Anyone play AA???
Jason Vey (Grey Elf) wrote a pulp RPG called Amazing Adventurers that uses the Castles & Crusades SIEGE engine that got published in 2012. There is now a kickstarter to get the game in hardcover.
I've read the reviews on RPG.net and it sounds compelling, but I am not completely sold yet.
http://www.rpg.net/reviews/archive/15/15953.phtml
http://www.rpg.net/reviews/archive/15/15756.phtml
If you've played Amazing Adventures, I would LOVE to hear the pros and cons of this pulp RPG versus the rest of the lot.
Just for comparison, I loved Adventure!, didn't grok to Spirit of the Century, didn't enjoy Pulp D20, and felt the original Indiana Jones RPG was hit & miss.
I do like C&C and I own the original core books, but rarely have played it (S&W:WB is my go-to D&D).
Quote from: Spinachcat;785775I do like C&C and I own the original core books, but rarely have played it (S&W:WB is my go-to D&D).
If you like C&C you'll like Amzing Adventures. The core rules are essentially the same thing, only tweaked to fit a more modern setting. (Glad to hear more love for S&W:WB, by the way.)
You mentioned Spirit of the Century -- I like AA a lot more because it is a more traditional "D&D-like" game and less of a "storytelling" game. SotC is based on FATE, which uses tags and aspects and makes my players' heads swim a little. The original TSR Indiana Jones game was okay, but was limited in that there was no set of character generation rules. (If I recall correctly, you had to play one of the characters from the movie.) If you mean the WEG version of Indiana Jones, I wasn't ever a big fan of their system.
Overall, I'd say that Amazing Adventures is a head and shoulders above both SotC and Indiana Jones. It plays a lot like C&C and has the "loose" rules feel that I can find there.
Just my two coppers.
Interesting. Does it play like "Modern D&D" or does it achieve that Indy Jones, Mummy, Rocketeer feel?
Quote from: Spinachcat;786072Interesting. Does it play like "Modern D&D" or does it achieve that Indy Jones, Mummy, Rocketeer feel?
The system does a nice job of not inhibiting the style and the D&D tropes are tweaked to help capture the right feeling. As Davenport's review mentions, AC is based on having the proper elements of a pulp costume. A masked vigilante would do well to wear a fedora.
I just backed the Kickstarter for the hardback version and supplements.
BTW, I don't think "Modern D&D" would be a bad thing, it might actually be really fun; but to me, that would be a different thing than what I envision "pulp action" to be which is more Rocketeer/Mummy/Jones.
Anybody have any links to Actual Play reports? Play by Post?
This is interesting stuff.
Though I fear that, like StarSIEGE: Event Horizon (another sharp little game from the Trolls) it will be relegated to obscurity.
I like Amazing Adventures, mostly because it's easy as hell to run. I've played GURPS Cliffhangers, Pulp HERO, Savage Worlds, and some BRP pulp game I put together myself. I suppose CoC counts to some degree as well. All of them required ten times as much prep time as AA. Probably why I've been running C&C exclusively the past few months: it's fast as hell.
In my mind, pulp is "kitchen sink", but with fairly normal heroes. Indy battles all sorts of weird mystic shit, but basically uses his fists or a gun to solve problems. AA allows for that. It allows allows for Mandrake the Magician-style games, or Phantom stuff, by adding in a few elements.
It's not the "best" pulp game out there, but certainly gets the job done.
Quote from: The Butcher;786159Though I fear that, like StarSIEGE: Event Horizon (another sharp little game from the Trolls) it will be relegated to obscurity.
WTF happened with StarSIEGE???
I was so excited about that game, then it comes out with less fanfare than fart in a nunnery, but worse, the damn thing was just painfully dry.
There were great ideas in that game, but somehow it just flopped in presentation. And Butcher, you might be right about the obscurity thing which is driving my reluctance to pull the money trigger. I set up a similar thread on RPG.net because they're pretty active on Kickstarter, but so far, not a peep.
