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Brilliant supplement to an already fantastic game!
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If you, as me, have little time to invest in learning rules, this is one of the best choices for an OSR-like rpg. Plenty of options, a detailed gamemasters section, monsters, traps... and even includiñes a small setting and an introductory adventure.
I love this system and its iterations for other settings also created by Scott Malthouse. Check it, you'll most certainly will like it.
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Excellent solo adventure. All required elements are present and interesting. The threats are particularly good.
More please.
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Yet another boring generic ""space opera rpg"" that brings no new ideas to the table. Having said that, the real problem is not lack of originality in terms of setting tropes, but a lack of examination of the tremendous potential of scifi tropes.
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My son and I have been digging the Dragonbane solo rules, I set up the "dungeon" ahead of time using the solo rules and he runs his character through it. We finished Deepfall Breach and decided to run through The Light of Evanor. The first session is complete and we had a blast!!! The storyline is compelling and the varied locations across the campaign should prove a worthy adversary!
We film our exploits and hope this first video might shed some light on what to expect during this solo campaign: https://youtu.be/syH7YyyAkgo
Highly recommended!
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Unbelievably Simple Roleplaying 3rd Edition retains the same 3 attribute + specialisms formula as the previous two editions of USR. What it has improved on is throwing out the fiddly math for adding/subtracting modifiers. Instead the components that make up player characters, NPCs, advantages, hinderances, etc are generally rated in one of three die-sizes (d6, d8, d10.) In play I've found assembling a dice pool of these (roll all, keep the highest) is much faster than the old method of working out the +/-. While this is a rules-light game and the core mechanic is simplistic -- as a GM I found they give me enough tools to model dynamic situations as they evolved throughout a game. The advancement rules add a fun "gamist" touch to the system. Finally, there are 4 mini-settings provided which do a good job of giving the GM and players ideas for how to tune the system to their own games.
The layout of the rules are easy to read and straightforward to print at home as necessary. I did not find any typos or errors in the material. There are some graphics and illustrations throughout the document which serve to break up text-heavy pages and make the content easier on our eyes to read.
I would love to see an expansion of the material to include some of the previous "crunch" updated for the new core mechanics that were offered through supplements, such as alternate rules for handling armor, vehicles, super powers, etc.
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An amazing small TTRPG, though it calls itself an adventure game instead of a roleplaying game for undisclosed reasons (you will very much play a role, a player character in it, however). Presumably, it's made for a game master (called the Judge in this case) and 1 to 5 players. It's got everything you might know and love about D&D and other typical fantasy RPGs except that everything is distilled down to the barest essential core elements. No classes or levels, not even heroic archetypes, no progressing in levels or stats at all - but you are encouraged and expected to discover magical secret abilities, items, weapons, and treasure and build the world narratively as you go along. Witch Dream requires no traditional attributes like dexterity or intelligence for its characters. You get three skills at the beginning, and those are not gradable or broken down into levels, and picked freeform-style. Also, all player characters come with three Hits (wounds that they can take). After taking the third and final Hit, your character could either be dead and removed from play or still alive but out of action within the story for a while. Apparently, this is entirely dependent on context. So, the GM or Judge has above-average narrative say over the characters and the world. But also the players are expected to keep adding to the world and fleshing it out over time. It's also recommended to build not one, but three characters so you have a pool of adventurers to draw on. A group with four players could have a dozen adventurers all living in the same world and appearing in different combinations in different short adventure stories. There is very bare-bones dice rolling, but the math is super-easy. In fact, I have felt that the core resolution for skill rolls and risk rolls and so forth is pretty well hidden in the text. It is almost a case of "blink and you missed it," but I am happy to say I got the rules memorized and instantly understood them. Players typically roll 2d6 against a case-by-case fluctuating difficulty number of 3-12, with 3 being the easiest. The higher the better, meet or beat the target number. If you have an applicable skill or favorable condition while performing an action, that means you are allowed to take an extra d6 and use the highest two out of three d6 results. Unfavorable conditions do the opposite: Roll 3d6 and add the lowest two. I was in fact deeply familiar with that mechanic from Barbarians of Lemuria and Everywhen myself, had been using it for years. But Witch Dream is simpler because skills never add any bonuses to the pips on the