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

14 September 2013

Lasers & Feelings & Game Night

Last week my Open RPG Night played Lasers & Feelings (PDF Warning), the latest single page RPG from John Harper/One Seven Design. It's a swashbuckling, Star-Trek-esque game inspired by a song by The Doubleclicks. As is usual for one of Harper's games, it is an RPG boiled down to only the most necessary elements.


I became aware of the game the day before and I knew that it would be perfect for our open nights. I wasn't expecting to play the game so soon after learning about it, but when several of the players called for a space opera game I knew what had to happen.

The game really is very simple. You make a character by combining two archetypes described as Style and Job and then you choose a number between 2 and 5. How high or low that number is determines whether you are better at Lasers or Feelings and all tests are handled by trying to roll above or below the number. Direct hits allow players to ask questions about the world and get true answers. There are a few other wrinkles, but I'll let you read about those yourself rather that type up the whole game here.

Space Pirates - Build - Ancient Space Ruin - Destroy a Solar System

One thing that I always love to see included in micro games like this is a quick and dirty way for a GM to generate an adventure. L&F has that in spades and in just a few rolls I had generated the scenario bolded above. What does it mean? For the most part that is left up to you, but it's amazing how just a few words can provide enough to jumpstart a few hours of role playing.

Our night of gaming went like this:
  • Character creation and rules explanation - 5 minutes
  • Character introductions - 10-20 minutes
  • First act: in which the crew discovers the space pirates - 30 minutes
  • Second act: in which the crew infiltrates the space pirates - 40 minutes
  • Third act - in which the crew sabotages and escapes the space pirates - 40 minutes
  • Epilogue - in which a planet is accidentally imploded - 10 minutes
  • Chatting about the game - 30 minutes
All said, a pretty good time.

Oh, what's that? You want to know how a planet was accidentally imploded?

Since you asked...

The space pirates were trying to restore a piece of ancient, yet advanced, technology on a forgotten desert planet. This piece of technology was capable of collapsing entire solar systems and when the heroic crew learned what its purpose was they tried to shut it down. Unfortunately nearly all of them, save a single psychotic doctor, had specialized in Feelings. They were incapable of saving the day by turning off the machine or subtly sabotaging it. No, instead they drove a vehicle into its power core. They escaped the planet just in time to avoid being destroyed with it. Why did it implode? I don't know. The workings of super-advanced ancient technology is beyond me.

A basic character sheet

While L&F is as simple an RPG as you are going to find, I am always looking for ways to speed things along on our open RPG nights. Prior to game night I invested a little time in laying out a basic character sheet for the players. I'd have also liked to do one for the spaceship, but in the end I didn't have enough time to do so. If I whip out L&F again I may do a ship sheet to add to the package.

click image for download and second page





26 April 2013

A Review of Mutants & Machine-guns



What Is It?

Mutants & Machine-guns is an eight page post-apocalyptic role playing game from Experimental Playground. EP has been around for quite a few years now making print and play board games, but this is their first attempt at an RPG. Like EP's many board games, Mutants & Machine-guns is a completely free download and available in multiple languages (English, French and Spanish).

How Does It Work?

As you would expect from a small game like M&Mg the rules are very basic. Character creation boils down to selecting one of different archetypes: Pure Human, Human Mutant and Evolved Animal.  The archetype choice determines HP, progression rate and number of mutations. Players then distribute four points between Might, Reflex, Wits and Influence. M&Mg is a little unusual in that it allows a character to have zero in one or more of their stats. There is a large list of mutations to round out character creation as well as an equipment list; however, there is no mention on how to decide starting equipment.

All non-combat conflicts in M&Mg are handled by a 2d6+attribute roll vs. target number. It isn't anything special, but it should be accessible to beginner and veteran alike. Combat in this game is strange and has more in common with JRPGs than tabletop RPGs. Characters roll for initiative and then select one action from a list to perform each round. From there it is a back and forth with very little tactical choice. Even escaping from combat is an action choice and it grants an attack of opportunity and then a guaranteed escape. Like I said, it's as if the designers copied a JRPG menu for this game and it makes combat feel  restrictive and repetitive. Luckily characters don't have much health and combat shouldn't normally last more than a few rounds.

