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

Monday, September 1, 2025

RPG Review: My Little Pony: Role-playing Game- Renegade Studios

 


My wife got this as a gift for her birthday, so technically this is not my copy.  However, it resides in our household so I decided that I could give it a read and let you all know what I found.  I am somewhat familiar with the franchise, as I was a watcher of the O.G. version way back in the late 80's.  I have also seen the re-booted Friendship is Magic show.  However, I would not call myself a Brony by any stretch of the imagination.  

My Little Pony has proven a popular enough I.P. that this is not the only My Little Pony (MLP) RPG on the market, and it probably won't be the last.  However, the version I have is published by Renegade Studios and uses their proprietary Essence 20 system.  This is the same system they use for Transformers, Power Rangers, and G.I. Joe.  You can read a lot of my thoughts on that system in my G.I. Joe review, and those thoughts pertain to this game too.   

To me, it looks like a modified D&D 5E system but instead of straight bonuses to checks, it uses a bonus dice that gets larger the better you are at something.  It has a lot of other similar yet appropriately re-named mechanics as 5E after that.  For example, instead of Advantage/Disadvantage they call it an Edge or a Snag.  

This has a couple of advantages.  First, it is easy to transition established D&D players to this system as it is essentially the same.  Second, all of Renegade's systems are cross compatible.  You can have G.I. Joe characters, MLP Characters, and Power Rangers all in the same game without any real issues if you wanted a Saturday Morning line-up adventure.  However, the disadvantage is that the game system can be a bit crunchier than you might want for a cartoon-based game.     

So, since a lot of that was recap to what I said about the other Essence 20 systems, let's take a closer look at what this game does to make it feel like Friendship is Magic! 


Things I Like

The introduction chapter is narrated by Pinkie Pie, which changes this section up a lot for those who have read a lot of these types of "What is an RPG" sections before.  Keeps it a bit fresh and really highlights the tone of the game.  What is that you say?  Well, this is a game about telling a story where you work together as a group to solve problems and to explore the world of Equestria with friends. Simple really. 

Sometimes, I think the Essence 20 system Renegade uses can be a bit much for someone new to RPGs.  I imagine some of the folks who get this book might be beginners.  To help facilitate them, they have a set of 6 pre-gen characters at the end of the book called the Renegade 6 that you can print and play with right away.  In addition, the game comes with a first adventure called "Stealing Thunder".  This is a good way to help players learn by doing instead of sitting down and reading an entire book.  In the Intro, they go Chapter by Chapter to give a summary and let newbies know which chapters should be read by who and why.  For example, the Game Master and any players who have Magical powers should read Chapter 8: Magic.   

There are two special mechanics to encourage Ponies to work together.  The first is some simple rules for Group based tests, where Ponies make skill tests appropriate to a challenge.  If half or more succeed that is a success.  The second Mechanic is that all Ponies can use a resource called a Friendship Point to create a Friendship circle, that gives all the Ponies in it benefits when they are a part of it.  By working together, they have a better chance of assist, help, and heal. 

Modifiers take the form of Dice Shifting in this game.  As you assign ranks in skills, these ranks give you additional dice to roll with a d20.  Modifiers increase the size of these bonus dice up or down to add (or subtract) from you d20 roll.  There is a nice ladder on page 113, that goes from Auto-success to auto-fumble!     

The basics of a Character are the 4 Essences.  However, if you want to be a spell-caster you need to use a single point of essence to create or improve your spell-casting ability.  Therefore, magic is a sacrifice from other physical capabilities to create a trade-off.  In addition, spell-casters can always try to dispel another casters magic as a contested skill check.    

Wealth and acquiring gear is an abstracted concept in this game.  Most day-to-day items you can just assume you have available.  Wealth and resources are a standard test where some Perks, Roles, and backgrounds might give you an advantage. There is also a section on having pets as well.  I am a bit sad, because I know at least 1 of my players MUST HAVE A PET in every game.    

The game has a really good breakdown of how to create Conflicts in the game including the Goal, Obstacles, Rewards and Consequences, Participants, and Scope of the challenge.  It also breaks down that a challenge may cause physical Health damage but is more likely to cause stress that reduces a character's Essence temporarily.  This represents mental stress.    

Since a big part of the game is exploring Equestria and the setting, I am glad to say that this book has two sections on the topic (Three if you include the enemies section).  There is a whole section on Exploration and what that means.  This includes diseases, the environment, and other details.  Then, there is a chapter on key locations in Equestria to be explored!  Often times, this pillar is overlooked in a game, but not in this one!  The Friends and Foes section also lays out NPCs from the show and some potential threats to Ponyville.  These all help populate the world.  

The section for the GM was not very helpful.  It was better to read the starter "Stealing Thunder" adventure to get an idea of how the game was to be played.  It had good examples of conflicts and combats that made sense in the world of the Ponies.  It also was useful to understand difficulty levels and various tests.  

I was also disappointed that there was no dedicated section about resolving or using Social skills, even though it is obviously a key part of the rules.  They seem to just the same as standard checks with no meat beyond that.  Since a few Roles lean heavily into Social as does the game itself I felt like this was a big omission.  The section on Conflicts helps, but the core of the Social Pillar focused on standard checks only. 


Things I Don't Like

This game has too many rules and is far too crunchy for a game of My Little Pony!  For example, the core concept of Cutie Marks giving a higher skill dice when it applies to a situation is a good, solid, simple rule.  However, what makes up your Pony is so much more!  There are a lot of skills and a lot of special rules for a new person to recall.  The higher the level the more to recall! 