d6. It's minimalist because it wants to be minimalist. It is definitely not for the min-maxers or for the number-crunching type of gamer. There is also a section on magic and spellcasting, called Sorcerous Runes. Under those rules, all magic happens by casting runes (possibly, imagined as "rune stones" that are literally thrown from a bag or pouch?). You have to discover a rune first of all. Then it becomes basically a matter of speaking a phrase aloud and with intent, and the "spell" simply happens. This turns the runes into one-use super-abilities that allow characters to do seemingly impossible feats and break the normal laws of reality, such as stepping through a mirror like Alice in Wonderland, or gaining the power of flight, or turning invisible for a while. Fifty sample runes are provided. Whether that is truly, definitively the only available magic in the setting is debatable at best, and might go against the freeform narrative nature of the rest of the game. If there are only runes, and the runes' effects are fixed, then what are all the alleged witches and sorcerers of the setting really doing? The Runes chapter is likely intended as the only form of magic available "on the go" to adventurers, yet slowly discovered over time. The world is probably full of other magic secrets, power batteries and artifacts, and the fragments of scrolls and tablets containing spells. It is likely one of the strange dark fantasy worlds where magical knowledge is mostly forgotten and unavailable, with magic slowly receding from the world, and only a few sorcerers left. Those will also almost certainly be corrupted and evil. Think more Conan the Barbarian and Red Sonja than your typical D&D world where every village has spellcasters. There is a liberating ease of gameplay in Witch Dream. It got me very excited within 2 to 3 days. To me, it sits exactly midway between the Everywhen system and the one-page story games like Sorcerers & Sellswords. With the latter, it clearly shares the tone and feel of psychedelic weird fantasy worlds such as Ralph Bakshi's Wizards (that weirdly mesmerizing animated feature film from 1977) and possibly also his Lord of the Rings adaptation and the Frazetta-inspired Fire and Ice, so, all three of Bakshi's fantasy epics. Combine that with Richard Corben comics and other weird and whacko over-the-top fantasy from Heavy Metal (the magazine), far-out 1970s rock album art like the stuff by Hawkwind, and the retro dungeon-crawling fun of DCC, Swords and Wizardry, and more, only with a lot less math. One of the philosophies I took from Witch Dream is contained in the catchphrase "Play the world, not only the characters!" This is the type of freestyle story game where even the GM doesn't necessarily know where the heck the story is going. Mutual trust and easy-going cooperative storytelling are key here. There is no prescribed or fleshed out world setting for Witch Dream, deliberately so. In fact, the whole thing seems appropriately dreamlike to me. There are a few references to dreams, dreamwitches and the realm of dreams sprinkled throughout the PDF. The monsters and locations are barely two or three lines each (in very large lettering), they are just interesting or compelling-sounding phrases that are meant to get the players' imagination going. There are a dozen weird and fairytale-like locations that are meant to exist somewhere in the world, but strictly speaking they are just names: There are the Gordalian Fjords, the Cascarian Plains, the Gulch of Gundahar, etc. Also, places named "Ord" and "Thornhold" are mentioned several times, without specifying what they are like and what they look like. As long as it's wondrous and foreign and important-sounding, you're good to go. This is probably where one might criticize that Witch Dream is not really a beginner's game as it requires so much previous familiarity with fantasy tropes, legends and fairytales. If you have years of previous experience with those and can easily ad-lib and flesh out ideas, you can go crazy with Witch Dream. I like it immensely because it ties in so well, perhaps unintentionally, with several of the weird fantasy and sword & sorcery RPGs I already have. It can act as a bridge between or a gateway to those other games. Or you just play it as is and see where it might take you. I appreciate the retro "psychedelic rock" '70s aesthetic in the fonts and the colors used throughout the PDF. Maybe with a bigger budget and a full-on art direction, it could be redone with its own unique artwork. For now, it uses strictly public domain art, which might look too generic or blurry to some gamers. My other tiny gripe about it is that the pages don't display well on a smartphone screen or small tablet. The PDF is not meant for easy reading on a phone, and on most pages, you will have to swipe carefully from left to right and up and down to follow the text. That is why I didn't read the game in its entirety weeks earlier. I had to wait till I had time to read it properly on a big screen (I am almost 50 y. o. and have trouble reading anything on a phone). As a matter of fact, the fan-made character sheet uploaded to itch.io looks great but is a nightmare to print because there is a huge black cloak taking up the lower left quarter of the page. On DriveThruRPG, it doesn’t even come with a character sheet. So, that is one thing you have to come up with yourself. Most of the people who are likely to pick up Witch Dream will be DIY types and good at improv, so they will be able to improvise a character sheet. If Witch Dream had a more printer-friendly version out as an alternative, and a less art-intensive character sheet, it would be nearly perfect as an inexpensive "crazy weird" mini RPG.
