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The Chronicles of Ramlar

Started by Spike, December 12, 2006, 01:10:18 PM

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Spike



First the disclaimer: I did not buy this book, it was sent to me to review for free by Tony Lee.



It has long been the nature of gamers to disect their games, to find issue with this rule or that convention and to argue alternatives.  The Chronicles of Ramlar seems to me to be very much in that vein.    I can see players now, grousing over pooled hit points, or Base Attack bonuses or the D20, sitting around the table, and then on stands up... maybe even on the table... and shouts

"We CAN do it better! We will make OUR game and it will be good...no, It will be GREAT! THE GREATEST! To arms!" and off they go, pencils scribbling like mad as they worked out their masterpeice.

I was tempted to hate this book.  The Larry Elmore cover isn't the best, the art inside is cool, but the text?  Start with a tepid, derivative theology.... I know, I'm hardly one to point fingers, and move from there to a knock off rule set... what is there to love?

Plenty actually.  It isn't the most innovative book ever, but it is very much what many gamers have designed in their minds when discussing what they might do differently comes up.  

So... bog standard setting, way too much dwelling on the Gods, a few wonky names for stuff, and you have the setting, complete with dark skinned evil elves, elves from another continent (which apparently is empty now... the book was unclear), dwarves that are the sole providers of a fantastic metal 'Kasmarium', Elves which have an even fantasticer substance (spirit bone) that is the best at everything, but they don't share it.... and plenty of impossible things.  I suspect the thing that irritated me most about the cosmology was this: the actions of the 'evil, fallen God', resulted in the fall of his creations (the evil elves...) not because of anything they did. Apparently they were good, kind, noble, proud well loved by other elf sort of elves, but simply because their creator was condemned for disobeying the bigger God's law, they were instantly evil. Gah.  

So, the writing doesn't win any points with me yet, how about the system?

Ah... well, you still have classes. In fact, you have D&D classes, only with new names. You have druids and preists and wizards and rogues and warriors. Only Ramlar calls the druids and clerics methwargs and sevars respectively.  After that the similarity gets weaker. Yes, there are levels, only there are no charts to read for your next line of bonuses and abilities, there are no dice to throw to expand your hitpoints.  In fact, a more ambitious designer might have tossed the classes all together.

At it's core, Ramlar uses percentile dice for everything. It's not BRP, it's not Rolemaster.  Skills, for example, are not used for combat or theft or magic. Any conflict uses a pre configured number... Attack, Defence, Subtlety or Magic (Contact), against the targets difficulty. These are one to twenty numbers, but are cross referenced to get a percentile difficulty.  Oh noes...you say, charts!

Sort of. Since YOUR number (attack, subtlety or contact) doesn't change often, you are told to write the appropriate line down on your character sheet. If you don't, remember that all steps are 3 percent. Simple.

You define your character solely through 'feats'... called talents here, this is your big bennie for leveling. You do get skill points as well, along with a little more durability, namely one point per hit location. A higher level character could be quite tough, but the massive ballooning of health seems largely absent. I have no idea how high a level is 'suggested', the game doesn't suggest a top end.  

I won't go into every detail of the system here, though it is quick to learn, though with plenty of permutations.  One concept I'd like to touch on is 'momentum'. If the characters win in a round of combat they get 'momentum' points to spend the next round. This is where a lot of your tactical options come into play, and it's rather neat.  The same system is used for all three conflict types (subtlety and magic here...), though it's written only in combat speak.  Spells are memorized, but not burned during casting. That is, you memorize the spells you want to cast without your book, but you spend mana, retaining the spell in memory, a nice compromize between the spell list crowd and the magic endurance crowd. The spells seem fairly traditional, but the ability to adjust them 'on the fly' is a much needed addition to the game.  

What really got my attention is the 'expirence' system.  I'd seen references earlier in the book to Demeanor/Theme Circles, but had no real clue what they were. The chapter was an eye opener.

Forget the wonky name. This has nothing to do with narrativism, or personality mechanics.  How this works is you have five circles with ten dots around them. One circle is always 'leveling', the other four allow you to pick a method of growth for your character. As your character accomplishes goals towards that growth the GM awards a point to fill in a dot. Things you can do with your circles include raising attributes, getting new skills, access to 'prestige classes'... I mean Elite and Master classes and more.  What do you mean by 'more', you ask? Ah.. well, things like gaining and maintaining favor in a God's eyes (special boon talents...), campaign goals (toppling the evil king), personal goals (get married, find a magic sword)... which probably covers just about any long term project you can think of.  Now, each point filled gives you bonuses to related dice rolls, and the mechanism is encouraged to use for instant gratification, via the rewarding of points for doing 'stuff', as well as encourage and track long term progress.  The GM awards the points, allowing him to regulate the flow of the game.  All and all, brilliance in three pages.  This has to be the slickest expirence system I've ever seen. I'm stealing it for use at my table.