For example, they have 6 sample characters to get you started.  Looking at one of them there are..... 8-10 special rules per character from a combination of sources.  Many times, these can be somewhat specialized or situational bonuses.  They really needed to streamline this down for ease of play into core ideas.  This is before you even get into Essences, Defenses, and Skills to recall as well.  Too complicated for what this game is trying to be.  You should not need a front-and-back page character sheet for this type of game.   

There are a couple of pages for rules about weapons!  I think the focus in on using them as equipment more than against other creatures, but the rules do cover it.  Seems a bit Un-Pony like to me, but I guess bad guys can use them too. 

This game talks about using battle maps!  AHHHHHHHHHHH!  This does not feel like it should be a game where tactical elements and positioning should be a thing.  The Combat section is far too long for a game like this with a level of detail that should not be required.  However, it does specify that when you go to 0 Health that doesn't mean you are dead, just defeated.  However, this whole section seems more complex than a Saturday Morning cartoon about Friendship should really be.   


Meh and Other Uncertainties

Like other Essence 20 systems, character creation is actually pretty simple.  Your character needs an Origin, Influences, and Role.  Origins are if you are an earth-bound Pony, a Pegasi, or a Unicorn in this game.  Influences are like backgrounds that helped shape your character that comes with some situational bonuses and some ideas for RPG.  Your Role is basically your class that comes with various Class features.  

Unlike the G.I. Joe RPG, the Roles in this game do not match 1-for-1 as closely to D&D classes.  They take the form of a "Spirit of...." and grant situational bonuses.  Most of these are more social focused and conflicts in this game are more about social interactions than actual ficticuffs.  They have:

1. Spirit of Generosity - More of a Buffer character

2. Spirit of Honesty - A Social class

3. Spirit of Kindness - A healer and de-buffer of foes

4. Spirit of Laughter- A battlemaster of performance with a variety of tactics using expendable resources. 

5. Spirit of Loyalty- A sentinel and bodyguard type of class

6. Spirit of Magic - A Caster class

This game uses a Fumble and Critical Success rules.  Fumbles are on a failed test with a d20 roll of 1.  Criticals happen when you roll a success and the highest number on your bonus die. A bit different than D&D.  

There are three spell levels but only specialized Ponies will get to the third level of spells.  The basic level has about 12 spells in 4 categories, the next level has about 8, and the last, most difficult level has 8 as well.  There is also rules for making and using Magic Baubles like Healing Salves and more powerful items.    

The game has a very simple meta-currency called Friendship Points.  These allow players to re-roll dice, trigger special effects by class, active a Friendship Circle, avoid hits, and get hints as needed.  The GameMaster is encouraged to hand them out based on good role-playing and other generally playing in a way where Friendship is Magic!    


Final Thoughts

To quote the introduction: "How can fate be so cruel?  All I ever did was love you, my shiny clicky magical math rocks!" 

This game showed some development and improvement compared to the G.I. Joe. rulebook from Renegade.  It did a better job explaining Conflicts and non-combat oriented parts of RPGs.  I think it also broke-away from the usual Essence 20/D&D 5E framework a bit more than usual.  The Roles especially seemed more thought-out for the type of game being played.  

However, this game is still a bit too complex for beginners, a bit too rules-heavy, and way too focused on combat for what I was expecting.  I would imagine combat should be resolved by a few simple dice rolls and decisions more like a Powered by the Apocalyspe style game, and less like a tactical combat focused-game like D&D.  I think it makes too little of the Social and moral issues of MLP to focus on the easier "physical" conflicts.  However, very rarely do they settle conflicts in MLP this way.  This is not a Military Fantasy show like G.I. Joe!  

My wife would be a first time GM and my group is asking her to run this.  As a first time GM, I think this game needs to beef up the GM section AND make it a bit simpler to run for newbies.  As it stands, I think it will be a challenge for her to run all the mechanics and manage all the character abilities as presented in the book.  Afterall, she is a casual fan of the show and mostly likes it for the color palette and more of a casual RPGer.     

That said, I think this could be a nice change of pace for a short campaign or palette cleansing 1-off for a long running group of RPGers.  I could also see the reliance on the known Essence 20/D&D 5E framework could also make for some fun Convention games of this.  However, as written it is more of a game for experienced RPGers than I expected.   

Until next time!




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Monday, August 25, 2025

Review: Pendragon Gamemaster's Handbook - Chaosium

Sometime last year, I picked up the Pendragon Core Rulebook for 6th edition.  That review had some critiques about what it was missing, and that the Core Rulebook did not give me everything I needed to run the game.  After doing some research, it appears that others felt the same way and that the Core Rulebook was more of a Player's Handbook.  As the Gamemaster, you needed a different level of detail and that seems to be what this book is intended to provide.  

For those who do not know, Pendragon is a role-playing game where you attempt to take up the mantle of a Knight from the Arthurian Legends.  This is a semi-mythical time period of British history that was greatly influenced by other European takes on what it meant to be a good Knight through-out the Middle and High Middle Ages.  There are various versions of the Legend of King Arthur had his Knights and most of them dwell on the later period.  However, the actual roots of the Saga take place over a 150-year legendary time span, and this game lets you play characters and lineages from the opening to the end of the Myth Cycle. 