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Absolutely amazing! The actual best rules lite wargame. This game is easier to learn, read and play than One Page Rules, and it's got stylish art. So many rules over explain things like "pick who goes first randomly," but the author keeps it simple. It's a pretty simple game-- 5 minis each, try to be the first one to go steal a treasure and get out. Well written game, I hope it gets the popularity it deserves!
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Quill: A Letter-Writing Role-Playing Game is a gem that really surprised me. It's fun, but more importantly, it is an amazing tool for academic writing purposes, perfect for weaker writers and students with dyslexia. By itself, it's not perfect, but it's a genuine trove of ideas that mean well and work well. Plus, it's PWYW. Easily 5 stars from me.
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This lightweight NSR game has a beautiful aesthetic and one really simple resolution mechanic. I run it PBP style on a forum, and I include friends who are new to RPGs or intimidated by crunchier systems. Some of the players are veteran dungeon crawlers, however, and we have found this game very simple to hack to include our favorite tropes and mechanics. Big thanks to the Trollish Delver!
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Every Quill game is fantastic, and this might be my favorite one. I was playing Quill while working on a separate songwriting project, and it really helped me get past some creative blocks, especially when I was writing more romantic sort of songs.
The framework Quill provides is light enough that you don't have to constantly think or look up the rules, but it provides enough constraint and open-ended detail, that it helps get the creative gears turning. The scoring system is quite clever as well!
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In my search of funny and easy skirmish systems, i stumbled over Dead gods.
Always fond of rules that fit on few pages, I tryed it and was instantly
hyped. Fast gameplay, smooth rules and a easily cusomizable rooster
made it the purchase of the month for me.
It resembles Warcry or WH Underworlds with far smother and better ballanced rules.
If you are looking for a fun game that can be played in less than one hour, is prepared in
5, inclusive list building and is easily scaled up for bigger fights, this is for you!
Looking foreward for your announced expansion and keep up the fun!
Oh, and sorry for my bad english ;) !
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Wired Neon Cities is a really nice, short, quick to learn cyberpunk rulebook (well... 9 pages). It kinda reminded me of the One Page Rules adapted to cyberpunk. And as the One Page Rules work quite well, this product also does. It might not be enough for hardcore Cyberpunk or Shadowrun players who love the complexity of the related rulebooks. But it works perfect for one shots and short campaigns.
But... layout is quite aweful. If you want to look something up, you have to start some kind of a "mini quest" to find it. On the other hand... with a rulebook of nine pages the rules part is only four pages long. So it's quite easy to keep all importent (on most of the less importend) rules in mind. Nonetheless the layout ist the reason for me to rate it at only four stars.
Only four pages rules? What's with the rest you ask. Well, cover page aside you get two sides quick overview over Glow City, the provided playgound and two sides "Vegas Rise - A Starter Adventure".
All in all a recommendable low-cost rulebook for quick fun. And with some little house rules you could quickly provide mid- to long-term campaign motivation as well.
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Really fun game! I played this game at a Halloween party and we had a great time improvising a spooky story about a rural bed & breakfast haunted by a cursed portrait.
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After trying lots of differents systems for my cyberpunk games, I'm stuck and in love with WNC. Sure, I made some tweaks of my own to appeal to my own tastes, but nothing grandiouse. The rules as they are absolutely spot on the themes of cyberpunk, and allow for plenty of room to modify them on the fly while playing.
The background setting is an exquisite add-on, although you can of course use WNC as is to play in Night City, Neuromancer or any other classic cybepunk setting.
Great job!
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