The lack of marketing by Troll Lords during their KS isn't inspiring me either. Maybe I'm being a cheap bastard, but I'm trying to have my shelves full of either games I love to play or really useful reference texts. I just read and toss all the "meh" to eBay.
Quote from: Brad;786181All of them required ten times as much prep time as AA.
What makes AA so much easier to prep than other pulp games?
Quote from: Brad;786181It's not the "best" pulp game out there, but certainly gets the job done.
What is the best pulp game in your opinion?
What keeps AA from being the best?
My problem with StarSIEGE is that it didn't feel like C&C. Too many changes. I was pumped for it at first because I thought that TLG was going to take the basic C&C rules and crank out different era sourcebooks ... space, modern, pulp, whatever ... but StarSIEGE wasn't really like that.
I don't blame them. I probably misunderstood what they were trying to accomplish. I wanted "C&C in Spaaaaace" instead of a new game.
Amazing Adventures is cool because it really is "Pulp C&C."
Quote from: finarvyn;786529My problem with StarSIEGE is that it didn't feel like C&C. Too many changes. I was pumped for it at first because I thought that TLG was going to take the basic C&C rules and crank out different era sourcebooks ... space, modern, pulp, whatever ... but StarSIEGE wasn't really like that.
I don't blame them. I probably misunderstood what they were trying to accomplish. I wanted "C&C in Spaaaaace" instead of a new game.
Amazing Adventures is cool because it really is "Pulp C&C."
Yeah, that really sums it up. TLG did have a fairly big push on StarSIEGE - the quickstart was even their Free RPG Day item that year- but when it didn't meet with our expectations people didn't get behind it. It's not that it was a bad game, TLG maybe misread what the market wanted and a decent game ultimately suffered for it. It just wasn't what C&C fans wanted so it didn't get the push to stay popular that C&C enjoyed.
AA should do just fine.
Quote from: Spinachcat;786254What makes AA so much easier to prep than other pulp games?
What is the best pulp game in your opinion?
What keeps AA from being the best?
Prep time is close to zero, mostly because it's pulp via the C&C lens. Since you're already familiar with C&C, I don't have to explain how easy it is to use the system. But, for others, say I want to make a random mook for Indy to beat up. Level 1 mook, 5 HP, AC 12. Done. That took about one second. In GURPS or HERO or whatever, you can certainly do such a thing, but it isn't nearly as quick. To use a better example, making the end boss. How about 10th level Arcanist, pick spells on-the-fly as needed? It's literally that quick. Making a boss in HERO? That'll take a while, even with HERO Designer. The class-based system forces the proper paradigm, which moves the game along. No waffling. Even something like Savage Worlds, which is super fast, requires more thought than "Level X of this class".
Oddly enough, I think the Indiana Jones RPG based on MasterBook is the best pulp game, but fuck...anymore, I just don't have that kind of time. AA isn't the "best" pulp game probably because the system is in fact class based, which sort of goes against what I said earlier. Skill-based systems are probably better to emulate the genre. HOWEVER, it is trivially easy to use GM fiat and allow a Raider to read scrolls, or gain some psi powers. The flexibility of the system is enough to make up for the less-than-ideal implementation.
I think I just convinced myself that AA is actually at the top of the list...
Quote from: Brad;786595Prep time is close to zero, mostly because it's pulp via the C&C lens. Since you're already familiar with C&C, I don't have to explain how easy it is to use the system. But, for others, say I want to make a random mook for Indy to beat up. Level 1 mook, 5 HP, AC 12. Done. That took about one second. In GURPS or HERO or whatever, you can certainly do such a thing, but it isn't nearly as quick. To use a better example, making the end boss. How about 10th level Arcanist, pick spells on-the-fly as needed? It's literally that quick. Making a boss in HERO? That'll take a while, even with HERO Designer. The class-based system forces the proper paradigm, which moves the game along. No waffling. Even something like Savage Worlds, which is super fast, requires more thought than "Level X of this class".