The geography stuff, divided unnaturally into 'marks' was hit or miss. Mostly hit.   If you intend to use the setting as written you won't lack for plot hooks, which is a very good thing. Hell, you could probably mine the setting for hooks for other fantasy campaigns, this area is full of them. Each geographical region has it's own little 'whats going on' section which is 'hook central'.  Of all the setting stuff, this area is the strongest.

Other than the monsters. The monster chapter is on the short side, aside from the 6 or so species of dragons discussed, and the renamed pegasii. You have chameleonic saber tooth cats, you have thirty foot tall flaming demons, you have... well, you have monsters. Some are just renamed (vampires are Kriegs, wights are Winsher), but once you leave those out, and the very dull Orcs, you are left with truely horrific threats.  Maybe I spent too long staring at the artwork, but if you can't use these things to scare the piss out of your players, you obviously need to hand over your GM's card.

In the end what can I say?  I mean, it's incredibly Derivative, but very good at the same time. If I wasn't the jaded soul I am now, I'd play this in a heartbeat over yet another D&D game. Hell, if someone offered me a game, I'd play it now... my dance card ain't that full, and it should be pretty fun.  Personally, I've got a half dozen settings lying around that blow this one out of the water... cool archivists of the Gods dwarves and all... but nothing about this book should be hard to import to a new setting, nothing at all.

Give it a look, you might like it.  
For you the day you found a minor error in a Post by Spike and forced him to admit it, it was the greatest day of your internet life.  For me it was... Tuesday.

For the curious: Apparently, in person, I sound exactly like the Youtube Character The Nostalgia Critic.   I have no words.

[URL=https:

Scale

 

Spike

Quote from: ScaleMerkwargs?  
:rolleyes:


Merthwargs... I don't get it either.   Maybe they felt Druid had too much baggage attached to it. :confused:
For you the day you found a minor error in a Post by Spike and forced him to admit it, it was the greatest day of your internet life.  For me it was... Tuesday.

For the curious: Apparently, in person, I sound exactly like the Youtube Character The Nostalgia Critic.   I have no words.

[URL=https:

tmlee15

Thanks for the review! Fair and balanced; couldn't ask for more :) Our goal was to design something familiar for an easy learning curve (hence accounting for the "incredibly derivative" part), yet with new interpretations on the classic themes. And judging from your review, I think we've succeeded in that (or mostly, at least :)).

As for merthwargs and sevars, we'll have ask John, the "Ramlar world guy," for the inside scoop. It did seem a bit odd to me at first too, and I never did find out why.

And I wholeheartedly agree that there is a lot to "steal" from the game; even the feats/talents setup would be perfect for any class-based system to enable greater customization while keeping the niche protection. If you ever get a chance, do try out "momentum" (even if for another game system), it's proven to be a blast in actual play!
TONY LEE

"If life is just a game, I want a new character."

Working hard and wrecking (his own) shop at TimeOut Diversions

Spike

It was a pleasure, Tony. I am working on the second book you included now, I should have something up for it next week.
For you the day you found a minor error in a Post by Spike and forced him to admit it, it was the greatest day of your internet life.  For me it was... Tuesday.

For the curious: Apparently, in person, I sound exactly like the Youtube Character The Nostalgia Critic.   I have no words.

[URL=https:

Grimmstorm

I bought the game because of this review. Unfortunately I bought it before I learned there is a hardcover available. Anyway...when flipping through the pages I was stunned by two things - the overwhelming excellent artwork (if you like Elmore, which I honestly do (and ofcourse the other artists are equally great!!!)) and the just a wee bit less than professional layout. I was totally relieved to find a meaty book with tons of information and no full color pages and all that unnecessary eye-cancer causing design stuff that is nowadays so popular. Don't get me wrong with this comment about the "wee bit less than pro..." layout - I really love it. It's such a heart-warming back to the roots that I emediately fell in love with the game. When I took a closer look I found all the Methwargs and the others and...loved them. I love the idea of story driven advancement. I love the Magic. I love the absence of miniatures (THAT is what I love almost most!!!). I love the bestiary! The only thing I miss a bit is the description of a short starting adventure and a small village or similar setting with maps for the first couple of adventures. And of course a full scale full color world map - just because I love maps.
Actually I think druids don't need to be namend druids all the time - even if they are basically druids. The few name changes and new words that are used are nice for the atmosphere and you get accustomed to them quickly. Hopefully to the authors they can stand up to my expectations for any follow up material. I don't want to see another version of a game that sells only due to the fact that each new book contains tons of new skills, feats, classes and monsters - and only few information. I guess I'm just one of the old "left over" gamers from older days who where satisfied by a dozen classes at best for the rules part but loved to adventure in real and exciting settings that were lavishly described....please don't let me down!

CoR get's a big thumbs up from me. And yes - I know there are downsides on this game. But every game has them and I think CoR has them where I can live with them.

Ah...there is one downside that I don't like...what about the text passages writen in one of the CoR fonts...they are a bit hard to read, nevertheless a nice idea. Are there plain text versions available some where? As a GM I love to have things simple and obvious. For my players...it's different ;)