the Rings has to offer.

There are seven great clans, each embodying one tenant of Bushido.  Take for instance the Scorpion clan, who embody the tenant of Loyalty.  They make up the clan you love to hate. The scorpions play the villains, even though they are in the business of protecting the Empire.

Miyamoto Musashi killing a giant creature, from The Book of Five Rings

Playing the Game

The first chapter is probably the most important.  This chapter deals with playing the game.  And there are some different aspects from the AEG versions of the game.  For instance, you are expected to use different dice.  This probably my most warranted criticism of the game.  I don't like that you have to use different dice to play the game.  I just want to use my traditional six sided dice and my traditional icosohedric (20 sided) dice to play the game.  However, how the different dice are there to help you roleplay your character. I almost got a set myself, though, then I remembered I can't run a tabletop game right now.

Before you play the game, you create a character.  Character creation goes by twenty questions.  However, if there is one fault to this game, it's that all the schools of the various clans are listed -- along with skill bonuses for your character learning in that particular school is remunerated. What sucks, and yes, it is a problem, many of the schools could have been reserved for Clan Sourcebooks (like the Way of the Lion or Secrets of the Phoenix).  Players of the new system could fork over the cash on a certain clan sourcebook they'd enjoy.  That sourcebook could contain new rules and ways of looking at your clan.  This is true when I picked up and read Way of the Crane.

However, reading through this chapter a second time, it seems that Asmodee North America has kept the high fantasy feel of Rokugan.  After that, the rest of the game deals with skills, techniques -- including magic -- and playing the game.

Contemporaneous portrait of Miyamoto Musashi (Edo period) 

Critical Hits

You should know that at first, I thought this game didn't capture the feel of the original game I was used to.  However, like I said, the current L5R RPG isn't a heroic fantasy game.  I don't think it was meant to be a heroic fantasy game.  Of course you can run a campaign where the PCs go out on adventure and slay monsters.  And of course, you can probably run an all ninja campaign.  The rules do let you do that.  However, in keeping with previous editions, I feel that the game is more suited to social roleplaying rather than combat.  I didn't get any of the adventures for the new game to see how they interpret the RPG as they meant it to be played, though.

The art, however, is certainly colorful. The book contains examples of art from traditional Japanese Samurai art to realistic colorful art to bring Rokugan to life in the imaginations of the players or readers.  The art gives the book a five star rating for art direction.

Critical Misses

Where the game fails is that you are expected to buy a new set of dice to play the game.  This was a feature that I didn't like -- but was introduced in all the games from Fantasy Flight Games of the period. If you are like me, and run most of your games online, you would hopefully not find this to be a barrier from purchasing the game. If you are considering a new roleplaying game to give to the gamer in your family, you should get this game.

A word about Asmodee North America

If you are Christian, and are looking for a gaming company to support.  You can't do better than Asmodee North America.  The company -- and thankfully is not Wizards of the Coast -- is certainly doing its best to maintain an atmosphere of honesty and integrity.  As far as I know, the company has been supporting Christian values.  If you care about supporting a good company that you will feel good about, then Asmodee North America is that company.

Thursday, November 16, 2023

Shadowrun: 4th Ed. 20th Anniversary Core Rulebook Review


 Today, I'm reviewing the Shadowrun: 4th Ed. 20th Anniversary Core Rulebook by Catalyst Game Labs.  Alright, to me this is the best incarnation of Shadowrun since FASA first published Shadowrun in 1989.  In this game, you have a lot of options to make your character unique to others.  And strangely enough, 2019 marked the 30th Anniversary of this game, and so Catalyst Game Labs has since released Shadowrun: Sixth World.  Or sixth edition, to be fair.

 Shadowrun is a Roleplaying Game like Dungeons and Dragons, GURPS, and Rolemaster.  Although its set in a dystopian world where magic has returned and there is high technology in the form of cybernetics, computers, and other things.  Shadowrun is a mixture of Dystopian Cyberpunk and Tolkien Fantasy.  The game is inspired by Bladerunner, Minority Report, Neuromancer, and the Tolkien novels.