Oddly enough, I think the Indiana Jones RPG based on MasterBook is the best pulp game, but fuck...anymore, I just don't have that kind of time. AA isn't the "best" pulp game probably because the system is in fact class based, which sort of goes against what I said earlier. Skill-based systems are probably better to emulate the genre. HOWEVER, it is trivially easy to use GM fiat and allow a Raider to read scrolls, or gain some psi powers. The flexibility of the system is enough to make up for the less-than-ideal implementation.
I think I just convinced myself that AA is actually at the top of the list...
If you are so inclined, check out a game called Astounding Tales by Howard Whitehouse. It's a super simple skirmish/rpg that is fun to play and a great read.
If memory serves, you just use a single d6 to roll.
Hey, everyone, I'm Jason (the author). I just stumbled upon this thread and am thrilled to see discussion about Amazing Adventures! It seems to be pretty well-liked, which I'm gratified to see.
I'd be remiss if I didn't reference our current kickstarter for the second print, which is at http://bit.ly/amazingrpg , and includes not only a revised and expanded corebook in hardcover, but a full monster book and a massive sourcebook which is going to blow the doors off the system, allowing for steampunk, wild and weird west, planetary romance, and a bunch of other sub-genres of pulp as well as new character classes, a new magic system, expanded vehicle rules, and a ton of other stuff.
Anyway, I'll try to be around in case anyone has any questions. You can also find me at the AA facebook page: http://www.facebook.com/amazingadventuresrpg and on Twitter @AmazingAdvTLG
I don't have a G+ community currently, but want to rectify that soon.
Tell us about the plans to promote the game post-KS. My lack of interest in the Mutant Chronicles KS was because I didn't see how the KS was about creating an actual play community, and to me it looked like yet another RPG KS just selling more books to collect dust on shelves.
Also, will the game be playable from the new KS funded core book? Or will the new book just be a PHB? It sounds like your original book was an all-in-one, what will your new core book have that the old one did not and what will it lack by comparison?
Will there be some kind of OGL for fans to produce stuff for AA?
AKA, sell me on the notion that AA will have a presence in the mindspace of online and offline gamers.
Quote from: Spinachcat;786794Tell us about the plans to promote the game post-KS. My lack of interest in the Mutant Chronicles KS was because I didn't see how the KS was about creating an actual play community, and to me it looked like yet another RPG KS just selling more books to collect dust on shelves.
I'm not sure what you mean by "promote the game." TLG has a very active and vocal fan community who support all their games. Are we going to have an organized play system like WotC or Pathfinder? No, unlikely. TLG doesn't have the resources for that kind of thing.
As far as SUPPORT goes, we will continue to release regular adventure modules (we've done three thus far) and I try to include something worthwhile beyond just an adventure in these--a new monster, guidelines for jungle survival, etc. Eventually, if the game keeps improving its sales, I'd like to get a team of writers on board to offer more robust support, but right now it's just me doing the writing for it. Fan support (or lack thereof) will determine where it goes from here.
QuoteAlso, will the game be playable from the new KS funded core book? Or will the new book just be a PHB? It sounds like your original book was an all-in-one, what will your new core book have that the old one did not and what will it lack by comparison?
The game is 100% playable with just the core book. If you're a fan of C&C you know that TLG doesn't do "editions." This book will see revisions, clarifications, errata incorporation, and new material but will be in line with the first printing. A couple character classes are getting a facelift, we're expanding the GM section, including a Rogue's Gallery, and thanks to one of the stretch goals I'll be adding a section on secret societies in pulp games to the new printing. In addition, I've clarified and tweaked the rules throughout to make things easier, clearer, and faster playing.
The monster book will greatly expand your options for threats and will include about 2 dozen brand new monsters as well as classic ones adapted for the pulp genre.