I really am a fan of the "idea" of Pendragon as it puts players into an actual society and then asks them to role-play what life in that society may look like.  This is a very different feel for a game where you are character who is semi-lawless out on the frontier.  Here you are the one that represents civilization and its changing ways, and it your job to uphold what civilization you can.  Sure, you can become a character of legend, but the focus is very different from what you see in a typical frontier style RPG.  I have a soft spot for these types of games where players must act within a society, including its constraints and limitations. 

Now, let's strap on our armor, hoist ourselves up on our chargers and grab our lance.  It is time to go out on a quest into the heart of the Pendragon Gamemaster's Handbook..... 

Things That I Liked

First off, there was a lot of things I wanted covered in the Pendragon Core Rulebook such as Feasts, Magic, Foes, Religions, and intro adventures.  Thankfully, this book covers all of those topics very well.  It really fills in the blanks in a way that I think I can actually run the game now.  Yippee!  

The mechanics for Feasts are really fun!  I often joke that Legend of the Five Rings is the game of dinner parties, but Pendragon takes it to another level.  In this game, your main success measure is Glory.  You gain Glory a variety of ways, but you also earn Glory at Feasts!  Characters earn Glory based on where they are seated compared to their Lord, actions they take, and if they do not have a "for sure" agenda; they can draw Feast Cards.  These are essentially random events that act as a spring boards to Trait Tests and/or role-play.  All of which can gain you Glory as a Knight.  This game has a mechanical benefit for engaging in the Social Pillar of the game, and not just a Narrative benefit.  This is a very cool mechanic. 

There is a nice section about running the game as the GM.  This includes advice about moving through time, navigating technology changes, and other items unique to the setting.  Unlike many settings, this one is NOT frozen in time.  In fact, technology improves as you move forward in the Myth cycle.  You start with chain mail, spear and simple shields, but end with full plate armor, horse barding, and dedicated lances.  However, I think my favorite piece of advice in the GM section is this, "When running a scenario, it you have a plot planned out; avoid random events."  Music to my Trad/Neo-Trad ears!  West End Games: Star Wars my favorite GameMaster section, but the advice given in this book is probably my second favorite.  I have an excellent idea of how this game should be approached and played.  

Appendix A gives a very handy summary of Glory rewards for a variety of situations and PC/NPC types.  This is helpful as Glory rewards are often scattered in the rulebooks.  This helps consolidate them into a few pages.  Since this is a key measure and main success metric in the game, you can bet Players will want GMs to get this right.    

Things I Did Not Like

One thing that stands out with this game, is that it is a rather roll heavy game.  Many times, situations in the rules are abstracted down to a Trait test or series of Skill Rolls.  Success is based on the dice rolls more than anything else.  The narrative is shaped by these rolls, so luck can play a big part in what will develop and where the plot may go.  There are ways for players to mitigate the roll of luck using Passion checks, but there is also a risk.  In addition, rather complex situations that may take a few hours to role-play out fully, are designed to be resolved with a few rolls and a few moments of dialogue.  This allows the game to pack 1 year into a session or two.  However, it also leads the game to be a relatively streamlined experience, and some key events are not allowed to breath.  The game itself moves briskly from challenge to challenge, but this can disrupt the Narrative.  However, this game is designed to be more simulation of Arthurian Legend.  

This simulation also leads to a variety of "rituals" in how the game is played.  I.e. when you meet foreign Knights on patrol you do X.  If you end up at a foreign castle you do Y.  If you are flirting or courting you do Z.  The rules cover the most common situations and quickly and easily systematizes them into a Trait test.  This makes the game almost feel more like a series of pre-set rituals rather than creative role-playing.  The characters themselves are trapped a bit, which is one of the games strengths at recreation, but also a constraint on innovative role-play. 

The focus of this book is to put the Player-Knights in the County of Salisbury from the start of the time of the Boy King through to the end of Arthur.  Therefore, much of what is written tends to focus on that time period.  However, there is a great deal of time and geography that can not be covered in this book.

I was also disappointed that there was not a small section on Estates and Estate management in this book.  The main player-state seems to be as Household Knights.  However, I am very interested in running a Campaign (at least partially) as landholders and said responsibilities.  Half the fun of the game seems to be creating a family and lineage to grow over the full 150+ years of the Arthurian Myth cycle.  Also, I could see a fun campaign revolving around the adventures of a Conroi (10-15) of Mercenary Knights as well, but that is hardly touched on here.  Most of the Mercenary Knight detail comes from the main rulebook.  This book seems to want the focus to be on the last 50 or so years of the Arthurian Saga as Household Knights.    

The starting Scenarios also feed into this idea of Household Knights of Salisbury at the end of the era of Anarchy between Uther's death and King Arthur pulling the Sword from the Stone.  The Starting scenarios start the players as Squires, arranges for them to be promoted to Knights, and then allows them to get involved dealing with Saxons and border fights.  These scenarios slide easily into the Starter Set, the Grey Knight, and the Great Pendragon Campaign.  However, they are "mundane" adventures and years focusing on Saxon foes and battle, with a flavor of feasting.  It does not touch on magic or Fae or the more "wonderous" sides of the setting.  However, they do give an example of how to structure a session/year for a GM and serve to get Player-Knights stuck in.       


Meh and Other Uncertainties

There is a very detailed description and section on the various religions of the people of Arthurian Briton.  This section would have been really useful in the Core Rulebook as well.  However, the detail and history of each is fascinating.  This includes Roman and British Christianity, Heathenism(Spirit Worship), Paganism, Wodanism(Norse), and even Evil for NPCs.  As a history guy, this was really interesting to read!  

