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What small press RPG are you playing? Or played recently?

Started by Spinachcat, May 19, 2019, 12:14:28 AM

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remial

completely different systems, for KoB you have 6 abilities that are paired and oppose one another (fight and flight are the only 2 I remember off hand) and each one has a die type assigned to it. You roll off against the GM or against a target or another PC, if you get a result double that of your opponent you get to narrate the outcome, if you get higher, but not double, it goes back and forth, if you get lower, you lose but you narrate the outcome.
the Free RPG day adventure was a bunch of teens find a haunted house, in it is a spooky person with long black hair hanging in front of their face, he asks the teens to help him recapture the universal movie monsters, and bring them back to the house.  When the last one is brought back the house shakes, revealing that the monsters and the creepy guy are all aliens, and the house is his space ship, and you are all taken into space where you have adventures in the new game (soon to be released) Teens in Space.

Spinachcat

Quote from: SavageSchemer;1092829Swashbucklers of the 7 Skies, off and on again, for years.

Not familiar at all with this game. Tell us more!

SavageSchemer

#47
Quote from: Spinachcat;1093125Not familiar at all with this game. Tell us more!

I can't possibly do it justice here, but I'll try.

The short version is that it's a game about sailing in sky ships, as pirates, musketeers or other types of adventurers. It is very much a high action, high pulp game.

Setting:
It's a human-centric fantasy world shaped like an unimaginably large snow globe. Within that space there are floating islands, each home to a particular nation. It's a little like the Sundered Skies setting for Savage Worlds in this respect, if you know that. But here each island is approximately the size of the combined British Islands. These islands float a different heights within the worlds, and are separated by distances that involve weeks of travel by sky ships. These sky ships sail the titular 7 skies, which from a top-down view divide the globe evenly into different "skies", each of which has its own characteristics. You have the rocky Sky of Stones, for example, or the frigid Sky of Frost. Each sky rotates about the globe, and due to the qualities of each, are responsible for the passing of seasons.

There are seven nations detailed in the book, and there's plenty of room to make your own. For the seven detailed, you have roughly a page each describing the island, a few paragraphs that roughly sketch how the island is governed or ruled, several paragraphs related to the culture that lives there, the culture's relationship to the dominant religion, the culture's relationship to the arcane, some stereotypes of other nations, and some plot hooks for adventures to have there. At a blush these can resemble your Not-Italy or Not-Norway or Not-China and so on, but there are quirks enough to each that make them stand apart from their real world analogs.

System:
It's a game that uses a modified version of the PDQ system. The modifications add crunch specifically designed for swashbuckling games. If you aren't familiar with it, it's a 2D6 + modifiers vs GM-assigned Target Number game. Most people think of it as a "story game" because it uses entirely player-defined attributes / skills / feats / etc called "qualities". In my mind (and perhaps only in my mind - that's ok with me) it occupies a similar space as both Traveller (but without as much optional crunch) and Barbarians of Lemuria.

Rules-wise you get dueling mechanics (essentially you split 3D6 between offense and defense as you see fit), details on operating sky ships, ship combat (which is really nice and keeps everyone involved), a fast and loose trading system (it's meant to be filler, don't analyze it too closely), alchemy, magic (which is very broad) along with guidance for how to tune it for your game, and a nice GM section that talks about swashbuckling tropes and techniques, and how to use them in your games. The author, Chad Underkoffler, is very good about dissecting genre in his games and you can tell he has a passion for this genre in particular.

All I can really tell you is that, when I bought the game years ago (near the time of release), I had no idea it was going to be the hit it became with me and my players. I was certain nobody would dig the setting (or perhaps even the system), but I ran it straight because I was lazy. I think it was the first ever setting I ran straight. Every now and then I think to myself, "this is it - surely we've exhausted this game by now", and sure as sin we'll find ourselves going back to it for one more adventure in the 7 Skies.

Edit: Link if that by chance sold you on looking at it.

Edit 2: I should note, too, that while characters (and pretty much everything) are modeled using character-defined traits, that the book includes a sizeable catalog of example traits / qualities to draw from.
The more clichéd my group plays their characters, the better. I don't want Deep Drama™ and Real Acting™ in the precious few hours away from my family and job. I want cheap thrills, constant action, involved-but-not-super-complex plots, and cheesy but lovable characters.
From "Play worlds, not rules"

Mankcam

#48
Quote from: GameDaddy;1088657Adventures in Middle Earth from Cubicle Seven. I really need to do a review
I don't think Cubicle Seven would count as 'small press', they are quite a big rpg company with several popular franchises and game lines. They're just not WotC or Paizo, but they certainly are no indie press either. Despite that, Cubicle Seven have done such an impressive job with their portrayal of Middle Earth. I never digged the core mechanic for TOR, but AiME does a brilliant job importing D&D 5E to this setting. I am eagerly awaiting further titles in this game line.

AiME is a great game to run and play. Yep, do a review :)

Mankcam

I'm considering running a PDQ System game,
'Jaws Of The Six Serpents', it looks really good, quite simple, and alot of fun.
Very Conan The Barbarian!

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SavageSchemer

Quote from: Mankcam;1093274I'm considering running a PDQ System game,
'Jaws Of The Six Serpents', it looks really good, quite simple, and alot of fun.
Very Conan The Barbarian!

It is all those things. It's another one of my favorites. Just know that the setting is more of a setting "outline". For me that was a feature rather than a bug, but if you want a deep setting to explore, this doesn't provide it. You are very much expected to fill it out. However, the supplement, Serpent's Teeth helps a little in that regard with its adventure outlines.

You should definitely give it a go. PDQ happens to be one of the easiest systems to GM in my experience.
The more clichéd my group plays their characters, the better. I don't want Deep Drama™ and Real Acting™ in the precious few hours away from my family and job. I want cheap thrills, constant action, involved-but-not-super-complex plots, and cheesy but lovable characters.
From "Play worlds, not rules"

Mankcam

Quote from: SavageSchemer;1093277It is all those things. It's another one of my favorites. Just know that the setting is more of a setting "outline". For me that was a feature rather than a bug, but if you want a deep setting to explore, this doesn't provide it. You are very much expected to fill it out. However, the supplement, Serpent's Teeth helps a little in that regard with its adventure outlines.

You should definitely give it a go. PDQ happens to be one of the easiest systems to GM in my experience.
Well I tend to alternate between running BRP games and Fate games, also some D&D 5E AiME.

From the outset, PDQ looks very similar to Fate, perhaps even more to the 'narrative' side, but it doesn't have the Fate Pt economy which can intrude at times. The rules are very similar to Fate, but seem easier to understand. Quite impressed, I think I can do alot with the PDQ System.

As far as setting goes, a barebones sword & sorcery setting suits me fine, I can crib away and make it up as I go. The game is quite impressive for it's size, and I am looking forward to seeing if my group wants to give it a go.