Man Meets Magic and Machine

The premise of Shadowrun is simple.  You play a character called a Shadowrunner.  Someone who lives in the outskirts of society.  The world has changed in fifty years. Corporations weild the power of nations, the cities are sprawling metroplexes, and as I said before, magic has returned.  The USA lost it's western states to the native Americans in a great war of magic and machine called the Great Ghost Dance.  And humanity has changed since the awakening in 2011.

Elves, dwarves, orcs, and trolls had thrown off their human disguises and joined the ranks of humanity.  And other things changed since the coming of Halley's Comet.  Humanity even further changed, introducing the Changelings into the mix (which have strange genetics, some even have reptilian appearances.)  As magic returned, so did the means of using magic.  Magicians -- from hermetic mages to shamans -- do magic in the streets.  And there is a world wide internet called the Matrix, which has become wireless.

As a Shadowrunner, you run the streets doing missions for the Corporations. These can include industrial espionage missions, bounty hunting, magical investigations, and other missions.  The GM should be inspired by James Bond, the adventures of Jack Ryan, and a host of other movies and television shows.  There is a cold war between corporations, and your character is in the thick of it.

Shadowrunners are originally thought of as terrorists, but they are operatives that are typically outside of the law.  They run the shadows, they are in the shadows, and they are equipped with magic, guns, computers, cyberware, and bioware.  Enhancements that allow them to do their job.


 

The System

Shadowrun uses simple six sided dice as it's core mechanic.  You roll six sided dice to resolve tests. The GM may set a target number, and usually you have to roll 5 or better to get a success.  The more successes you have, the better you are at that test.  Although sometimes lady luck can go against you, and if you roll more 1s than 5s or 6s, a glitch can happen.

Frequently asked questions: 

Are there classes?

No, there are no classes.  There are some sample characters which you can draw inspiration from.  From a Bounty Hunter to a covert ops specialist, to a combat mage, to a hacker, to a technomancer (someone who can interface the matrix without a Comlink), to a street samurai, and others.  They show what can be made with the system.  Unlike D&D, Shadowrun doesn't use classes.

Are there alignments?

No, and that's part of the game's charm.  D&D introduced the concept of aligmments, and games could be black and white.  In Shadowrun, there are only shades of gray.  Your character has no alignment, so you can play the character the way you want.  Want someone like James Bond? You can.  Only you aren't pigeon holed into playing a character in a way that Aligments can.  It's your character, you're free to play that character the way you want.  Of course, you have to deal with the consequences of your character's choices.

How does Magic Work?

Magic works differently in Shadowrun.  Every spell has a force rating that you can normally cast.  These ratings are typically from 1 to 6.  And sometimes can go beyond that. A magician can know many spells (typically about twice your Spellcasting skill at character creation).  And there are many spells to learn. Magic typically has a line of sight range.  You can cast an unlimited number of spells, but eventually that can take a toll on your character.


 

  How does the Matrix work?

The matrix works like a wireless network across the whole world.  Just like we have wireless phones, and wireless networks, so the Matrix is a vast wireless network.  It's been wireless since 2064 in Shadowrun.  Your character is a hacker or a technomancer.  The hacker still relies on a computer called a Commlink to access the matrix.  While the technomancer can do it instinctively without a Comlink or other computer.  The hacker uses programs to interact with the Matrix, while the Technomancer uses complex forms and sprites.  Programs (and their technomancer counterpart, complex forms) can have ratings up to 6.

 Conclusion 

Shadowrun is a good game, it has been for nearly 40 years.  It has been a cyberpunk RPG that has endured beyond other games like it.  Like Cyberpunk 2020 and Cyberpunk Red.  It's premise is simple, and you can create a whole number of characters using SR4A.  Thankfully it's on Drivethru, the game is cheep to get into.  The core rulebook only costs 15 dollars on Drivethru, and you can get the core sourcebooks for less than 60 dollars.  