The only other thing in the rulebook is a couple of example monsters. There are no survival or exploration sections and no example adventures despite the progression mechanic relying on completing adventures. For my purposes I assumed that an adventure was equal to one session, but since it is not defined it is open to interpretation.

Final Thoughts


Mutants & Machine-guns has nice a cover that belies the poor layout within. My number one complaint about this game isn't regarding the system, although that is also weak. My ire is directed at the font choice, a blocky faux-pixel affair used for heading and text alike. The rules are short and I was still fatigued after the first page thanks to the somewhat blurry font.

Layout problems aside, M&Mg isn't terrible. The author's successfully get the gonzo, post-apocalyptic feel right with what few details are in the game and the 2d6 vs. TN system is about as average as you can get in the tabletop RPG world. Where the game stumbles is with its combat system, which is clumsy and needlessly slows the game down. The game could be significantly improved by dropping the dedicated combat system and using the extra space to add survival, scavenging and exploration rules to the game.

A little more time in the oven is what Mutants & Machine-guns needs more than anything. I think it has the potential to become a very nice little RPG if the designers rethink combat and add a few more post-apocalyptic trappings. Oh, and the layout needs a second pass as well.

If you want to try Mutants & Machine-guns for yourself, it is available as a free download here.

20 July 2012

Heroes Against Darkness: Beginner Friendly?


I have mentioned before that I am on the look out for great free RPGs that have a knack of teaching the basics of role playing to new players. None other than Justin Halliday took a moment to humbly (or at least as humbly as one can self promote, anyway) suggest his own game, Heroes Against Darkness as an option. Seeing as how Justin took the time to read my own scribbles I felt that I should take a peek at his game.

Heroes Against Darkness


What is It

Heroes Against Darkness is a free fantasy role playing game wrapped up in an attractive package and stuffed with style. Heroes is built on top of the d20 system, but it draws inspiration from every edition of D&D to date.

The rules of the game state that it comes without a setting, but it definitely implies one through the flavour text that is dolled out liberally throughout. The world of Heroes is one of built on the crumbling ruins of ages long past. It is a world where deities roam the earth and magic runs rampant. There might not be a map or world specific lore, but there is clearly a high magic, high adventure setting assumed.

How it Works

The mechanics that power Heroes Against Darkness will be instantly familiar to anyone that has played D&D before. Most everything is handled by a single roll of a d20 with the results modified by a variety of factors. If the resulting number beats the target set by the GM then the action is successful. This is spelled out on page 3 of the book in a great section that sums up the main concepts in just a few bullet points. Every single game should have a page like this.

Modifiers, by the way, are much easier to deal with in Heroes than they are in vanilla d20. The reason for this is simple: there are no feats or skills in the game to keep track of. The only modifiers to worry about are ability modifiers (bonuses from strength, dexterity, etc.) and situational modifiers. The choice to strip feats and skills from d20 is really the first place that the game starts to move into more old school territory. Halliday's mixing and matching of D&D editions becomes even more evident when Heroes borrows a page from the D&D 4e by giving powers to classes (yes, even the melee ones). In fact, a lot of the feat functionality finds its way into those same powers.

Heroes Against Darkness doesn't just mix and match elements from different versions of D&D, though. It does make its own changes to the well worn formula. The most far reaching of these, the one most likely to turn off D&D fanatics, is that the Vancian magic system was given the boot. In its place is something called Anima, which is really just a mana system. Spells have associated anima costs that must be paid in order for the spell to be cast. Some players will love it and others will hate it. I have never really felt strongly about Vancian magic one way or the other and am indifferent about the whole thing.

I haven't really touched on Character Creation yet, so let's do that now. Players build their characters by selecting a race from classic choices such as Elves, Dwarves and Humans or more unconventional options such as Tartareans (essentially Tieflings) and Drow. From there players select from 11 different classes, including old standbys like Barbarians and Rogues as well as newer options like Necromancers and Mystics. Once those two choices are out of the way all that is left is to roll up the character's ability scores (Strength, Dexterity, Wisdom, Constitution, Intelligence and Charisma) and work out all of the derived stats, such as hit points, anima  and defense. Oh, you will need to purchase equipment as well. The whole process is shorter than building a d20 character and longer than building a 0e/1e character.