Of course, these religious traditions also have access to different Magic traditions and Miracles too.  Each of these traditions also has different spiritual foes such as fae, fiends, and Angels as well.  Of note, only fiends (agents of Satan) can use true illusions.  Illusion-like effects from other creatures like glamour change and warp reality itself.  Fiends may not change parts of God's creation as punishment so therefore their works are pure illusions.    

There are detailed rules for running Mass Battles.  These can be applies in tournament style Melees or in actual field Battles and Sieges as well.  These reminded me a bit of the Legend of the Five Rings or Dune: Adventures in the Imperium rules for Mass Battles.  However, the Pendragon rules for Mass Battle seem to be a bit more detailed.  

There are two full Chapters on NPCs and Beasts that the Player-Knights might encounter.  This ranges from standard Pictish warriors, to Saxons, to animals, to Witches, to Giants, and other Fae and Fiends.  They also offer some ideas on how the more bizarre creatures appeared in Arthurian Legends.  They also give Stat blocks for some Key NPCs, mostly from the later periods of the Myth Cycle.    

Appendix B is pretty cool as it has a lot of detail for expanded reading.  This ranges from Academic works, Traditional Folklore, and all the way to modern fiction.  A solid list to help you get a feel for the genre.        


Final Thoughts

If you plan on running Pendragon this is really a must have book.  The detail if gives for the various religions of Briton alone is amazing and worth the read.  The Feasts rules are also really cool and a great look at how to systematize the Social Pillar.  The Bestiary and discussion of Magic helps build on what a complete and interesting world Pendragon lives in.   

That said, 6th Edition still has a few blindspots for a fully developed campaign.  The first is there is very little discussion or talk about the "Exploration Pillar".  Granted, much of the region is "Known" but not to the Player-Knights.  There is some discussion about visiting foreign lands, but those lands are left largely blank.  In addtion, Knights are often Nobles and Land-holders and this book does not touch on that aspect of the setting/campaigns at all.     

With this and Core Rulebook, you now have enough to play Pendragon.... mostly.  Afterall, the GM can fill-in the rest of the Map as they see fit beyond Salisbury.  Afterall, Your Pendragon May Vary!  If you make your Player-Knights Household Knights you have everything you need for a good campaign.  If you want to explore some of the other possibilities of the setting, this will lead you to more books to buy. 



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Monday, August 11, 2025

RPG Design: Types of Scenes

 


Why, look at we have here.  It has been a long time since you have seen that banner on a blog post!  Sure, I primarily design Wargames, but I have been expanded my portfolio to include RPG Design as well.  Every good business needs to diversify!  Plus, I find that writing RPGs can be a nice creative break from just doing Wargames.  Lastly, they don't need miniatures to be painted to get them done, which helps get them finished faster!  

I tend to come from RPGs from a cinematic perspective.  For those familiar with the parlance of RPGs, I have a Trad/Neo-Trad approach to them as opposed to simulation or Old-School Revival.  I tell you this so that you know my preferences straight of the bat.  Not everyone prefers this approach, but I do.  I want my RPGs to be a collaborative story-telling adventure where ALL the players get to help put the story together, including their character arcs, the plots the GM wants to tell, and the story lines that evolve as the game develops.  In my RPG world, there is no winners, only players with stories to tell. 

If that is not your RPG bag, that is okay with me.  Play what you like!  Honestly, there is more RPG content out on the web than wargaming, so there should be plenty of stuff for your preferences.  However, you might want to stick around and see if any of what I write might be useful to you.... even if it is just to laugh at!  


Solid Bones
Most RPG games are composed of scenes.  If you think of a movie, a scene is simply the various set-pieces that help to tell the story.  In cinema, the camera tends to focus on the scenes that are important to the themes, plot, or characters.  Scenes that are not important to these elements are glossed over or happen "off-camera".  

Think about Star Wars, I use this example because we have probably all seen it.  On camera, we see Luke, Obi-Wan and the Droids go to a cantina looking for a pilot to get them to Alderaan.  We see them go into the bar and find Han.  That is the important scene.  What we do not see is Luke going to Toshi Station to pick-up some power converters, because that scene is not important.  Those scenes were deleted.  George Lucas decided to focus on the scenes that drove the story he was trying to tell.    

A good RPG encourages players to focus on the right scenes too.  Therefore, as the Designer it is important for the game itself to help the Players know what scenes are important for the game.  Some games are better at this than others. 

For Example, Legend of the Five Rings: 5th Edition explicitly breaks down the game and lays-out rules and details for the following types of scenes: Intrigue, Martial, Investigative, Exploration, Big Battle.  The rulebook tells the Players that these scenes are the heart of the L5R experience, and details how to play such scenes.  


The Anatomy of a Scene


Establishing Shot
This is a simple scene or narration that sets where the characters are physically in the world.  It is a great way to transition between larger set-piece scenes and gives a momentary break in the action, signaling that the game is moving on from where it was in the previous scene.  

Think about all the times in a movie where you see an exterior shot of a building, or a wide shot of an interior, or even a matte painting.  These basically tell your players where they are going to be playing out their scene.  However, these scenes are a mere transition to the details.  

The Inciting Incident
The Inciting Incident is a decision point that invites the players to take-action with their characters.  The Game Master often sets up a scenario that transitions into asking the player's how they are going to proceed.  The answer to that question is up to the players, but the GM has to set-up a scene in order to ask the question "What does your character do?"  

Arguably, this is the most important part of any Scene as it now opens a game session up to what the players will do.          