Tuesday, May 23, 2023

Exalted 2nd Edition Review

 

Hi everybody!  I thought I should review Exalted Second Edition!  Exalted is part of the Storyteller system by White Wolf, and it's a different take on Fantasy Roleplaying Games than other games.  You see, Exalted takes it's cues from world literature.  This includes the Bible, the Iliad, the Odyssey, the Ramayana, Journey to the West, Arabian Nights, and Anime. So, instead of starting out like Frodo Baggins -- with nothing and little experience, you create a super human character called an Exalted.  In fact, in this game you will be playing Solar Exalted -- humans that carry a divine spark provided by the Unconquerable Sun.

What's in it?

The first chapter introduces you to the setting of Exalted.  Which is not set on a globe, but a flat planet called Creation.  At first, it starts with the Primordials, who made Creation and the gods.  Then they made the various races of Creation, including humanity.  Then the gods grew dissatisfied.  They took the best of humanity and exalted them with their essence.  The result was a Superhuman.  The Unconquerable Sun created the Solar exalted, the Moon created Lunar exalted, the planets created the Sidereal exalted, and the elemental dragons created the Terrestial exalted.

Then the gods with their exalted humans made war on the Primordials. After many years of war, the Exalted triumphed.  But not without the Primordials cursing the Exalted with a terrible curse. After that, the Exalted ruled over creation.

But after a time, the curse wore powerfully on the Solar exalted, and the Terrestial exalted rebelled against the Solar exalted and overthrew them.  Mostly at the urging of the Sidereal exalted. It was to save Creation.  But now, after a few thousand years, the Solar exalted are returning.

The second chapter talks about character creation. The character creation is similar to other Storyteller games by White Wolf.  Including Werewolf: the Apocalypse. You begin with a concept and are given free reign to create your Solar Exalted. He or she can come from any nation or creed of humanity.  He or she is a superhero, that's for sure, but he or she probably doesn't know unless she was instructed by a mentor.

You start with a concept for your character, then choose a caste (which is analogous to Character Class in other roleplaying games like Dungeons and Dragons or Palladium Fantasy), then choose a motivation.  After the core of your character is chosen, then you decide attributes.  The game allows you to develop between mental attributes, physical attributes, and then social attributes.  You decide which your character excels at.  Like other roleplaying games -- Attributes in Exalted are your ability scores (in D&D), or attributes (like Palladium Fantasy).

After that, you choose your abilities.  These are your skills, and they are divided after which Caste excels at. Dawn abilities are warrior abilities.  Zenith abilities are priestly abilities.  Twilight abilities are spellcaster or wizard abilities.  Night abilities are thief or rogue abilities.  Finally, there are the Eclipse abilities which are social abilities.  Of course, you may also specialize in an ability to two.



After your abilities are determined, your advantages are determined.  These include your background, your charms (which are superhuman abilities), then you determine your virtues -- which are an aide in roleplaying. After that, you apply your finishing touches which include your character's willpower, her intimacies (another aide in roleplaying), essence and health levels.  After your solar exalted character is created, then you work with the storyteller to work about a background story, called the prelude.  There are also some basic questions to ask about your character.  After all this, an example of character creation is recounted. After that, there is a character creation summary.

Chapter three describes the traits used in the game. This chapter also contains a discussion of each Caste of Solar Exalted. Starting with Dawn, which are the warriors of the Solar Exalted. After that, comes the Zenith caste, which are the priests. After that is the Twilight caste, which are scholars and wizards.  Night comes after Twilight, who are thieves, assassins, and rogues. Finally comes the Eclipse Caste, which are diplomats and social butterflies.

After that, the attributes are discussed.  As said before, the attributes are a total of nine, divided into three.  Physical attributes are your character's body capabilities, while social attributes are their looks and charisma.  Finally there are the mental attributes, which include perception and wits. After all this are the virtues -- a roleplaying aid.  Then the flaws.

After the flaws come the Abilities. All the abilities denote the Solar's skills.  There are five abilities for each Caste. First the Dawn cast abilities are given, then the Zenith abilities, and so on. After the abilities, the backgrounds are discussed.  And each background works like the backgrounds in other White Wolf storyteller games. Then Essence and willpower are explained.