The sourcebook (the third book in the KS) is going to expand the entire game, with new classes, live action rules, rules for playing in sub-genres like steampunk, planetary romance, swords and sorcery, lost world, hollow earth and more, expanded vehicle rules and more vehicle stats, mysterious locales in the real world that are perfect for pulp gaming...the list goes on. I really want to use the sourcebook to make AA the go-to core for modern gaming with the SIEGE engine.
This article from Bleeding Cool talks about the game, the new printing, and plans for the future:
//www.bleedingcool.com/2014/08/30/unleash-a-madcap-pulp-world-with-the-amazing-adventures-rpg-kickstarter/
QuoteWill there be some kind of OGL for fans to produce stuff for AA?
There will not be an AA-specific license anymore than there is a C&C-specific license. However, like C&C, the game is written and released under the Open Gaming License. Fans won't be able to release AA-branded works for profit, but we actively encourage fan materials online.
QuoteAKA, sell me on the notion that AA will have a presence in the mindspace of online and offline gamers.
Well, we sold all but 12 copies of the core book that we brought to Gen Con and sold out of the GM screens and character sheets. I'd say that indicates a pretty active support community. I'm really not sure how to address that particular request. But then, I'm the author of the game, not the publisher, and some of these questions may be best addressed to the Trolls themselves.
Quote from: MattyHelms;786100The system does a nice job of not inhibiting the style and the D&D tropes are tweaked to help capture the right feeling. As Davenport's review mentions, AC is based on having the proper elements of a pulp costume. A masked vigilante would do well to wear a fedora.
What is the AC modifier for a ripped shirt and/or negligee?
JG
Quote from: James Gillen;786851What is the AC modifier for a ripped shirt and/or negligee?
JG
Hah! I totally didn't think of that. As a GM I'd make that situational, since sometimes a ripped negilgee can signify the damsel in distress being captured, while other times it's her fleeing to safety. Likewise, the ripped shirt can represent being downed in a fight or "Captain Kirk"ing it.
I would be inclined, that being the case, to split the difference between +1 and +3, giving them a +2 AC.
Thinking of backing the Kickstarter... Can you tell me what the Companion will have? I didn't see a screen listed anywhere; will that be made available as well?
Quote from: Brad;786877Thinking of backing the Kickstarter... Can you tell me what the Companion will have? I didn't see a screen listed anywhere; will that be made available as well?
Screens do exist and should be on sale at the Trolls' website. It didn't occur to me but it is odd not to have them included in the KS. I'll ask Steve about that.
The article I linked earlier talks about what will be in the companion. In short: the kitchen sink. New classes, a new magic system, more vehicles, expanded vehicle rules, larp rules, a new mass combat system, rules for subgenres from steampunk to weird west to sword and sorcery to planetary romance to modern pulp and more, sections on mystic locales for your game, and a ton more stuff that's escaping me at the moment (don't have my outline handy to give a complete list). I'm planning to blow the doors off the system with the Companion book.
The screen is a $15 add-on item. They could have done a better job calling it out and should have included it in some of the pledge tiers.
I jumped on board for the AA kickstarter.
I'm not a huge fan of pulp, but I do like modern games (urban fantasy). I'm hoping that the companion will have some bits that I can use to run a SIEGE modern pulp/urban fantasy game, or perhaps steampunk.
The Troll Lords are good people, and I like supporting them and the products they are affiliated with. It's nice to see a small group of average joe gamers making a go at it.
I met Jason at Gen Con (very briefly) and have seen him around the forums for as long as I can remember. I doubt he's going anywhere. Likewise I met the Trolls, and I know that they'll keep putting stuff out, at a nice leisurely pace.
I like the C&C SIEGE system for a rules-lighter game. I always had fun playing 3.5/D20 Modern but swore I would never run it again because of all the bookkeeping. I'm really looking forward to the new Amazing Adventures for an easy to learn, easy to run game for more modern pulp adventures. Maybe even steampunk.