The Scene Itself
This is where the Player's dictate what their Characters are doing, and the GM has the world react to these actions.  This may involve role-play, a challenge check, or other mechanics.  However, it could be as simple as a narrative response to Character actions.  This interplay of Action -> Reaction can continue as long or as quickly as the Players (including the GM) wish it to last, and the Players are having fun.  

Honestly, this is the bulk of any given scene in an RPG.  

Epilogue
The scene will end with a quick wrap-up to provide closure.  The players or the GM no longer wish to react to the scene.  There is nothing left to do and no where else for the scene to go.  The GM can choose to end the scene or the players can let the GM know that they are ready to move on. The Epilogue is simply closing the scene and then starting the next scene with an Establishing Shot.

You can see how the Epilogue seamlessly can loop back to the Establishing Shot to create a virtuous circle until the player's reach the end of their allotted session time.    


The Types of Scenes
L5R gives a great start for a list of scene types that a GM and designer need to understand when thinking about their RPG experience.  I want to expand a bit on this with a few other thoughts and even detail the ones listed a bit further.  

Social Scene
In such a scene, the main driver of the action is interactions between characters and each other, or with the NPCs of the world.  In a social scene, the focus is on exchanging ideas via dialogue.  If their are challenge checks, typically they are of a Social nature.  This includes lying, detecting lies, convincing allies, intimidating opponents.  Scenes focusing on intrigue are often Social scenes.  Political games use a lot of Social Scenes.   

Notable games that make strong use of  Social Scenes are Legend of the Five Rings and Pendragon.

Stealth Scenes  
These are scenes that are focused on moving quickly and quietly without being detected. Opposed rolls often take the form of stealth checks, with the occasional bit of fast talking.  Stealth Scenes are often important in heist focused games. 

Notable game that uses Stealth Scenes are Shadowrun and Blades in the Dark. 

Investigation Scenes
These can overlap with Social scenes, but the focus here is on detecting and uncovering clues from the surroundings, including NPCs.  Typically, I do not like to hide information behinds challenge checks, but here is where key skills like investigation and perception can come into play.  

A few notable games that focus on Investigation scenes are Call of Cthulhu, Hard City and Gumshoe.

Travel Scenes
Here the focus is on exploring the unknown and discovering new things via movement.  This can use a variety of checks, but the focus is on getting from Point A to Point B successfully.  You discover new or forgotten things along the way.  

A notable exploration game is Forbidden Lands and any Hex-Crawl focused OSR game.   

Combat Scenes (Duels, Skirmish, or Big Battles)
It really does not matter of it is a one-on-one fight, party versus enemies, or the characters commanding regiments of soldiers on the field of battle.  The focus here is by solving problems with violence.  There are a lot of games that make this a big focus for gameplay and there are a variety of different mechanics for these types of scenes.  

Notable games are Dungeons and Dragons and G.I. Joe: The Role-Playing Game.

Crafting Scenes
These are scenes where characters are building or creating new things to introduce into the game world.  Thes can take many forms from magical equipment, technology, or even works of art. 

Many games incorporate some sort of crafting, but it is often focused on -or-2 character-builds or is a side-quest of the game.  Rarely is it the main driving factor of an RPG. 

Shopping and Planning Scenes
In these scenes, Characters are gathered together to come up with their plans for the next few scenes by gathering intel, making plans, and acquiring the gear they need to accomplish their goals and objectives.  These scenes are usually player driven and depending on the group maybe critical to game play, or the least exciting part of the game. 

Like Crafting Scenes, most RPGs do not focus on this aspect of the game play.  However, players engage and often initiate these types of scenes themselves.  


Putting It All Together
As an RPG Designer, it is important to give your players some idea of how scenes should work in your game, and how they flow together.  The Game Master should also have an idea of what Types of Scenes may occur in a game, with suggestions in the rules on how to resolve the most common scene types.  

As the Designer, you should also have an idea of the most common types of scenes the game likes to lean in with, and build mechanics for the key scenes.  Scenes types that are not the focus still need some rules, but the level of detail can be different.  

For example, Glittering Void: The Role-Playing Game of Space Mecha Theatre is focused on two main scene types.  Those are Battle Scenes and Social Scenes.  Therefore, there are rather complex rules for fighting and for negotiations that extend and expand options using the Universal Mechanics.  However, scenes for upgrading mechs, investigations, sneaking around, and shopping are slimmed down to more basic rules using the Universal Mechanic to resolve. 


In Conclusion
As an RPG Designer, and a GM; it is important to understand how Scenes work to drive an RPG game.  It is also important for the Designer to know the type of scenes your game wants to lean in on and give guidelines for all scene types.  I offered only a handful of broad scene types to give you a starting point.  As the designer, you will want to think about specific scene types your game will be recreating. 

Until next time.....


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Monday, March 3, 2025

RPG Review: Pendragon 6th Edition - Chaosium

 

I think there is something wrong with me.  I love RPGs with social systems that reduce player agency and boxes players into certain values, almost like you are part of a civilization that has certain mores, customs, and ways things are supposed to be done.  Games like Legend of the Five Ring with its very rigid social system appeal to me.  Therefore, it is only natural that I would be drawn to this.  

Pendragon is about semi-mythical, romanticized Knights of the Arthurian tradition.  Like Samurai, Arthurian Knights had a code of servitude they were supposed to live by.  They had a social role in society of warriors and protectors.  They serve a lord and in exchange are taken care of by their lord.  The lord provides food, shelter, housing, and equipment in exchange for service and acts of bravery and violence.  Knights must follow their lord, and interestingly, protecting the weak is at best secondary and is often not even part of their job.  