Then comes Chapter four: Drama and Systems.  This chapter discusses how the game is played.  It's the longest chapter in the book.  Although the first rule of the game is to have fun.  The second is if you don't like it, you change it for your game.  Then the rules, and how they interact with your character, are discussed.

After this comes chapter five. Which includes all the Solar Charms, combinations, and sorcery.  Here, the superhuman abilities of the Solars are discussed.  And there are several charms for each skill. You can create combinations of charms for your solar character.  It is here that certain spells are discussed as well.  After chapter five, comes chapter six, Storytelling.  This chapter talks about telling the story for the game, and it's invaluable for the storyteller (or game master).

As a storyteller game, Exalted does not disappoint.  But the game assumes that you already know how to be a storyteller (or GM).  The chapter goes over game styles and other things the storyteller needs to know. Including action and experience.  The comics help here too (there are comics included in the core rulebook).

Chapter seven deals with antagonists.  The examples in the book cover everything, including a small bestiary.  Of course, there are other books (like Exalted: the Infernals, the Dragonblooded, et. al.) that can help you round out antagonists for your games. Finally, chapter seven talks about disease, and how different diseases (including leprosy, consumption, and hysteria and others) affects your game.  There is two diseases for each virtue. 

by Immanuel Giel.

The last chapter deals with items in Creation.  Everything is bought and sold by the Jade standard, which is different from other fantasy roleplaying games (D&D and Palladium Fantasy uses a gold standard). This depends on how many dots in Resources you have.  The more dots, the more you can create your panoply with.  After all this, there is an index.  There is a map of Creation both in the back and the front of the book.

Conclusion

 This game, Exalted Second Edition, is White Wolf's better game.  It's the best, better than Werewolf or even Vampire.  The game allows you to play over the top heroes in an over the top setting.  You aren't playing monsters, but super-heroes in an fantasy setting.  It's a storyteller game, though, and requires some thought to play.  Despite it's flaws, I recommend it for adults (it's marketed to adults). It's not good to start with, although if you are a kid reading this, I suggest starting with Dungeons and Dragons or Palladium Fantasy.


Saturday, May 20, 2023

The Open RPG Creative license

 A big deal has been about the Open RPG Creative license.  Or ORC (hereafter, as ORC).  I think its a good idea that all publishers should look into.  It allows you to license your RPG game as license content out to other creators.  In fact, Basic Roleplaying is a licensed product under the ORC.

The ORC Allows you to:

* License out your game mechanics to be used by downstream publishers in derivative works.  Just your game mechanics.

* Protect your Trademarks and story and other elements as Product Identity.  For RIFTS and Palladium Fantasy -- this would be the worlds these games are based on.

* Allows, currently, a safe harbor for 1st party publishers and 3rd party publishers.  This allows for more creativity within the game community.

The ORC license doesn't allow:

* Violation of your trade marks and other Product Identity.  This means for Palladium Books their trademarks will be theirs.  But remember, the idea is to create a virtual circle in allowing for derivative works to be produced.  If a trademark is violated, then the Upstream publisher will allow the malefactor sixty days to repair his breach or be sued.

I am not a lawyer, but I think strongly that the ORC license is ultimately a good thing for the hobby.  Several publishers are on board with the ORC license, and several games will be released within the ORC license.  The first of these, Basic Roleplaying, has already been released.  Chaosium was brave to do so, but it means that their fans will be able to produce derivative works without fear or reprisal.

More over, the license will be unable to be amended, changed, altered, or revoked.  That's why Azora Law is working to make it right the first time.  The license is in it's second draft.  You can join the beautiful discord group and join the conversation.  There is an FAQ that is called the AxE, that you can also download and read.  It explains what the License is, although it's not to be construed as a Lawer/Client relationship. Check them out!

Rokugan d20 Review

  It seems that a lot of people from China are viewing my blog, based on my blog's statistics. Although, I'm no Communist -- and I...