Taken altogether the system looks solid and manages to go its own way without straying too far from the D&D DNA that pumps through its ink.

So, Is It Beginner Friendly?

Heroes Against Darkness is more beginner friendly than most. Aside from the nearly boilerplate "What is an RPG?" section there is a short Role Playing 101 section on pages 53 and 54. It isn't anything fancy, but it does give some advice on role playing and an example of play. This should be enough to get players in the right ballpark when taken in with everything else found in the book. I'm not sure that putting it 50 pages in was the greatest idea. I think I would have preferred to see it in the introduction along with the rules summary and "What is an RPG?" stuff.

About halfway through the book there is a good section on Game Mastering which shows how to put together an encounter, among other important GM tasks. It has enough information to get someone started, but could offer a bit more advice on the actual act of GMing. It is mostly concerned with preparation.

The real beginner-friendly jewel of Heroes isn't found in the rulebook at all. The Sundered Tower is a solo adventure done in a choose-your-path style that teaches the basics of the system. This is probably the most valuable tool for a newcomer because it shows how things should fit together and allows a reader to play with it.

Final Thoughts

Heroes Against Darkness is one the of the slickest free RPGs I have seen yet. Don't let the $0 price tag fool you, this is the full package. This is a game that feels like 0e/1e D&D with a more robust tactical framework and a unified system. I get a feeling that Heroes Against Darkness will appeal to fans of the E6, Fourthcore and people that subscribe to the OSR ethos, but not necessarily the games.


6 July 2012

A quick look at Unbelievably Simple Roleplaying

Even though I have found some great free introductory RPGs for my forthcoming RPG primer I am still on the lookout for other games that might fit the bill. This lead me to Unbelievably Simple Roleplaying (USR), a ten page set of rules from blogger Scott Malthouse (Trollish Delver).



What is it?

USR is a generic and rules-light role playing game with a focus on being easy to learn and play. It comes as a ten page PDF and is available for free. There is some mention of the system being used to power future products

How does it work?

Unbelievably simple is the name of the game. All characters are made up of 4 stats; Action, Wit, Ego, and Hits. During character creation players assign one of several die sizes to each of the first three and then roll the dice selected for Action and Wits to determine the value of Hits. The only other step for creating a character, other than applying personal details, is to choose three Specialisms. These are just player-defined skills or abilities and they give players a +2 bonus when they are relevant during tests.

Actually playing the game is no more difficult than making a character. One player takes on the traditional role of GM and the others proceed through the usual back and forth that makes up traditional table top role playing. The GM decides when something requires a a die roll (Test in mechanical terms) and the players will roll a die based on the relevant stat. Specialisms or equipment might provide a bonus if they are relevant to the test, otherwise it all comes down to the roll. USR also makes use of something called Narrative Points to give players a touch more control over their fate. If you are familiar with the benefits provided by Fate Points, Bennies or Hero Points then you should have a good understanding of what these do. Players can cash in their Narrative Points to add something to a scene, get a one time bonus or maybe even a re-roll.

I like the system. It's simple and straightforward. USR fills the same niche as games like Risus or Microlite and probably rests somewhere between the two in its level of crunch. Of the three, USR is probably the best match for my needs in a simple system. That said, it doesn't do much that engages my interest as a veteran of many RPGs..

Final thoughts.

The system is as simple as the name of the game would have you believe. The actual game, however, isn't well suited for beginners if there is not an experienced GM to show them the ropes. USR suffers from the same classic mistake as so many other simple and free RPGs that I have looked have: the rules and writing make a half-hearted attempt to explain the nature and structure of role playing and then just continue on with the expectation that the reader understands. It just is not friendly to someone that has never played a tabletop RPG before. This same problem is aggravated by the lack of any kind of play example to aid a potential player in figuring things out.

Another thing I found very jarring about the rulebook is that it just kind of ends. I don't know if the author decided that ten pages was their limit or what, but they really need to put some better thought into bookending their work. A page or two of an example session, a short adventure or some examples of applying USR to different settings/genres would be a much better way to close out the rules. Even a simple thank you for reading section would do wonders in this department. In its current form I was left wondering if I was missing part of the rules.