If you have read a lot of Arthurian folklore and legend you know that knights are big personalities full of foibles and swings of passion.  They are not like Samurai in that regard, who are supposed to be supremely stoic.  Knights are figures of romantic (in the literary sense) character and that brings bouts of moodiness, melancholy, and madness.  Knights were full of feelings about their duty, chivalry, and courtly romance that they expressed in the literature.   

Before we get too far, know that this is a hefty tome!  It is a nice, full-color hardback with 251 pages of details.  There are a few ribbon book marks built into the spine.  I think those will be necessary to keep track of key parts of the book.  It is clear that the author Greg Stafford knows a thing or two about Arthurian lore, both literary and historical. They are clear that this is not a book about the actual time period of the Dark Ages, but how the Arthurian Legends that have been passed down to us in literature.  

So, let's take up our lance, sit astride our chargers, and prepare to go on a quest into these rules......


 Things I Liked

There is a lengthy discussion at the beginning about what a knight is, and what a knight isn't in terms of Pendragon.  It has some detailed discussion about female knights, and cites some literary and historical examples.  It also discusses why you may come across knights doing bad things or things they should not be doing.  This is followed by an idea of the themes of the game, and how it should be played.  This is necessary to help ground the GM and players into the game system and what it is trying to simulate.  This is not the world of Dungeons and Dragons, not even close. 

I think my favorite part of this game is the Opposed Traits system.  There are a list of "Knightly Traits" that are opposed to each other.  These Traits are split so they add up to 20.  For example, your two traits are 13 Merciful/Cruel 7.  The GM will call on you to take dice tests to determine how your Knight will respond to various situations, so they might call on you to make a Merciful check to spare a fellow knight in battle.  You roll a d20 and try to get below the dice check required, if passed you get to act Mercifully, if failed you make a dice test on the Opposed Trait to see if you act the opposite.  In this case a Cruel 7.  If you roll under 7 you act Cruelly towards the fallen knight.  If you roll above, you can dictate your action.  Therefore, you can give your Knight preferences for how they will act, but in the heat of the moment they may act in a way outside of their normal character.  This can lead to great melodrama and tragedy, actually codifies knightly conduct in the rules, and fits in nicely with the Arthurian theme.  However, some players may not like this as it removes some "player agency" from the game.  

An extra wrinkle to the Traits system, is that Knights often have certain "Passions" that they can call out to temporarily boost a Trait.  These Passions help further differentiate Knights from each other, and they fall into various categories based on the nature of the Passion.  Things like Homage to their Lord, Love of Family, Passion for their gods, and Hate for a Foe fall into these categories but diversify the longer you play.  Failure on Passion related checks can lead to bouts of madness and melancholy.    

One key component of Pendragon is that everyone dies!  However, there are detailed rules for playing not just a Character, but a family line of Knights.  Therefore, if your first character falls, but has an heir you can continue the adventure with their off-spring or close relative taking up the mantle.  There are rules for passing on Glory, Passions, and other details down the family line.  This type of play is encouraged, and finding a spouse and having heirs is a key part of the game play IF you want to follow the full Arthurian myth cycle from the very beginning to the end, as it covers 150 years or so of time!    

 

Things I Did Not Like

The dice mechanic for resolving basic tests and opposed tests is somewhat convoluted and non-intuitive to me.  For starters, it is a d20 system but it is a roll under system.  Never a fan of roll under, but I understand why here.  Crit failure is a 20.  Crit success is if you roll the exact number of your stat.  In addition, if it is an opposed roll you will need to roll lower than your stat, but above your opponent.  The good thing is that this can lead to a variety of success states, but ultimately is not intuitive to recall at all!  This is before we get into Passions and other variables that can be applied to rolls. This leads to some convoluted sets of modifiers that I think I will need a cheat sheet to keep track of what does what, what is a success, partial, failure, etc. for a while when playing this game. 

Combat uses the basic system mentioned above with skill checks.  The hardest part if cross-referencing the Crit Success, Success, Failure, Fumble chart.  There is also distances and weapon damage, knockdowns, etc.  A QRS will be needed until you get the hang of it.  It is also important to note that combat can be rather brutal with people dropping weapons, weapons breaking, and getting knockdown a lot.  Plus, a Knight can't take that many hits without being knocked out.  To make it worse, healing can take a long, long time in this game because there is no magical shortcuts.  Healing is done on a weekly basis.  Therefore, fighting is common but can get deadly relatively quickly.  Thankfully, most Knights are more valuable alive as ransom to their fellow knights or are fighting to the first blood.  

The book is very comprehensive and has a great table of contents and a list of key tables.  I really liked the Key Tables contents page.  However, the book does place rules in some strange places and there is a mix of flavor text and rules in some parts.  I think this will make it challenging at times to play.  

The Core Rulebook references a lot of other rulebooks and they are not covered in this book.  I was a bit surprised by this, as I expected to get the rules for the game.  Apparently, this is more of the Player's Handbook, with different books for Gamemasters, Estates, and other details.  Supplements are fine for a game, but I feel the naming of this book is a bit misleading.  I would therefore not call this a complete game because a lot of key ideas are touched on, but not covered.  SAD!  

There was no introduction scenario to help GMs and Players get introduced into the setting and the game.  That disappointed me. I am left not exactly sure how to introduce my players into this world or how to even get a grasp on creating adventures for this game.  Double SAD! I guess for that I need to get the Starter Set too? 

