Showing posts with label system. Show all posts
Showing posts with label system. Show all posts

Monday, November 28, 2022

Ever Hear of "Weird Detective Mystery Adventures"? Well, Neither Had I!

One of the fun things about going to conventions is that it allows you to discover unique things you would never come across in your day-to-day experience. Even though I spend most of any given day up to my elbows in RPG content, I never would have come across Weird Detective Mystery Adventures, and I feel confident in saying the same for all my readers out there.

So if you've been looking for a game with gangsters, gun mals, masked vigilantes, super heroes, mad scientists, and more, this is a game you could use to scratch that itch.

An offer that might be tough to refuse.

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Let's Start With The Good


The best part of any proposal.

Right off the bat, what is Weird Detective Mystery Adventures? Well, it's an RPG that uses 2d6 and a lot of charts to help you tell stories that are just what it says on the tin. If a story can be found in the canon of weird or pulp fiction, then you could emulate it with this RPG. Whether you want to do gritty private eyes digging into gangland deals, masked vigilantes stopping bank robbers, or superheroes fighting supernatural cultists and their dark gods, all of that is possible within this system.

Aside from power scaling, which is quite important for any game, the rule book is pretty thorough when it comes to all your options. Everything from contacts you can call on, to a superhuman accuracy with firearms, to mastery of disguises, to being filthy rich, or being bulletproof and able to fly is covered in here. And while there are sequels and extra content planned for future installments, the core book is all you need to play the game.

As to the system itself, it has a decidedly old-school feel to it. A single chart is used to determine success or failure for a majority of actions, ranging from stunts and tricks with metahuman abilities, to standard punch-ups with goons in a bar. The base stats all have their own unique names one needs to get used to, but once you get in the groove figuring out success, failure, and your odds of either, the game becomes pretty easy to manage.

Now Onto The Bad


You didn't see nuthin', got it smart guy?

Nothing is perfect, and I wouldn't want anyone tracking this game down without making them aware of the flaws it has, as well as its benefits.

First and foremost, if you came into gaming via d20 games, this is going to be like learning a whole new language for you. While I've seen games with similar systems before, if you're more used to various editions of DND, or even the World of Darkness, this will be something of a rough start for you. Additionally, this book is thick... we're talking old-fashioned Yellow Pages thick. While you may not need to read all of it depending on the game you want to play, there's a lot of material in there, which will not be to a lot of players' tastes. Particularly in this age of short rulebooks and minimal mechanics gaming. Lastly, for all of the material the book does give you, this game isn't meant to take place in a particular setting or world; details like that are left largely up to the storyteller to figure out for themselves. So while you have a big skeleton with a lot of moving parts, everything from the era, to the lore, to the world is on you to figure out.

Lastly, and this is the one that struck me strange, this book is damn near impossible to come across. To get yourself a copy you must go to the Weird Detective Mystery Adventures website and buy one, or come across the game's booth at a convention. You can't find copies of it on DTRPG, nor can you locate it on Amazon. Even stranger, there is no PDF version of the game available at time of writing, and the physical copy is rather large at just under $50 for a paperback version. For someone who hasn't played the game themselves and is only curious to check it out, that is a rather large risk to take.

The Ugly


You knew this was coming.

I want to start this section by making one thing clear; I didn't dislike my read-through of this game system. While it's certainly a heavy game in terms of options, it has a certain nostalgic quality that will draw you in a bit, and it presents a lot of interesting ideas that would be fun to play with.

However, this game is definitely not going to be for everyone. Worse, though, it feels like this game is attempting to re-invent the wheel in a lot of ways.

As a for instance, everything I mentioned about different game styles, scaling power, power sets and abilities, etc., could also be said of Mutants & Masterminds. Also, while not a simple game, M&M was far easier for me to grasp when I was presented with it, and it has a great deal of supporting material one can choose to use if they want, like the Player's Guide To Emerald City, Hero High, or the Supernatural Handbook, depending on the needs of your game. And if one wanted a simpler game with easier-to-digest mechanics, but which still boasted all of those positive aspects already mentioned, then Savage Worlds Adventurer Edition would work just as well. Especially since one could add in all the other material they want for their game piecemeal, such as hunting monsters with the Rippers Resurrected player guide, Weird War I player's guide, Arcana and Mysticism, or any of a dozen other books and supplements that are available to customize one's playing experience.

Both of these other options are available as digital copies, they're easier to learn, and they're easier on your wallet if you're looking for a game of pulpy adventure that's all over the board in terms of what you can bring to the table.

Again, WDMA isn't a bad game. But if you're interested in giving it a closer look, I would definitely recommend looking through the homepage to make sure it's going to appeal to you and your play style. Because as of this moment there isn't a free sample or a starter's guide to let you try before you buy, and it's got a pretty hefty price tag attached to it.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

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Monday, February 11, 2019

Want A D10 System That Does More Than Monsters? Try Era!