So that's my take on the latest Kickstarter. Looking forward to getting my hands on some new AA stuff!
Quote from: GoOrange;787864I jumped on board for the AA kickstarter.
I'm not a huge fan of pulp, but I do like modern games (urban fantasy). I'm hoping that the companion will have some bits that I can use to run a SIEGE modern pulp/urban fantasy game, or perhaps steampunk.
The Troll Lords are good people, and I like supporting them and the products they are affiliated with. It's nice to see a small group of average joe gamers making a go at it.
I met Jason at Gen Con (very briefly) and have seen him around the forums for as long as I can remember. I doubt he's going anywhere. Likewise I met the Trolls, and I know that they'll keep putting stuff out, at a nice leisurely pace.
I like the C&C SIEGE system for a rules-lighter game. I always had fun playing 3.5/D20 Modern but swore I would never run it again because of all the bookkeeping. I'm really looking forward to the new Amazing Adventures for an easy to learn, easy to run game for more modern pulp adventures. Maybe even steampunk.
So that's my take on the latest Kickstarter. Looking forward to getting my hands on some new AA stuff!
Thank you for the vote of confidence! Yeah, I've been writing in the industry for about 14 years, starting with Palladium, then moving on to Eden Studios and Troll Lord Games, with stops along the way at ICE, Misfit Studios, and a few others. I don't plan on going anywhere anytime soon.
As for AA, yes, you can ABSOLUTELY use it for Urban Fantasy. I could easily see doing something like the Dresden Files, for example, with AA just as it sits. And the companion WILL have guidelines for subgenres for steampunk, weird west, planetary romance, lovecraftian horror, and modern pulp.
Thank you SO MUCH for jumping on board--it means a lot to me!
Quote from: MattyHelms;787038The screen is a $15 add-on item. They could have done a better job calling it out and should have included it in some of the pledge tiers.
Screens are expensive to produce the way TLG does them. If we hit that $21K stretch goal, there are more stretch goals planned. Who knows? The screens might just slip in there somewhere...
Hey, everyone, just a heads' up.
Tonight, Tim Burns from TLG and I will be doing a live Q&A in the #rpgnet IRC.
09/22/2014 7:00 p.m. CST/8:00 p.m. EST!
To join: http://tinyurl.com/rpgnetchat
The kickstarter is still live and in the last few days. Please consider supporting!
http://bit.ly/amazingrpg
Quote from: The Grey Elf;786809I'm not sure what you mean by "promote the game."
I mean advertising and marketing. Posters in game stores? Promotions at conventions? Some kind of push into the steampunk community?
AKA, making more books for people to buy may be "support", but it isn't promotion which is making the game known to people who don't even know it exists.
Quote from: The Grey Elf;786809Are we going to have an organized play system like WotC or Pathfinder? No, unlikely. TLG doesn't have the resources for that kind of thing.
13th Age, Shadowrun and Legend of the Five Rings have organized play. I can't see why C&C can't have a living campaign, especially since those seem to be major revenue drivers.
Heck, as AA's author and main author, you could lead and create an organized play league, albeit smaller and more casual, but still at least on par with 13th Age, especially if the Trolls would reward volunteer GMs and volunteer adventure writers with swag.
Organized Play pre-PDF was challenging and costly, but today? Nowhere near the cost or the stress. Most people actually like digital swag.
Quote from: The Grey Elf;786809The game is 100% playable with just the core book.
THIS is a good thing.
Quote from: The Grey Elf;786809Fans won't be able to release AA-branded works for profit, but we actively encourage fan materials online.
Is there an AA wiki? Or just posts on the TL forum? Are there plans for a fan material database?