Meh and Other Uncertainties

All players start as Squires.  In order to become full-fledged Knights there are a few mechanical things they need to do.  This includes hitting certain thresholds of Skills and Glory mechanically.  There are also some other Role-Play aspects such as age, having a Lord, etc.  Therefore, this game starts with young adult characters and follows their careers as they age, grow old, die, and then carries over to their heirs!  Each adventure is one year in the longer campaign, and the end of each session has a "Winter" phase where characters update for the next year.  This includes aging, skill development, etc.  It reminds me of an "End Phase" in wargaming.  Keeping track of the year, and how it corresponds to the Arthurian timeline is relatively important in this game.  

The game uses Glory as the main metric for determining success, well; there are a lot of ways to measure success.  You can level up certain traits to become various types of Knights like Chivalric, Religious, etc.  You can level up and down your Honor rankings.  There are a lot, but the main mechanic is Glory.  As you complete adventures and tasks you earn Glory.  It is also something you use to measure against other Knights you encounter as well.   

This game has dedicated rules for solo play.  I think this system really works well with that format.  I have to admit, the big appeal to me of RPG is the social group aspect.  Take that away and I might as well play something else.  However, the way this game is structured made me question my own thoughts on solo-play.  It is more about "discovering what happens".  However, it speaks to the somewhat abstracted nature of the game compared to some other RPGs out there.   

There are three chapters dedicated to arms, armor, and horses (?).  Horses are actually a pretty big deal in this game and not the disposable things you see in most Fantasy games.  I think one of my favorite tables is the Horse Personality table, as players as expected to role-play their mounts as well!  The game has several pages dedicated to creating Heraldry for your Player-Knight.  Of course, it is just a short primer on a topic that whole books have been written on.  However, even this small sliver is very interesting.   

Final Thoughts

This is a relatively crunchy game that leans more towards Simulation than it does Narrative.  However, the simulation is focused on a fictional world of the Mythical King Arthur cycle.  Therefore, it is not for the feint of heart.  I really enjoyed how the game "codified" and "systematized" the conduct of Knights and this is one of the few games I have seen that have managed to codify such a behavior based system into rules.  

In some ways, this is a bit of a throwback design to things that were popular in the 80s.  RPG Design has moved a lot in that time.  There are some things that are very detailed and focused on, but other very important aspects are just handwaved.  In addition, a lot of outcomes rely solely on dice rolls.  

That said, like Legend of the 5 Rings; this is not an RPG for the newbie role-player.  This requires a couple things to work.  You have to be willing to engage with it for what it is.  This is not a rules-lite Narrative heavy game.  This is a crunchy outcome generator for Arthurian legends.  If you come to this game with the wrong thought process, it will be very disappointing.  Come at it in the proper context and interest in Arthurian Legend and you will have an amazing time.       


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Monday, September 11, 2023

RPG Review: Avatar Legends- Magpie Games

 

Greetings all.  Some of you maybe wondering "why so many RPG Reviews?"  I know, I know, this is a wargame design blog!  However, I have been dabbling a lot in RPG design, writing adventures, and playing RPGs! As part of this, I have been playing a lot of RPG sessions, and reading a lot of different rules sets.  Therefore, that has led to a lot of RPG reviews. 

Avatar: Legends is a Powered by the Apocalypse system RPG based on the Avatar: The Last Airbender and Avatar: The Legend of Korra cartoon series seen originally on Nickelodeon.  So, to many of us that sentence might not make any sense!  What does it all mean?  

Well, let's start with the setting.  The book is about half setting details and half-rules for game play.  The setting focuses on a mystical world of various elemental powers, a spirit world, and nations built around affinity to these elements.  The elements are Fire, Earth, Water, and Air.  In addition, there is a martial arts tradition of "bending" these elements by channeling chi.  So, basically it is another Fantasy Asian culture leaning much more towards Chinese and Southeast Asian influences as opposed to Legend of the 5 Rings that leans heavily into Japan.  

If you want more setting stuff, try here:  https://en.wikipedia.org/wiki/Avatar:_The_Last_Airbender

The players are a group of young heroes who have banded together to complete a great quest or adventure.  They all have chosen to participate, are all familiar with martial arts, and are all generally good people.  For the most part, they are also mostly tweens, teens, and young adults.  

Great, now you know a bit about the premise.  So, what the devil is Powered by the Apocalypse?  This is a very loose philosophy for running an RPG that has a few similar traits.  It is not a "mechanics system" per se as many of the rules that use the PbtA "system" have very different mechanics.  However, it is more of a philosophy of how to play RPGs using these general ideas: 

  • All dice rolls are determined on a 2d6
  • 7-9 is a success with complication, and 10+ is a success with some benefits
  • The Game master does not roll any dice, only interprets results
  • The focus is on Narrative and leaning into the story
  • The game is designed to exploit genre conventions and tropes 
  • There is no Class/Level system, instead using genre archetypes in the form of Playbooks
  • There is no Health/Hit points, instead causing conditions to apply to the character
  • Players and the Gamemaster use a variety of pre-defined actions known as moves to broadly determine the action, these are designed to highlight the genre of the game.      
If you want to know more, you can look here: https://en.wikipedia.org/wiki/Powered_by_the_Apocalypse

So, now maybe that opening sentence makes more sense.  It does?  Great!  With that being said, let's mount up on our Air Bison and "Yip, Yip" on our way! 