While I may not talk about them as much on this particular platform, I greatly enjoy White Wolf's games. While I have a preference for Chronicles of Darkness games like Changeling: The Lost (whose second edition just came out not too long ago, by the by), I'm still more than happy to roll some 10-siders in old world Werewolf or Vampire with the right crew.

However, one thing that always frustrated me was that the d10 system seemed so inherently tied to those games. While it was possible to translate it to another genre, it required you to do a lot of the heavy lifting as the DM.

If you've ever wanted to play a survival-based game, or to blast off into the stars with your d10s, though, then you might want to check out the Era system from Shades of Vengeance publishing!

Go on... give it a look. You've got nothing to lose but your life.

What Does Era Have To Offer?


Well, if you've wanted to break your d10s out for another ride, and you just haven't been in the mood to brood, then Era has several games that you should be able to pick up and play with relatively little adjustment.

Want a sci-fi game? Era: The Consortium has you covered! Want to try a d10 superheroes game? Well, then Era: The Empowered may be just what you're looking for! Want some gritty, highly-lethal survival based game play? Then Era: Survival should be right up your alley!

But how does it play?
While I made the White Wolf comparison above, that's really just a place to get started. Both systems have you roll a pool of d10s to determine your successes, and the formulas for generating things like your Health, your Defense, etc. are going to feel very familiar.

The game is far from a carbon-copy, though, even those some of the mechanics will feel familiar. And then you slather on the world-building (and hoo boy is there a lot of it; if you're a fan of complex worlds with a lot of backstory, then this is your lucky day!) and you'll have a game that definitely has its own, unique identity. But it also won't require you to get a new set of dice and other supporting tools, which is definitely a win for folks who want to take their game in a new direction!

Seriously, go check out Shades of Vengeance publishing, and take a look at some of the stuff they have on offer. It's definitely worth your time!

That's all for this week's Moon Pope Monday post! If you'd like to see other work from yours truly, then check out my Vocal and Gamers archives, along with the YouTube channel Dungeon Keeper Radio! Or if you'd prefer to get your hands on some of my fiction, stop by My Amazon Author Page where you can find books like my sword and sorcery novel Crier's Knife!

To stay on top of all my latest posts, follow me on Facebook, Tumblr, and Twitter. Lastly, to help support me, consider Buying Me A Ko-Fi or going to The Literary Mercenary's Patreon page to become a patron today! Every little bit helps... trust me.

Monday, September 10, 2018

If You Haven't Tried a Bennies System, You Should Give It a Shot

As folks round here know, Pathfinder is my game of choice. But as I keep mentioning, it's far from the only game I've played, or run. I have a fondness for the Chronicles of Darkness, for example, I deeply enjoy Spycraft (with the right group, of course), and I've had my share of fun with Call of Cthulhu in its many different forms. But a game that holds a special place in my heart is Savage Worlds, and if I were to recommend one thing from that game that DMs should try at their tables, it's the bennies system.

Risky plan, guys. Sure you don't want to push fate your way a little bit?

What Are Bennies, And How Do They Work?


For those who are unfamiliar with the term, I'll give you a brief rundown. The short version is that, in a bennies system, the DM gives players certain token (typically poker chips, but colored stones or vibrant-looking plastic crystals work just as well). These tokens may come in different colors, each denoting a level of power or importance. Players can earn these tokens through epic deeds, cool roleplay, or just those moments where you make the DM snort Coke out their nose with an unexpected joke. It's up to the DM's discretion.

Then players can spend these bennies in order to get certain benefits.

For example, a player might be able to spend a bennie in order to re-roll a failed check. Or, if they spend the bennie before they roll, they may be able to add a bonus to their check. In some systems, like Savage Worlds or even Pugmire (a game I gave my recommendation to a bit ago in my post Is Pugmire Worth Playing?) you can spend these bennies to activate certain powers, regain resources, or even prevent NPC bad guys from using bennies against you. You could even make a case that hero points from Pathfinder are just an optional bennies system.

Oh no you don't. You want to stave off death, roll your dice and take the chance.

Why Should I Use Them?


Judging from a lot of the opinions I've seen other writers and gamers post, bennies are only acceptable if they're already a part of the core rules of the game you're playing. Otherwise it's just a DM coddling their players.

I disagree with this sentiment for two major reasons.

First is that, as someone who struggles with a dice curse, sometimes the ability to get a re-roll at a critical moment is really handy. And if your players are trying to do something that you really want to succeed, but you don't want to be seen as giving them pity re-rolls for coolness, this is an ideal system for putting that mechanic in place.