Right now USR suffers from a feeling of being incomplete and it needs at least another few pages to address my concerns above. Those complaints aside, the game is good enough to recommend alongside Risus or Microlite for anyone interested in super-lightweight role playing games. I look forward to seeing USR power a more complete product.

Unbelievably Simple Roleplaying is available for free at DriveThruRPG.

19 April 2012

What are the best free RPGs for beginners?

I have been hard at work on writing a good, system-agnostic beginner's guide to tabletop role playing. I want a guide that any group of role players can point a prospective player at that will give them a good overview of the hobby along with some starting points. One of the sections in this guide recommends games for beginners and I really want a solid set of free games that I can recommend.

There are a lot of free games out there, many of which are for simple systems. A great example is Microlite20. It is a very simple system, it's 100% free and it's fun. Unfortunately, when I look at Microlite20 with a beginner's eye it is borderline incomprehensible. It is great for someone that knows what they are doing and just needs a few rules on a sheet of paper to keep them on track, but new players deserve something that will engage them as a reader and guide them through a good first experience.

I have found this same problem with a lot of the free games that I have looked at, so many of them assume that their audience knows how to role play already. I guess that is not much of a problem when the majority of the people reading and playing these free games are already familiar with the hobby. Still, I can't direct a prospective player to them if I want them to have a smooth and easy introduction to the hobby.

What a Beginner Friendly RPG Needs

  • Straightforward, easy to explain and use rules.
  • The basics of actually playing an RPG. It can't assume the players already know the basic structure and flow of play.
  • Easily obtainable. There can't be any hoops to jump through to get the rules. The necessary gear should also be minimal.
  • A starter adventure and examples of play. Ideally, the adventure would be written such a way as to teach the GM to GM and the players to play.

Finalists

After a lot of looking around and wading through forum posts I think I have found find the a good set of suggestions for my guide.

Open d6/ WEG d6

If you're well versed in RPG news then you already know that WEG's d6 was re-branded as Open d6 and opened up to the community to do with as they will. The great thing about this is all of the core d6 games became available to anyone with an Internet connection.

Open d6 is a universal system with a very simple and easy to understand set of rules. It has three independent and core rulebooks: d6 Adventure, d6 Fantasy and d6 Space. A new player can pick up whichever of the three setting books appeals to them and get started right away. The writing is great and each book comes with an introductory choose-your-own-adventure section which introduces the rules and concepts of role playing with Open d6. I can't think of a better game to direct a new player to.

 On top of all the great things you can find in just the core Open d6 books, a large number of supplements are also available for free. Since the system went open we have also seen a number of fan conversions and reinterpretations of the system. Cinema 6 is a great example of this in action.

Swords & Wizardry

Swords & Wizardry is what is known as a “retroclone” of the very first edition of Dungeons & Dragons. The original rules have been rewritten and re-published so that anyone can enjoy them even though the game went out of print many years ago. S&W isn't the only retroclone available, but of the free options I think it is the most beginner friendly.

S&W doesn't have as much information for a new player as Open d6, but the simplicity of the rules along with the friendly tone and some solid advice for beginners is more than enough to make it stand out among free games. I am also confident that if we could figure out D&D by ourselves all those years ago that a new player ought to be able to manage with S&W.



Warrior, Rogue, & Mage

In the game's own words, "Warrior, Rogue & Mage is a simple, lightweight roleplaying game that allows a group of players and a game master to experience epic adventures in a fantasy world filled with wondrous magic."

WR&M is a very easy game to learn and play and it features a starter adventure as well as great advice for first-time GMs. WR&M is also available as Resolute, Adventurer & Genius, a version of the game set in an Indiana Jones-esque world of pulp adventure. There's really not much else to say about the game. It looks nice, it is free and it provides a good, solid set of advice for new players and GMs alike.



Final Thoughts

Each of the above games could be improved so that they are a better introduction to role playing, but as far as free games that I've looked at go they are a cut above. I think a box set like the Pathfinder Beginner Box is a superior starting product, but I also think there is something to be said for being able to download a game right now to look at and play.  (Speaking of box sets, I will be going over the ones aimed at new players in a future blog post.)

Am I on the mark with my selections? Do you think there is a game better-suited to be on this list? Let me know in the comments.

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