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Perilous Ages - Warhammer Fantasy for the OSR ?

Started by deleted user, June 29, 2016, 04:04:26 PM

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deleted user

Perilous Ages

This is a strange proposition for a modern game, a medieval fantasy rpg from the writer of Terminal Space/Bandits & Battlecruisers/Underworld Kingdom incorporating late 70s - mid 80's 'Heartbreaker' design favourites (derived stats, percentile stat/skill checks, gender mods, critical hit tables/hit locations, loads of modifiers) that reminds me of SPI Dragonquest but manages to be less fiddly.So much so it feels like Warhammer with an OD&D emphasis on rulings.

There are no spells (though it states you can spend XP on spell learning ?!?) magic items or monsters. This is however an Arcane Lore stat, relics, and a random table for effects of 'magical'/alchemical potions (just add your own spells if desired). This conjures up a setting of superstitious and God-fearing people, who may turn in desperation to ill-advised unreliable cures for the various maladies of the body and soul that beset them.

Character generation - with 3 roles (warrior, mystic, rogue) to choose from. You can roll for your (optional) profession prior to adventuring (e.g. poacher, astrologer, guardsman, 28 in all) which determines some of your starting equipment. I rolled up a 38 yr-old female Rustler and a 25 yr-old male Astrologer with ease. All set for a Chaucerian road trip, an Arthurian death trip or some GoT shenanigans.

The rest of the rules refer to combat - quite straightforward, nothing too crunchy (no facing rules), but the situational modifiers and the possibility of nasty critical hits will have you thinking tactically.

There is a bestiary of common beasts and NPCs - wench, bandit, seer etc. (that you could use as a base for monster building) and a selection of pitch-perfect random tables that reinforce the gritty medieval vibe.

Advancement is XP based but I can't find how you gain XP other than by Carousing or through Brothel Mishaps! This is one of the 'holes' in the game that will have you slapping on a houserule with either glee or exasperation. But what advancement does is laid out - you basically roll for increases to stats based on role and faith - serving to differentiate one character of the same role and profession from another.

This game is not complete but it's 'rules-enough', there to be ruled. It's tough to produce a pleasing game in this style and still rein back on adding more details at the design stage but Albert has tastefully avoided rules-bloat and delivered a bold intriguing ruleset.

Refreshingly different for the OSR (but yet familiar) and inspiring.

Spinachcat

Anyone play this?

What's the verdict of actual play?