Things I Like

The focus of the game is on creating the "Fiction" of the world.  That means, the focus in on telling stories with the characters as the basis of the conflicts.  It is a character driven game and therefore the mechanics are designed to lean into telling these stories.  Therefore, the details of how exactly a player fire bends, where a player is standing in relation to a threat, etc. are secondary.  This game is story first.  I like that form of game BUT if you are not into that than this game is NOT for you. 

The game uses 4 attributes: Creativity, Focus, Harmony, and Passion.  You will note that none of these are "physical" attributes but are related to a character's spirit and personality. In addition, this game has a cool mechanic where each playbook is torn between two values, a black Koi and a white Koi.  You move between these two points, and as you go closer to one you get a bonus, and a disadvantage on the opposite side.  

Each playbook (archetype or character) has their own unique values and bonuses in stats.  They also have a few "special rules" you can choose between.  It makes creating the mechanics of creating a character very quick.  These also point to a general "attitude" of the player.  You see, each playbook is designed to invoke a certain narrative space in the game and reflect the themes of the show.  Therefore, mechanically it is easy to build a character.  The hard part is the "soft questions" that are used to tie your character into your party and the larger quest. 

Normally, players spend time narrating what they are doing, how they are interacting with the world, and respond and bounce off each other.  Once a GM feels a check is needed or a move is being used, they will ask for a Move.  The GM also has a list of potential moves they can do as the world reacts to the players.    

Players or the GMs can choose to end a scene.  No more boring "shopping scenes" unless it is a vehicle for character growth and narrative.  Thank goodness!  This allows the game to keep a good pace, and not get bogged down in "non-value added" game scenes.     

My man Iroh! 

Things I Do Not Like    

 I do not like that this game actually has three ways to track your status that all interact and overlap.  The 2 Kois, a Conditions system that impacts your stats with modifiers, or/and a fatigue system.  All three of these states overlap to create a variety of mechanical effects.  I think that is probably too many.

Players fail or get complications easily, especially if they are trying to act outside of their area of expertise.  A GM that calls for a lot of checks will have to come up with a lot of complications on the fly.  In fact, the GM for a such a game should be relatively good at thinking-on-their-feet as much of the game is just "making stuff up" that fits the moment and challenges the character's on a spiritual, physical, and emotional level.  This can be challenging with the rules mostly giving general guidelines that the GM is left figuring out.  

Character's in this game have certain assumptions about them, that lock players in.  All players are good guys who generally get along.  They are all essentially friends and people who want to help.  The game is not modular at all, and characters are actually a bit restrictive.  You do not freely go about picking skills, abilities, or even deciding that you are this way or that way.  The playbooks direct you to the type of character you are.  Some people will go along with this better than others, and very experienced role-players may chafe at these restrictions. 

The game has a relatively simple Growth system that is a series of narrative questions that you ask at the end of a session.  Honestly, it seems pretty easy to Grow.  However, this normally only leads to players learning new fighting Techniques or other playbook techniques. The game has about a dozen generic styles and a dozen or so bending styles, so a character can theoretically choose from a couple dozen choices as they grow.  


Meh and Other Uncertainties

This game requires a Session 0 to play.  You see the group of players work together to create the story they want to participate in BEFORE a single player is made.  Yes, you read that right the Players create the story NOT the gamemaster.  This game the players lead the story and the GM reacts.  Therefore as the game unfolds the GM needs to be ready to improvise and stay on his toes.  However, much of the action, conflict, and tension of the game comes from the players themselves.  

Most of the book is really designed to help players and GMs to embrace the "Fiction" and how to lean into the fiction.  If you have played a PbtA system before, this concept is not new to you.  However, if you are coming from a different style of play like the traditional D20 style system with class/level and hard limits than this system is very different for you.  All of this ink spilled on how to lean into "the Fiction" is good.  

The system is very easy to learn because it leans into a relatively universal mechanic that I outlined at the opening of the review.  Much of the book is really leaning into the background material so you can understand the world and the likely conflicts within it.  Some could argue about the value of all that background detail that may or may not be used in the game at all.  

The game is also fairly straight forward that fail states do not equal death.  In fact, death is not a common event in this game.  It is very clear that only the evilest of villains kills people.  Instead, failed states are often giving up in the face of adversity, exhaustion, etc.  Conditions can also be cleared, but each Playbook has specific ways on how to clear a condition, like if you have the Afraid condition, you clear it by running away!    

The game has a simple adventure to get you started set in the Hundred Years War.  That is basically the period covered in the show, so the most familiar entry point for many players.  

There are three chapters to help out the GM about running the game, managing fight scenes, Bending, creating adventures, etc.  Basic stuff really.   


Final Thoughts

This is a really fun game IF you like the following: 

1. Narrative first games
2. Rules-lite systems
3. Kid's cartoon levels of violence
4. Focus on character interactions
5. Improvisational games

If you are NOT into those styles of games than steer clear.  

Notice you do not even need to be a fan of the show, or even have seen much of the show to get into the game.  However, some knowledge helps as it will allow you to lean into the Playbooks and the tropes of the series for a more rewarding experience.  It will also help you set-up the game easier in the Session 0.  However, when we played many of the players had 0 knowledge of the series and it was not a detriment at all. 

The mechanics of the system naturally lean you towards playing the game "the right way" and capture the "fiction" of the game.  That is the key purpose of the rules, to capture the feel of the series.  Overall, I think it is very successful at what it sets out to do.  If you can lean into the conceits of the game, you will have fun.  If you try to fight against the conceits and style of the game, you will struggle with it. 

If you've played the game, let me know your thoughts in the comments.