Quote from: The Grey Elf;786809Well, we sold all but 12 copies of the core book that we brought to Gen Con
I hope you brought more than 13 to GenCon! :)
You don't yet have 200 people in the KS which seems odd to me. Troll Lords, like most RPG companies, don't seem to have any grasp on marketing or advertising which concerns me because I'm not a fan of games without players. Your game looks very fun and I love the idea of using AA for modern adventure fantasy.
BTW, if my questioning seems harsh, please don't be offended. I approach entertainment endeavors from a business background and my hope for AA is for it to become a popular RPG...as I am now a backer.
I'm unfamiliar with d20 or C&C but I own a number of pulp games (Two-Fisted Tales, Hollow Earth Expedition, Dicey Tales, BRP Astounding Adventures, AFMBE: Pulp Zombies), I'm awaiting Pulp Cthulhu and eyeballing Pulp Fantastic. (I also own Savage Worlds but I don't enjoy it that much and don't consider it particularly fitting for pulp.) Could anyone tell me a little bit about this SIEGE Engine?
Quote from: 3rik;788898Could anyone tell me a little bit about this SIEGE Engine?
It sounds like you really like pulp RPGs!
Here's the SIEGE engine mechanic. Instead of saving throws and skill rolls being different, here they are combined. You roll D20 + Stat Bonus versus a TN, but if that Stat is your Prime (by race or class), you get a +6 bonus to represent your mastery of skills attached to that attribute. AKA, if you have a DEX 16 (+2 bonus) as your Prime, then you would roll D20+8 vs. the TN for the challenge. It's quick and dirty and works nicely in actual play.
I haven't played AA, but I've used the SIEGE engine in Castles & Crusades which FOR ME is the AD&D 3e that I would have loved instead of WotC's D20. In play, the Siege engine allows me as GM to easily on the fly weave in stunts, spell saves, opposed actions, etc with a core mechanic that fades into the background allowing me more focus on immersion and less on mechanics.
BTW, is AFMBE: Pulp Zombies any good?
Alas, the shipping costs have already ruled out supporting the KS. 30 dollars in shipping for a 25 dollar book seems rather steep!
Quote from: Spinachcat;788934It sounds like you really like pulp RPGs!
I grew up with Tintin, Indiana Jones, Star Wars and other classic adventure/horror/scifi (euro-)comics, cinema and television.
Quote from: Spinachcat;788934Here's the SIEGE engine mechanic. Instead of saving throws and skill rolls being different, here they are combined. You roll D20 + Stat Bonus versus a TN, but if that Stat is your Prime (by race or class), you get a +6 bonus to represent your mastery of skills attached to that attribute. AKA, if you have a DEX 16 (+2 bonus) as your Prime, then you would roll D20+8 vs. the TN for the challenge. It's quick and dirty and works nicely in actual play.
Can it be scaled to certain levels of power and grittiness, like Two-Fisted Tales?
Quote from: Spinachcat;788934BTW, is AFMBE: Pulp Zombies any good?
Dan Davenport did a review on TBP that perfectly reflects my opinion on it.
Link:
Review of Pulp Zombies - RPGnet (http://www.rpg.net/reviews/archive/9/9459.phtml)
Quote from: 3rik;78898930 dollars in shipping for a 25 dollar book seems rather steep!
That sounds insane!
Is that what it costs? I buy books on eBay.uk to be shipped to Los Angeles from England sometimes, but I have never had costs like that.
Quote from: 3rik;788989Can it be scaled to certain levels of power and grittiness, like Two-Fisted Tales?
Certainly. By altering target numbers you could make feats of heroism harder or easier. If you want crazy cinematic stunts by low level character, you could drop the base TN to 10 so a PC with a +3 bonus to Dex and Dex as a Prime would essentially only fail a basic challenge on a 1.
Quote from: Spinachcat;789127That sounds insane!
Is that what it costs? I buy books on eBay.uk to be shipped to Los Angeles from England sometimes, but I have never had costs like that.
Unless I misread or misunderstood, the international shipping for the 25 dollar pledge level is 30 dollars...