Secondly, a bennies system rewards players who keep their heads in the game, and who do cool stuff. While good roleplaying is often thought of as its own reward, it's nice to know that if you put in the effort to come up with a prayer for your PC, if you go through a whole, heartfelt dialogue with a side character, or if you toss off a great one-liner before delivering a death blow that you could be rewarded for that. And if you've already removed experience points from your game (something I recommended a while back in Run Smoother, More Enjoyable Games [By Removing XP]), then a bennies-style system gives you a way to toss out rewards to players who did cool stuff, who make the game better, or who just do something you personally thought stood out.

And, best of all, you get to feel like a king tossing out gold necklaces to the winner of a skalding. Everyone wins!

With that said, a bennies system isn't going to fit every game, or every DM style. You might find that, upon trying it out, that you just don't like the flavor, or that you feel like you're pulling your own threats' teeth. That's a perfectly okay opinion to have... but as all of our parents' said when we were kids, how do you know you won't like it if you've never even tried it?

That's all for this week's Moon Pope Monday! If you've instituted your own bennies system at your table, tell us how it went in the comments below. If you'd like to see more from me, check out my Vocal archive... or just click my Gamers page to see only my tabletop stuff. Or you could head over to the YouTube channel Dungeon Keeper Radio, where I help out from time to time. If you want to stay on top of all my latest releases, then follow me on Facebook, Tumblr, and Twitter! Lastly, if you'd like to help support me and my work, then you can leave me a tip by Buyng Me A Ko-Fi. Alternatively, if you want to become a regular supporter, go to The Literary Mercenary's Patreon page to become a patron! Either way, there's a boat load of gaming swag in it for you.

Lastly, if you'd like to buy one of my books (like my sword and sorcery novel Crier's Knife), just head over to My Amazon Author Page!

Monday, August 13, 2018

Dice and Glory! Have You Heard of Ranger Games Publishing?

We're living in a new golden age of gaming, or so the experts tell us. Dungeons and Dragons has risen like a phoenix from its 4th edition ashes, podcast and YouTube campaigns are drawing more people into the hobby by the day, and with such an influx of gamers it means there are more people playing than ever before.

But publishing tools and online markets also means there are more options than ever before.

Because you've probably played Dungeons and Dragons 5th Edition, Pathfinder, or both. You may have had a crack at one (or more) sphere of the World of Darkness. Perhaps you heard the Call of Cthulhu, or tried out Savage Worlds... but there are so many, many more options out there.

And I'd like to talk to you about one of those options today.
In case you didn't guess from the banner, it's the Dice & Glory system from Ranger Games Publishing. If you've never heard of it, and you're the sort of gamer who likes a big, hefty rules tome, then it might be worth a gander.

Demons to Some, Angels to Others


This isn't the first time I've talked about universal game systems (I gave a shout out to the Fyxt RPG in the long ago and fat away), but this might be the first time I've talked about one whose specific selling point is the sheer amount of crunch it offers.

As Ken Ellis said in his review, this game gives you charts, rules, and numbers for everything. You want falling damage? Hardness? Psychics? Wizards? Cyborgs? Space ships? All that and more is in there, and ready for play. Just like the core rulebook for a lot of other universal systems, though, Dice & Glory doesn't have a particular world it's tied to. The core book (which also has rules for how to run the game, and how to make your monsters) is just the jumping off point. Everything else has to be made by the DM.

For some people, this is the double-edged sword. Because there are DMs out there who are more than willing to invest the time, effort, and sheer creative juice to build their own setting using an underlying core of intricate rules. Even if it means making their own monsters, rather than just cracking an existing bestiary. Other DMs, though, don't have the time to dedicate to both learning an intricate rules system (which, to be fair, you can ignore large parts of for certain types of games), and then building their own settings.

Fortunately for those DMs, Ranger Games does have some supplemental material you can use to get started, and to get a feel for the game without doing all of the heavy lifting yourself. Provided, of course, that your table is willing to dive elbow deep into something that has a lot of moving parts when there are simpler, easier games on the market.

It's definitely not a game for first-timers, or those who prefer a looser, more narrative rule set. But for those who want all the tools to custom-design your preferred experience, consider checking out the Dice and Glory Core Rulebook.

That's all for this Moon Pope Monday installment. For more of my work, head over to my Vocal author page (or just click my Gamers archive if you only want to see my tabletop stuff). Or you could head over to the YouTube channel Dungeon Keeper Radio to check out some stuff I've helped out on! To stay on top of all my latest releases, simply follow me on Facebook, Tumblr, and Twitter. Lastly, to support me and my work consider leaving me a tip by Buying Me A Ko-Fi, or heading over to The Literary Mercenary's Patreon page to become a regular patron. Either way, there's free stuff and my eternal gratitude in it for you.